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A Defending PvM Game


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#1 TaeNiMiku

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Posted 07 September 2015 - 04:40 PM

Just sharing some interest that I would, if possible someday, see a PvM "dungeon" where you have to defend against a horde. It can perhaps function like a real dungeon but the roles are switched: the enemies attack you and something to be protected, and of course, the mini-boss or boss that attacks would make things harder.

 

Just a fan here of defending stuff, haha


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#2 KatsuraKujo

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Posted 07 September 2015 - 04:44 PM

it would mostly revolve around tanking classes then wouldn't it? .-.


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#3 pdfisher

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Posted 07 September 2015 - 06:21 PM

This is an interesting concept!


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#4 Arckadia

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Posted 07 September 2015 - 09:29 PM

I still like this idea!

By the way, this is the concept of the first part of a dungeon I suggested few years ago: https://forums.warpp...on-goblin-cave/


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#5 TaeNiMiku

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Posted 08 September 2015 - 03:47 AM

We will need some sort of twist since yes, it'll definitely be for tanking classes if a generic defending game is followed. That is why there should be something that is defended, and make the hitters, like usual, focus on the mini boss attacking, and stuff.

Preferrably, the thing being protected must be in motion, like a caravan passing through a valley, and twists like traps will keep tankers who think they can just sit close and tank think otherwise. Too less damage, and it'll take longer to kill the attackers who are too close. This will then call for non-tankers to go ahead and disable the traps before the caravan gets there. Maybe, say, enemies that will roll rocks down a slope?

Having too many tanks then in the party, will make it detrimental to the one being protected. To remedy some issues too, how about some of the enemies being given a large defense pierce ability, or perhaps being immune to taunt?

Even I wouldn't like a party full of Knights. I was thinking giving key targets so ranged single-hitters, like Scouts, also are invaluable. Like, make the miniboss invulnerable until some key targets are killed. Or maybe something that calls for a second party to do for the first party to progress.

Seeing what they can do with the Sikuku Catacombs regarding strategy play, I think this can be possible too. Varying monsters, as well as multiple possible paths, will work for replay too.

Edited by TaeNiMiku, 08 September 2015 - 04:11 AM.

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#6 EveryBodysHatin

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Posted 08 September 2015 - 09:24 AM

 see a PvM "dungeon" where you have to defend against a horde. It can perhaps function like a real dungeon but the roles are switched: the enemies attack you and something to be protected, and of course, the mini-boss or boss that attacks would make things harder.

 

Just a fan here of defending stuff, haha

+1  :no1:


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#7 Dragonlark

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Posted 08 September 2015 - 11:25 AM

A defensive or escort style dungeon sounds like fun. The ROSE Team has been looking into something like this for awhile now and are still working on how something like it would work in game. 

 

TaeNiMiku, you mentioned traps and mobs you'd have to take down before you can kill the mini boss. What specific kind of traps, or other kinds of mechanics do you guys think would be a good addition to this kind of dungeon?


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#8 TaeNiMiku

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Posted 09 September 2015 - 05:10 AM

A defensive or escort style dungeon sounds like fun. The ROSE Team has been looking into something like this for awhile now and are still working on how something like it would work in game. 

 

TaeNiMiku, you mentioned traps and mobs you'd have to take down before you can kill the mini boss. What specific kind of traps, or other kinds of mechanics do you guys think would be a good addition to this kind of dungeon?

 

First off, the certain thing being escorted must be of an absolutely important value for the attacking number and strength of mobs to be reasonable. It will then give a reason for the enemies to make elaborate plans to intercept the escort just to take down whatever it is. Given my current knowledge regarding the lore of ROSE, I cannot yet provide a good place, situation, and involved characters for the said "dungeon"; I'm still trying to get through all of the available dialogue in the game.

 

One idea in mind is that, probably 1/3 during the whole course, a miniboss will appear from behind chasing the escort, but is protected  by some sort of magic. The source of the protection, can lie either ahead, prompting non-tanks to eliminate it, or behind the attacking mini-boss, to put a bit of thrill. It can be a sort of, perhaps a stationary target, or a mobile one who, for story's sake, is a backup of the attacking mobs. Other than invulnerability, it could also give bonus power to the boss to make things even trickier. A second mini-boss can also be done the same way, with a little variation, like coming from the front, and as usual with the dungeons, a final one that's gonna take a while to beat, but at the same time, the party has to protect the escort.

 

Second, the traps I think should be designed to be laid across the course, which is kind of what it's supposed to be, haha. Tankers, given their role and the nature of the game, will want to stick by close to the escort to protect it. Now traps, be it disarm-able or not, can be designed to hamper players who do stick too close to the escort as the escort passes by the trap. To make things a bit fair, the escort can be immune to the trap, but the players around it will probably be, say, stuck, or stunned, rendering them unable to protect the escort.

 

For the sake of fairness, these can be disarmed too the same way as the "magical protection" that is provided to the mini-boss. Positive "traps" as well, like perhaps some support like speeding up the escort momentarily, or perhaps rendering the escort invulnerable, will also be nice. The design though, must be planned so that players who will want to disarm it immediately as the game starts is prevented, since this will nullify the intended sense of tension in the middle of the game.

 

Third, a nice setting for these kinds of situations is probably a valley, as I've said, with some corners or other alley-like protrusions for the other stuff, like trap triggers/disarming, shortcuts to a vantage point for better protection of the escort, some stuff to say eliminate a large group of monsters and the like. The escort should also not be moved by the players, but follow a scripted movement, prompting stoppage if, say, the volume of the enemies ahead is too high. To give variation, as I've said before, perhaps multiple paths is good for replay, just like in Sikuku Catacombs where sometimes other gates to the sewers are closed.

 

One thing that gets me fired up about this kind of "dungeon" is that there is a true way to fail: the escort is killed/destroyed.


Edited by TaeNiMiku, 09 September 2015 - 05:30 AM.

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