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Timed mission/arcade runs!

2 replies [Last post]
Mon, 12/30/2013 - 21:03
Zinco's picture
Zinco

Its pretty much normal missions or arcade runs with a timer to mark how long you take to complete it.

There are two modes:

  • Doom timer: a limited amount of time per level is set (based on what difficulty you choose), if the time runs out, the mission ends no matter where you are, a few seconds are lost for each monster you leave behind, but monsters can also drop time orbs that add a couple of seconds to your timer.
  • Speed run: you just do the mission normally, and a timer keeps track of how long you take to complete each level. In the end you are ranked in a leaderboard (with separate ranks for solo and group runs) based on the total time you spent to complete the level.

How it works on:

  • the missions: you choose a mission and a timer mode, and go.
  • the arcade: you pick a tier to start, and a tier to end (like from the moorcroft manor/tier 2 subtown to emberlight/tier 3 subtown), then pick a timer mode and go.

A few things that change in the timer modes:

  • There is that party button in the start of all levels (like in the "save winterfest" mission)

I had this idea because some time ago, me and a guildmate tried to complete a royal jelly run while the server was waiting to reboot. We had something between 20 and 30 minutes to complete it. We managed to complete the run by a few seconds (we had to skip the 4th key room, and the server rebooted right after we got to the elevator).

Tue, 12/31/2013 - 04:43
#1
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

I saw this suggestion already. let me rememer the pros and cons a bit...

doom timer would be too easy going in speedrun; speedrun is one thing, completing a whole level isn't. make time decrease on each monster left behind at the party buttons/elevator.
speedrun is ok if the rewards are the leaderboards, and I feel the same about doom timer.

in missions timing something for doom timer would be easier, while in the arcade it should be related purely to depths; what do you suggest? going for 10 mins per depth is normal for me.

pausing features, I say no. if you disconnect, instakick from the party should be the way. you shouldn't go for something your connection cannot handle.
player kicking can take time, and you need only one party memeber that agrees with you to make you invulnerable. no, the party leader system is fine.

Tue, 12/31/2013 - 07:53
#2
Zinco's picture
Zinco
Wow, really?

"I saw this suggestion already. let me rememer the pros and cons a bit..."

Well, crap. Its hard to come up with something original nowdays.

I liked the idea of reducing the amount the time you have for each monster you left behind. About the amount of time for the arcade runs, i think it would be better if you could adjust the amount the time you have, like the difficulty modes (or have a set amount of time for each difficulty, like 20/15/10 for normal/advanced/hard mode for example).

As for the voting system, i kind of ignored the numbers, it would be rather unfair, unless the player that is going to be kicked is unable to vote (not sure if this is fair or not). The pausing system i made for those players that have connection issues or that live in a country somewhat far from the servers, i'm sure many people would rage over losing a good run to a shitty connection if the timed runs are implemented.

Reward-wise, the levels would still have the regular money & mats drops, but no item/money/CE reward for completeing the run or reaching a top rank in the leaderboard (unless a player or OOO hosts a contest).

I edited the main comment, and added a few new (and some stuff you said) things to it.

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