NiKr wrote: » You have rooms with mobs, you have rooms with bosses, you have the final room with the final boss that requires an item to enter (you get the item through a quest) and the boss respawns once a 1.5 weeks. That boss room is a semi-instance, so after his spawn and after people start entering that room - he'll wake up in a few minutes and the access to the room will get locked. So if, by chance, Intrepid copy those mechanics one-to-one, it'd cover your first 3 points (though there is a "final boss", the only difference in loot was a single item and the higher chances to drop other stuff). Points 4 and 5 could definitely be added w/o subtracting from the overall design direction.
Kilion wrote: » Can you think of anything else that might change the way(s) dungeons and their monsters could be contested?
Kilion wrote: » So what I would like to do is gather ideas for what would be good ways to design contestable dungeons to have variety and avoid all dungeons having a "the strongest group will get the boss loot" design.
Strevi wrote: » Kilion wrote: » So what I would like to do is gather ideas for what would be good ways to design contestable dungeons to have variety and avoid all dungeons having a "the strongest group will get the boss loot" design. The game could troll "the strongest group" and drop loot to mediocre players only. I don't care. But no matter what solution is chosen, I hope outside, at dungeon entrance, the best loot of that particular dungeon is 100% drop in a pvp fight. Or at least valuable loot to have higher chance to drop than common tier.Transporting the loot back to a storage should be riskier than driving a caravan.
Kilion wrote: » Strevi wrote: » Kilion wrote: » So what I would like to do is gather ideas for what would be good ways to design contestable dungeons to have variety and avoid all dungeons having a "the strongest group will get the boss loot" design. The game could troll "the strongest group" and drop loot to mediocre players only. I don't care. But no matter what solution is chosen, I hope outside, at dungeon entrance, the best loot of that particular dungeon is 100% drop in a pvp fight. Or at least valuable loot to have higher chance to drop than common tier.Transporting the loot back to a storage should be riskier than driving a caravan. Just so I understand correctly: "100% drop in a pvp fight" meaning A) all of it has a chance to drop when dying in PvP or B ) it will all drop with a chance of 100% when dying?
NishUK wrote: » Can't say a lot without at least seeing A2 but this game does worry me a lot for a varied audience.
Strevi wrote: » If somebody has a high tier, maybe a legendary material, might try to give it to a low level alt hoping that corruption helps. Or holding in inventory common stone and wood. Such tricks should not work because render pvp useless.
I'd love for there to be a kind of Labryinth/"Crystal Maze" of sorts that is on a timed start and 2 raids have to compete with one another through seperate journeys. It can be a test of everything, including if the 2 raids align in certain ways (through the miracle of RNjesus!) they both end up in a divided room where they can interact with each other and essentially PvP while additionally handling some epic creature. At the end of the Labryinth whoever gets through 1st gets priority into the boss room, then through the winning raids mistakes fighting the boss, the boss blows open a pathway to enter, resulting in a bloodbath denial or the room remains hard locked and they get a very hard challenge to gain and alternative path through to deny them...but I would absolutely love to draw up a proper Labyrinth with challenges that cannot be cheated and be a true test of skill.
NiKr wrote: » The good ol' "this game is not for everyone" applies
NishUK wrote: » I get the impression Steven wants to dominate, it's healthy mentality....or is it? Will he be happy plotting and planning a game to obtain every single mmorpg lover that is stuck on older games or private servers or will he take a risk and make something that can somehow appeal to both "simple grind lovers + heavy contest points" and (more inline with the thread) "final boss and loot loving achievers WHICH must be accessible to a widely skilled audience". (I've gone off topic, keep the reply short if there needs to be!)
Kilion wrote: » Strevi wrote: » If somebody has a high tier, maybe a legendary material, might try to give it to a low level alt hoping that corruption helps. Or holding in inventory common stone and wood. Such tricks should not work because render pvp useless. So basically when a group leaves a dungeon you want to be able to fight that group and be 100% sure that you will get the loot of that dungeon if you manage to kill them, correct?
Strevi wrote: » Correct, that's what I said But is too extreme. What I actually want is the PvE players who cannot defend themselves to ask for help from PvP friends rather than demanding game mechanics to protect them.
Kilion wrote: » Strevi wrote: » Correct, that's what I said But is too extreme. What I actually want is the PvE players who cannot defend themselves to ask for help from PvP friends rather than demanding game mechanics to protect them. Okay, I think the idea in theory is sound but isn't really feasible. If there were a 100% drop chance for all dungeon loot before it is stored anywhere else, has been looted by someone or was transformed, this would just expose the PvE players exclusively to additional risk - "additional risk" because they already risked dying in the dungeon, now they are in a state where they have used cooldowns/potions etc and might be low on other combat related resources, which also puts them in at a disadvantage to negotiate protection from a PvP group's escort, who in turn takes considerable risk because they have to face an unknown amount of enemies who need just one kill for the escort to fail their mission and not be paid at all and receive a death penalty, too. I think there would be a huge risk to turn dungeons (and their loot) into a hot potato. And while I say all that I still agree with the notion that there should be some certainty to at least getting some dungeon loot from killing a player who holds it. When a group who cleared a dungeon gets wiped out, they should be guaranteed to lose a portion of that loot, with the rest being up to luck. Of course we could spin it further and have artisans create one-time-use "safe" slots (like secret pouches) that will not be dropped on death, but whether that would motivate PvE players again seems questionable as it means they have to put even more resources into their dungeon crawl, while the "Robbers" waiting outside the dungeon still "only have to be there". I don't think it would align with the overall premise of having meaningful competition to have dungeon crawlers lose more than 40% of their dungeon spoils with one kill. It would create high stakes, sure, but that doesn't seem all that meaningful to me. I think it is a reasonable design philosophy to have productive activities (acquiring resources and gear from the game ) pay off more in the long term than than redistributive activities (acquiring resources and gear from other players) or destructive activities (where more of the games assets become destroyed/unaccessable than are being created in the same moment).
What if each important dungeon would have a caravanserai nearby, with the option to store the loot there?
Kilion wrote: » What if each important dungeon would have a caravanserai nearby, with the option to store the loot there? Doesn't make a difference. Players would still be able to swarm them right outside the dungeon where all the robbery would take place anyways because seeing someone leave the dungeon is the safest/only way to know that they have dungeon loot on them in the first place.