I am enjoying this game as I do any game that has a learning curve and systems to understand and work with.
I am familiarizing myself with the classes, enemies and environments, and I know these will be expanded on in the future.
I am not a player who WANTS to level a character simply to promote it, and do it again. I want to finish leveling a character then do something difficult and different with it. I have only promoted 4 times so far, and will likely only ever promote to fix skill choices.
I want to go to a raid dungeon that only max level characters can gain access to (giving me a reason to play a level 20 over promoting it and re-leveling it again), that is set to threatening and perilous difficulties only.
I want the victory of this dungeon to have meaning and help even the weaker players learn how to play as a team in order to succeed. Threatening is not THAT difficult with a level 20 character that knows its role.
My vision would see each boss being able to drop 1 or maybe potentially (rng) 2 random items upon accessing their treasure chests after killing the boss, and if need be gold urns with the trash spawns. I would love the dungeon to be a typical Raid style MMO feel to it (lets use WOW as an example as majority of people playing this style game can relate to it to some degree)
"Bastion of twilight" style raid dungeon.
Trash, Boss, Trash, Boss, Trash, Boss, Trash, Boss. Trash, Boss.
Each boss could be scripted and created to be unique, you could create varying differences in the bosses so each load has the potential of not being the same as the last time, you could alter the spawns of the trash in the same manner as well.
I believe this style of game can work extremely well with end game MMO-mimicing raid style dungeons.
I created an award winning MOD for Torchlight 2 called SynergiesMOD, in Synergies I did exactly what I am describing above. I added unique gear that could only be obtained in said Raid dungeons (you don't have to do this, but it would be the perfect avenue to explore the options), I made the starting raid dungeons difficult to start, but easier as the player progressed their gear, then added tiered raid dungeons each with a difficulty increase and gear requirement. The amount of time the average player gained from the end game system sometimes more then doubled the time they spent playing the base game in almost every 'thank you message' I receive.
You have an absolutely fantastic game here, the MP is fun, fast paced and enjoyable. The class variation is great, and will continue to be expanded on, and the environments and enemies will likely be as well.
Please consider a discussion on creating a system that allows players to use max level characters for something different then power leveling their friends, or running the same leveling content over and over. It is in my opinion something ARPG's tend to fall into way too often; and as it is excessively successful with Synergies I am sure you can translate those same successes into this game easily.
Thank you for your time and great game.
Tkaudi (on here)
Salan
Mark.
If MP was ever to be modded, I would make the dungeon and encounters myself.





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