Thought about this the other week and started jotting it down on paper. An idea I gave the name "Conquest". Somewhat based off an idea I found in another game I was playing which I thought was really interesting.
Concept:
Players move through a series of caves in a sequence. Each cave has a boss inside it and monsters/subs etc. Players can optionally kill the monsters/subs etc. inside for xp or drops but the main objective is to kill the boss in that area in order to advance further. There will be many different maps and branching pathways, each with their own pros and cons. Players can plan out their path in advance to gain different bonuses en route that may help them further. Choosing one particular path prevents players from taking the other path of course. The mobs/bosses etc. will scale to be around the level 180+ mark perhaps?
The Metal:
Players gather a group of up to 6 in their party near the NPC. Group leader needs to initiate the conversation with the NPC and they will be the one making the decisions from that point on - while the other members can still interact with the NPC to view the choices between the two different paths they can take so can decide among themselves which rewards they want.
No potions will drop throughout the entire conquest, they will need to carry and plan accordingly to ensure they have sufficient supplies to get through their journey. However, there could be a potion stop in the form of a choice (see in the screenshot) part way in. Otherwise, there could be a random chance of a potion goblin somewhere inside a region that doesn't always spawn but in killing it will drop a load of potions.
Upon defeating the boss in the area, an NPC will unlock inside that area allowing them to progress further into their conquest and view the choices they have. Once they have chosen a path, they will be teleported to the next map and given the buff reward from the previous area. This buff is of course timed, I'd say maybe 10 minutes?
The choices players can make will impact on their success throughout and also how well they prosper.
Mid way in, they will come to the first arena. A boss battle arena with a specific modifier that changes up the difficulty. The boss can be anything really, even randomised for every playthrough. These arenas are designed to have better drop rates in comparison to the boss drops in the other paths but the bosses are significantly harder.
The concept I drew above is just an example of a particular setup. This could be randomised and mixed up entirely.
The idea really is that old assets can be reused in a way that retains the original dungeon 'feel' but gives it a new twist with modernised drops and difficulty. It creates this image of being a challenge dungeon but gives the players some level of control over their journey through it.
Maybe limit to 1 completion per week per character or something?
Disabled player drops and a quest flag for each player who enters the first map that checks if they have entered it at least once that week - preventing abuse of drops/buff rewards. Player's won't be able to just teleport in, kill the bosses, and teleport out before actually finishing the whole thing. This in turn makes it so that, once you set off, there's no turning back and restarting so will encourage everyone to make sure they are fully prepared before heading out.
Also, adding a hefty entrance fee and a timed recall timer that boots everyone out after x amount of time inside.
Concept:
Players move through a series of caves in a sequence. Each cave has a boss inside it and monsters/subs etc. Players can optionally kill the monsters/subs etc. inside for xp or drops but the main objective is to kill the boss in that area in order to advance further. There will be many different maps and branching pathways, each with their own pros and cons. Players can plan out their path in advance to gain different bonuses en route that may help them further. Choosing one particular path prevents players from taking the other path of course. The mobs/bosses etc. will scale to be around the level 180+ mark perhaps?
The Metal:
Players gather a group of up to 6 in their party near the NPC. Group leader needs to initiate the conversation with the NPC and they will be the one making the decisions from that point on - while the other members can still interact with the NPC to view the choices between the two different paths they can take so can decide among themselves which rewards they want.
No potions will drop throughout the entire conquest, they will need to carry and plan accordingly to ensure they have sufficient supplies to get through their journey. However, there could be a potion stop in the form of a choice (see in the screenshot) part way in. Otherwise, there could be a random chance of a potion goblin somewhere inside a region that doesn't always spawn but in killing it will drop a load of potions.
Upon defeating the boss in the area, an NPC will unlock inside that area allowing them to progress further into their conquest and view the choices they have. Once they have chosen a path, they will be teleported to the next map and given the buff reward from the previous area. This buff is of course timed, I'd say maybe 10 minutes?
The choices players can make will impact on their success throughout and also how well they prosper.
Mid way in, they will come to the first arena. A boss battle arena with a specific modifier that changes up the difficulty. The boss can be anything really, even randomised for every playthrough. These arenas are designed to have better drop rates in comparison to the boss drops in the other paths but the bosses are significantly harder.
The concept I drew above is just an example of a particular setup. This could be randomised and mixed up entirely.
The idea really is that old assets can be reused in a way that retains the original dungeon 'feel' but gives it a new twist with modernised drops and difficulty. It creates this image of being a challenge dungeon but gives the players some level of control over their journey through it.
Maybe limit to 1 completion per week per character or something?
Disabled player drops and a quest flag for each player who enters the first map that checks if they have entered it at least once that week - preventing abuse of drops/buff rewards. Player's won't be able to just teleport in, kill the bosses, and teleport out before actually finishing the whole thing. This in turn makes it so that, once you set off, there's no turning back and restarting so will encourage everyone to make sure they are fully prepared before heading out.
Also, adding a hefty entrance fee and a timed recall timer that boots everyone out after x amount of time inside.