#Make Raids great, instead of Story/Quests

1 messages · Page 1 of 1 (latest)

deep nimbus
#

Imho Raids as casual gameplay loop as well as motivation to actually grind out a stronger team will have much more impact on active player count than Quests and Storyline.

However, why not combine those and build the Story/Quests around the Raids.

The idea of an epic cgi Raids Release Trailer also sounds lit.

The DAO and Team has focused a lot on Arena in the past, with great results.
But I think it's about time to put some focus on casual and f2p gameplay outside of Arena.

Arena isn't everyone favorite gamestyle and as a Yugioh addict I can tell that it's hard to onboard ppl that are already deeply invested into an existing game (TFT, TCG whatever).

I'm here cause I like the idea of the real money market, it adds extra spice. But I'm already crypto fan, the general public is not.

#

Note: with Gauntlet, the Plans for ILV Zero and Raids we would have f2p and casual gameplay in all three games, each attracting their very own type of Players.

frail swallow
deep nimbus
#

Something simple yet fun.

Maybe a rouge style CO-OP Arena Wave system, where every fifth wave is a boss fight. Before bossfights you get to Pick an Upgrade.

We pretty much already have everything for that, just needs a multiplayer queue in Overworld and a bigger Arena Field for the Boss fights. And bosses ofc. Cause they should be impressivly huge.

Lets say 4 Players max capacity.

Each player can place 2 Illuviums per normal fight, and 4 in boss fights.

Different stages with different rewards, lower Tiers F2P. Or always f2p idk, shouldnt be another pay2play thing.

High Tier rewards locked behind paywall anyways, cant beat the final boss if there arent 4 ppl with meta units playing.

All in consideration of a quick Implementation.

This way casuals are motivated to grind out 4 meta units including exp, and ppl can share the effort, like one goes damage the other healer, one support etc.

#

Lets say 3 mini bosses one final boss, mini bosses can be recycled illuviums, in bigger. Final bosses should be new and jawdropping.

About 20-30min per run on low tier raids. Maybe more waves and playtime in higher tier raids.

No aggressive timers, let ppl have time to plan their moves.

deep nimbus
#

Regarding rewards, well could be just consumables, cant trade those anyways and only usecase is overworld.

Cause farming buffs in rouge like raids sure sounds more fun than farming those in a T3 stage for 24c per shot.

So it would replace overworld buff farming once a player has build out a team.

Exp buffs can be exluded, as theres other plans for passive exp grinding.
But finishing a complete raid should give any placed illuvium a little exp, just like arena does.

Maybe limited to three runs a day, to not overheat the backend with too many parallel sessions.

#

@latent glade
As someone close to the team, what are your thoughts on that?