Post by MrMcMeowMeow on Jan 19, 2015 20:57:44 GMT
So, though the details on dungeons themselves have yet to be released, here is my suggestion for how special daily/weekly dungeons could work for clans. It would require a usable item — a generic key of some sort to get into each tier dungeon. This could be a random drop (which can also be sold on market), purchased with RP or credits, or even a drop from similarly tiered (or +1 or +2) group dungeon bosses. Or a combination of the three methods depending on what tier clan dungeon it is. There are kinks in each of these methods, with the random drop aspect probably being the best one, as purchased with RP or credits has a "pay2win" feel to it and drop from group dungeons would cause drama if the group wasn't composed of all clan members. But perhaps the third option would simply encourage more clan interaction, which is always nice. Anyways, how to get into the clan dungeons isn't that important. Onto the mechanics of the clan dungeons themselves.
It would be fairly straightforward, you have a set amount of time to complete the dungeon, which requires the clan to kill x number of creatures for each floor, and after y number of floors, you fight the boss. The difficulty would scale with the tier of generic key you use to get into the dungeon, as would the rewards. But oh, the rewards! The boss drops a big ol' chest of materials and gold that goes straight into the clan's treasury. The amount of loot could also scale with the time it takes to complete the dungeon, up to, say, 125% for completing in half the allotted time, scaling linearly. I'm just throwing out numbers, but you get the point.
What about exp, you say? Well, that is a bit tricky, since for clan wide dungeons you would want to encourage all players to join, not just the ones who fall into the tier of the dungeon. My rudimentary suggestion would be to split the exp after the dungeons completion in these ratios: 50% for those players whose tier = dungeon tier, 25% for players whose tier = dungeon tier +/- 1, 12.5% for those whose tier = dungeon tier +/- 2, 6.75% for players whose tier = dungeon tier +/- 3, and so on and so forth, eventually rounding it off to 100%. But why would high level players do this, then, if they're only getting a sliver of the exp? Another good question, and one I don't have as solid of a solution for. Hopefully just doing it for the benefit of the clan would be reward enough, but often people are a little less charitable than that. Perhaps a slice of the gold reward, since gold isn't in as high demand as materials themselves for clans, and the high level players can always choose to donate it to the clan after the fact.
And that is my suggestion for group dungeons. I think this would be a great feature to implement to make clans more interactive between members, and possibly between clans themselves if a leaderboard for record times is set up. Any and all feedback is much appreciated.
It would be fairly straightforward, you have a set amount of time to complete the dungeon, which requires the clan to kill x number of creatures for each floor, and after y number of floors, you fight the boss. The difficulty would scale with the tier of generic key you use to get into the dungeon, as would the rewards. But oh, the rewards! The boss drops a big ol' chest of materials and gold that goes straight into the clan's treasury. The amount of loot could also scale with the time it takes to complete the dungeon, up to, say, 125% for completing in half the allotted time, scaling linearly. I'm just throwing out numbers, but you get the point.
What about exp, you say? Well, that is a bit tricky, since for clan wide dungeons you would want to encourage all players to join, not just the ones who fall into the tier of the dungeon. My rudimentary suggestion would be to split the exp after the dungeons completion in these ratios: 50% for those players whose tier = dungeon tier, 25% for players whose tier = dungeon tier +/- 1, 12.5% for those whose tier = dungeon tier +/- 2, 6.75% for players whose tier = dungeon tier +/- 3, and so on and so forth, eventually rounding it off to 100%. But why would high level players do this, then, if they're only getting a sliver of the exp? Another good question, and one I don't have as solid of a solution for. Hopefully just doing it for the benefit of the clan would be reward enough, but often people are a little less charitable than that. Perhaps a slice of the gold reward, since gold isn't in as high demand as materials themselves for clans, and the high level players can always choose to donate it to the clan after the fact.
And that is my suggestion for group dungeons. I think this would be a great feature to implement to make clans more interactive between members, and possibly between clans themselves if a leaderboard for record times is set up. Any and all feedback is much appreciated.