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Escalation Mode

12 replies [Last post]
Sun, 10/13/2013 - 08:30
Khamsin's picture
Khamsin

I have a longer post I'm thinking about typing out and posting, but before I go that far, I'm just going to dip my toe in the water and see what the temperature is like to this suggestion. Basically, a mode like this :

http://www.youtube.com/watch?v=qCZmeeFUTf4

in Spiral Knights. Infinite number of arenas with a random-ish composition of enemies/traps/stat penalties with leaderboards tracking high scores.

Thoughts?

Sun, 10/13/2013 - 21:42
#1
Mrgrey's picture
Mrgrey
Normal Damage

Norm Damage would have purpose to the people who didn't [wheel] out weapon slot upgrades.

Mon, 10/14/2013 - 21:55
#2
Sandwich-Hero's picture
Sandwich-Hero
Or, do all these arenas in the same room spawning hazards

So you want us to do like
9 devilites in a block in the center
and then
1 silkwing
and then
20 trojans with like shadow fire in like the centers of the grid format or something, idk how to explain it really

Tue, 10/15/2013 - 03:34
#3
Inferno-Forum's picture
Inferno-Forum

I'd rather like to have a ridiculiously high (100?) set amount of arenas with a boss at the last one.

Tue, 10/15/2013 - 05:42
#4
Khamsin's picture
Khamsin
.

Since some people showed interest, I'll explain my vision of it...

Escalation Mode is compromised of an infinitely repeating set of two stages, Arena Type A and Arena Type B. Arena Type A has 3 arenas, and Arena Type B has 4 arenas. On Type A, you only need to clear 2 Arenas, and Type B, you only need to clear 3 Arenas, giving you some choices. Instead of the arenas being one after the other in a line, they're connected to a central lobby akin to Jelly Palace. You get an arsenal station at the start of each floor, and every ten floors you get a checkpoint letting you resume from that point.

The trick is that on each floor, each room has modifications made to them to enhance the difficulty over time. As you go further and further, more modifications will get added to each room. These modifications can include spikes, elemental traps, monster spawners, turrets, and other unique elements.

One of the main differences between Escalation Mode and other modes is the addition of the concept of "Sealed" weapons. Essentially, instead of cursing random items in your inventory, "Sealed" targets specific types of weapons. For example, early on you might encounter an Arena that "seals" all of your normal weapons. You would now be unable to use purely normal weapons and would take damage if you tried to. Damage types and weapon types are both eligible to be sealed. Split damage type weapons are sealed based on the extra type that is in addition to neutral, they aren't counted as neutral.

Additional types of seals simply disable functionality of certain elements. For example, your trinket slots might be sealed, so you simply don't gain the benefit of them in that arena. Or your perk or even your pet might be sealed, preventing you from gaining their buff or using them at all.

There is also a vast number of other effects that can be inflicted on you. Resistance debuffs, halve shield strength, 1 HP shield, debuffed speed/damage/charge time among many others. These types could potentially be extremely deadly when mixed with unique periodic hazards, such as earthquakes, that will occasionally have pre-tremors before stunning any player who doesn't have their shield up., or thunderstorms that slowly sweep across part of the arena and shock anyone within them.

All of these conditions in each arena on the floor can be viewed prior to making your loadout selection on each floor. This way, not only is your fighting skill judged (in diverse ways too, when you're pushed out of your comfort zone and forced to use weapons you normally wouldn't), but also your preparation and intelligence. Deciding what to bring and what encounters you're going to face as a team is vital to ensuring success on the deeper floors, where dozens of these modifications will be in action.

Every X months, the best teams will be awarded prizes and unique cosmetic items, checkpoints are reset, and new changes to the arenas can go into effect. In short terms, the concept of "seasons" is introduced into PvE, and the best of the best will constantly be in a competition to clear the most stages. I feel this is the easily the most time effective way to introduce competitive PvE short of player created content (which has a slew of other issues).

Tue, 10/15/2013 - 10:18
#5
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Hurpdurp I only have normal damage stuff. Even if I'm a pro, I can't play.

This promotes a small variety of weapons, particularly the non-split damage types.

Tue, 10/15/2013 - 10:40
#6
Khamsin's picture
Khamsin
.

Uhh... what? It promote a large variety of weapons. You can't excel unless you have a stable of normal, pierce, shadow, and elemental bombs, swords, and guns, because in any arena your particular favorites might be sealed. If you use purely normal or use pure swords, yes this hurts you, but that's the point. You can't call yourself the best if you can't adapt to the situation.

I already nailed the split damage thing here -

"Split damage type weapons are sealed based on the extra type that is in addition to neutral, they aren't counted as neutral. "

The point of weapon sealing has multiple reasons behind it (not all of them are listed below, but here are some samples):

A) Forces you out of your comfortable zone

B) Promotes a variety of weapons to be used

C) Promotes decision making (Do I do Arena X where my sword is sealed, or Arena Y where pierce and shadow are sealed)

D) At the very high end, increases difficulty dramatically (IE Sealing Shadow and Normal when fighting Jellies and Gremlin)

Tue, 10/15/2013 - 13:10
#7
Sandwich-Hero's picture
Sandwich-Hero
No.

Arena 1: Nothing sealed, 1 monster each wave for 3 waves, "yeah this'll be easy"
Arena 10: Spikes on the outer ring, pet sealed, a few giant lichen colonies in the first wave accompanied by 20 silkwings, "This is kinda hard-ish"
Arena 100: Spikes everywhere, everything sealed, you can't move, penalty max to everything, prolific amounts of devilites on the first wave "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH"

Tue, 10/15/2013 - 14:29
#8
Khamsin's picture
Khamsin
@Sandwich

Why are you obsessed with fiends? And silkwings too. That many silkwings means that venom veiler is an instant kill on anything.

The challenge isn't the quantity of monsters anyways... although there should be a fair amount of them, it shouldn't be about omg-so-many-monsters-on-the-screen. It should be omg-so-many-hazards-on-the-screen and qq-my-favorite-weapon-is-sealed-and-that's-all-I-know-how-to-use.

Tue, 10/15/2013 - 15:40
#9
Martial's picture
Martial

As one who has a love/hate relationship with arenas (heat v.s. sparks...) I can say that while I'm sure some better players would love this ( and even I would probably attempt) I can not honestly say that I would have fun doing this, unless the payout was massive.

Tue, 10/15/2013 - 15:43
#10
Khamsin's picture
Khamsin
@Martial

Thanks for posting!

Yeah, I can see how this could get VERY repetitive... I mean, if you do a heart of ice, where you have several arenas in a row right after another if you're unlucky, it can be frustrating to go back to back to back like that without any sort of stress-relief encounters.

So perhaps I need to rethink the idea and mix in other types of stages as well... arenas are simply super easy to program and add modularity to so that was my first thought on content vs effort.

Tue, 10/15/2013 - 16:06
#11
Sandwich-Hero's picture
Sandwich-Hero
Uhm ok

Making arenas taht aren't filled with fiends and healers
Arena 1: Just one wave, nothing sealed, no floor hazard, this wave consists of... one silkwing.
Arena 10: 2 "bars" of shadow fire to the left and right of you, with 3 Polar Polyps behind each in first wave
And then you put like 10 Gremlin Demos in and more shadow fire here and there
And then you put like 10 Snarbolaxes in and more shadow fire here and there and 4 beast bells in the corners
All your Pierce and Shadow is sealed, and your perk and trinks are sealed
Arena 100: Everywhere is filled with shock traps that cannot be deactivated, shadow fire spawns regularly without warning, everything is sealed, and you are surrounded by Almirian Shadow Guards and The Big Irons
+ Earthquakes, Thunderstorms, Blizzards (freeze with gradually increasing intensity), Plagues, 0 HP shield, negative infinity resistance to everything

Sun, 11/10/2013 - 03:47
#12
Aotr's picture
Aotr
+1

I already something similar, although this would require much less work from OOO.

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