Enemy Dungeons: Reverse Towers

Enemy Dungeons: Reverse Towers
effort 4.2 5 quality 4.4 5 reasonability 3.25 4

There’s two versions of this suggestion

The Easy: Towers But Underground

Yup, that’s it

To add more variety, because it would be cooler to fight your way DOWN to a boss rather than UP to a boss

Visual differences

Well the atmosphere would be cool and stuff. There would be a small building above the dungeon to show that it’s there, similar in size to current in-progress towers. Smoke would come out to show if it’s been cleared.

The Crazy: Endless Dungeon Combat

Spawning

2-3 dungeons would spawn around individual seas in spots replacing enemy towers (probably add a few enemy tower spawns to compensate)

Aboveground

There would be a small building to indicate the existence of a spawned dungeon. Gather up to 3 other dungeoneers (number doesn’t really matter ngl) to start a dungeon party. Once prepared, you start fighting. Multiple parties could fight the dungeon simultaneously, and have separate cooldowns after winning

How it would be endless

Characters could be teleported below the sea floor, where randomly generated rooms are continuously loaded/deleted after eachother (or you just run in a complicated loop for better performance).

Rewards, scaling

Every 5 rooms (depending on size, concentration of enemies etc) a small loot stash will spawn, for example 1 rare chest and 2-3 uncommon chests. Every 10 rooms will have a miniboss with slightly better loot, similar to current tower non-main bosses. Then every 30 rooms will have a proper boss fight with more loot. Fight until you wipe or everyone wants to leave, probably 1 level per room that reduces the further you go.

There could be healing rooms to compensate for the continuous combat

5 Likes

This is actually pretty good because pve battles r kinda easy but i feel like this could become a lag fest the deeper u go

Good idea

rougelike

Sounds really fun, PvE currently has that issue of just zero replayability once you’ve accomplished everything you could possibly want. It makes playing the game a ton get inevitably boring, which is what causes issues when everyone is so reliant on updates. It could also be done similar to AA’s dungeons, where they’re in an instance as opposed to the main game, but ideally having it be in the same server would be nice.

If there was a teleport in between floors, it could just unrender the previous room and load in the new one in the same spot, meaning you’re not putting a burden on the server, That, or like I said, instance dungeons.

Please vetex we need this… My guild kinda fightless…

I think the raidable forts we have right now are alright, just the bombardment to get in can get a little boring and the wave combat blends together since there’s no interesting fights until like the last wave when you’re getting bogged down by vfx spam

Sounds cool in theory, but as it goes underground, it naturally goes below the sea.
Currently, if you’re below the ocean, no matter what, an oxygen level bar appears.

Not sure if Vetex can/is willing to code an exception so you can go under the sea but the air is still there.
I apologize if you don’t understand what I mean. I have no idea how to explain this so that even non-studio-users can understand..

Lol? There’s probably a billion and half ways to bypass that, one of them being to apply invisible water breathing. Of the various things that would prevent Vetex from implementing this, I doubt the location will be a significant factor

That’s why I wrote “Not sure if Vetex can/is willing
Even if he can, there’s no guarantee he’ll do it. Unless somehow, he gets interested in it

You can’t have something go underground too far, because after a while you go underwater, which should be flooded by water given how water works.

Unless… oh god not Arcane Reborn dungeon teleports

1 Like

Very cool suggestion, literally impossible due to how aos ocean and terrain is coded

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