Dungeons Experience Idea and More

Dungeon / Time / Fun / Economy – A view from a gamer infatuated.

So guys, the very purpose of it’s to bring a hot topic discussion over some interesting ideas that came to my mind while playing the game for like more than 2 weeks now.

It’s indeed a dungeon (gameplay) + time + fun + economy aspect feedback... so far I’ve been loving it, but I am looking forward for what is to come.

And what come to my mind mainly was that dungeons can start to be boring, if you are obligated to repeat early stages again and again always.

What could be a solution (of course the team needs to think much more into anything I’ll say here) is to create options when someone is about to join a dungeon. Maybe even create another place in DeSat where you can join different ‘dungeon levels’ from (and personally I love this concept, once I am craving for more areas to explore). Like, for example:

Someone can beat up to stage 10 solo.

But this someone doesn’t want to go over all stages again, he can simply ‘save’ like 15min if he can be entering a dungeon where he goes straight to stage 5. Making it x6 the amount of saved time is huge, also less ‘boring time’.

And we don’t need to worry if players are not staying a long time in the game, once they are using their energy and doing what the game proposes them to do, it's wonderful already. They will still spend more time also crafting, doing social stuff, and more that I am confident the team is about to bring to us.

(maybe add some entrance requirement for players that haven’t still won the ‘initial dungeon’, the one that goes from stage 1 up to stage 4)

Here there is a point that I am not sure yet, should the guy that opt to spend energy in the ‘initial dungeon’ be able to keep going after stage 4 in the same run or if it simply ends when you finish the stage 4?

Honestly, as I haven’t made it up to stage 12 yet, I don’t know how it is currently working. But I am thinking that Stage 12 is the last. So if it is true, it will be kinda same for this concept I’ve been thinking about in which a dungeon will end somehow in some stage.

Then, add a “pioneers dungeon” (name is just fictitious, can be anything), like a level 2 dungeon, so you can start straight from stage 5 now, once you have defeated ‘initial dungeon’, level 1.

What it may bring for economy?

Well, now we might have a deflation on the amount of ‘low tier items’ once guys starting on level 2 dungeon (stage 5) might not be fulfilling their bag with them. So the market will not be overflooded by them anymore. Players are also now saving more daylight time aswell, cause their energy will “end faster”, but it is a PLUS FUN, LESS BORING thing. And as I read another feedback post from another player, it would be interesting if we could still play when in low/empty energy state but not get items nor experience or anything. So if we still have free time we can just keep having FUN, IN THE RIGHT dungeons and getting better skillwise as players.

And if they want to grab the items on low tier dungeons, they can enter them still (using energy, of course).

What else it brings? (Economy)

It will surely heat up the ‘energy filling items’ economy, once people will really have a little bit more time to play the game (since low levels also goes faster, so the amount of saved time is also a leveller), but them if am not wrong ‘energy filling items’ already have a high cost, so it will probably also be a good leveller for the economy.

I have more to say but I need more time to write it for you guys, maybe I’ll create a part 1, part 2, part 3... So far, thanks a lot for opening a space to share and try to help creating the best mmo ever! I am really enjoying it all.

Big ups for the Webb team!

Also sorry if there is any grammar mistake, I am not a native English speaker.

Cheers!

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Upvoters
Status

Cancelled

Board

💡 Feature Request

Date

Almost 2 years ago

Author

l1ppp

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