#Dungeon accessibility

1 messages · Page 1 of 1 (latest)

sour isle
#

Right now the only way to actually access a cool part of the game is really only via luck and that's incredibly lame
Pinpointers and all.
So instead I suggest a idea
Instead of pinpointers being RNG hell
There is an intermediate dungeon
Which is always permanent and refreshes every 1 hour offering two or more different paths.
Leading from intermediate-intermediary-end game dungeon The first one being where the split begins.

POSSIBLE THEMES
Syndicate
Remnants
NT remnants(possibly some sort of mercenary theme in which you're racing against other mercenaries which are AI)
Biohazard

ISSUES
I do sorely admit this does have issues with one of them being the lack of lore for the intermediate dungeons and the rather volatile state of lore
And the large amount of manpower that would be needed for well...
Multiple splitting paths for dungeons
But as long as we tried to keep the dungeons somewhat reasonably small it might be possible to have varied paths for intriguing point A to B gameplay

#

Another issue that arises
Is the issue with my idea
Is the fact that people will rush the game loop
For gamerloot.
Which is a big issue which I thought about of delaying the spawning of 2th stage of dungeons but is that really fun?

sour isle
eager thicket
#

ngl

sour isle
eager thicket
#

new asakim dungeon would work

eager thicket
#

ngl

#

Nt in itself is dead in setting for at least a century

sour isle
eager thicket
sour isle
eager thicket
#

monolith dungeon

#

ads dungeon

#

rogue overmind fragment dungeon

sour isle
eager thicket
#

tsf dungeon maybe ???

#

pdv automated vault

#

tsf covert supply drop

sour isle
sour isle
# eager thicket tsf dungeon maybe ???

They already have dungeons in a sense which are those mono fragments
I'm not sure they need a whole ass dungeon to themselves
And they already have a solid gameplay loop

eager thicket
sour isle