Dungeon Raids & Commendations

Dungeon Raids & Commendations
effort 4.928571428571429 14 quality 4.785714285714286 14 reasonability 4.571428571428571 14

:ledger:Commendations

Commendations are an idea inspired by Sea of Thieves. This feature would add a new tab to the main menu, filled with various objectives and milestones that players can complete to earn titles, galleons, and unique cosmetic items. Commendations would offer a wide range of tasks, providing players with plenty to do and rewarding them for their efforts.

Examples of Commendations might include tasks like collecting 25 apples, using 50 potions, cooking 20 perfect meals, completing all story parts, or defeating every Bronze Sea story boss. More challenging tasks could reward special titles, such as fishing 10 sunkens for a “Sunken Warrior” title or killing 25 White Eyes for a “Shark Slayer” title.

In essence, Commendations are optional tasks that players can either gradually work on over time or choose to directly grind for, depending on their play style. It’s like an in-game version of badges, but you can get in-game rewards for completing specific commendations.

:european_castle:Dungeon Raids Overview:

Location & Access:

  • Dungeon raids can be initiated at a specific location within each sea. Each sea dungeon is unique, offering its own set of exclusive rewards.
  • To start a dungeon raid, players must acquire a required key, available for purchase from a key bearer NPC located near each dungeon portal.
  • Dungeons are categorized into four types: Common, Uncommon, Rare, and Legendary, each with varying difficulty levels and rewards.

Key System:

  • Players can purchase four types of keys: Common, Uncommon, Rare, and Legendary.
  • Initially, players can only buy Common and Uncommon keys. To unlock access Rare and Legendary keys, players must complete specific milestones, such as completing a certain dungeon multiple times.
  • Common and Uncommon keys offer decent rewards and are of mild difficulty. These keys can be purchased from the NPC for galleons.
  • Rare and Legendary keys provide better rewards and are more challenging, with Legendary keys corresponding to the hardest dungeons.
  • Keys can also be found as loot in sealed chests from diving structures, treasure charts, or the Dark Sea, with a higher chance of obtaining Rare and Legendary keys from Dark Sea sealed chests.
  • If players acquire Rare or Legendary keys before unlocking the corresponding dungeon tiers, they won’t be able to use them until the related milestones are completed. However, they can join a team entering a higher-tier dungeon, even if they haven’t unlocked that tier yet.

Dungeon Mechanics:

  • Dungeons can be tackled solo or with a team. If playing with a team, each member will receive individual rewards upon completion.
  • To enter a dungeon, players must find a dungeon portal location on an existing island and use the appropriate key.
  • Upon entering, players are loaded into a randomly generated dungeon instance, separate from the base game to ensure better performance and prevent outside interference.
  • Each dungeon tier features a unique boss NPC that players must defeat to earn rewards.
  • Dungeons also include side objectives that offer additional rewards and can increase the chances of obtaining better loot from the boss fight.
  • Dungeons have a time limit and each player is allotted three lives. If a player dies, they will be downed and need to be revived. Upon losing all three lives, the player is forced to spectate.
  • Randomly generated revival sites may appear within the dungeon, allowing the team to revive one dead player. If the entire team runs out of lives, the dungeon raid fails.
  • Failing a dungeon only results in the loss of the key used.

Rewards & Progression:

  • Successfully completing all dungeon tiers will earn players a “Dungeon Master” badge and title.
  • Completing all dungeon commendations will grant players a “Legendary Dungeon Master” title.
  • Commendations could include tasks like:
    • Defeating each dungeon boss 15 times.
    • Completing 25 dungeons solo.
    • Completing 25 dungeons with a team.
    • Dying 10 times in a dungeon.
    • Being revived 10 times in a dungeon.

:classical_building:Elysium Raids

  • Elysium raid bosses function similarly to dungeons but can only be accessed with a Legendary key.
  • Elysium Raids are very difficult, and should only be attempted by powerful players.
  • Elysium raids are started by using a Legendary key on the Elysium portal.
  • Each Elysium dungeon is randomly generated.
  • Each Elysium raid features a boss randomly selected from a pool of unique Elysium bosses, allowing for the possibility of adding new raid bosses in the future.
  • Unlike regular dungeons, Elysium raids do not have side objectives. The primary goal is to navigate through the procedurally generated Elysium dungeon and defeat the raid boss before time runs out to earn rewards.
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Jesus nice topic man

to bad vetex hasn’t accepted a suggestion in 100 years

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I haven’t even read this yet and it’s already peak

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hi tobi

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Yeah that is true, but I am mostly trying to gather feedback and maybe I’ll eventually post this in tester suggestions when we are in full release.

OMG PEAKINPUT!!! Tobi_lets_go

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LOL, thanks Cryo. :st3:

Update: It was indeed peak :mount_fuji:

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Replayability update???
Do want

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Hey to make sure he sees this one I’ll ping him
@v- gets shot

@ve-

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tobi suggestion is an automatic W, but i LOVE this man.

This ties in PERFECTLY with how Vetex said he wants there to be bosses in Elysium, said bosses being important figures from lore that have died (such as Theos) and i am ALL FOR IT, as long as you dont need to pay to access elysium to fight them.

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WAIT THEOS WILL BE A RAID BOSS???
We can finally fight the GOAT…

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This sounds good on paper, but I’m wondering how dungeons will differ from the dark sea?

My guesses
  • Less boredom=More fun
    Cutting out the boring parts of the dark sea by removing its monotonous sea and island exploration by launching the players straight into action.
  • Faster sessions
    Similar to the above point, this would prevent the grind from growing increasingly dull.
  • PvE focused
    While the dark sea does include some PvE, its most efficient way of farming it would be to skip over it. This mechanic would essentially bring back the PvE aspect of AO to en-game players.
  • Intricate environments
    Now, I know that you didn’t mention exactly what kind of procedural generation it would have, but since it’s a dungeon I’m automatically assuming it to be through randomly chosen premade assets, allowing the map itself to be interesting and intriguing, hell, even allowing for the likes of trap-rooms. If this gets implemented, I totally would expect something like that!
My worries
  • Repetitive.
    Unless the specifics weren’t yet mentioned, I fear this might get as repetitive as the dark sea, of course however, this is as baseless as all of these other claims.
  • Not worth it.
    Maybe, just maybe… The rewards wouldn’t be enough when compared to other farming methods (luck parties, dark sea expeditions, treasure hunting)?
  • Tedious
    It might be fun, but the difficulty might as well just have them be regeneration waiting simulators or various other things. (Arcane Reborn’s dungeons are the perfect examples of bad dungeons, at least when I used to play them)
  • Overpreparation
    Like the above stated; they might be too difficult (and stay that way), requiring players to farm for utility items (potions) and a good armourset beforehand, effectively making them lose their purpose.
  • Expensive keys!
    Dungeons are released, everyone is happy, but then it turns out that it isn’t a self-continuing loop and that you still need to farm galleons to afford the keys.
  • Soup?
    soup. soup!

Now, I have to cut this short because I have to go, but hopefully I wrote everything (about dungeons) down. I might try to do the same for commendations next time I’m online, but we’ll see if someone else already did that.

I love the idea!

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The fact key progressions is common, uncommon, rare, legendary and not common, rare, exotic, legendary hurts me inside

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Can always be changed. I like yours better since it matches AO.

Cook

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That’s the general idea, or at least how I’d approach it. The dungeons would have a lot of variation in their layouts thanks to procedural generation. There would also be side objectives within the dungeon that players could complete for better rewards. I was inspired by how Helldivers handles missions—you’re deployed to a planet with a main objective, but there are also optional side tasks that influence your overall score and XP gained. I envisioned a similar structure, but instead of open environments, it would be set in a procedurally generated dungeon. The session length would depend on the difficulty level, but to avoid them dragging on for hours like the Dark Sea can, there would be a time limit. Since the dungeons are separate instances from the main game, it’ll be easier to fill them with unique and exciting elements compared to the massive, open-ended scope of the Dark Sea.

The main focus would be creating dungeons that you can tackle with friends, with the system designed specifically to encourage co-op PvE play. I think the Dark Sea comes close to this idea, but there just isn’t enough content to make grinding it consistently enjoyable with others. Plus, a Dark Sea run can take a long time, so it often feels like 50% content and 50% traveling and getting bored. Hopefully, that will change with the full release.

Yeah, with any system focused on repeatable content, that’s always going to be a challenge. It really comes down to how much effort is put into making each dungeon run feel unique and the type of players it’s designed for. In my view, Overworld Dungeons are aimed at mid to late-game players looking for a challenge, something to grind, or just an alternative to the main story. Elysium dungeons, on the other hand, would be end-game content, like the Dark Sea. The key difference is that these dungeons are smaller in scope, making them easier to manage. Each session would have a unique layout, with procedurally generated side objectives, traps, puzzles, and more. There’s a lot of potential here, and I think it avoids some of the limitations that the Dark Sea has.

I honestly think that preparing for a dungeon will be part of the fun since I want them to be challenging, not just mindless button-mashing. The goal is for dungeons to offer tough but rewarding side content for mid to late-game players. Common and uncommon dungeons will be easier ‘fodder’ dungeons that can be completed earlier, but the real point is to tackle them with friends for good rewards. The challenge of preparing and taking on harder dungeons is what makes it exciting. I don’t want them to be so difficult that you need the absolute best gear, but you should definitely feel the need to prepare—bring some food, health potions, and gear up.

I’d want higher-tier keys to be somewhat expensive because higher-level dungeons are meant to come with higher risks and rewards. Buying a legendary key should feel like a significant decision. That said, you wouldn’t have to rely solely on galleons to get keys—you could also earn them through other in-game content. Plus, completing a dungeon should give you enough galleons to at least afford another run at the same tier.

So commendations are like Runescape acheivement diares. Approved

don’t know how to feel about the key system though, and the commendations for them seem kinda grindy. Also some people probably can’t even access the Elysium raids (May or may not be P2W)

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hell yeah