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[Suggestion] Scaling difficulty for any PQ in T1-4

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FallunLight
Posts: 15

[Suggestion] Scaling difficulty for any PQ in T1-4

Post#1 » Thu Aug 13, 2015 2:11 pm

Good morning,

Fallun here,

Given the creation of new assets and/or features is troublesome, I may have a concept you might be interested in looking into.

INTRODUCTION:
We know PQ's are directly tied to their respective T1, T2...etc. as is their difficulty, I would be interested in allowing a Command entered to change the stats of abilities and health of enemies and bosses in the respective PQ without changing any of their abilities functions. In theory it would be a mere time consuming task but perhaps one we can tackle as a group.

We would start by posting each mobs stats (ei: health, damage, abilities)
MOB NAME
Damage: 123-321
Health: 4555
Ability A - dmg: 123-321; effect: Blarg
Ability B - dmg: 123-321; effect: Blam

REWARDS
I am not entirely sure how rewards would work but it operates on a RNG type of system i presume based on contribution which is based on percentage such would be global in reflection (irregardless of actual level). We COULD use influence rewards as they are and apply, or mirror the RNG of existing functional PQ's.

CMD ACTIVATION/IMPLEMENTATION
The change could be set up in a few ways, either setting all PQ's to T1 type dificulty (a communal effort to say what that is and test it); or set up that CMD either upon completion; or have all PQ's inactive (no spawns; not initiated) and requires the appropriate CMD to activate for the difficulty you and your group desires.

I would be glad to investigate and help in this regard once stats are posted and we can work on this tiny step by step.

Begin with the PQ name, how it works, stages, enemies (type..etc.), bosses, functionality, restrictions and rewards.

We will do the rest based on consensus, using current completed PQ's in T1 as reference for numbers.

As for getting the T3-4 zones access, we wouldnt need to populate these with functions, RvR zones, perhaps even invisible walls surrounding the PQ area. We then use T1 or city 'portals' to gain access to it.

An alternate method would be a slightly adjusted aspect where there is no invisible walls and we can at least appreciate the landscape of the T3-4's minus functionality of keeps, forts.
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COMMUNAL EFFORT/DRAFTING
If desired, I could do up a preliminary draft of each known PQ, images of 'portal' placement and/or PQ invisible borders.

This will keep me busy into the school year and be a fun side project, but I would hope I wouldnt be doing it alone. If someone else wishes THEY could create a template to use for each PQ revision based on difficulty. And like I said, we would post each PQ as its own in the forums and we work out the consensus there.
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CONCLUSION
Thank you for taking the time to read this suggestion and I look forward to your response. I feel given the freedom we have of what we have, we may be able to augment the game to open up new 'content' and help bring in people, both players and dev's.
1 Do you know the Muffin Man?
2 The Muffin Man??
1 THE MUFFIN MAN!&#!%#%*!#

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