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GA: Dungeon Challenge Mode


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#1 Feuer

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Posted 25 April 2016 - 03:36 PM

ROSE: Dungeon Evolution
 
Concept: Have dungeons scale to the players capability.
Goal: Add endless or near endless replayability to Dungeons via a personal or team average rating system. 
 
+=============================+
+=========== Section 1: ===========+
+=============================+
 
Complaints commonly expressed with current Game Arena Dungeons.
 
1: Too easy
2: Repetitive & Boring
3: Unrewarding
 
How this new system idea aims to solve these issues.
 
1: Too Easy
The inherent design of a Dungeon system that scales up to match the capability of the team challenging the dungeon immediately resolves this issue. It adapts to the Rating Average of the team, and applies certain criteria changes to the Dungeon to enhance the difficulty.
 
2: Repetitive & Boring.
This proposition could solve these issues or complaints by having a set of criteria that it randomly or conditionally selects and applies to the mode.
These things could be something along the lines of.
 
A: Adding extra Mobs and ADs to the Dungeon to give a risk of being swarmed and over-run.
B: Having stronger versions of Mobs or even Mini Bosses randomly generated when entering the mode, to change the room to room exploration of the mode.
C: Having Mobs and ADs be given abilities they don't normally posses. These 
abilities could be things like
 - Healing the Boss or Mini Boss in the Room if not eliminated fast enough.
 - Applying Buffs to surrounding ADs or Bosses, enhancing their threat.
 - Applying Status Downs to the players challenging the Dungeon that need to be removed via mechanics in the mode.
 - Having randomly spread traps or additional objectives required to challenge a Boss or Final Boss.
 
 3: Unrewarding
 This new Dungeon system could have 'scaled' items as rewards. 
Imagine instead of getting an Exalted piece of Equipment, you were given an enhanced version with a higher base stat set. Or a set that's very rare and provides unique bonuses for PvM content.
 
 This system could also adapt other criteria for rewarding the players like cosmetic items found no where else, rare mounts only available in the challenge mode, or even cosmetic skills or gems.
The higher your rating, the better tier rewards you roll for on your Dungeon Complete loot roll.
 
+=============================+
+=========== Section 2: ===========+
+=============================+
 
What could it look like?
 
2iqjsi8.png
 
+=============================+
+=========== Section 3: ===========+
+=============================+
 
Some details:
 
Rating:
Your personal 'Rating' could be Displayed under your Energy Bar, so you can track your own personal progress.
This Rating would be used to determine the difficulty of the Dungeon, based on design.
 
Rating Decrease/Increase:
Your personal Rating would never decrease [unless maybe you intentionally wanted to reset it via some item?]
It would be increased by simply completing a mode with a higher rating than your personal rating.
 
Let's say you have a Personal Rating of 1,000
You join 5 other people with Ratings of 
890, 1100, 950, 650, 820
The system would take the Average of all your Ratings, in this example
((1,000 + 890 + 1,100 + 950 + 650 + 820) / 6) + 15 = 916[.66~]
 
So what does this mean? It means that anyone with a personal Rating > 901 would not progress their Rating.
However, let's say everyone has a Rating very similar, 8 people with 1,0xx rating each.
It would average out to a Dungeon Rating of 1,0xx + 15. 
If the mode was completed, everyone would increase their Rating by a certain amount, say 10 rating.
 
And there's another way it could work.
If everyone had very low rating, say 550, 530, 560, 570 
and one person had a very high Rating of 1,450
The Average would be 732 + 15
This means everyone except the player with 1,450 Rating would increase their Personal Rating. Allowing 
more experienced players to help new players or catch friends up to them but at the cost of not gaining 
any rating themselves. 
 
Team Sizes:
Challenge Dungeons could be set to a larger team size maximum.
CoU: 10 - 15
HoO: 10 - 15
SoD: 7 - 10
SC: 7 - 10
[Above figures based on the room + swarm sizes already in place]
 
This allows smaller more single Target focused Challenge Mode teams to access this mode, while giving support for 
large scale Dungeon Groups to take on potentially messy hack'n'slash style modes with AoE's.
 
+=============================+
+=========== Section 4: ===========+
+=============================+
 
Final Comments:
This is stil la rough draft, and ironing out details will take some time, and requires the input of opinions and perceived issues being resolved in the propositions theory. 

Edited by Feuer, 25 April 2016 - 03:39 PM.

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#2 Brreezzyhill8

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Posted 25 April 2016 - 09:22 PM

good


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#3 Broadway

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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.

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#4 Feuer

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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. 


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#5 Feuer

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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.

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#6 littlekami

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Posted 26 April 2016 - 04:08 AM

i like that


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