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You Keep What You Kill: A Way to Introduce Dragons, Schematics, Spruce-up Weekend Challenges and Making Crafting Mats Matter.


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#1
GrommitSmit

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I know we've done a lot of grumbling on here about the lack of schematics. People roll their eyes at the weekend challenges lacking creativity. They joke about the RNG giving them only more salvage fodder. The recently rumored DLC appeared to include Dragons, but has not yet arrived.

So is there an way to use assets existing in the SP game to make things exciting, give people a goal for end-game progression, and implement schematics? I hope so and here's how it could work:

Once a month or so the individual weekend challenge goal is to kill a Dragon, but not just any dragon, a named High-Dragon, let's call him Vermithrax.

There could be a clue to the Dragon's elemental type in the challenge description. Vermithrax is described as leaving "scorched destruction in his wake." Now you have a use for all those Fire elemental resistance items which are sitting in your inventory. You prepare the appropriate armor upgrades and accessories and head into a match.

Vermithrax is going to be tough, this single encounter on Routine will be as difficult as a boss wave on Threatening. Once your team succeeds in bringing this bad boy down you earn a schematic.

The schematic is for a random weapon type set at level 23. This reward is immediate, you can earn as many schematics as you want, keep killing him all weekend. However, the schematic requires a piece of Dragon to build the weapon.

The community victory reward for the weekend is a single piece of the dragon to be used to craft whichever weapon you want, but only one per community victory. Vermithrax was a fire dragon, so the weapon you craft will have fire-elemental damage attached. The other 4 crafting slots require other materials and a lot of them. Want to make a staff? That will take at least 50 cloth. The type of cloth determines the additional stats applied to that weapon. And each weapon has in addition a unique property depending on the weapon-type and the dragon's piece used. So a Maul made with the victory reward, Vermothrax's claw, might cause explode on kill, the same claw used in a Bow might yield burning on critical, etc.

A month goes by and a new dragon challenge is issued...Kraczikel, an electric elemental dragon. You saved a schematic from killing Vermithrax, so when you get the eye of Kraczikel, you go to build a staff. But wait, you are out of cloth... Guess you better get to killing, salvaging staves you don't want, and for some, buying platinum to get more materials to work with.

Each of these weapons would also be visually distinct, so they should not look like existing models. However, to save time and cost, perhaps the model per weapon-type would always have the same base appearance but with different tints, masks, embellishments to signify the dragon's component used to craft it. Vermithrax's axe might look the same as Kraczikel's, but the first would be red tinted, the latter purple.

I know this is an overly simplistic model... But what are your thoughts? What could make this better? Would this keep you coming back week-after-week?
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#2
Senor Pez

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I believe that the fine DAIMP developers have an excellent plan for the addition of new schematics and equipment. Like Commendation and Victory Chests, they're sure to reward dedication and skill in DAIMP, rewarding and growing the playerbase.

#3
Gya

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+1 OP.

Hopefully some devs are still around to take notice, if they haven't been scared off by the negativity.

#BSNtoxicity

#4
GrommitSmit

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Sorry mis-post due to phone acting stupid... Nothing to see here, move along...

#5
scene_cachet

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+1 OP.

Hopefully some devs are still around to take notice, if they haven't been scared off by the negativity.

#BSNtoxicity

 

Let's hope they're still here because toxicity wouldn't exist if they released games that weren't broken. 

 

So they can keep playing their violin of people being mean to them when they have done nothing to assure the community of what they're working on. 

 

I can understand a little bit of broken in the MASSIVE Single player campaign, that I have no fault  with... But seriously the MP is 3 map types with 3 or 4 enemy types per faction and it seems to have more bugs than the SP campaign. 


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#6
Teophne

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I believe that the fine DAIMP developers have an excellent plan for the addition of new schematics and equipment. Like Commendation and Victory Chests, they're sure to reward dedication and skill in DAIMP, rewarding and growing the playerbase.

 

LOL!

 

Seriously OP, that's a nice idea. I especially like the thought of actually having something to use materials for.


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#7
Texasmotiv

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So you want us to be able to kill wyverns and sell their heads for good money too?


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#8
wwilt13

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I like the idea.  I would probably want it to be more frequent though, just because I love the game and love having more reason to play it.  Once a week or every two weeks?  Or, maybe it's a volume type thing.  One in 10 dragon kills gives you the material, or something like that.  Those kills that don't give the Tier 4 material give materials in better quantities.  Or, more armor schematics and weapon upgrade schematics.  Something, haha.  I would want to fight dragons as often as possible, basically.  :)  I think it would be so much more fun than the single player dragon fights where you have to babysit your companions (why don't you automatically flank non-tanks????) or use the Focus abilities as an "I win" button.  This is just stuff off the top of my head.  Some of it might not work and other things could be better developed or more detailed.  I really want dragon fights though, whenever you want, and you get to pick the dragon and map/area.  

 

Also, is part of the title a Riddick (well, Necromonger) reference?  Or is it a reference to something before that?  Haha.  



#9
GrommitSmit

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I would be all right with more frequent dragon fights, but I would not want the implementation to break the current store/RNG cycle as it might have less chance of being put into play.

I also would want the dragon encounters to feel unique. However, since this is an online game where we repeatedly scour dungeons for baddies and treasure, perhaps it would be best to sacrifice the awe for more re-play value.

The title is a line from Chronicles of Riddick. However, it does feel older, like a Latin aphorism, so it might be cadged from somewhere else.

#10
coldflame

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It sounds like a pretty solid idea OP. in other words, bioware will never implement it. Logical and fun designs in game are not allowed.
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#11
wwilt13

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I would be all right with more frequent dragon fights, but I would not want the implementation to break the current store/RNG cycle as it might have less chance of being put into play.

I also would want the dragon encounters to feel unique. However, since this is an online game where we repeatedly scour dungeons for baddies and treasure, perhaps it would be best to sacrifice the awe for more re-play value.

The title is a line from Chronicles of Riddick. However, it does feel older, like a Latin aphorism, so it might be cadged from somewhere else.

 

I can certainly understand that concern.  How about you earn more gold from a dragon kill?  The proposed difficulty spike for routine may warrant more gold from a completion.  That way, it doesn't affect the current economy.  

 

If they implemented this, I think I would rather just see them implement a materials chest.  I'd really like varying types (edit:  such as cloth, leather, metal or warrior, mage, and rogue), but I understand that won't keep people grinding and thus won't be implemented.   :(

 

The awe of fighting a computer dragon does go away pretty quickly once the AI fails to adapt to your tactics, so I think the sacrifice is sadly necessary.  It seems difficult for them to program a decent AI and so the difficulty just seems to come from more enemies and higher HP and damage.  I wish it weren't so.  I could settle for more enemies (without that HP boost at least) and positioning them to best face enemies (they are supposedly entrenched, after all).  Ambushes that can take out uncautious adventurers.  Archers up high or far back and tough to access.  Enemy tanks using choke points instead of simply running blindly at you. 

 

And, I love the Riddick movies.  He is such a cool character and I wish we could see them build the universe out some more.



#12
Innarra

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I'll kill you with my teacup.


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#13
Courtnehh

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+1 OP.

Hopefully some devs are still around to take notice, if they haven't been scared off by the negativity.

#BSNtoxicity

First thing I thought of

https://www.youtube....h?v=iywaBOMvYLI


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#14
wwilt13

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I'll kill you with my teacup.

Death by teacup

...

D**n, why didn't I think of that?

 

:)

 

Not sure what to say to stay on topic, my last post hasn't been answered, haha.  I do hope we see dragon fights and a more robust crafting system in multiplayer.



#15
Innarra

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To veer this back on topic, I'll add that it would be fantastic indeed to have some more goals other than increasing stats by .5% every prestige, and low % chance of seeing gear drop from bought chests. There's no better goal than to add additional customization. History has shown that gamers the world over love customization. Finding new schematics in chests, or off bosses, perhaps for craftable weapons using T4 mats that drop from weekly challenge chests (or Dragons? like the Dragon Bone/Scales in single player) would be cool. String a few of those challenges together over the course of a month, and then you can make something really great with all of the effort to complete the challenges.

 

The April Fools day challenge was a big step in the right direction. What fun! Would've been nice to be rewarded for our efforts to deal with all 3 boss factions at once. I'd like to see a Nightmare mode (beyond Perilous) that would include this, rewarding more xp and gold.

 

A Dragon Boss would be the t*ts. Maybe the dragon could swoop down during the Red Templar Commander's death animation, eat him, and then you have to fight the dragon. Other faction bosses etc.

 

On the subject of making crafting materials matter, most definitely allow for more customization. Why not make materials work for changing the color of armors (like in the single player). I really wish my Katari's armor could look like the red colored version, but it's less armor to wear the one I like. 

 

Give us some hats to wear. I'm tired of my Keeper's haircut. She needs a hood or something. I want my Assassin to have a Cole Hat. Something like that.



#16
Gya

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I want my Assassin to have a Cole Hat. Something like that.


I had hair once. It was blue. And then it died.
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