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Came up with a neat idea, unknown if done before, dunno if trash or not.

6 replies [Last post]
Tue, 04/05/2016 - 05:09
Tarsendor's picture
Tarsendor

Okay, a lot of people ask for custom made dungeons, etc but I think I came up with something better. What if that your GUILDMATES AND GUILD came up with cool new dungeons for the guild to do. Crazy idea huh? Well how I think this would work best is that you and your guild can create a special dungeon or dungeons with different enemies, styles and etc. There is a max of 5 which can be active at one time, they are always active for 24, 48 or 72 hours (your choice), and these sort of work like Guild Challenges/Guild Missions. How the levels work is the person making the dungeon chooses four things before starting.

~THEME~
Theme is the TYPE of enemies that appear. Gremlin, Monster, Slime, etc. This will allow for new versions of T1, T2 and T3 challenges/bosses. That litterally sums up Theme so next topic!

!TIER!
Tier dictates difficulty and also allows more experimentation with a feature I will soon talk about. Tier also dictates the lowest star gear one can use when doing this.

¿MISSION OR CHALLENGE?
Mission or challenge is simple. Is it a mission or a challenge. Mission give a random, non-key-requiring crate which gives a random piece of loot depending on the tier and theme. So, let's say I do a tier 3, Monster mission. I would have a CHANCE at gaining a 4* or 5* piece of armour, weapon, shield, helmet, bomb, gun or material. The equips would be really rare but really worth it. CHALLENGES HOWEVER, these are the ones I really like the concept of. These work like a mission, where you get a reward at the end. But there are two things that make a challenge a challenge. The difficulty rise. The enemies in the the challenge are 1 tier higher and on tier 3, the enemies are from the core. The loot is also MUCH better. You get 1 crate on tier 1, 2 on tier 2 and 4 on tier 3 and 3, 6 or 12 (depending on tier) challenge tokens which can be redeemed for more weps, armour or shields. For a 5* shield, it would cost 75 challenge tokens, 4* would cost 60, etc.

^BOSS^
So, here's a crazy idea. You can whether or not there will be a boss fight at the end of the challenge/mission, (if so the crate doubles and if tier 3, all rewards double in number) and these bosses will increase or decrease in dificulty depending on tier. So you could fight a tier 1 Lord Vanaduke or a tier 3 Snarbolax (don't know why you fight Snarby tho, he's super adorable!!!).

After dealing with these options, you may then start to take a previous level's design and adjust it, tinker it, add a few enemies here and there, etc.

"But Doctor, what's stopping people from making stupidly easy dungeons with little to no enemies and T1 enemies which get decimated by 5*s!" Simple. An enemy min and max, and a Gear requirement. So, to do certain missions, you need certain star gear, etc. The enemy min and max would work ina way that you must have X amount of enemies but not go over the limit of Y.

That's really all I could come up with, I hope you guys like it because this took 5 whole hours of thought and writing.

-DoctorPixel

Tue, 04/05/2016 - 09:45
#1
Vohtarak-Forum's picture
Vohtarak-Forum
really

5 hours for what's literally just custom levels for guilds only?

Tue, 04/05/2016 - 10:26
#2
Midnight-Violet's picture
Midnight-Violet
Needs more info

There's a bit of concerns I have with the idea present.

1. Will these guild-made Quests be restricted to your own guild respectively? Or can it be shared and/or played by other guilds? (The finished version of quests, just to clarify.)

2. Will there be any specific restrictions (in can't be in Default, must have specific guild level upgrade, etc.) or costs associated to creating levels? And is there any specific guild ranking (Guildmaster, Officer, etc.) needed for a person to create a level.

3. How much freedom will we have with theme selection? Could we have only one specific monster family and/or status? Could we use specific level themes (such as Scarlet Fortress)? Will we be able to use specific items such as the vortex bomb crate to use for puzzles or fights?

4. The Crate from missions sounds too rewarding for its worth (given the description). Why not just materials, small amount of crowns, heat crystals, orbs, sparks, and the like?

5. Core enemies (Swarm)? Why not just make it Shadow Lair tier of enemies?

6. Token distribution seems way too generous as well. Should be more like 1 token on TV and like 2 - 4 on T3. This would make it at least moderately reasonable with the prices given.

7. How many levels will these have? 2 just like normal missions?

8. This is just a personal nitpick of mine, but could we not include bosses in the boss roster? I'm okay with say having them pop into the stage as an obstacle (ex. Snarby attacking you while handling other enemies like in the SL) but in terms of bosses, I'd much rather use Prestige or uniquely created bosses for these kind of missions than slapping one from an actual boss area with its own set of tokens.

These are some stuff I wasn't exactly clear on from the description given.

Tue, 04/05/2016 - 10:39
#3
Fangel's picture
Fangel
Hm

Custom level creation has been an idea we've thrown around in various different ways for ages. Pretty much everyone agrees it would be a good thing.

Something to remember however is that most players are not game designers. Look at the Super Mario Maker game. The highest rated levels in there are typically novelty levels.

Thus I would recommend these levels having no special reward, or potentially having reduced rewards (elite gets advanced drops, advanced get normal drops, normal gets lower than normal drops). This would encourage the levels being run "for fun" rather than for rewards. This also encourages fun level design more than just putting treasure boxes everywhere.

Tue, 04/05/2016 - 15:55
#4
Tarsendor's picture
Tarsendor
@Midnight-Violet

1: Missions, yes, but challenges can be shared publicly to the community or only to other certain guilds. Each thumbnail of a level will have a small picture of mail that when clicked on, allows you to share said challenge. Missions are NOT shareable.

2: Guild can't be in default and must be guild upgrade level 2 but creating a level costs nothing. One must be an Officer or Guild Master to create a level for a guild.

3: Freedom will be allowed, in terms of there can be several themes in these challenge or missions. As for the two other questions, yes you can use specific themes and yes there will be puzzles able to be made.

4: I don't think I explained the crates well enough. For every one piece of AMAZING LOOT, there is 100 pieces of Materials. So, the drop rate for really good loot is stupendously low. I can nerf the crates a little and make them not as rewarding if you guys want. I'm completely open to ideas.

5: For a feature which I was unsure whether or whether not to put in, but have decided yes. Guild made levels can have SHADOW KEYS used on them. It's why I said swarm and not shadow enemies.

6: Aight, lemme just ramp up the prices. Instead of 75, let's go 250 tokens.

7: Choice is the creator's. It can be 2,3,4,5, etc. to a max of 7.

8: Alright, the bosses can be chosen from anywhere. I really like the idea of having different bosses.

Tue, 04/05/2016 - 15:56
#5
Tarsendor's picture
Tarsendor
@Fangel

So, what you are saying is we implement a system which prevents novelty levels from giving rewards? That sounds really good, I like it!

Wed, 04/06/2016 - 13:53
#6
Fangel's picture
Fangel
Sort of

My idea is more that all levels give reduced rewards. People who just want the most profitable level will play whatever pays best, and therefore would be all for levels filled with treasure boxes, enemy spawns all surrounded by explosive blocks, etc. As such, player levels would pay out less to avoid becoming the next "farming" area.

This means all levels are played for fun rather than profit. Arcade gates are still good, but custom gates are set up to be fun as well. This does mean that all "unique" rewards or reward mechanics you suggested should be scrapped. "New content" is its own reward.

Lastly, all levels must be completed by those who create them. You are given 4 sparks of life and your ER to complete your gate, and you must run it at least once solo. This prevents impossible levels or content that is too hard to conquer... But means people who aren't challenged enough can create challenging content.

If you want my old and sort of dated idea for how a progressional level creator would work, check out this post of mine. It's from about a year and a half ago but the essence behind the post is still valid.

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