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Suggestion Infinite dungeons

Discussion in 'Creative Corner' started by ΣMiwel, Jul 11, 2019.

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Do you want the proposed dungeons to be added?

  1. Yes!

    93.8%
  2. No!

    6.3%
  1. ΣMiwel

    ΣMiwel Board Analyst

    The game is currently suffering from two great problems. The first one is that new players are facing an enormous wall that is preventing their progress with too high a difficulty of the lowest modes and unclear progression path. The second one is that the high-end players are missing something new to do. The sole thing they can do now is farm the same maps multiple times until they know every single stone and bush on every single map, or until they leave, unable to stand the boredom and the lack of any challange.

    I believe there's a solution to both the problems at once.

    Infinite dungeons would be somewhat similar to Depths of Demise, in that they would be composed of multiple floors. The key difference however would be that the floors are generating indefinetly* and each floor is harder** than the previous one. To progress to the next floor, you have to find a key, which would be hidden in a special chest on the map. Every player of the group has to use such a key, similarly to Q3 M2, where everyone has to spawn own portal. On every floor there would be several special chests containing some crafting ingredients (cores and ores in stacks of 20 at least; herbs and raw ingredients in stacks of 5 at least). On top of that, on every floor there would be a special platform (similar to the Secret Lairs' special platforms), where players can spawn a boss (using a brazier), which would have a chance to drop special uniques, and after killing which a chest would spawn, which would contain ingredients in bigger amounts. The difference between the following floors shouldn't be very big, so a small improvement in the character stats should allow to go further. That's why lots of floors would be required. Also, the higher the floor, the better should be the rewards. With 50 floors, eg. floors 1-5 would drop white herbs (except for golden sickle) and raw ingredients (except for oxidized stone). From floor 6 oxidized stone and golden sickel would start dropping. From floor 10 green herbs, white ores, materi cores and tellurian cores would start dropping. From floor 15 white herbs would stop dropping, limestone and wiling eyes would start dropping. From floor 20 green ores, pristine cores, augment cores and soul cores would start dropping. From floor 25 white ores would stop dropping. etc. etc.
    This dungeon should be a part of Parallel World and so materi fragments should drop there.
    The generation should be random. There would be four or six possible parts (different by the way it's constructed and by the theme) for each slot, and there would be four slots. How would the map look like:
    [​IMG]
    Random generation would be giving more diverse experience. Perhaps the higher (deeper) floors could be darker a bit. I don't know, I just trust the Art Department in that ;)

    * - by indefinetly I mean that the end is impossible to reach. So, if the limit was set at 50 floors, eg. at the floor 48 the monsters would get so hard that the strongest players out there would be almost unable to touch them. It should just get too hard at the end.
    ** - harder means in this case mostly stronger, having more damage, health etc., but seeing new skills, new types of monsters, more minibosses etc. would be welcome too.

    The dungeon should unlock on lvl55. The lowest floors should be accesible to beginners. The highest floors should be a challenge (challenge with skills etc., not just immensely hard crap) for high-enders. Item tiers should be spread from 0 to 8 between the floors.
    Ah, and on top of that painful Parallel Worlds should be accesible to newcomers.

    How would this benefit everyone?
    Newcomers would have a feeling of progression (they can do higher and higher floors).
    The high-enders would have a challenge.
    It should pose a challenge to everyone by the strength of mobs, not by having to farm it countless times.
    Currently the only way the game is challenging is that it's challenging our patience. That has to stop.

    TL;DR (for fellow players only, devs please read the whole post): make infinite semi-randomly generating dungeons that would pose a challenge but would give very good rewards and would not be a grind-to-death thing.





    --- MERGED ---


    May I get a thread bump?
     
    Last edited by moderator: Jul 14, 2019 at 3:10 AM
    Akageshi, Zoltan, Ghoshunter and 2 others like this.
  2. Zoltan

    Zoltan Junior Expert

    Interesting idea. Voted yes
     
  3. yeomanry

    yeomanry Active Author

    You know what end-game players need? Puzzles.

    Randomly generated puzzles and obstacle course dungeons.
     
  4. _G_R_A_M_P_S_

    _G_R_A_M_P_S_ Exceptional Talent

    Inifite, always randomly generated dungeons and puzzles would both be a nice change. I'd welcome it with open arms.
    I'd like part of the infinite dungeons to be something you never know what you ll walk into. Could be a random number of mobs, random number of champions between 1 and 20, and a random number of world bosses between 0 (highest chance) and 5 in one map (lowest chance) XD.
     
  5. Akageshi

    Akageshi Old Hand

    I like this.
    I think someone suggested something similar (but less elaborate) on DSO Discord as an extension of Deeps of Demise.
    But your idea is better.

    To me the biggest boring aspect of this game is what you mentioned too - the fact that every time you enter a dungeon, it's the same map.
    Yes, it makes sense. Why should regular Stonekeep always look different, right? How would that be physically possible? - But, Parallel World is something else. The fabric of reality is flexible there and everything is twisted. So I would very much appreciate it if also Secret Lairs were generated, so every time you enter e.g. the lair of Ice, it has a different layout (+all kinds of variants with guardians, goblins, etc., not like now that you encounter only 2 versions).

    PoE has a stupid solution for this (at least on regular maps): Each time you enter the same map, it's rotated of flipped. I get the idea: They want the game look less samey, and they want to keep you "activated" so you always have to search for the exit while fighting mobs, and not fighting mobs just to fight mobs.
    But it's super confusing and it makes no sense. A realistic location that is not part of some kind of weird dimension, why would it shift like that? It's nonsense.

    But DSO's PW, that's a different thing.
    I like the idea of infinite generated dungeon in the PW and on top of that I would like to see some randomness in layout of the secret lairs, too. And if the PW dungeons (maps 1 and 2) had some weird variation, it'd be cool too.
     

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