Never Ending Dungeon

yes, and if you exit, you must start from the beginning. Like, if you use the portal, it closes when you enter town or if you exit the dungeon you must star all over again.
Legacy Ladder: RavenXX Ranger 75
Legacy Ladder: RavenX Ranger 75
Última edição por lacalves em 25 de jan de 2012 15:29:37
i may had, when you enter the dungeon with a party, if a member die, or exit, it can't join the party, till everyone dies or exist.
Legacy Ladder: RavenXX Ranger 75
Legacy Ladder: RavenX Ranger 75
It would be a nice idea and something i would do solo or in a group, i only just started doing the one in Torchlight and was enjoying that.
Ancestral Bond. It's a thing that does stuff. -Vipermagi

He who controls the pants controls the galaxy. - Rick & Morty S3E1
I really like the idea ! I think something like that should be implemented. It will be great fun when you are in a praty, and you can see how far you can go alone. Well thought out !
This idea is superior to the current end game plan where you play through the whole game with everything at the same level for the following reasons:

1) Dungeons are more fun than outdoor areas. Forcing players to play all areas against their desires will make end game less fun than allowing players to haunt areas of their preferred theme.

2) Sense of accomplishment. The deeper you go the harder it gets. This is more fun than pointlessly following through the campaign areas in order with everything at the same difficulty.

3) Risk vs reward gamble. If loot improves with depth, leaving the dungeon for any reason is final and death results both in being kicked from the dungeon and loosing all loot found therein, players must make a choice and risk all for greater glory!

Please implement this. You could implement one for indoor areas and another for outdoor areas to allow players to haunt their preferred theme and completely randomise the monsters spawned in both if you're still worried about players grinding with a specialised build.
Última edição por BlastMonkey em 30 de jan de 2012 20:59:50
Great idea, however i can see a huge farming/balance issue

i would suggest remove gear drops from the enemys then at the end of each floor (all enemys dead) u get a choice, deeper or out.

if u choose deeper u carry on and get no reward (or mayb something minor, like a currency item)

when u choose out u leave the area and that run ends. after leavin u are rewarded loot based on the level u reached.

if u die u are sent out empty handed *aside from any rewards u got during the run*

for me this solves farmin issues where some1 just constantly runs it till they die then repeats able to collect all the loot.

this is also an easier system to 'fine tune' once live
Última edição por Bob_O em 31 de jan de 2012 10:57:59
"when u choose out u leave the area and that run ends. after leaving u are rewarded loot based on the level u reached.

if u die u are sent out empty handed"


That is a very good idea, although I think that a player should get some reward even if dying, on higher difficulties battling enemies gets quite hard, it would be bad if you have gotten far and you got nothing out of it.
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Bloodcount escreveu:

That is a very good idea, although I think that a player should get some reward even if dying, on higher difficulties battling enemies gets quite hard, it would be bad if you have gotten far and you got nothing out of it.


Yes it would b harsh to get nothing but i think that would b the apeal of it, for me atleast, to hit that button and gamble on another random level of torture...

the reason was to make it harder to farm but yes some smaller reward would b gd upon death based on level reached so it doesnt become a redundant feature to most players.

also depending on how gd the loot got for clearing an area (if they choose to give u a little reward after each level is cleared) it could balance it a bit (eg u hit goto next and ur so deep u get a nice reward then even tho u die in that level)
It would definatly make it more a dungeon run if enemy's don't respawn so you HAVE to go deeper or replay lvl 1-12 to farm your desired mob.
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Bob_O escreveu:
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Bloodcount escreveu:

That is a very good idea, although I think that a player should get some reward even if dying, on higher difficulties battling enemies gets quite hard, it would be bad if you have gotten far and you got nothing out of it.


Yes it would b harsh to get nothing but i think that would b the apeal of it, for me atleast, to hit that button and gamble on another random level of torture...

the reason was to make it harder to farm but yes some smaller reward would b gd upon death based on level reached so it doesnt become a redundant feature to most players.

also depending on how gd the loot got for clearing an area (if they choose to give u a little reward after each level is cleared) it could balance it a bit (eg u hit goto next and ur so deep u get a nice reward then even tho u die in that level)


I understand what you mean. For example: When you die, you drop 20% of the levels you have cleared with a maximum of 6 levels. That way if you die for example on 2th floor. You start from the 8th and you can either clear it and get reward or continue. And when, for example you are on level 60 you won't fall 12 levels if you die, just 6.

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