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View Full Version : things that could make teh game more fun / challenging.



kemetka
02-10-2016, 09:58 AM
The point of this thread is to list things that could make the game more fun and challenging using game elements from quests that already exist in the game, rather than adding new elements. Also staying away from concepts that deal with mobs / champions, and monster AI, and to a larger extent combat in general. The aim is to find determine things that players would like to see more, and find ways to use those to challenge them within the abilities of the existing game technologies, and do not pander to any specific builds.

unique or lightly used game elements that already exist, that could be adapted for more use to create a more complex and challenging game :
fly spell
illusory walls
rune circles
class specific abilities
skill use
timers
randomness.

fly spell could be used to create multi platform large layout maps where you have to fly to different areas

illusary walls can be used for a number of different things, hiding traps, hiding non selectable entrances ( ones that you walk up to and get transported somewhere else. Used to hide side passages not notated on the map. In a more devious instance they could be used to hid small passages directly in the floor that can cause the party to get seperated dropping one or more party members into a seb level. Would not need to span the entire floor segment, but a small block segment, similar in size to a small spike trap or 2.

Rune circles already exist to transport us to other areas, this is seen in cry for help at the optional area, and in rainbow int he dark which is used as a trap. Both could be used in quests to provide a more dynamic layout, such as something needed to split the party, or as a way to move between sections. In terms of a trap function, they could be used to transfer the party to an entirely different section of the map, if used in conjunction with a timer on the quest, this could be a challenge to those not able to see the trap or disable it.

class specific abiliites. This is seen in small parts in various quests, the one that really comes to my mind is lords of dust, needing a divine caster to be able to cleanse the altars. It also appears on items like the cloak from the archon's trial series, where it gives a bonus equal to the number of lore feats that you have. This could be adapted into quests to make certain side passages, or alternative ways to complete it with different monsters / rares achieveable. If multiple different class abiliites were used as trigger effects, such as for runes ( similar to party crashers rune tables ) it could entice more grouping, if there was an incentive to run the quest, good xp, unique limited use items in end chest etc..

skill use > see class specific abilites. But also could provide ways around combat, for those that like the story. good example would be in relic of sov past and diplimatic impunity

timer always adds an extra factor that players need to keep track of and it can be used to some degree to add a bit of challenge, and it would be nice to have some "under the gun" feel quests. For example if Chronoscope had a limited time frame to complete the raid or raid fails, then it could make it more interesting.

randomness, as was shown in ToEE, the game does have the potential to take a static map and dynamically change the content, allowing for random placements of breakables, mobs, traps and rares. Please continue to make quests that have this random feel to it, as this is very exciting.

bsquishwizzy
02-10-2016, 06:33 PM
The point of this thread is to list things that could make the game more fun and challenging using game elements from quests that already exist in the game, rather than adding new elements. Also staying away from concepts that deal with mobs / champions, and monster AI, and to a larger extent combat in general. The aim is to find determine things that players would like to see more, and find ways to use those to challenge them within the abilities of the existing game technologies, and do not pander to any specific builds.

unique or lightly used game elements that already exist, that could be adapted for more use to create a more complex and challenging game :
fly spell
illusory walls
rune circles
class specific abilities
skill use
timers
randomness.

fly spell could be used to create multi platform large layout maps where you have to fly to different areas

illusary walls can be used for a number of different things, hiding traps, hiding non selectable entrances ( ones that you walk up to and get transported somewhere else. Used to hide side passages not notated on the map. In a more devious instance they could be used to hid small passages directly in the floor that can cause the party to get seperated dropping one or more party members into a seb level. Would not need to span the entire floor segment, but a small block segment, similar in size to a small spike trap or 2.

Rune circles already exist to transport us to other areas, this is seen in cry for help at the optional area, and in rainbow int he dark which is used as a trap. Both could be used in quests to provide a more dynamic layout, such as something needed to split the party, or as a way to move between sections. In terms of a trap function, they could be used to transfer the party to an entirely different section of the map, if used in conjunction with a timer on the quest, this could be a challenge to those not able to see the trap or disable it.

class specific abiliites. This is seen in small parts in various quests, the one that really comes to my mind is lords of dust, needing a divine caster to be able to cleanse the altars. It also appears on items like the cloak from the archon's trial series, where it gives a bonus equal to the number of lore feats that you have. This could be adapted into quests to make certain side passages, or alternative ways to complete it with different monsters / rares achieveable. If multiple different class abiliites were used as trigger effects, such as for runes ( similar to party crashers rune tables ) it could entice more grouping, if there was an incentive to run the quest, good xp, unique limited use items in end chest etc..

skill use > see class specific abilites. But also could provide ways around combat, for those that like the story. good example would be in relic of sov past and diplimatic impunity

timer always adds an extra factor that players need to keep track of and it can be used to some degree to add a bit of challenge, and it would be nice to have some "under the gun" feel quests. For example if Chronoscope had a limited time frame to complete the raid or raid fails, then it could make it more interesting.

randomness, as was shown in ToEE, the game does have the potential to take a static map and dynamically change the content, allowing for random placements of breakables, mobs, traps and rares. Please continue to make quests that have this random feel to it, as this is very exciting.

Having illusionary walls would give purpose to Dispel and Disjunction. And with a very good spot you could tell that something was an illusion.

Good suggestions.

Uska
02-10-2016, 08:17 PM
Fly spell without severe restrictions very very very bad idea.

UurlockYgmeov
02-10-2016, 08:39 PM
Fly spell without severe restrictions very very very bad idea.


http://image.shutterstock.com/z/stock-photo-cynical-digital-painting-of-a-bird-flying-into-a-wall-that-s-painted-to-look-like-a-sky-108063875.jpg

Powerhungry
02-10-2016, 10:33 PM
The point of this thread is to list things that could make the game more fun and challenging using game elements from quests that already exist in the game, rather than adding new elements. Also staying away from concepts that deal with mobs / champions, and monster AI, and to a larger extent combat in general. The aim is to find determine things that players would like to see more, and find ways to use those to challenge them within the abilities of the existing game technologies, and do not pander to any specific builds.

unique or lightly used game elements that already exist, that could be adapted for more use to create a more complex and challenging game :
fly spell
illusory walls
rune circles
class specific abilities
skill use
timers
randomness.

fly spell could be used to create multi platform large layout maps where you have to fly to different areas

illusary walls can be used for a number of different things, hiding traps, hiding non selectable entrances ( ones that you walk up to and get transported somewhere else. Used to hide side passages not notated on the map. In a more devious instance they could be used to hid small passages directly in the floor that can cause the party to get seperated dropping one or more party members into a seb level. Would not need to span the entire floor segment, but a small block segment, similar in size to a small spike trap or 2.

Rune circles already exist to transport us to other areas, this is seen in cry for help at the optional area, and in rainbow int he dark which is used as a trap. Both could be used in quests to provide a more dynamic layout, such as something needed to split the party, or as a way to move between sections. In terms of a trap function, they could be used to transfer the party to an entirely different section of the map, if used in conjunction with a timer on the quest, this could be a challenge to those not able to see the trap or disable it.

class specific abiliites. This is seen in small parts in various quests, the one that really comes to my mind is lords of dust, needing a divine caster to be able to cleanse the altars. It also appears on items like the cloak from the archon's trial series, where it gives a bonus equal to the number of lore feats that you have. This could be adapted into quests to make certain side passages, or alternative ways to complete it with different monsters / rares achieveable. If multiple different class abiliites were used as trigger effects, such as for runes ( similar to party crashers rune tables ) it could entice more grouping, if there was an incentive to run the quest, good xp, unique limited use items in end chest etc..

skill use > see class specific abilites. But also could provide ways around combat, for those that like the story. good example would be in relic of sov past and diplimatic impunity

timer always adds an extra factor that players need to keep track of and it can be used to some degree to add a bit of challenge, and it would be nice to have some "under the gun" feel quests. For example if Chronoscope had a limited time frame to complete the raid or raid fails, then it could make it more interesting.

randomness, as was shown in ToEE, the game does have the potential to take a static map and dynamically change the content, allowing for random placements of breakables, mobs, traps and rares. Please continue to make quests that have this random feel to it, as this is very exciting.

The rune/teleportation circles (Rainbow/Cry) can be used as traps (as in Rainbow). Almost no one past their first life worries about traps. A trap like this can be far more creative. Teleport into a room filled with water (the mechanics of underwater combat are in place (Into the Deep). Solve a puzzle or kill 'X' to get out and since you're under water you can't just cast DD - have more than one solution (combat/non-combat)(for example). Have spell wards cast mass frog. Failed your save?- oops your a frog. Can't just cast remove curse or drink a curse pot 'cause, well, you're a frog.
Build a dungeon with trap 'hook points' that may or may not have a trap from a randomly built trap list. Randomness and creativity. A wall/ceiling moving, player crushing trap- no evasion there. A room that begins to fill with water (again Into the Deep has a similar mechanic). DM - Oops, you fell through the illusionary floor into a pit- no, you didn't land on spikes. You landed on (in) a gelatinous cube.

Xiongrey
02-10-2016, 11:33 PM
The rune/teleportation circles (Rainbow/Cry) can be used as traps (as in Rainbow). Almost no one past their first life worries about traps. A trap like this can be far more creative. Teleport into a room filled with water (the mechanics of underwater combat are in place (Into the Deep). Solve a puzzle or kill 'X' to get out and since you're under water you can't just cast DD - have more than one solution (combat/non-combat)(for example). Have spell wards cast mass frog. Failed your save?- oops your a frog. Can't just cast remove curse or drink a curse pot 'cause, well, you're a frog.
Build a dungeon with trap 'hook points' that may or may not have a trap from a randomly built trap list. Randomness and creativity. A wall/ceiling moving, player crushing trap- no evasion there. A room that begins to fill with water (again Into the Deep has a similar mechanic). DM - Oops, you fell through the illusionary floor into a pit- no, you didn't land on spikes. You landed on (in) a gelatinous cube.

YES PLEASE TO ALL OF THE ABOVE! On a side note, not everyone is or plays to be a triple ultimate completionist, some of us play to enjoy the game. I just happen to be in this mood because I started Duoing with a friend who is new to DDO. Listening to the sh*t get scared out of him the first time a pile of rocks became an Earth Elemental in front of him or the first time he encountered "that's one big mutha******!" minotaur, has really invigorated my love of the game again. If you feel that there is not enough end game content or EE is not hard enough, try slowing down, stop zerging for past lives, maybe start a first life alt with a friend that has never played. And if Devs could add content with randomness, that would be awesome for even vets. My friend: " There is a level, what's it do?" Me: " I don't know, should we pull it?" My 2 cents.

PS: my friend is a Halfling, so maybe that why the Minotaur seemed so big to him.

kemetka
02-11-2016, 08:52 AM
Fly spell without severe restrictions very very very bad idea.

my idea for use with fly spell isnt one that players can attain, but one that is part of a level, similar to talking to the storm reaver at reavers reach, and within the reavers fate raid.

conecpt i had in mind was a multi platform / multi level stage, like a cross between von6 / trial by furty, except you need to use fly to get around, give it a limited time effect to where you cant just cut to the end early and that would limit it eough in that regards.

however to make it a more challenging / difficult there could be a dogfight implementation, or the dev's could make it so that fly can be dispelled by casters on the next platform.

OOPsy fall / splat, or just tele to the start.

Sunnie
02-13-2016, 01:14 PM
A 1% chance for any chest to turn out to be a mimic when opened. At all times.