Well hellow and to whoever is reading this, this is a desperate attempt at offering an idea on what a viable Shadow Lair could be like.
First, i'm sorry if my english is broken but i'm french and this is the best I can do. Secondly, I won't comment on what OOO are planning here (making Shadow Keys a random drop from opening a Lockbox). Im pretty sure everyone already knows how this is gonna end.
Instead I'll just describe what I think could be nice to have while keeping the Shadow Keys.
_________________________ The Major Issues _________________________
The best solution would of course be to NOT have Shadow Keys at all. The general difficulty of the Ultimate dungeons will already make us pay a LOT of CE revives to complete them; even with free access to these dungeons it's very likely that Regular FSC or Jelly King will still be better options for people farming crowns. If this happens, be assured that nobody will run the Ultimate dungeons on a regular basis. At best, the endgame players will farm the unique tokens or materials from them then move on to never return.
"Play once then dump" content is worthless content.
However, this already suggests the idea that everyone "could" access the Ultimate dungeons whenever they want to, which we WON'T be able to if Shadow Keys end up as Lockboxes drop.
Thus two main issues arise here:
- Ultimate Dungeons should be accessible easily to be viable.
- Ultimate Dungeons should become at least as profitable as Regular Dungeons to be viable on a long term basis.
Overcoming the first issue will require 100% chance of getting a Shadow Key. One of the possible way of doing so is to make them available at Boost (the Usable Items NPC/Vendor).
The second issue is easy to fix, just make sure that a 0 revive Ultimate dungeon run gives at least as much money as the corresponding Regular dungeon. The Ultimate dungeon will then be harder than the regular one but at least it keeps the potential of being profitable.
These two solutions are however tied together as the rewards from the Ultimate dungeon have to be adjusted to the price of the Shadow Key. If the rewards from the Ultimate Dungeons remain exactly the same as the Regular Dungeons, a fair price for a single Shadow Key would be around 0 CE.
At first, the ultimate dungeons will be a death trap and energy sink to most endgame players, but once all of them manage (somehow) to pull off 0 CE revive runs, these ultimate dungeons WILL become viable alternatives to the regular ones. (Hellow new learning curve & sense of accomplishment and progress -> Makes players happy.)
Alongside the necessity of making sure that the price of running a full Ultimate dungeon (including Shadow Key and Elevators Fee) doesn't completely crush the rewards from it remain another problem: Free to Play players.
The price of a Shadow Key has the potential of splitting the community in two. Those who can afford to play the new content and those who won't be able to. 150 Energy per Shadow Key seem to be a good price as it "might" fix this issue to some extent.
F2P players could use 100 Mist to cover a significant part of the key's cost, then use it to play the next day. Going above 150 Energy per key will risk splitting the community and deny F2P players a substantial part of content.
_________________________ The Minor Issues _________________________
Again, the problem comes from randomness or denial. (No way of having a 100% chance of getting into a dungeon, or no way of having a 100% chance of CHOOSING the dungeon, or no way AT ALL from enjoying the new content.)
A lot of players from the SK community grew fond of the possibility of choosing the dungeon they want to play in, especially because some of them "have" to avoid certain dungeons.
IMF for instance is not only generally laggy and harsh on our computers, it is also extremely frustrating to players with high ping due to the numbers of spike traps. Players with high ping will usually choose to avoid IMF just because they cannot possibly enjoy it. (And honestly, UIMF was even worse during my testing session.)
The minor issue:
- Players need to be able to access the Ultimate Dungeon they want to play in.
Now, we could simply put a Shadow Elevator at every single T3 Crossroads and have them randomly rotate between the Ultimate Dungeons.
However, if each Shadow Elevator takes 5 mins to switch to another dungeon, that would be (in a worst case scenario) 15 mins with no other thing to do than trying to chat up Basil, which is far from being one of the most enjoyable experience one could have.
Randomness can only generate frustration.
One possible way of fixing it would be to put a Shadow Gate to a very specific Ultimate Dungeon next of the EXISTING regular dungeon. This means Ultimate Snarby will be next to Regular Snarby in Tier 1 Crossroads.
Before everyone starts screaming "OMG, poor T1 newbie with Fencing Jacket / Stun Gun combo set will get murdered by mistake", think about what the new update will bring along...
Yes, Shadow Keys. T1 newbies won't be able to enter it by mistake. Even less if the developers put a floating skull next to the gate, telling them that they should NOT do so unless they got 5* items...
On the bright side, 75% of the new Ultimate gates will push endgame players to actually play on half of the newbie T1 and T2 strata.
This might be a simple detail but it has its importance as the endgame players who will join random parties in T1 and T2 to get to their Shadow Elevators will be showing (off) the 5* items that they own to the newbies.
This is a gigantic carrot dangling in front of the new players, making newbies WANT to actually reach T3 and get their hands on a Divine Avenger / Polaris / Whatever fancy thing that T3 players own. They might even end up buying a Starter pack to really play the game, thinking that someday they'll get the same gear as the T3 player they've just met and discover what's behind the weird purple gate.
Endgame T3 players could be of course be playing in a closed party but honestly who would say no to Free Heat in a random noob party... (And even when i didn't need free heat, i joined random T1s just to have 3 other people picking up crowns and items for me.)
The only downside to having Shadow Elevators in T1 and T2 are that players who will enter these elevators will probably not have the right vials / vitapods for post-T3 dungeons. This can be easily balanced though by tweaking the difficulty of the first levels of the Ultimate Dungeons.
_________________________ Summary of Alternative Shadow Lair _________________________
Alternative Shadow Lair :
- Shadow Keys available at Boost for about 150 Energy each
- Ultimate Dungeons rewards = At least as much as Regular Dungeons in crowns + the cost of a Shadow Key
- Specific Ultimate Dungeons available right next to their Corresponding Regular Dungeons in Crossroads
Advantages :
- 100% Chance of finding and entering the specific dungeon a player wants. (0 Randomness & Content denial)
- Tighten up the community by having Endgame Players run alongside T1 and T2 players. (Encourage newbies to keep on playing.)
- Once mastered (0 CE Revive Run), Ultimate Dungeons will become long term content. (New learning curve to master a viable dungeon that "MIGHT" be profitable if you pull off a perfect run. + No "Play once then dump" content.)
___________________________________________________________________________________
Thanks for getting this far if u actually read everything,
Cootiecakes
The anti-looping patch.How will a mixed party split without consequences once they reach a terminal?. That's why T3 guys will just go solo or in already locked partys instead of joining a random group.