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Sorry about the late reply here, I promised a response in 12-24 hours but I have been busy with projects and stressing over the fact theres only two months until finals. Making any type of cohesive sentence out of what I have been thinking has been difficult, and my other posts have reflected this. (This is post 1/2, character limit snagged me)
From what I have seen there seem to be two issues people are having with this idea
As these two viewpoints are so conflicting it will be almost impossible to get everybody on the same page but here I have tried my hardest. I took everybody's feedback, the OP's original idea, and with some liberally applied game theory came up with these ideas (yes there are two)
Idea 1
My first idea is to take the original "challenge mode" and feedback from this thread to make a competitive PvE experience. This would be done by dividing this mode into two separate gameplay systems, "challenge mode" and "practice mode"
Both challenge mode and practice mode would be seasonal; however, practice mode would have more content consistently available than challenge mode. I will start by describing practice (henceforth called "traning") mode as it lays the foundation for the true challenge.
Practice mode would be available to groups of 5 upon reaching maximum level and would use scalar leveling to keep the challenge appropriate for all. Practice mode would be accessed either through dungeon gates at Spetia and Hieriacon or through a submenu. Once inside the training "hub" parties can enter a scaled version of any dungeon they wish. Scaling would have the following properties:
A successful run of practice mode will provide the party with once per season rewards depending on their completion score (CS). The higher the score, the better the rewards. Scores in the top 5% receive the "A" reward, scores between the top 25 and 5% receive the "B" reward while all remaining scorers receive the "C" reward. These rewards are minor and only redeemable once per practice map per season. As they will make almost no difference, they allow the training mode to retain its true identity: to allow people to hone their mechanical skill, have fun with friends in a low-stress environment, and earn access to challenge mode.
Display Spoiler
From what I have seen there seem to be two issues people are having with this idea
- Player Gear in challenge mode
- Rewards received from challenge mode
As these two viewpoints are so conflicting it will be almost impossible to get everybody on the same page but here I have tried my hardest. I took everybody's feedback, the OP's original idea, and with some liberally applied game theory came up with these ideas (yes there are two)
Idea 1
My first idea is to take the original "challenge mode" and feedback from this thread to make a competitive PvE experience. This would be done by dividing this mode into two separate gameplay systems, "challenge mode" and "practice mode"
Both challenge mode and practice mode would be seasonal; however, practice mode would have more content consistently available than challenge mode. I will start by describing practice (henceforth called "traning") mode as it lays the foundation for the true challenge.
Practice mode would be available to groups of 5 upon reaching maximum level and would use scalar leveling to keep the challenge appropriate for all. Practice mode would be accessed either through dungeon gates at Spetia and Hieriacon or through a submenu. Once inside the training "hub" parties can enter a scaled version of any dungeon they wish. Scaling would have the following properties:
- All mobs would have their level scaled to 45 (or 50)
- All mobs would be given appropriate baseline stats to match their level
- These baseline stats would then be modified in accordance to the mean (to account for outliers) gearscore (GS) of the party.
A successful run of practice mode will provide the party with once per season rewards depending on their completion score (CS). The higher the score, the better the rewards. Scores in the top 5% receive the "A" reward, scores between the top 25 and 5% receive the "B" reward while all remaining scorers receive the "C" reward. These rewards are minor and only redeemable once per practice map per season. As they will make almost no difference, they allow the training mode to retain its true identity: to allow people to hone their mechanical skill, have fun with friends in a low-stress environment, and earn access to challenge mode.
Training Grounds rewards ideas:
As for calculating CS, I don't have a set formula, since only successful runs would be scored some potential guidelines could be followed:
All players who manage to clear that season's practice dungeon unlock the challenge mode version of the same dungeon. While practice mode caters to those just reaching the end game, those who want to learn mechanics, and those who want to just have fun with their friends challenge mode caters to those who want... well... a challenge. The most successful challenge mode players will be those who know the game well and understand the mechanics of the dungeon they are trying to conquer.
In challenge mode all players are allowed to either:
When it comes to scaling, challenge mode does so a little more aggressively, it scales all content to be maximum level and set stats accordingly, then a system check is done on the dungeon and mobs receive various consistent buffs.
Instead, at the end of the season, (2 week period) the system calculates which player(s) have had the most successful runs compared to the fail runs (completion / fail ratio) and rewards the top players with additional rewards such as exclusive mounts, costumes and similar content. With other individuals (again sorting by percentiles) receiving lesser rewards.
A "failed run" is a run which takes either 1.5 times the median successful run time (a timer will be provided) where there are more than 5 player deaths (the equivalent of one wipe). These parameters may be a little too much.
To prevent players from simply forgoing other content for this system, after every successful run all players in the party are locked out of the challenge mode until midnight server time (limits players to one successful run a day).
This means that a "perfect record" would involve 14 perfect dungeon runs with no failures.
Remember that this is just one of my two (maybe even three) ideas for ways we can refine this topic. If there is anything that just doesn't make sense, feels out of place, or can be improved just let me know I will find time to fix it... eventually.
- A: Players in the top 5% of the score bracket would receive a minuscule amount of lumena, a chance of earning a temporary costume and the rewards of the B and C tiers.
- B: Players between the top 25% and 5% of the score bracket would receive a small amount of crafting materials, a skill reset voucher, a challenge ticket, and the rewards of the C tier.
- C: Players who fail to score in the top 25% would receive a small amount of in-game currency and a random reward from an RNG loot table.
As for calculating CS, I don't have a set formula, since only successful runs would be scored some potential guidelines could be followed:
- Kills every non boss, non-summoned mob that you kill would add points
- Deaths would obviously lower your score
- Time would need to be considered, faster times would be better[/spoiler]
All players who manage to clear that season's practice dungeon unlock the challenge mode version of the same dungeon. While practice mode caters to those just reaching the end game, those who want to learn mechanics, and those who want to just have fun with their friends challenge mode caters to those who want... well... a challenge. The most successful challenge mode players will be those who know the game well and understand the mechanics of the dungeon they are trying to conquer.
In challenge mode all players are allowed to either:
- Keep their gear and specialization
- Choose one kit from three randomly selected class kits and receive a complementary specialization
When it comes to scaling, challenge mode does so a little more aggressively, it scales all content to be maximum level and set stats accordingly, then a system check is done on the dungeon and mobs receive various consistent buffs.
- All mobs get increased movement, cast, and attack speeds
- All mobs take less damage (especially from AoE attacks)
- All mobs deal more damage
Instead, at the end of the season, (2 week period) the system calculates which player(s) have had the most successful runs compared to the fail runs (completion / fail ratio) and rewards the top players with additional rewards such as exclusive mounts, costumes and similar content. With other individuals (again sorting by percentiles) receiving lesser rewards.
A "failed run" is a run which takes either 1.5 times the median successful run time (a timer will be provided) where there are more than 5 player deaths (the equivalent of one wipe). These parameters may be a little too much.
To prevent players from simply forgoing other content for this system, after every successful run all players in the party are locked out of the challenge mode until midnight server time (limits players to one successful run a day).
This means that a "perfect record" would involve 14 perfect dungeon runs with no failures.
Remember that this is just one of my two (maybe even three) ideas for ways we can refine this topic. If there is anything that just doesn't make sense, feels out of place, or can be improved just let me know I will find time to fix it... eventually.
The post was edited 1 time, last by Tycon ().