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Give every single level in the arcade a chance to spawn danger rooms

8 replies [Last post]
Mon, 03/23/2015 - 01:41
Fehzor's picture
Fehzor

The arcade is supposed to be an area for gathering materials for crafting, yes? So why not make it the ultimate area for gathering materials for crafting instead of the slightly better sometimes one? You could just add treasure boxes or something boring like that, but you could also add EXCITEMENT and WONDER in the form of DANGER.

And I do mean for boss levels too. Royal jelly? Stick on a danger room, chance for it to spawn. Firestorm citadel? Danger rooms mid-boss level. Right now, there's zero reason to run the arcade version of these levels after you've unlocked the mission, which means that their gates are a massive waste of content that could be feeding me arenas.

Another benefit to this whole scheme would be that players would sometimes be paying 3 energy + the cost of revives every level now, instead of just on clockwork tunnels. It may just be 3 energy and occasionally more for a revive, but that's going to add up, especially if you find on average 2.5ish every arcade FSC run and go for all of them.

--- a few ideas for danger rooms ---

Graveyard:
Available at the start of the level;
spawns 10 extra phantoms and opens the door to get the boxes..

Candlestick keep:
5 friendly knights in boxes around the edges spawn; (these increase # of ghosts)
3 waves of nothing but grave scarabs and kats;
TONS of room for how the candle mechanic could be brought into this!

Jelly King (1st/2nd level):
Fills a small room with 20-30 slimes, such that there is no where to walk outside of the party button;
Next wave fills up just the party button area with gun puppies

Treasure Vault:
Pressing the button fills up a room with treasure boxes;
~70% of the boxes are reskinned monster boxes
no reward afterwards

Roarmulus Twins (boss fight):
Before the fight, as a sort of "boss enhance"
Makes it to where the monster spawners spawn gremlin stalkers instead of scuttlebots;
Twins have 2x health

Mon, 03/23/2015 - 13:28
#1
Zethalan's picture
Zethalan
+1

Nice idea. It'd give players a reason to run boss levels in the arcade after unlocking them through the missions and the same applies to the other levels. What if we had a room with some Almirian Royal Guards in FSC? Also, can we have the Jelly Green Giant danger room back?

Mon, 03/23/2015 - 16:17
#2
Fehzor's picture
Fehzor

Yea I was thinking the same thing. FSC has several gameplay mechanics to add to the plate thanks to Legion of Almire. Imagine fighting Vanaduke with almirian crusaders or bombies activated for 2x the rewards.. I'd do it, every time. Tons of room for the almirian guards on previous levels as well.

Tue, 03/24/2015 - 13:29
#3
Fangel's picture
Fangel
I like the idea

... But not so sure about implementation. The rooms that modify the level would have to be free + a party button as not to screw over players. On the other hand, having danger rooms similar to the ones in clockwork tunnels would be wonderful. If compounds had an ensured danger room that had 20 boxes in it (half of which were red), I would be running compounds all the time in later tiers.

Having side-rooms would be great for any arcade level. On that note, make these danger rooms show up more frequently on elite.
And as for the graveyard suggestion, fighting off 14 phantoms is not fun. It would be annoying to have them constantly spawning. I would, instead, recommend every variant of lost souls to start spawning on the level. Souls aren't hard, but are very painful if they catch you off guard.
Now imagine if those danger rooms were also randomly in the shadow lair levels...

Tue, 03/24/2015 - 17:19
#4
Fehzor's picture
Fehzor

I really can't imagine this being hard to implement. Danger rooms consist of an energy door, a room with a button, and a reward area slapped onto an existing level. The out of the box ones I suggested (like adding phantoms or stalkers) are just events that are already programmed as well and if they're not then never mind I guess.

And why can't I fight off phantoms? I want to fight 14 phantoms. If you don't want to fight 14 phantoms then you can just not pay to fight the 14 phantoms. That's why it's called a danger room- because the player is only supposed to be able to do them if they're prepared and skilled enough to do them. They aren't supposed to be fair to everyone.

Wed, 03/25/2015 - 10:43
#5
Fangel's picture
Fangel
Well let's see

14 constantly respawning enemies that drop no loot and have a large sum of health, multiplied by the number of players in your party (which, mind you, may not want to fight off 14 phantoms, but you pressed the button and they have to deal with your choice), then having to fight off hordes of other enemies that DO drop loot... Unless you're speedrunning the level that is on the case of "artificial difficulty". You play the same way, but now the level just takes longer and isn't much more rewarding. Now if these phantoms had longer respawn times, didn't respawn, or something that differs from the current mechanic of phantoms, that would be great. I'm willing to fight off 14 phantoms at once if it means they don't respawn, because the single phantom that's following me around isn't really hard to fight and just annoys me when I'm trying to kill a bunch of zombies. Heck, the 14 phantoms could respawn in those "ambushed!" rooms as well.
Having a max of 18 phantoms following you and your party around isn't fun. Phantoms become a chore in the same way minis are a chore - there's so many of them, they keep coming back, and they drop nothing. Difference is minis are easy with bombs and phantoms are easy with brandish spamming.

Having phantoms show up at certain intervals makes the single-stalking phantom still unique and good, and the other phantoms fun to fight. You could even combine this idea with the lost souls one and make graveyards essentially a super danger level that is still fun.

Wed, 03/25/2015 - 16:41
#6
Fehzor's picture
Fehzor

Mad because bad.

Sun, 04/19/2015 - 17:30
#7
Blandaxt's picture
Blandaxt
i totally agree

I totally agree with your idea Fehzor, but i would follow fangel's modified idea more sense some of them is kind of unreasonable. I mean imagine fighting 14 fanthoms that are resitant to all statuses and respawning every 10 seconds after they die. That is not fun at all. Even if they were vulnerable to ice, it would be just another vanaduke where we bring freeze bomb shivermist and just walk past all of them. I rather one fanthom and many scarabs kats and lots of varied monsters.

Anyway, overall, this is a very good idea where we can have more chance for more money/heat and other mats/rarities on elite. Hope it's implemented.

Mon, 04/20/2015 - 08:08
#8
Skepticraven's picture
Skepticraven
↓

"Danger Room"

You keep using that word. I do not think it means what you think it means.
This thread sounds closer to specifics of an arcade redux. Someday.

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