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Dungeon Instance


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#1 ss_kylereese

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Posted 19 October 2009 - 06:40

I made a topic a while back called "The Arena Event". It had all the hallmarks of an idea that could potentially work without of course.. actually working. Do you all remember the saying, the devil is in the details? Well if that's true, he would have found a happy home in my arena idea. My topic lead you in the front door and out the back. A virtual tour of every little tidbit that's ever tid a bit and even some that haven't. So I've decided to take a different tack here. Welcome to "The Dungeon Instance". Now go ahead and talk amongst yourselves and tell me what you think.....

Ok.. you're right. No details is probably not going to work very well either. Well, here is the gist. A dungeon instance would be an area where people can group together to tackle a mission, quest, whatever all the while being rewarded with xp and fantabulous prizes. How we would go about that is up to you guys, but the payoff would be a mode of play we all could enjoy together.

I do have a couple ideas to get us started.

1) Only 1 group could tackle a particular instance at a time, and each level of a instance would be timed. Min size of a group should be 2. Max size should depend on the instance.

2) After victory or defeat, anyone who participated in the group would need to wait a set time before joining another. Simply leaving a group during an instance should still incur this penalty imo.

3) A possible group attack feature that uses the groups power to kill any elites/mini-bosses/bosses the group might come across. Also maybe an ability to recharge the parties group attacks by defeating normal creatures in the instance? I don't know.. just an idea.

4) Possible bonus to your groups party for having a certain combination of classes depending on the instance. Should be a meaningful bonus as well. Also maybe a bonus if everyone in the group is from the same faction.

5) Some instances could maybe allow 2 groups to play at one time. The first team to reach the end would win the prize(s). We might also want a mechanism that teleports everyone in the instance back to the starting area a minute after the mission is completed or the time runs out.

6) Number of current group attacks possible could be displayed somewhere on the screen.

I better stop right there. I can see him coming and he's not wearing prada. If you're still wondering how any of this would work, how about you tell me. I am curious too. One level we could have the group searching around for a key to go on to the next level of the "dungeon" and after one of your party walks through to the next section, the indicator that normally tells us if a place is pvp or not could switch from red to green? Then on the next level they could have us killing champions or elites in order to create an item that leads to the final boss area. The final boss area would have normal creatures and a boss that needs to be killed a set number of times. After the party wins they open the chest, weapon locker, storage and get 2 prizes that distribute themselves randomly, ranging from craptacular to awesome. Or none of the above, let me know.

Seriously guys, the only part of the idea I care about is the part where we would be doing it together. That's what I'm really going for. We start a group, get that familiar nostalgic feeling in our stomachs(depending on how many times we've played that instance) and then 10 to 30 minutes later we've either won or lost and we can do it all again or try another one. The possibilities are.. well... there are some. So don't be shy and let me know. Is this something we could do?


Something to think about - [Idea number 1 would only work if there was a huge number of instances. We might want to think about increasing the number to around 5 groups per instance.]

#2 ss_kylereese

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Posted 23 October 2009 - 07:34

This does not bode well. I thought I was prepared for anything but I didn't expect this. I think I would of preferred a steady stream of dungeon hate to what's happening here. That I posted this days and days ago without a reply isn't what disturbs me. What gets to me is it being only 6 down from the top. What's going on people? I know I haven't been around lately, but has it really changed this much?

Is the forum, dead dead deadski?

#3 ss_nthnclls

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Posted 23 October 2009 - 13:31

If I read you correctly, you're basically talking about timed faction missions, but instead of having it be faction missions, it would be open to anyone?

I like this, if that is the case. Maybe there could be one mission per day, but you could only participate in one per week?

The winners of whatever the mission is could receive xp, FE'd items, or maybe even a small amount of skill points and evo points.

Maybe the mission could START in the Dungeon instance, but the actual mission would require a wide variety of areas. Imagine having to kill lvl 26 Sharona 10 times total, and having to invent an item that requires one extract from each of the elites, from level 10-100 or whatever, or maybe one that requires you to pvp a certain number of mutants.

And the suggestions forum seems pretty much dead, imo. General still gets some traffic.

#4 ss_kylereese

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Posted 24 October 2009 - 13:06

I'm thinking each mission could take place in a specific area. Each area would have a structure that can be entered and each structure would have 2-3 maps for every level of the dungeon(maybe 3 levels?) You could go to one of these new dungeon(mission) structures on a map and then either become a group leader or join one. Each group leader would wait in a line of 5 to enter the mission and he/she would need at least 1 more in the party to enter the dungeon once it's their turn. Have there be one instance every 20 levels or so and make it so the groups can hold 5,8 or 10 depending on the instance and there would be plenty of opportunities for everyone to play.

I would also suggest we find some way for everyone to be useful when playing the instance. Maybe have repeatable(once per try) quests for the first level of a dungeon. Give them the main map, 2 different rooms to enter with each room containing a quest. Make it so only one person in the group can activate any one quest, leaving the others to feed the one trying to complete the quest resources as it calls for it. Maybe have an elite in the main room someone can try and kill for the key to the next level. Entering any new level would reset the timer, so groups would probably want to wait until they've completed the quests before starting on a new level or at least until the first countdown is about to expire. Maybe we could have some of the quests lead to another quest later in the dungeon or have a final item the group needs to build in order to complete the instance. There are a ton of possibilities.

My main concern(Should any of this happen) is that we end up with something that feels too tacked on. Or something that has us doing what we've always done. I really don't want to go kill Sharona again to be perfectly honest. Not that nthnclls' idea isn't a good one, but I would much rather have something that exists outside the humdrum 123 everyday leveling that some of us seem to accept as the way it has to be. There is so much more that can be done here. I honestly think we need more than an adjustment to the stats on our gear, or some minor alteration to the skills in our tree if we really want to breath new life into this game.

Let's come up with some rules for this mode so we don't lose our way. Let me know if you agree.

1) It has to make us feel like we're playing with other people. Just imagine.. A massive "multiplayer" online game where the multiple players aren't just playing by themselves(as the standard) and playing with their friends in some vague unstructured way. I'm thinking.. better?

2) Each instance has to have it's own personality separate from the outside world(map). It also has to have it's own flow. A little sumthin sumthin that makes it feel different than leveling(Besides the fact that it's multiplayer). I think making the levels of the instance timed will help give it that feeling.

Of course these ideas are just that, ideas. If you guys have a completely different idea on how this all could work, I would be more than glad to hear it. Maybe some of you are simply tired of instances in other games and that's what brought you to SS2 in the first place. I can completely understand that, but just remember this mode would be optional. So come on. This is all in the spirit of playing this game together, if you guys have an idea on how to get us there.. let's hear it.



My seemingly mandatory extra thoughts I forget to write down until the last minute for some reason I will never know - [Ok, so about the resources in the dungeon. If we were to use resources we would probably need a way to remove them from players after they won/lost or disbanded from the group. You know, to prevent stockpiling. We should also allow any group leader to accept or decline a new member to their squad. This way players can wait for their friends or decline someone who might not be strong enough for the task(Ideally we could have some very hard optional dungeons). We should also probably include an option to kick as well.]


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