I like this idea, a sort of "head to head arena." As for monsters, you would have a theme for dungeons (just like the stratum) and whatever is themed will change. For example, an ice dungeon would have all ice rooms, but different monsters (one wolver, one jelly, etc.) or a "zombie" dungeon with one room being stun zombies, fire zombies, etc. almost the same as the clockworks. Either the element or the monster is consistent, while the other changes. +1
PvPvE Game mode
@Juances There could be a monitor showing a theme icon before each room, so you'd be able to pick an appropriate loadout.
In support of teamwork without directly fighting against other players. Sides, it'll be great for training purposes.
I had an idea that was in the same vein, being competitive PVE, but instead of just fighting completely isolated battles, when you kill a monster you send it over the fence to the other team. You'd fight for an essentially unlimited amount of time and as more time elapsed more enemies would be dropped into each pen. Eventually one side would just be overwhelmed and killed.
Competitive PVE like that would blow the doors open on what people think is the best gear. I think the importance of venom veiler would go way up once you had the potential for an infinitely respawning healer monster in the mix, along with all sorts of other less used goodies, and I imagine there would be plenty of strategy to how players send the enemy over (little by little killing or trying to kill them all at once to overwhelm the enemy with a wave of monsters).
Uh, this seems similar to my idea at http://forums.spiralknights.com/es/node/32466 , though the "2 arenas separated" was someone else, and he exposed that after that there would be the final challenge with the really important target to claim.
I don't like "just like it" because if there isn't any interaction it isn't more than a glorified time-attack, and just a "timed-PvE" mission. Also, while making interactions with the other teams actually opens up using different kind of gears centered around killing things or annoying the other team, a separated PvPvE means that teams will do cookie-cutter builds for the challenge.
Also, Krogmo is a business that creates entertainment to monsters through players pain. Killing monsters wouldn't fit Krogmo, so you would need another host, and thus Token.
Still, I played one of those in another MMO and it is still fun. I would also support this, if it was included in another series of challenges to complement Krogmo *hint, hint*
I had a similar thought some time ago, but it all in the same arena and were competing to kill the most monsters, players wouldnt be able to damage the other team but their weapons knockback would still function against them. So it would be some stratagy in geting kills of your own, stealing kills from the other team, and disrutping the other team/and or disrupting monsters the other team is attacking ( purposly throwing mid attack monsters into players with a levi).
*reads through rest of thread*
Man everyone has had a similar thought :D
@Aumir Sorry, I didn't read through that thread the first time I saw it because it was a bit of a wall of text. Seems like a neat idea though.
Thank you ^^ Sorry to disrupt your idea if it seemed so xP And I do extend myself a lot, maybe it is some kind of problem with me XD
I thought about things like those Tetris Attack games and Puyo-Puyos and... what if there were things in the scenario where if you destroyed them or something would send more enemies, activate traps or debuff players? It could make it quite hectic this way, if it is continuous waves. These effects could even change the type of enemies that you would get in waves, making cooking cutter equips not viable (even if it means giving an edge to Normal damage... )
How will monsters be chosen? it may end up being a matter of how lucky you were choosing weapons and armor.