TWO WORDS
[SIZE="5"]Dynamic Dungeons. [/SIZE]
The idea is VERY solid and one that I find to be EXTREMELY enjoyable for someone of ANY level range.
Games have done this with a difficulty selection at the start of the dungeon, while others have made the dungeon scale to the average level of the group/player.
I feel that either of these methods or a combination of the two would be an EXCELLENT addition and facelift to the current state of our end game content.
In dynamic dungeons, various and random Rare/ex gear would drop based on the collective average level of the party. This gear would have random stats and looks depending on the dungeons difficulty and current level range. Since the gear is untradeable, the worry of having too many different kinds of equipment on the market could be avoided.
At the end of the dungeon, the final fight would have a more predictable set of loot drop that would be much more powerful than the previous gear, but still dynamic.
Since the end dungeon gear isn't random like the previous drops, a quest system could be put in place to allow the gear to be upgraded in various ways depending on what the players preferences were.
These quests would more than likely involve revisiting the same dungeon, but instead having to explore an entirely new part of the dungeon that would or wouldnt require the aid of a party depending on what upgrade you were looking to make on the gear.
For a final upgrade to the gear, you would have to be in a full pt and fight a powerful quest related Boss at the end of the run. '
I feel that this type of system would allow for maximum content enjoyment, while still catering to the casual crowd, but also rewarding those who work together as a group.
If you like this idea please like this post. If I get enough likes I will make a PDF and a new post with the PDF in it, visually demonstrating to the devs how this system could work.
:cool:
EDIT:
Just to add on to my idea, I wanted sy that these dungeon could be either open world or instanced. Since the gear drops are random, camping wouldn't be an issue for the initial run through of the dungeon. In order to avoid camping issues for the final boss, a player/party would need to have a repeatable quest flagged in order for the end dungeon boss to appear at all.
When the boss appears, he can only be attacked by a player/party with the flagged quest.
To make things even more fair, this repeatable quest could have a set limit of "re-do's" per day or week and as a prerequisite for partys, everyone in the party needs to have the quest flagged in order to have gear drop in their loot list. This allows players to still help fellow LS members or friends even if they don't have the appropriate quest flagged.