Originally Posted by Wintersandman
I don't want phases. If you have phases then it will be just like other content with cooldowns/lockouts. Content designed for casuals has to be easy to jump in or out. That means no large group made default, time commitment is decided by the player and stuff has to be always accessible. I also don't want relic to be an ilevel anything, because that implies Eureka content will become obsolete in stages.Originally Posted by Shurrikhan
Additional modes if you mean normal, hard, extreme, savage is not conducive to casual grind because that implies that there will be global game system,in place to segregate players. What makes it more viable to go against more difficult packs? Gear and stats, as those variables raise, they begin to outpace enemies, leading to the ability to engage stronger and stronger enemies.
But are those enemies dealt with differently once your powers outpace theirs? Not really so far, you defeat packs in the same way but with stronger skills. Enter Sastasha then enter Doma Castle, you are either fighting small packs with single target or aoeing large packs in both scenarios. For bosses in most dungeons you avoid the red, and choose to ignore adds or kill them, while dealing with a finite amount of unique mechanics.
So how do you create a special zone that allows all those things, is accessible to casuals but still retain difficulty or structure for difficult encounters?
What I want Eureka to be like:
- Character Perpetual Progression- The ability to get stronger and stronger
- Enemy Perpetual Difficulty- Different levels and stats for enemies, some killable for someone fresh,, and the deeper you venture they get stronger and stronger
- Zones always max level- Whatever the current max level is in the game, this zone is always that. 70 for SB, 80 for next xpac, 90 for next xpac.
- Claim system- There can be nothing semi open world and difficult, if players are allowed to outnumber enemies.
- Advanced Enemy aggro- They aggro by sight, sound, true sight, true sound, low health, magic cast,etc.
- Persistent enemy links- Enemies will link with no prejudice, if you aggro or pull a pack violating the aggro parameters.
- Enemies hit harder than ever- Grouping will allow overcoming larger groups to an extent, but it should be very easy to become overwhelmed if enough enemies link or aggro regardless of party composition.
- Enemies don't deaggro or reset- If you aggro or engage, they will engage you until you leave the zone, kill them, or get killed and their HP will not reset.
I read Eureka was supposed to have a quality of feeling similar to older generation mmorpgs. Well hopefully, the one they draw the most inspiration from is their own. Some of the things I listed apply to the open world for the most part, they did mention trials or raids within the Eureka content. I just hope that soloing can make constant progress, even if it is slower than grouping. I hope that progression is perpetual and self contained within Eureka. If they want you to be able to pull rewards out into the rest of the game, then say for a weapon or gear, they just kick it up to a really high ilevel when you bring it out of Eureka. I hope that there are no lockouts barring not being max level, so I have something to constantly progress towards while they are in between patches or expansion if I want a reason to play the game for hours and hours.
It's great SE does want you to take breaks from the game. But some of us are adults, if we wanna play the game lots, give us a reason to, don't deny us.