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End-game dugeoneering concept.


Sparklylemonade

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Firstly, I would like to point out this is entirely concept work, I WANT constructive criticism, improvement ideas and for you to point out flaws in the ideas.

 

Concept Basis and Assumptions made

 

Firstly, this concept assumes the following points; they may/may not be already implemented ingame, but the possibility is there in the future:

 

-A cooperative party would be ideal for this, but would not entirely be required.

-Instancing for the dungeon itself would be ideal for this, but would not entirely be required (subject to event coding etc and the previous point.)

 

There are multiple ways a dungeon could be implemented in PRO, however, there should be some key features that should always be considered the most important:

 

- This is End-game content, so it must be CHALLENGING but COMPLETABLE.

- This is for groups of people, COMMUNICATION and TEAMWORK should be rewarded.

- The dungeon(s) should be appropriately REWARDING.

- A DIFFICULTY CURVE is always a welcome sight, and is a way to really battle to be a PvE Juggernaut.

-To prevent this being massively farmable, the COOLDOWN should be similar to bosses; 7 days. However, this could be changed to a "key" based system, where each player requires a key to enter, with keys being rewards from bosses in-game and thus tradeable (to improve the PvE economy).

 

 

Basic Concept

 

Concept:

Each party member is allowed ONE pokemon each to enter. Upon entering, the party is handed a number of NPC trainers to battle; each player battles one trainer each, perhaps with subtle (or not so subtle) hints as to what kinds of pokemon each NPC has so your party can prepare to face a trainer beneficial to their 1 pokemon's moveset/typing. Upon winning, they can descend to the next floor. Each floor could get harder, and even "Boss Trainers" could be possible on keystone floors (every 5, every 10 or so on).

 

Focus points and variables:

 

Item usage - Possible.

 

Auto-healing after keystone floors - Possible.

 

Ironman mode - No healing, no items, nothing, just go as far as you can.

 

Losing conditions:

Regular -

1) 1 player loses, whole team loses.

2) 1 Player loses, they are kicked to a waiting room, this then gets harder, since the rest of the team now have to face one additional trainer each time (since the player who lost cannot face their trainer). This would make losing members bad, since it would push for exponential difficulty. This could even be expanded for all players to be "revived" upon the next keystone floor victory (of course, still very hard with less members).

 

Ironman - I would say just "1 player loses, whole team loses; this is IRONMAN!

 

 

A variable could also be multiple pokemon for each trainer, but this would make the difficulty level much harder to regulate and could end up being harder overall to do, plus one pokemon encourages players to think smart and communicate with their team as to not bring together similar pokemon and cover all their weaknesses.

 

 

Concept ideas: The Wild Side

 

Concept:

Similar to the first idea, however, this one is more dynamic. This would have multiple floors, of which could be decided by RNG except keystone floors.

Floor events could include:

-The party must defeat a specific number of wild pokemon between them to continue; the number is shared among the players (so one person could beat them all, or all equally etc.)

-The party is ambushed by trainers! This takes the idea from concept 1 of having 1 NPC to battle each (or more if a trainer has lost).

-The party must navigate a maze which includes cut, rock smash, surf locations etc. This would be good for an extra challenge, since it would mean players have to specifically alter their movesets to traverse, however, pickaxe/hatchet would need to somehow be DISABLED in here as to not promote an unfair advantage. This is while wild pokemon can appear (repels - yes/no?)

-Boss battles could range from being NPC trainers to boss pokemon (such as the Dragonite/Tyranitar). If it would ever be possible to program (which I understand would be EXTREMELY intricate), reverse horde battles could be a thing to battle with friends against bosses.

 

Focus and Variables:

All these are almost exactly the same as Concept 1 with regards to possible item usage, losing conditions, Ironman mode etc.

 

In-Dungeon quests could also be a viable option. - Thanks to Marcylene for this input!

 

Rewards

 

Rewards would most definitely be based off "number of floors completed" and would be ideal as a "tier" system, each floor in a certain category could reward a random item from it; meaning you could get completely different to your friends who you completed the dungeon with!

 

Example Tier System:

Floor 1-9: Tier 1

Floor 10-19: Tier 2

Floor 20-29: Tier 3 etc...

 

Example Tier Rewards:

Tier 1 Rewards (1 per floor with tier 1 reward): Nothing :( , 1-500 poke, 1-5 low tier mart item (pokeballs, repels, potions etc).

Tier 2 Rewards (1 per floor with tier 2 reward): 1-3 Tier 1 reward, 1-10 mid tier mart item (great balls, super repels, super potions etc.)

Tier 3 Rewards (1 per floor with tier 3 reward): 3-5 Tier 1 reward, 1-2 Tier 2 reward, 5-10 high tier mart item (ultra balls, max repels etc), 1 manaic item (nugget, star piece, stardust etc).

 

This could increase into rare stones, rare candies, special cosmetic gear, even pokemon at higher tier!

 

Flaws, Issues and Problems

 

-The workload for this would most definitely be classified as a MAJOR PROJECT

 

-To prevent this being massively farmable, the cooldown should be similar to bosses; 7 days. However, this could be changed to a "key" based system, where each player requires a key to enter, with keys being rewards from bosses in-game and thus tradeable (to improve the PvE economy).

 

 

Conclusion

 

In Conclusion, end-game PvE could be a major replayability factor for players later in the game. This is just one of the ways it could be implemented and there's countless ways this could be changed or improved. Below I have included some discussion points and things to think about, as stated at the top of this post, constructive criticism is whole heartedly welcomed.

 

What alternative ways could dungeons be planned?

Got your own concept? Great, post everything about it here, but be sure to include much of the following.

-How it would work.

-How it differs from other ideas

-Ensure it focuses on the key points mentioned.

-Ensure it would actually be possible and highlight any things that would need to be implemented prior (and ensure they're possible too!)

 

-Do not discuss rewards too much, this is generally down to the devs, mine were just examples (and appropriate.)

 

-What other types of floors could be implemented?

 

-Remembering that this is solely end-game content, what would you say could be done to increase the difficulty/improve the difficulty curve?

 

-Any other points you think would be nice?

 

Feel free to post all ideas and such below, this post is entirely editable so I can add all good questions/discussions/concepts etc to the main post. Thanks for reading this wall of text, and I hope you are inspired to think about how this could be a great thing!

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113204 Love the idea in general. I'd add some quests inside dungeon and battles versus NPCs like 2v2 or 3v3. It would be fantastic to have this implemented on PRO :Grin:

 

The quest idea is really good! I'll add that.

 

However, as has already been pointed out, it's a lot of work already; 2v2 and 3v3 haven't been implemented (yet) so to expect this at the laugh of such a thing would be overly hopefully haha. Though if/when 2v2/3v3 are implemented, this would be interesting.

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113212 I like your idea.

 

It is a while I am thinking about having somenthing more for the endgame not just to only evs train my pokes :Ambivalent:

 

A dungeon mechanic would be welcomed IMHO.

 

There are a lot of things that could be implemented as end-game content, this is but one idea.

 

What I'd love to see is some good feedback or improvements on the idea, this is nowhere near perfect.

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Well, This is Really a Thing. A very nice idea. :Grin:

 

A nice challenge for the Devs tho, BUT if they make something like this it would definetly improve the MMO thing.

Since Pokemon is a turn base RPG having a lot of strategy and stuff, lack a bit of HEARTBEAT aside from the PVP, making PVE an Evil need (on the LONG term :Cry: ) just to get to the PVP point.

 

Implementing any challenging content to the PVE, would make the players love much more the game cuz the more fun and less boring the farm is the happier the player would be!

 

Thumbs ups For this!! :Heart:

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