akabear wrote: » To OP, what leads you to believe this is a Japanese RPG style dungeons thing?
NiKr wrote: » I'm not sure if I like the "the more deaths the stronger the dungeon and the loot" mechanic, but other than that - yeah, this could be an interesting feature.
Aerlana wrote: » It would lead to a "far too difficult" boss, and even a mathematically impossible to kill boss. (if he exterminates the tank... how could it be killable ? )
invisibledecoy wrote: » I posted this under events because it is certainly related, but I'm not sure if the devs will consider them events so I also want to make it it's own discussion for the rest of the community if it is taken down from events. I read a comment in another thread that made me think of something I have not actually seen in an MMO before. Japanese RPG style dungeons. These dungeons, according to lore, appear naturally and randomly and have to be discovered by exploring. They are procedurally generated and biome based. They have an initial number of floors that expand over time and may be accelerated by player deaths within the dungeon. Each consecutive floor of the dungeon is more difficult than the last, and each floor has a floor boss (this can also be a procedurally generated mob but with higher stats). The dropped loot is the same loot the mobs drop outside of the dungeon with the exception of the floor boss having a higher tier item drop%. A dungeon will continue to grow until it is cleared meaning the number of floors will increase and the difficulty will as well. This difficulty can be mob stats, number of mobs that appear at one time, or types of mobs. This can mean a dungeon has the potential to grow into an end-game challenge that even veteran players have trouble with. A dungeon is cleared by defeating the final floor boss. Doing so should have a guaranteed chance of dropping a very rare or powerful item (scaled by the number of floors the dungeon had). Once a dungeon is cleared, it will disappear from the map. Until a dungeon is cleared, mobs may spawn in greater numbers and attack nodes. Not only will this indicate that there is a dungeon nearby, but it can tie into some of the other events that are already planned. These spawns may be reduced if the dungeon is visited regularly. I think these would be a great idea for several reasons: 1. It creates a whole new "profession" for those who want to be dedicated to clearing dungeons. Perhaps even add a tracker for dungeons cleared for clout purposes. 2. Because these dungeons are procedurally generated, it does not require constant manual updating. Once they are spawned, they run their course. 3. Dungeons will most likely require groups to complete based on the difficulty scaling. The most difficult dungeons require raids (which still might not be enough depending on the level of the dungeon). Maybe specific gear is needed to combat these challenges? 4. It will be exciting for the community whenever a high level dungeon is discovered. Maybe there could even be dungeon specific items. Please let me know what you think. I really love the idea of a hoard of monsters attacking the surrounding area to indicate a dungeon, then after it is located, a group of players can try to defeat it, or die trying. Eventually a dungeon can become a staple for a node if it becomes large enough.
Aerlana wrote: » So we have bosses which are not so lucrativ staying mostly as easy as their base difficulty, while if a boss is far more full of interest for players than IS expected for its difficulty, it would remain at "high difficulty value" which would already help to reduce the influx of its precious drops. without needing IS to do a fast fix.
MrPockets wrote: » I actually really like this idea, it has big Sword art online (and other similar anime) vibes. I think the ideas form these light novels/anime really capture the fantasy that a lot of MMO players want in a game. Aerlana wrote: » It would lead to a "far too difficult" boss, and even a mathematically impossible to kill boss. (if he exterminates the tank... how could it be killable ? ) I think having "mathematically impossible to kill boss(es)" can be a good thing. Let player storylines develop, let the community create their own lore. Look at the C'Thun example from classic wow...it ended up becoming an interesting story in real life that players still reference! IMO: let bosses exist for a long time, and see what the community does with it. why can't there be "undo-able" content? This is also not even taking into account the fact that these dungeons would be open world...and the community could always just throw more players at the encounter....
arsnn wrote: » @invisibledecoy @Voidwalkers @Nikbis Could you name a few of those Novels or RPGs? Im not aware of any of those except Sao, although i combed through quite some manhwas and scuffed chinese online novels.
invisibledecoy wrote: » Nikbis, when you say "No instanced parts" do you mean inside the dungeon or the dungeon as a whole? Since it is procedurally generated and ever changing, for resource purposes I think the dungeons would HAVE to be instanced. I would love if there were no instances and they were part of the existing world, but I am not sure hardware has advanced enough to account for that.
Taleof2Cities wrote: » it's a great idea but probably best for after release as a DLC feature. There's already enough on Intrepid's plate IMO.