The concept is EXPLORATION. Why i choose this? Because most end-game in MMOs will be repetitive raid kill boss and stuff. Sooner or later, it will become a no-brainer content with only priority is the equipments. This will quickly kill off mood of any casual and average players.
Exploration will focus on teamwork, classes synergy and communication. This is an MMO. Playing with AI-like or silent players are boring. There is a need to emphasize communication between players and some mechanics to encourage them to do so.
Example(s) of content:
- Party member will be written short as just member
Dark Maze Dungeon
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Every member will automatically accompany by a light fairy.(Originally it was a torch but doesn’t seem logically with hands full with weapon and shield) Each light fairy will combine together to make a greater lighting.
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There will not be a map showing in minimap and pressing M. Routes must be memorised and there will be torch checkpoint. The fire will burn so strongly that it chases away monsters but only illuminate a small area. It will be safepoint for party to rest and discussing plan.
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Fairies’ light will be soft and attract monsters coming near. Members will be encouraged to stick together to control density wave of monsters but separation is possible. There may be a need to separate a group of 2 and 3 or 2,2 and one scout to survey surroundings and unlock dungeon gimmicks.
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Monsters will be having small red eyes. Slightly visible at dark. Monsters will have a smarter AI feature. They will target clerics,weak Def members and small HP members. They also get provoked when hit by critical damage and will unleash skill to get revenge. They get scared when on verge of death and run away to separate party members. Other monsters will catch separated members off-guard and group massacre them. This will applied to bosses as well.
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A maze will have dead end but it does not come with just 3 walls. There will be hidden traps, hidden boss and hidden treasure chest. Traps can be spikes pop out, poison arrows shoot out, spinning wall separate some members to other side. Hidden boss must come out by surprise after accidentally step on gimmicks. It can be minotaur, cyclop, bashee and etc.
Treasure chest can be lots of silvers, equipment materials, and headgears and run on RNG. -
The map will run on RNG to rotate on any degree. It will give a new feeling and something to master again. It is to confuse members who intend to repeat going in dungeon just to memorise route.
Class role :
Swordsman - Taunt and tank / Semi DPS with AOE ratio advantage
Archer - Main DPS / Scout with invisibility
Wizard - CC / Semi DPS/Support buff
Cleric - Heal / Revive / Barrier / Semi DPS / CC
Final Boss :
Dragon / Guardian / Devil
How boss fights
Members fighting by surrounding the boss and running in circles to evade attacks is a BIG NO.
- Boss should be smart, high in pride and wrath when provoked.
- Boss can fly or jump around to heal itself.
- Boss has stamina bar that can be decreased by constantly attacking and result in temporary stun of fatigue.
- Boss will target low HP and low Def members so that members will feel the need to protect their comrades.
- High damaging and frequently critical members will be counter by boss using knockdown / knockoff(fly away) / debuff / abnormal status effect.
- Boss will have change of behavior attack pattern in different HP bar. Spamming skills and uncertainty how many times boss spam the skill is a BIG NO. It is not innovate and shows developers are just recycling stuff to make content harder.
- Boss will have wide area damaging skills. Members will required to stay on safe spots or activate certain mechanism to protect themselves.
Rewards
Every member will be given equal portion of rewards. This is to eliminate bias to compete top dps ranking.
Cart Riding Dungeon
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There will be five carts leading to different tunnel respectively. Each cart can only contain one member. The cart will auto return back to starting point once the cart is empty.
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Each tunnel connect to a valve room that will differ by running in RNG. The purpose of clearing valve room is to get key to boss room which require 5 keys.
Valve room no. :
- Spider queen (Shoot webs restrict movement)
- Grim Reaper (Disappear and ambush to cause knockdown)
- Cyclops (Shoot lasers to flyoff members)
- Mother bashee (Scream cause silent status)
- Giant ghoul (Vomit poisonous pool cause poison status)
- Members will accumulate their keys in one member. This will open a new rail with large cart capable containing 5 members.
Final Boss and Rewards will be same as above.
Sometimes i will come back and update this idea for further improvement.