Okay so below is my idea.
I've posted this on another thread here, but since no feedback was given about it. I'm posting it again.
Also just a side note, i know this belongs on the Proposal thread, but almost noone reads that. In the general community chat, everyone can give feedback to the idea.
Edited
These are the previous ideas which as now canceled. A newer version will be made once time permits me to do so. Thx to the people that support me.
Having different modes for each dungeon which are Normal, Advance, and Elite. Which will be elaborated below. Note that i would be only referring to CoU, HoO and if you can imagine it, SOD (if you don't, i'll explain it later)
Normal mode (newbie friendly mode basically)
Its as it is said, newbie friendly mode. With respect to the current difficulty of dg runs, i think dgs in this mode should be 50% easier (killing boss wise). So newbies can learn about the techniques, team composition, and test their survivability in this dg before moving on with a harder version.
Reward System for Normal mode.
This was not well thought out but please bare with it.
As per the name, normal mode, so it should run like how the dg has ran all this time, being either the last boss having drops at a lower rate as compared to other modes (which will be explained later) OR... (refer to the other modes). This is to ensure the current mode will not be spammed throughout the gameplay, because if it is easier, then more people play it, more people play it, then more rewards in the market (if the rates remain the same) and thus hurt the already massively inflating economy in Rose.
Advance mode (half newbie, half oldbies/current players)
As the name of the mode. It is for the sake of progression of what the newbies have done so far in the normal mode dg. Farming valor, getting better gears, constant testing of their characters, builds, and survivability in the specific dg. With respect again to the current difficulty of the DGs, i'd say this has to be about 20-25% easier. This mode will then get the newbies or oldbies(basically current players) together and work on their team composition, teamwork, gears, so on so forth. There's a catch to this. If one team is unable to finish the dungeon run, a penalty shall be given to the people that leave the dungeon. If there are rates for it, i would suggest 50% of what it would be in the next mode.
Rewards in Advance Mode
And now we are here. So here's the thing, as you read, the normal mode i have suggested a decrease rate of getting the rewards so it is less spammed by the current players. But for advance mode, it is an increased compared of normal mode (no duh) not by much to the point that it might also make people spam the certain dg mode a lot. That OR, let the 2nd boss, and final boss drop rewards. With the decreased rates, the chances of getting something with just 1 reward is smaller, but if it was 2, it only increases a little, helps the lowbies get enough money to get further gears as well as keep the business of the current players at what it is (maybe the inflation of dg books could be solved).
SOD wise, if you can't see how this can be applied to SOD. You hit the frags to unlock the way to the next stages right? So in this case, once the 2nd crystal falls, you get a small reward for completing that. (Gem, or armor box, exalted weapons). Again, this is the purpose of helping lowbies as well as the market in Rose atm. And of course the judge drops something as well.
Finally Elite mode (hardcore PvM dungeon runners/spammers)
Here's the interesting part. Dgs now are almost to the point where it accomadates these hardcore runners to make it more challanging for them. Which is wrong, cuz it has affected lowbies everywhere in the game.
*forgive me going off topic awhile*
I've done one this morning, and the team composition consist of, 1 spear, 1 axe, 1 gunner (not sure what class), 1 cleric and me a dual raider. (this is Cou btw) Once Ulverick starts to aoe, he is still capable to spamming it twice sometimes if you're stupidly unlucky, 3 times. Everyone dies. The cleric that was healing, was well armored, to the point that when everyone dies. He/she was the only surviving one (because of personal heals + gears + skill etc etc.) Whoever you are, i respect you. The point is, a simple armored team with just nothing but reinforce, or no skill whatsoever (in this case, the spear champ was quite tanky but it did not reach a knight point) no offence, when i say no skill i mean no sort of defensive skills possible for your survival. (Champ, duh)
*Alright back to topic*
So i think either the current difficulty of the DGs to be put into this mode, OR make it a little more harder as it is. Be careful, i said a little doesn't mean 40-50% harder, i mean like 10-20% only. Its already hard as it is.
Reward for Elite mode
If you notice the pattern in Advance mode, this mode has the highest reward chances compared to the other modes. That OR every single boss fights would give small rewards (being gems, armors, chems etc), or decent rewards (being lisent U's, higher grade gems, better armors/weapons) and the last boss has a chance for better drop in other rarer items like Books. (can be altered so it will not drop as much, but still be rewarding)
If you read the pattern in Advance mode, then SOD also applies to this.
Reward System in general
So pdfisher suggested to have the stuff for the lvl requirements to be on that sort of mode of game instead of it being available on all the dungeons, for example, the lvl 100 spider mount would be available for normal mode for lowbies that are lvl 100+. This also applies to other modes and other dungeons.
Honestly i don't exactly suggest this idea, but hey, i'm just compiling what i can.
Finally the SC dungeon. This took me some time to think about it. but depending on mode, same concept, increase rate of rewards or make each king have the POTENTIAL of dropping rewards for the player (depending on mode being advance, which has a possible 30% chance *possible to be changed* and elite having 45% chance *possible to change)
The difficulty of this dungeon is hard yes, but it is only hard because of, lag, bugs, wall hugs, etc etc. Once they are fixed, they can be scaled to the suggested rated i have given.
Finally, the opinions about GA cost being increased slightly should also be thought about. That, or don't change it for dungeon runs, but implement "penalties" as stated in my spoilers (a lot of them) which i have yet to think what kind it would be to cause significant enough "psychological damage" to players to make them at the very least TRY to finish it.
Well i'll wait for your comments on the idea, and also, this is an idea, i am unsure if it is possible for our 3 programmers to make this so far with limited amount of time they have atm since they seriously lack time.
I'm open to feedback incase i missed anything and/or if you have concerns on my idea.
New idea
All dungeons
Add an option to intiate 'hard mode' once inside a dungeon kinda like the warning post for crafting or when equipt an item that's bound or locked upon acquire.
How the mechanic of each dungeon could work in this 'hard mode'
COU
In hard mode, the giant cobwebs requires to be killing by damaging it directly. The system somewhat the same as the fragmants in SOD where one it hits to a certain hp, mobs will drop from the web and damage will be nullified until all mobs are killed before continuing. These mobs are stronger then the mobs in cou at the moment and in larger numbers.
Once destroyed, a minimun reward of 10 valor will be given as well as the chance for the next boss fight to drop rare materials such as neptunerune or plutorune.
HoO
In hard mode, there is a certain tomb that would give a portal opening ritual instruction. This is one of the requirements to open the portal to the next floor. Another requirement would be to have a small mob or same sized mob as whichever mob within the group of mobs and the player requires to kill this certain mob in order to get a certain material required for the portal ritual opening. This is within the group of mobs and it can be anywhere. The name will be different but it looks the same as the mobs in that floor.
Once obtained the kill and the instruction, a small reward would be given to the player which would also be the same as my CoU reward system.
SOD
In hard mode, after destroying the fragments, it will only disspell a shield that was put up to protect the cryatal. Much like the CoU stage, it requires the player to destroy the crystal to advance. And similarity, it also drops mobs at a certain point of the hp being hit, and the crystal is immune to all damage until all mobs are killed. These mobs are not just the spirits from the fragmants but also the other mobs from the dungeon depending if it has been encountered. Meaning, the 1st crystal would only have the frozen sentinals and spirits.
Reward is about the same except this one gives 15 - 20 valor because of how diffcuilt it is to kill the mobs that spawn from the crystal.
SC
In Hard mode, it requires the players to kill ALL THE KINGS to unlock a secret boss, QUEEN KERA (or something that has the level of hardness) Which rewards will be based on the type of monster like all the other bosses, but with higher chance for something nice (eg. Neptunerune)
Note!: No, no kera medal in this dungeon
P.S Forgive me for any grammar mistake or anything because i don't have the time to re-read what i wrote atm. I'll edit anything that seems hard to understand if needed.
(personal side note: #EveryoneIgnoresMiki)
Edited by KatsuraKujo, 29 October 2015 - 06:23 AM.