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The DAMP:END GAME, plans beyond promote, promote, promote? ... raids?


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#1
Tkaudi

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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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#2
Cirvante

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They'll add another difficulty sooner or later. Hopefully it will have dragons.


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#3
Hurkaleez

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I remember you Salan from all the videos and posts regarding Synergies Mod. Amazing work. I can only wish they would let a select few players with extreme experience and understanding work on stuff which they could rubber stamp and check before release. 

 

Mass Effect 3's 2  most glaring inadequacies IMO were the lack of variation on maps and no raids. 1/3rd of the maps were just weather effects on preview maps and I think there was a total of like 10 or 12... so essentially about 6 or 7 unique ones. Sure hope they let some users create and submit content to be reviewed by them.



#4
Jimithi

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Dragons are a must I think. Given how proud they seemed to be with their dragon work I would be disappointed if they didn't include them in the MP in some fashion.



#5
BoogieManFL

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They never added anything new to the game modes or overall gameplay in Mass Effect 3 MP. I would be beyond surprised if they did anything other than add 1 or 2 more map types and maybe Darkspawn enemies..



#6
Storm_Changer

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I really hope this suggestion comes to fruition. End game with good rewards is desperately needed. 


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#7
Xhal

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What youre asking for already exists. Its called World of Warcraft.
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#8
Marnius

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@Tkaudi

SynergiesMod for torchlight basically changed the whole game for the better and I don't know a single person who plays TL2 without it now.

If you really did create that mod than thank you very much for such an amazing mod.

As for your ideas, I forsee a couple problems.

Peoples attitudes. "Omg if i wanted to raid, i'd play wow"

EA attitude. "If we can't make it keeerching, it ain't worth anything".

Bioware attitude. "But guys, that would require some work on our part and you know, work is effort and stuff".

I for one would feel alot more optimistic and confident if this game was placed in the hands of an extremely capable and talented mod maker like yourself rather than "award winning and highly acclaimed BiowarEA" staff.

Just my opinions though, please don't ban me BWEAmelia!
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#9
Robbiesan

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Love it the idea!

+1

#10
TheThirdRace

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With all due respect for the excellent Synergies Mod, if I wanted to play an MMO, I would...

 

Sure, Bioware's MP is like a distilled MMO in the sense that you get all the action with only 1% of the downtime. I'm not interested at all by the downtime (exploration, visiting merchants, trading, NPCs, etc.), that's what single player is for. And I say this as an hardcore single player RPG, I don't play any MP save for DA:I and ME3. If Bioware wanted to make an MMO, they would have done so and I wouldn't have buy it.

 

I do agree the end-game is somewhat lacking, but we're just 3 weeks into the damn thing. Let it time to grow like ME3 did. Adding new maps, a new faction, new powers, new challenges and a better loot system (progression instead of pure RNG) will keep us occupied more than enough.


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#11
I_pity_the_fool

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Bioware attitude. "But guys, that would require some work on our part and you know, work is effort and stuff".

 

smh



#12
Storm_Changer

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With all due respect for the excellent Synergies Mod, if I wanted to play an MMO, I would...

 

Sure, Bioware's MP is like a distilled MMO in the sense that you get all the action with only 1% of the downtime. I'm not interested at all by the downtime (exploration, visiting merchants, trading, NPCs, etc.), that's what single player is for. And I say this as an hardcore single player RPG, I don't play any MP save for DA:I and ME3. If Bioware wanted to make an MMO, they would have done so and I wouldn't have buy it.

 

I do agree the end-game is somewhat lacking, but we're just 3 weeks into the damn thing. Let it time to grow like ME3 did. Adding new maps, a new faction, new powers, new challenges and a better loot system (progression instead of pure RNG) will keep us occupied more than enough.

 

You wouldn't be obligated to play the content though. If you're treating the game like a "hardcore single player RPG" in the first place, multi player isn't your concern. Adding raids and more complex bosses into the game isn't making it an MMO, its merely cherry-picking one of the best parts of MMO's because they'd fit nicely into the style of gameplay DAIMP has. 

 

The issue is most players are getting very bored already. You can't promise minor content updates and expect players to stick around for them. Something major like raids would add hours of more content, which would help with player retention. If they just added new maps and a few new generic enemies every few months I'd be bored silly and I'm not the only one. Realistically if DAIMP wants to survive it has to have minor content updates - which maps, powers and loot system reworks would largely fit under. But it also has to have NEW content - not re works of old content. And this is one such idea that could add hours more onto the game per player. 

 

Because why, realistically, should we play a bare-bones multi-player Diablo 3 / Path of Exile knock-off when we can play fully fleshed out versions. Maps certainly aren't a good enough reason to stick around. Something new has to be added, or the multi-player will simply die. That's just the way it is with games, especially ones on PC. 



#13
veramis

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Bioware, hire Tkaudi

 

???

 

Profit


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#14
Bastion6six6

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DAMP is in SERIOUS need of a progression system.  I don't think it's ever going to get raids or anything like them, especially not with the rate of the "progress" that this MP is making in terms of bug fixing (much less their philosophy on its core design mechanics *coughrampantRNGcough*.

 

I think at best you're going to see a few more areas that will be added into the rotation, a handful of new characters (this probably won't happen for a LONG time), schematics to make new gear (honestly wouldn't be surprised if the schematics they add in are absolutely abysmal and not worth anyones time) and MAYBE a harder difficulty.  The biggest obstacle this game faces in terms of popularity and longevity is its loot system/progression.  Unless bioware can figure out how fix/change/improve it in a way that they are able to (imo the best solution would be to completely rework it, ideally more in lines with ME3MP loot system, but we all know that isn't going to happen), then I don't honestly see this MP lasting anywhere near as long as ME3MP, at least not with such a large/active community.

 

I know bioware has said that they "plan on supporting the MP for a long time" but that cannot mean "content updates that are few and far between, with the first one not appearing until 2-3 months after the game is out".  Content updates can be as little as a weekend event (I know from biowares eyes that a weekend event probably isn't little, but to the player, trust me, it is).  Hopefully this won't be the case but the game is nearing a month of being released and still absolutely 0 word on the first weekend event.  I'm not "demanding" that bioware do anything, I just hope they are aware how customer interest works.  Other games come out, players lose interest if there is nothing to keep them there (and an RNG based loot system with 0 progression certainly isn't enticing).  Planning to support the MP for a long time is wonderful, but that support should really be something that is seen very early on if the player is expected to believe that statement.  I'm glad that bioware is paying more attention to the MP forums now(!), I just hope that such a thing isn't both a temporary endeavor and the extent of biowares "support" for the MP.

 

I'm just afraid that they aren't planning on doing any sort of content update (again, content can mean weekend events) for another month or two which would more or less spell the doom of the MP.  I don't know when ME3MPs first content update was, but if it was around that time period as well it would only mean that the MP survived because it had a PROGRESSION to its loot system.  Trust me bioware, having a progression is extremely important to meaningful longevity in a MP.  Without that, players are going to need SOMETHING other than throwing an insurmountable amount of coins (and time) at an RNG generator.  The addition of weekend events/schematics to work towards would do wonders for the game.  Schematics need to be handled intelligently though.  Make it just like the SP, the quality of the materials determines everything, from DPS to secondary attributes.  Make it so the weapon will ONLY be as strong as a 23 unique if you literally use the best, rarest materials.  If you use the best materials and a 23 unique still outclasses it, there will be absolutely no reason to even bother with schematics.



#15
Hiero_Glyph

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How about a 10 wave map where you keep going until reaching a raid boss? 

 

Wave 1 is normal.

Wave 2 is an objective.

Wave 3 is a boss.

Wave 4 is an objective.

Wave 5 is a survival boss.

Wave 6 is normal.

Wave 7 is an objective.

Wave 8 is a boss.

Wave 9 is an objective.

Wave 10 is a raid boss.

 

Enemy levels increase as you progress and waves 1-5 play like they do currently with a boss added to wave 3.  Waves 6-10 mirror the first five waves but offer a raid boss in wave 10.  If Bioware added a higher quality drop for completing wave 5 & 10 then there would be a reason to run this over the normal difficulties.  Technically this could be infinite content as well, but given all of the bugs and crashes it may be best just to cap it at wave 10.  Since every location has 9 possible sections this would only require the addition of a raid boss area.  Thoughts?  Is this enough like a raid?



#16
Storm_Changer

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How about a 10 wave map where you keep going until reaching a raid boss? 

 

Wave 1 is normal.

Wave 2 is an objective.

Wave 3 is a boss.

Wave 4 is an objective.

Wave 5 is a survival boss.

Wave 6 is normal.

Wave 7 is an objective.

Wave 8 is a boss.

Wave 9 is an objective.

Wave 10 is a raid boss.

 

Enemy levels increase as you progress and waves 1-5 play like they do currently with a boss added to wave 3.  Waves 6-10 mirror the first five waves but offer a raid boss in wave 10.  If Bioware added a higher quality drop every for completing wave 5 & 10 then there would be a reason to run this over the normal difficulties.  Technically this could be infinite content as well, but given all of the bugs and crashes it may be best just to cap it at wave 10.  Since every location has 9 possible sections this would only require the addition of a raid boss area.  Thoughts?  Is this enough like a raid?

 

I think this would be an easy-ish foundation, but would need expanding over time. Realistically just adding in more waves and changing it so there's a boss at the end of wave 3, 8 and 10 would be a pretty easy change. The only thing that would require any effort is creating a decent raid boss, but it's not like they'd be working in the dark on that one. 

 

Ultimately we'd need more bosses, objectives, maps, classes and items for that to work without getting stale just as fast. The drop idea is nice. I think getting items for overcoming Wave 3, 5 and 8, with more items given for completing wave 10 would be a good motivator. Especially if the chance to receive rarer loot increased as you proceeded further in, both in terms of the boss loot and chests you'd find. 

 

But again, it's a pretty easy foundation that wouldn't take too much work comparative to creating a more comprehensive raid-dungeon. So it's definitely a sound place to start. 



#17
Markk0082

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These ideas would be the icing on the cake

#18
Hiero_Glyph

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@Zane Storm

 

Yeah, the idea is to recycle content but allow for minor upgrades like new objectives, boss enemy types, raid bosses, completion rewards, etc.  This would keep the content fresh while also making it differ from what is already offered.  In terms of difficulty, I think that this would serve as Platinum compared to Perilous/Gold.  In truth, I'm trying to suggest something that could be added given the existing structure while making minor additions that would enhance the overall gameplay.  These new objectives, boss enemy types and completion rewards could be used for the lower difficulties as well.

 

The only major problem is the rather pointless crafting system and the importance of high level weapons, so those need to be fixed regardless to make this idea work.  Also,  completion rewards do not need to be only weapons/upgrades and could include tier 2+ crafting materials if/when Bioware makes crafting viable.

 

One last thing.  Raid bosses may be exclusively dragons but giving each a primary elemental type would make those less than useful elemental resistance upgrades serve a purpose.  Being able to select a faction would also need to be included, otherwise players will just abandon and restart if they get the wrong one.  In truth, this approach makes the game better for everyone while also adding what appears to be new content, despite being recycled.



#19
TheThirdRace

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You wouldn't be obligated to play the content though. If you're treating the game like a "hardcore single player RPG" in the first place, multi player isn't your concern. Adding raids and more complex bosses into the game isn't making it an MMO, its merely cherry-picking one of the best parts of MMO's because they'd fit nicely into the style of gameplay DAIMP has. 
 
The issue is most players are getting very bored already. You can't promise minor content updates and expect players to stick around for them. Something major like raids would add hours of more content, which would help with player retention. If they just added new maps and a few new generic enemies every few months I'd be bored silly and I'm not the only one. Realistically if DAIMP wants to survive it has to have minor content updates - which maps, powers and loot system reworks would largely fit under. But it also has to have NEW content - not re works of old content. And this is one such idea that could add hours more onto the game per player. 
 
Because why, realistically, should we play a bare-bones multi-player Diablo 3 / Path of Exile knock-off when we can play fully fleshed out versions. Maps certainly aren't a good enough reason to stick around. Something new has to be added, or the multi-player will simply die. That's just the way it is with games, especially ones on PC.


My points were about MP. The fact I am an hardcore single player RPG guy doesn't change my opinion of MP. To be honest, I haven't fired SP yet, my 150 hours are all MP. My 1000+ hours of ME3 are MP, I clocked only 60 hours in SP. I don't want "raids", I don't want about anything remotely "MMO" in this game. Call it anything else for all I care, as long as it's still pure action and keep the same designs as the actual game. If I'd wanted to play WoW, I'd play it but I don't because I don't want to.

There are things that irritate me a lot in gaming communities and it's particularly true with new fans. New fans comes to the series and want it to change to suit another type of gameplay. For example, ME1 was a great traditional RPG. Then came ME2, which is the best game of the series story wise, and with it the console crowd. The new fans got us a pissed-poor inventory management, a mostly weird UI, no exploration, streamlined missions, etc. Don't get me wrong, the game was even better overall than ME1, but it could have easily been twice better without those new fans. Then came ME3, with a killer MP, and with it the online shooter community. I'm glad Bioware stood their ground because those new fans would have gotten us 15$ map packs (2 or 3 maps), paid DLCs, individual XP and scoreboard "douchery" (already had enough with shared XP), paid items, pay2compete, pay2win, etc. New fans are welcome, but when you come on my turf you need to adapt, don't try to change my house all over. What I'll do is be a good host. I'll try to alleviate the problems you might encounter so you have a great experience. A game like DAI MP has a specific style that's pleasing to its original fans. If you want in on the fun, we'll try to accommodate you as best we can as long as it doesn't change the whole game. When I see "add MMO this" or "add MMO that", I see red. DA MP isn't one, dont' try to change it into something it's not. Players like me have 1 good game every year or two, can you let my good games alone please, you'll move on after 20 hours anyway so why ****** on my game?

If you want to add something that is from another genre, you'll have a much better reception if you explain exactly what you want to include into the game. "Raids" are a direct "no no" for me, but I admit I never done one. Every MMO I tried, I played 2 hours and deleted the game because of how freaking boring they were. "Raids" don't sound like 20-30 minutes games, they sound like an hour or more which is changing the whole concept of DA MP. Most ME3 MP hardcore players (1000+ hours) had maxed everything at the 400 hours mark. Why did they continue past that if there was no MMO style "end-game"? Because it was fast and fun, simple as that. We don't need to grind hundreds of yours for new items, we just want to have fun. Add new items, new maps, new factions, new characters and new powers, that's all we need to keep going for another 1000 hours. If you want more that's fine, there's a game for you somewhere, it's just not this one.
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#20
PurpGuy1

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With all due respect for the excellent Synergies Mod, if I wanted to play an MMO, I would...

 

Sure, Bioware's MP is like a distilled MMO in the sense that you get all the action with only 1% of the downtime. I'm not interested at all by the downtime (exploration, visiting merchants, trading, NPCs, etc.), that's what single player is for. And I say this as an hardcore single player RPG, I don't play any MP save for DA:I and ME3. If Bioware wanted to make an MMO, they would have done so and I wouldn't have buy it.

 

I do agree the end-game is somewhat lacking, but we're just 3 weeks into the damn thing. Let it time to grow like ME3 did. Adding new maps, a new faction, new powers, new challenges and a better loot system (progression instead of pure RNG) will keep us occupied more than enough.

 

I've been playing MMO since MUD and if they made a ME3 or DAI MMO I wouldn't buy it either



#21
TheThirdRace

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I've been playing MMO since MUD and if they made a ME3 or DAI MMO I wouldn't buy it either


It might be fun, we might be surprised. But at the very least the game would have been marketed as an MMO so you know what you're getting when you buy it.

You can't change the nature of a game or a series midway. If they want to make an Mass Effect MMO, it's gonna be a side game, not an whole new path of the series. Warcraft is probably the only successful exception to this, going from a strategy game to an MMO. The new path for Warcraft worked because it was a lot more popular as a MMO and they already had an extremely popular strategy game with Starcraft.

An MMO mentality is very different. Those players want to progress over thousands of hours and invest a lot of time into 1 or 2 characters, they build a "dynasty" within their world.

DA and ME MP is more about casual fun, each game is 20-30 minutes and all we need is a bit of diversity to keep having fun. We play with dozens of character, we don't invest much time to get those characters to maximum level and when we stop playing for the night, we don't plan the next 100 hours in advance because we're gonna promote and redo it all over again the very next day. Very different mentality.

#22
MutantD

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Part of the lack of progression problem, to me, is that both rarity and level seem to be random (though probably more tied to the weapon's SP levels), so you want a unique, but also a level 23 and you just keep rolling the dice hoping to hit it.

 

There's already rarity levels (common, rare, unique) so why not progress through the levels of each when you get a new one (like ME3MP). That way the first Staff of the Void I get would be level one, but the next would be level 2, etc... At the very least I would feel like I was building my manifest as I played.



#23
TheThirdRace

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Part of the lack of progression problem, to me, is that both rarity and level seem to be random (though probably more tied to the weapon's SP levels), so you want a unique, but also a level 23 and you just keep rolling the dice hoping to hit it.
 
There's already rarity levels (common, rare, unique) so why not progress through the levels of each when you get a new one (like ME3MP). That way the first Staff of the Void I get would be level one, but the next would be level 2, etc... At the very least I would feel like I was building my manifest as I played.


I'd prefer a system where common, rare and unique is about what kind of effects you can get. Add an upgrade level mechanic to add another level of progression.

Common

  • Base level 1-10
  • Upgradable to level 23
  • Can socket 1 mod into it

Rare

  • Base level 10-15
  • Upgradable to level 23
  • Can socket 2 mods into it

Unique

  • Base level 15-20
  • Upgradable to level 23
  • Can socket 2 mods into it
  • Has a special ability (10% walking bomb, 10% shield bash, etc.)

 

Upgrading an item to level 23 would only affect the base magnitude. For weapons, it would be basic damage. For belts, well I don't know ;)

 

Mods should be extra stats only (% crit chance, % attack, cunning, etc.) and should only be craftable from schematics.

 

This way, having a common item could still be "good" until you unlock a good rare or unique. Having a good rare could be almost just as good as a unique, minus the ability. This would also diversify the builds. If you have only 3 level 23 unique staves, it becomes a bit stalled. If you have a unique for each special ability and can all upgrade them to be viable (level 23) then you get dozens of different combinations. Apply the concept to all weapons and you get a lot of new builds. Currently, having only 1 or 2 "best" items makes everything worth crap and this needs to change.



#24
Storm_Changer

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My points were about MP. The fact I am an hardcore single player RPG guy doesn't change my opinion of MP. To be honest, I haven't fired SP yet, my 150 hours are all MP. My 1000+ hours of ME3 are MP, I clocked only 60 hours in SP. I don't want "raids", I don't want about anything remotely "MMO" in this game. Call it anything else for all I care, as long as it's still pure action and keep the same designs as the actual game. If I'd wanted to play WoW, I'd play it but I don't because I don't want to.

There are things that irritate me a lot in gaming communities and it's particularly true with new fans. New fans comes to the series and want it to change to suit another type of gameplay. For example, ME1 was a great traditional RPG. Then came ME2, which is the best game of the series story wise, and with it the console crowd. The new fans got us a pissed-poor inventory management, a mostly weird UI, no exploration, streamlined missions, etc. Don't get me wrong, the game was even better overall than ME1, but it could have easily been twice better without those new fans. Then came ME3, with a killer MP, and with it the online shooter community. I'm glad Bioware stood their ground because those new fans would have gotten us 15$ map packs (2 or 3 maps), paid DLCs, individual XP and scoreboard "douchery" (already had enough with shared XP), paid items, pay2compete, pay2win, etc. New fans are welcome, but when you come on my turf you need to adapt, don't try to change my house all over. What I'll do is be a good host. I'll try to alleviate the problems you might encounter so you have a great experience. A game like DAI MP has a specific style that's pleasing to its original fans. If you want in on the fun, we'll try to accommodate you as best we can as long as it doesn't change the whole game. When I see "add MMO this" or "add MMO that", I see red. DA MP isn't one, dont' try to change it into something it's not. Players like me have 1 good game every year or two, can you let my good games alone please, you'll move on after 20 hours anyway so why ****** on my game?

If you want to add something that is from another genre, you'll have a much better reception if you explain exactly what you want to include into the game. "Raids" are a direct "no no" for me, but I admit I never done one. Every MMO I tried, I played 2 hours and deleted the game because of how freaking boring they were. "Raids" don't sound like 20-30 minutes games, they sound like an hour or more which is changing the whole concept of DA MP. Most ME3 MP hardcore players (1000+ hours) had maxed everything at the 400 hours mark. Why did they continue past that if there was no MMO style "end-game"? Because it was fast and fun, simple as that. We don't need to grind hundreds of yours for new items, we just want to have fun. Add new items, new maps, new factions, new characters and new powers, that's all we need to keep going for another 1000 hours. If you want more that's fine, there's a game for you somewhere, it's just not this one.

 

This isn't your turf and you certainly aren't a 'host.' The developers own the game, the community will help to direct it but do not own it. As on this issue you aren't even reflective of the community, you couldn't be further in status from your own claims if you tried [not that any of us in the community are 'hosts' or own the game, bar the developers and company supporting them.]  I mean no offense, but you sound insanely entitled in your post. I was actually quite taken aback. 

 

DAIMP is VERY bare bones. To maintain this, whilst only marginally expanding [new maps in a similar vein, a few new characters with re-hashed skills] would mark the end of multi-player, period. And if I'm brutally honest, the MP player base is already pretty small. It can take several minutes to find a Perilous game, which this early in release should be a major warning signal for the level of retention multi-player has for the average player. That isn't to say it can't increase, it's simply to say that if this level of content is maintained it will only decrease, or rationally would. 

 

The fact of the matter is this. The single player game is fundamentally different from the multi-player one. There is no rational reason to refuse updating the multi-player game - which can have a massive impact on the games retention rates, on the basis that it wouldn't reflect the SP game. Because the MP and SP are already vastly different and not reflective anyway, bar a few tenuous links. 

 

If you look through this thread what YOU want - non-raids, is a minority opinion on the matter. You clearly do not speak for the current community on this issue at present. Other things you want - more maps, powers ect are obviously supported by most, and there's no reason why both couldn't occur simultaneously. Indeed, most of us absolutely support what you want in tandem with raids, it would be necessary to improve our experience too. 

 

Moreover raids would be VOLUNTARY. Ergo you have no rational reason for opposing them, as you could simply continue with the content already provided, and new content separate from raids or raid-like material that would likely follow. Considering you admit you've never even attempted a raid in your life, it is incredibly curious that you're so fervently against it. As effectively you've admitted that you have no conception at all of what your opposing, bar a vague mention to the time it could take to complete a raid. Which you failed to mention, would be voluntary as you could simply choose to ignore the raids altogether if you wanted a less time-consuming experience. 



#25
Storm_Changer

Storm_Changer
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@Zane Storm

 

Yeah, the idea is to recycle content but allow for minor upgrades like new objectives, boss enemy types, raid bosses, completion rewards, etc.  This would keep the content fresh while also making it differ from what is already offered.  In terms of difficulty, I think that this would serve as Platinum compared to Perilous/Gold.  In truth, I'm trying to suggest something that could be added given the existing structure while making minor additions that would enhance the overall gameplay.  These new objectives, boss enemy types and completion rewards could be used for the lower difficulties as well.

 

 

I completely see what your trying to do, and it makes sense. It may well be recycling content with only minor differences, but it provides far more variances than currently allowed and a refreshing option for higher-tier players. As I say, I think it would make a sound update; perhaps even providing a basis for expanding into raids in the future. 

 

I'd definitely see it as more of a stop-gap measure though. Filler content until something dynamic and new is added to MP. But filler content is useful in and of itself, and would buy the dev team time to make wonderful and exciting updates. So I definitely like your suggestion, it's just that in the long run I'd much prefer new content to re-hashed old content, if you see what I mean? I certainly don't think it could fill a niche that raids could fill, but it would be a strong addition to the game as is, without taking much dev time compared to starting fresh on a new update. So it's definitely food for thought.