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Author Topic: [IDEA] Dungeon Run  (Read 3815 times)

Offline Wolven

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[IDEA] Dungeon Run
« on: August 18, 2014, 06:49:30 PM »
Here's an idea I had a good while back. I'll just post my old notes here.

Quote from: Old Notes
There are four small-ish identical dungeons parallel to, but separate of each other, one for each player. (2-4)

The main objective is for the player to fight through his/her own dungeon first, getting to the finish area where a lever has to be pulled or something similar. The first player to pull the lever wins.

At game start each player choose a class and get’s X amount of unspent stat and skill points. (Lets say the players all start at level 30/40/50, or whatever) During a grace period before the race/run starts the players spend their points creating a build. In each players start area there’s a merchant with random gear to choose from. The players have to make the most of the gear which is available to them.

Once the grace period is over (say 2-3 min.) The gate to the dungeons open and the race is on. Once the last monster in a players dungeon is killed, the exit gate in the players dungeon opens to the finish area and the player can exit his/her dungeon pulling the lever and win the race.

Notes:
- Monsters in the players dungeon drop gear which the player can pick up and use.
- All players start with the same amount of health and mana pots in their inventory.
- The level which the players start at could perhaps be adjusted/decided at game creation.
- Perhaps the players can play several dungeons in a row (best of three?) with the same toon. The winner of the previous race gets some sort of bonus, like more gold or skill points which can be spent at the start of the next race.
- Should death be permanent for that round/run, or can a player who dies respawn and keep racing?
- Are the players rewarded with XP or not when killing monsters? Do they level up?

Offline OedipusTex

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Re: [IDEA] Dungeon Run
« Reply #1 on: August 19, 2014, 01:51:44 AM »
I like this concept.

To make it extra interesting, maybe make it so that players can negatively impact each other's dungeons. For example, you might make it so that enemies killed by a player respawn inside another player's area.  Or there may be various levers for the player to find that trigger traps in the other dungeons.

Offline gytfunke

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Re: [IDEA] Dungeon Run
« Reply #2 on: August 19, 2014, 03:28:50 AM »
Excellent idea, Wolven.

I don't think death should be permanent, but it should send the player back to the beginning with perhaps a temporary debuff to speed or somesuch.

Offline Wolven

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Re: [IDEA] Dungeon Run
« Reply #3 on: August 19, 2014, 02:45:36 PM »
Thank you guys.

@OedipusTex I like your idea bout negative impact on you opponents, the traps idea sounds like the most feasible, would love to play it like that, release a trap on a poor struggling opponent.  :D

@gytfunke Excellent idea, sounds way better than floating around waiting for the others to finish. Give you an opportunity to do a comeback and win the game.  8)

Offline Actkqk

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Re: [IDEA] Dungeon Run
« Reply #4 on: August 03, 2019, 05:33:22 PM »
Yep, it's official. This community is dead too...

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Offline Phanjam

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Re: [IDEA] Dungeon Run
« Reply #5 on: August 04, 2019, 12:26:45 AM »
Spam posts (and posters) deleted.

Also...
Yep, it's official. This community is dead too...

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This is an unfair statement @Actkqk . Every forum has to deal with a spam issue.



 

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