Discussion in   Suggestions   started     9 years ago   January 06, 2015, 01:53:05 AM   by   Jade

A New Challenge

Jade
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Topic :   A New Challenge
9 years ago  January 06, 2015, 01:53:05 AM

Call me a geek, but has anyone else seen the anime Sword Art Online? I'm not one to get into them, but this one really took me. I am suggesting something in their world - Boss Battles. Now, I know that Champs and other spawn types exist already, which is fine and good, but what I am suggesting goes beyond that. To not give in to spoilers all that much, I would just like to say that within their world, they would need to kill a boss to progress to the next level. So, to adapt that idea into UO, I could see a Tower or dungeon of sorts that has an increasing in difficulty boss at the end of each floor (and subsequent mobs on said floors get stronger as well).

This Tower/dungeon would have to be something people would need to work together to accomplish. Maybe the first few levels are solo-able, but after that, going alone would be suicide, for any player. Each floor could have its' own restrictions like no magic this floor, or no pets the next (auto shrink coupled with "You can not use this here" scripted). Any way, would anyone else like to see something like this? Something that the player base can work together in groups on? Maybe even have a scoring system and an attempt standing/ranking? I think it would be fun and add some more excitement / fun for those players who have gone stagnant at Brit Bank.


hewo im jade im a very sweet caring person and i hope to be friends with u soon bai bai :3

Volundr
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#1 Re :   A New Challenge
9 years ago  January 06, 2015, 06:15:30 AM

Allow me to add an idea along with this, (geek time!) In Lufia 2 on the snes there was a 100 level random dungeon that your party could delve down into. You could bring nothing with you except for your party members. Items in the dungeon were plentiful but fairly boring on the early levels. As you progressed down the dungeon it would get harder but the items you found improved. Every 10 floors you were given a chance to leave. If you left the dungeon you got your stuff back but lost everything you had found along the way. This next part is where it gets interesting though.

The whole point to delving into the dungeon was to find the Iris treasures. There were 10 in total and they were rather mundane, but turning them in at the start of deep dungeon granted you rewards after you exited. The biggest reward of course being for collecting all 10. To help you in this are blue named items. These are powerful artifact quality items that can be taken with you when you leave the dungeon, of course though they can only be found in the deeper parts of the dungeon. By finding these, you increase your chances of going deeper into the dungeon as they are the only items in game that you can bring back into the dungeon with you.

I've seen many variations on towers and crypts with 0-100 floors in games but I have yet to see anyone pull it off or make it as addictive as Lufia 2. That being said I like the original boss battle concept. I'm just throwing out an idea I liked alot as well, because I think elements of both systems could potentially make a badass dungeon experience.

Jade, you're a geek. Fortunately you're not alone. :)

Oh and I just read this on wikipedia which explains it better than I ever could.

Quote
One of the most notable features of Lufia II is the Ancient Cave, a randomly generated dungeon composed of 99 floors which is presented to the player as a side-quest in the town of Gruberik. Every time the player enters the cave, a new layout is generated. The Ancient Cave has a very similar execution to the roguelike genre.
Within the cave, the characters are downgraded to zero experience points and are stripped of nearly all equipment and items. The player must then proceed through the cave's floors, collecting equipment, finding magic spells and increasing levels, with the objective of reaching the Ancient Cave's final floor. There are three ways of exiting the cave: by dying, by reaching its bottom or by finding and using an item exclusive to the cave, named "providence".
Within the cave lie two kinds of chests – blue and red. A red chest contains items which can only be used inside the cave for the duration of the playing session. As soon as the player leaves the cave, all items from red chests disappear. On the other hand, the rare blue chests contains items that are for the most part unique to the Ancient Cave (though not completely – the Catfish Jewel, for instance, can also be won in the battle against the giant Catfish), which can be used outside the cave and can be brought back to the cave on subsequent journeys. The equipment found in the blue chests is often far superior than those found outside of it. Some items that can be found in blue chests can also be found by other means, such as monster drops. These can also be taken in and out of the Ancient Cave just as if you had found them in blue chests. Also found in the Ancient Cave are the "Iris Treasures," which are found in red chests. Unlike normal red chest items, the player is allowed to take them out of the cave. They cannot be equipped and serve only as collectibles. The bottom floor of the inn in Gruberik serves as a storage for these items.
Several very powerful monsters exist only in the Ancient Cave, most notably the Bronze, Silver, and Gold Dragons.
On the 99th floor, the player must fight the "Master" (a huge red jelly). It must be defeated in four turns (actually three, since it goes before the characters – unless you repeatedly use some speed lowering IP moves like Spiderweb), or else it will commit suicide and give no reward. Upon defeat, however, it gives the player the Ancient Key, unlocking the room in the lobby, as well as one of the Iris Treasures. It is very difficult to actually defeat the Master due to the time limit and its high HP value (which is always 9980 and not based on the party levels as some rumors say). Thus, a much easier and somewhat cheap way has been devised to kill it. It was found that it was not necessary to kill it-the battle only needed to end. So if the characters killed each other in the allotted time limit, the game would still consider it to be a victory. Equipping and using items which removed set fractions of enemy health (from 1/8 to 1/2 of all enemy health) was also very helpful in defeating the monster.
Anyway this is me just bouncing ideas around.

Jade
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#2 Re :   A New Challenge
9 years ago  January 07, 2015, 04:19:06 PM

These two idea would be awesome combined. That way, everyone is on the same playing field and it makes you work together!

Great idea!


hewo im jade im a very sweet caring person and i hope to be friends with u soon bai bai :3