Edited by Feuer, 25 April 2016 - 03:39 PM.
GA: Dungeon Challenge Mode
#1
Posted 25 April 2016 - 03:36 PM
#2
Posted 25 April 2016 - 09:22 PM
good
#3
Posted 25 April 2016 - 09:52 PM
Too easy- Shouldn't rating decrease once you die or leave the dungeon? If you can't complete the dungeon at the rating you're at, you should be able to decrease your rating to do dungeons at a more convinient difficulty for you. And maybe making it harder by loosing more of "rating points" in one lost dungeon than points you get by completing one. That would make it so people stop quitting dungeons because they're not happy about their teammates. And also making it a challenge to keep your rating.
Unrewarding- I don't know if I agree with that, to me dungeons are already very rewarding. They give skill books, mounts, gems, good equips, cp and valor, and some other stuffs that may be outdated be balances with the other good items you can get. Adjusting the difficulty of dungeons by level and/or strength is a nice change, but adding more reward may be a little too much.
Here are my thoughts, anyway I like this idea! so I'm just gonna say what the guy above said: good
EDIT: Also, something came up to me: if new players try to do a dungeon after let's say a few months after it's implimented and everyone is at high rating, wouldn't they be left alone? Or, as you say in your post, players with high rating can help new players "level up" their rating, but wouldn't they be in a different "stage" of difficulty because of their high rating? So technically they wouldn't be able to join low difficulty because of their high rating? and wouldn't it make it so that players are divided by their "stages" or "levels" of rating and make dungeons less playable? Especially with that high amount of players needed.
I don't know, just something i'm a little confused about
Edited by Broadway, 25 April 2016 - 09:59 PM.
#4
Posted 25 April 2016 - 10:48 PM
You know what, I completely forgot to mention that increasing the Ranking requires you to meet criteria like;
completing the entire dungeon in a set time.
not dying in the dungeon [if you do die, you can res and complete but won't gain ranking]
things like that. sorry, I completely forgot to list it.
#5
Posted 25 April 2016 - 11:03 PM
Too easy- Shouldn't rating decrease once you die or leave the dungeon? If you can't complete the dungeon at the rating you're at, you should be able to decrease your rating to do dungeons at a more convinient difficulty for you. And maybe making it harder by loosing more of "rating points" in one lost dungeon than points you get by completing one. That would make it so people stop quitting dungeons because they're not happy about their teammates. And also making it a challenge to keep your rating.
Unrewarding- I don't know if I agree with that, to me dungeons are already very rewarding. They give skill books, mounts, gems, good equips, cp and valor, and some other stuffs that may be outdated be balances with the other good items you can get. Adjusting the difficulty of dungeons by level and/or strength is a nice change, but adding more reward may be a little too much.
Here are my thoughts, anyway I like this idea! so I'm just gonna say what the guy above said: good
EDIT: Also, something came up to me: if new players try to do a dungeon after let's say a few months after it's implimented and everyone is at high rating, wouldn't they be left alone? Or, as you say in your post, players with high rating can help new players "level up" their rating, but wouldn't they be in a different "stage" of difficulty because of their high rating? So technically they wouldn't be able to join low difficulty because of their high rating? and wouldn't it make it so that players are divided by their "stages" or "levels" of rating and make dungeons less playable? Especially with that high amount of players needed.
I don't know, just something i'm a little confused about
In the image I posted of the modified GA Qeue Window that this system would coexist with normal mode.
Aside from it coexisting with Normal Mode, you could always qeue with lower Rating players, and get rewards that you might need to progress your capability as a class, in order to progress in your current Rating Tier.
Unrewarding:
They're a good start. But as with any system, it will and is going obsolete. Books are a dime a dozen, CP was a must as soon as they started selling CP in the IM and requiring Clan Passives to remain competitive in End Game modes. Mounts rewarded in Dungeons are already obsolete in pricing. I have probly 30+ Spiders that I can't even give away for free anymore. And the current Valor gears are sub-par to Exalted Sets.
The point of the rewards scaling up based on your Rating make it so you always have higher goals to reach, adding replayability and purpose to playing your end-game PvM Characters.
Edit:"Also, something.."
You'd be correct, higher level players may seek out low Rating players in order to collect possibly missing pieces of a set they need to advance their Rating, or might want to get something cosmetic only available in lower tiers of the Challenge Modes. This would be accomplished by making sure the Average Rating is lowered artificially by grouping many lower rating players. Also with that in mind, the goal of the Rating system is to make it hard. Given there are players whom don't have a 'knack' for Dungeons, some will remain at a lower rating for some time. And even veterans who make new classes, will have to progress those characters Rating as well. So there should always be people running lower Rating Modes for one reason or another. How it plays out though is not something anyone could be sure about until and if it was implemented for testing etc.
Edit 1: Sorry, I misread a portion of the format in your post and it resulted in a mixed message, I corrected the text to accommodate for the now cleared up conception.
Edited by Feuer, 26 April 2016 - 12:41 AM.
#6
Posted 26 April 2016 - 04:08 AM
i like that
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