#Spelunking: Exploration Dungeon Rework

34 messages · Page 1 of 1 (latest)

neon raptor
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Hello players, hello devs!

I thought it would be too big to be in the suggestions channel, so I will post it here together with my previous suggestions (which got tons of upvotes).

First things first , instead of them being a separate dungeon - they are now an "option" in dungeons selection menu like selecting horde/event dungeons (picture 1) - meaning that all mobs will be to the most part of your current tier and by default will include event content.
Right now the mobs in the exploration dungeons are too weak and easy.

Picture 2:
Instead of "mining" some kind of stones/skulls/e.t.c lying around the dungeon (like right now) - you will gain ore from mining special ore (the ore thing with a yellow outline) which will now collect in your ore menu before smelting to deepshards.
Monster/bosses now also drop ore, and now boss/monster fights not single mobs but hordes and are unavoidable, you cant press on without clearing the floor, fights start when you approach the mob (think tall gras in pokemon)

Picture 3:
As you descend beyond the first 2 floors - natural sunlight shining through the dungeon opening fades... and you are in complete darkness unless you use the special exploration dungeon item "Beacon light" which slightly illuminates the space around you. (However Realmshifter's passive "Realm light" will now come to use and it now affects visibility in the dungeon too)
But watch your step, there might be traps lying around which apply permanent debuffs to you (different traps: poison trap applies toxic+poisoned, explosive shrapnel trap applies burn+def- - and def-, hex trap applies cursed and randomly all elemental debuffs burn/freeze/paralyzed/rot). These effects can not be removed (think of yelbeghen towers where opening an unlucky chest will apply drakeblight to you). "Beacon light's" flame will slowly extinguish with each floor and you will need to re-use it. You can buy beacons for deepshards.

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Exploration dungeons now have more floors, at t11 15 floors, and yes they will be slow dungeons.
Considering that guild allegiance rewards for spelunking now gives stuff with dungeon reward bonus (spelunker torch, spec spelunker) - the difference of these dungeons will be greatly enhanced EoD rewards, which is the "reward" for the dungeon being slow.

And when you die - you die 🙂 and dungeon kicks you out (not like right now that if you die you will just respawn back in the dungeon)
To that:

  • Monster/Bosses in the dungeons are often berserks (bored, extremely hungry and deprived of sunlight, because of that quite aggressive)
  • a new questline with many stages to the spelunking guild content, at the end of which you get a new EoD - "Explorer's Pickaxe" : t3 item, at base quality increases ore mining efficiency by +24%, bonus scales with quality adding 6% per quality grade making it +48% at ornate.
  • another questline will appear at t11 with an other EoD reward at the end - a t10 accessory "Sturdy Scorifier" which gives +6% to ore refining efficiency (doesnt scale with quality), +20 HP +20 mana +20 dexterity +20atk +20mag.
  • Anguish level now affects ore amount that drops from mobs/bosses orn when mined from ore by a % per anguish level

For low tier:
When first taking the quest, when you first do exploration dungeons you will get 25 "Beacon lights" for the start.

Please support this with a du and join the discussion in the comments.

plush sand
neon raptor
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But that needs to be thought about a bit more. Maybe even costing 30 deepshards for the low tier people

neon raptor
neon raptor
plush sand
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Exp less is writing a testament

neon raptor
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Costa can you please pin my initial post?

plush sand
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The one with image or the text after it?

neon raptor
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With images yes

neon raptor
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Ty friend

plush sand
plush sand
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And we all like more rewards

plush sand
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Maybe those exploration get touched after it

neon raptor
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Fr?

plush sand
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I'm not confirming anything

neon raptor
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🙁

plush sand
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But NF knows about it 😄

neon raptor
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Welp, i hope devs see it

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And maybe... just maybe... i will get a pardon on hoa discord for that

neon raptor
tulip tiger
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I like some stuff, like the addition of Deepshard Ore to monsters and bosses, but I feel like I'm missing some kinda important info:

Dungeon Mechanics

  • Majestic, Majistrate, and Arcanic have Eternal Light, which should probably also qualify for the lighting mechanic.
  • [Beacon Light] either needs to not costs Deepshards or needs to be optional. If you can't mine without the light, and you can't get light without mining... what happens if you run out?
    • They absolutely shouldn't go out every few floors if they also cost Deepshards, unless you plan to increase Deepshard gains by a whole lot across all tiers.
  • I don't mind there being traps, but they should likely scale with player tier, so early-game doesn't have to deal with statuses like Def dd, Toxic, and Cursed.
  • Is it just T11 that gets more floors, or will the other tiers get more floors as well?
  • How does Mining work. The [Explorer's Pickaxe] says it buffs [Mining Efficiency], but what does that mean?

Encounters

  • I would have only some fights be Horde for T5 and under, like how Monuments are, so that they're not too difficult
  • Increased Berserk rates sounds fine to me tbh, as long as its not too crazy of rates.

Costs and Rewards

  • [Explorer's Pickaxe] seems interesting, I presume an Accessory based on the [Sturdy Scorifier]
  • Is there a particular reason the [Sturdy Scorifier] is a T11 Questline item, and not T10 or T9?
  • I don't think Anguish should affect the mined ore rewards, depending on how that mechanic actually works. Fine with boosting drops from monsters/bosses.
  • Any modifications to the Guild Shop?
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Overall I think this is a step in a good direction, but it kinda just feels like a significantly harder Exploration Dungeon, with no real increased rewards.

neon raptor
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Thank you for your input exp-less! Always appreciate your insight
So let me go into some things you said:

  • yes - the whole shadowmancy classline that has "eternal light" / "realm light" passive will get the same benefits of seeing more in the dark.

  • let me expand on beacon light a bit more: yes it is optional, however you will not see where you are going and might hop into a trap, and monsters in the dungeons will attack you randomly out of the dark (like tall grass in pokemon).
    [Beacon light] will enhance visibility and will be of a lot of help. But maybe for the low tier people when accepting the first quest it will be just a dialogue quest with a reward in the end with 30 [Beacon Lights] for the start.
    I agree with you maybe them going off every few floors might not be optimal, but maybe an other solution would be a random event like " You feel a strong gust of wind " which will then extinguish the [Beacon Light]. What do you think? But anyways - below a different route:

  • Yes, deepshard gain will be increased by roughly 60-70%. But exp gain to the guild needs to be cut to avoid overly fast leveling.
    But with increased deepshard gain across all tiers you will be able to afford to buy beacons with the same buying capacity like you can buy a skeleton key in "Seer's guild" for 10 proofs. Something like this.

  • About traps:
    Traps are the thing that would incentivize you to buy and use [Beacon Lights]. (And also would scare away mobs wanting to attack you in the dark)
    The more harming the trap - the rarer it is. Common traps would be poison trap or you can even run into spiderwebs (new idea) which apply foresight -
    More devastating traps like explosive shrapnel trap, hex trap or enchanted trap (new idea) applies res - / or res - -

  • all tiers get 2 more floors

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  • Mining works by tapping on the ore on the screen.
    [Explorer's Pickaxe] would be an off-hand or weapon and not an accessory to avoid too big of boosts from 25% accessory + amities, because it scales with quality. Mining efficiency is exactly what it is - you mine ore and get lets say 28 ore without the [Explorer's Pickaxe] and with an ornate version you would get ~39 ore. And yes you will need to equip it in your loadout for the benefits of it to apply. (Like you need to equip +100% Memory rewards amity for the bonus to apply)
    But maybe the amity thing would not affect it too much - so yes maybe it being an accessory would also be cool.
    To that: maybe a mining efficiency and ore refining +% amity would also be a good addition?

  • Yes not all fights will be horde, maybe only ones where you need to fight to descend to the next floor.

  • Sturdy Scorifier is an accessory yes. Id make it rather high tier, but yeah t9 would also be cool.

  • Maybe a very small bonus to ore mining efficiency from anguish would be ok, nothing big. Like +0,10% per level.

  • Guildshop would stay more or less same, prices would need to be adjusted, and except there would be the [Beacon Light] item to buy.
    Now that i think - it might be a good idea to also add an [Everlasting Beacon Light] which would not extinguish thoughout the dungeon, but it would obviously cost more.

neon raptor