sandpark wrote:
The progression at least power and stat wise is locked to the content itself. The best thing I can compare it to is sort of like Guild Wars 2 are Maguuma masteries or Diablo 3 set dungeons, except the dungeons are random. I am hoping it functions closer to set dungeons and it might since they spoke of a leaderboard, hopefully it does stat tracking for rewarding skillful play.
https://www.guildwars2.com/en/news/reimagining-progression-the-mastery-system/ http://diablo.wikia.com/wiki/Set_Dungeon
http://ffxiv.zam.com/forum.html?forum=152&mid=1447257488268301773&h=50&p=2#73
Wanting to discuss possibilities further looking at the two links I provided earlier and one link to an old post.
I mentioned a kudos reward system from PGR that GW2 and Diablo 3 dabble into. What if the objective of Deep Dungeons wasn't just to progress further but had multiple side objectives. What if gear wasn't the only progression in this content? Because this content is self contained at the moment, there really are no rules on how horizontal progression can be or how multi-dimensional. Now if what I put forward isn't currently in the works then it probably won't be in by that strict deadline.
What character improvements take less work and space than creating multiple sets of gear to fill specific situational instances? Traits... What if traits could be unlocked by completing main and side objectives in addition to advancing deep inside the dungeons? Think back to older rpgs like Zelda and other where you discovered special items that would help you reach places or kill things you never could before.
Let's assume different random monsters spawn in random places throughout the dungeon. Let's say doing or reacting to certain things skillfully at opportune times result in a percentage of an objective rising, as your completion percentage rises in that category, you start progressing towards a unique trait/item/key item that helps clear the dungeon until you master it.
Example: Some side objectives-
*Defeating dragons staying above 40% health= +2 Resistance to dragon breaths
*Use a certain skill at a precise time 5 times= +2 Dragon Killer effect
*Defeating all enemies on a floor within a time limit= +10 minute time extension
*Retrieve 8 spheres of wind on floor 2= Obtain Boots of Wind(+2 movement speed)
*Solve the puzzle of the Dire Knight= Obtain Veil of Destiny(Auto-Regen+1 tick)
*Jump across the chaotic mist without falling= Falling damage reduced by 2%
*Follow the spirit without losing sight= Hidden Doors become revealed
*Survive mine field to reach Magma Armor= Ability to walk through fire taking considerably less damage.
Obviously there would have to be set dungeons way farther into progression to put all these boons to good use. But I think I made my point. If am a level 60 dragon slayer I should be adept at that but not so great at killing ogres or some other beast or procuring their drops. Special drops for crafting class specific armor could come from enemies and bosses similar to Titanite Shards,etc ala Dark Souls. The possible traits or traversal items are endless!
All of these upgrades could be carried on improved until the max depths of the deep dungeons. After that it would be up to SE to keep this progression self contained or allow it to spread to incoming content down the road.
https://i.kinja-img.com/gawker-media/image/upload/vxoc9tksuvuvp4n938ua.jpg Edited, Apr 25th 2016 10:32pm by sandpark