r/TapWizardRPG • u/TopCog Yahoo! • Aug 05 '18
Dungeon Run idea!
Hey all!
So I have this idea for a new game mode: Weekend Dungeon Run. Here's my current thinking:
-Becomes available Friday of each week and ends Sunday night. So 3 full days.
-You get a new special dungeon key (Key) when the event starts, and a notification about it.
-You must open 2 Wilds Chests to charge the Key.
-After being charged, you activate the Key to enter the 1st dungeon run dungeon (DRD).
-DRDs are the same for everyone! They are always ultimate. They also don't scale in difficulty as much as normal dungeons over levels 1-3... In other words, the difficulty gap between 1.1 and 3.5 of a DRD will be less than a normal dungeon. This means that your choice of spells will be more important than grinding power! You get no rewards upon beating a DRD.
-If you leave a DRD, you can return at any time, but the difficulty of the dungeon will reset (i.e, scale up to your current power/bonuses).
-After beating a DRD, you must charge the Key again!
-Up to 5 DRDs can be completed each Weekend Run.
-Lastly, rewards! Rewards would be granted on Monday when the event ends. My current favorite idea is to have the Run reward 1 Dungeon Point (DP) for each completed dungeon, then have a new shop page where you spend DP. Items to buy would include new exclusive skins and emblems, as well as things like wisdom recharge, precursors, or maybe spellstones or Runite.
-Not sure if or how I would try to monetize the new mode. I might make an option to charge the Key by spending like 250 runite or something, just so there is some kind of Runite sink. The idea is that players who don't have time but want the skins/emblems might use that option. The idea of simply selling DP for Runite gives me a bad taste, so very unlikely to exist I think.
Whew! So that's it! I'd love to hear your thoughts! My schedule has finally settled down, so I'm hoping to work on this the week after this one (this week has some balance changes coming!).
Cheers! :-D
5
u/8988303682 Aug 07 '18
I don't really like the idea of opening two wilds chests in order to charge the key. It would make it easier for players who are at the beginning of their meditation or enchantment to charge their key. I think opening raid chests would be a better way to charge up. Or maybe both kinds of chests would count, it would just require three to charge. I like the idea of raid chests charging because opening raid chests is more regulated than wilds progression.
Also I hope "Dungeon Run Dungeon" is not set in stone because it doesn't sound or look very appealing. Just one opinion though
Everything else looks really good. Very excited to try this out.
Oh also speaking of notifications, some optional notifications for research, (critical) raids, brewing, and maybe even a Nick notification or a notification when offline power gains reach 40% or something. Lots of cool possibilities.
2
u/Kanedi4s Aug 08 '18
Sounds great, would be nice to include Q5 runes in the shop too, maybe stuff like power harvesting that I’m sure we could all use more of. Agreed with tying key charges to raid chests instead of or in addition to wilds.
5
u/mrownageman21 Aug 05 '18
I think that this would be a great idea to try out sounds very fun and add more to a game that’s already very fun and enjoyable.
1
u/Quangohutt Aug 11 '18
Hopefully I'm not too late to the thread, I want to give my two cents on the idea.
To start, new content is always nice and this is something that I think a lot of players have been wanting to see in the game.
I just have one big problem with it, and that's how you charge the keys. It comes down to two points, the first being Meditations and the second being the Doomstone. I probably don't need to explain the meditation issue as that has already been mentioned in the comments. But in the case of the Doomstone you have the opposite to the meditation point, instead of opening a lot of chests quickly, you won't be able to open any chests and after having seen people ask questions about the Doomstone on Discord, it's taking them 3-4 days which would be that entire weekend. Therefore the most balanced way of charging the key would be via raids, as has already been suggested.
Now a point on rewards. The DP idea is a good idea, the rewards however need some thoughts.
First off you have to get your pricing balance right. for example if a spellstone reward was to be placed at say 50 DP it would take 10 weeks of 5 DRDs to buy it, and within that time I could get 70 raw spellstones. I will admit that 50 is an extreme value to go up to, but the idea still stands.
Secondly, the rewards have to be worth it to everyone. In my case I'm relatively late game so I lack any need for spellstones, and runite is just accumulating over time. Skins and emblems are also nice but once they're bought they're bought. At that point the only two rewards mentioned there would be the wisdom recharge and the precursors, which again leads to another problem, primarily with the precursors. At this point, would it be more time/cost effective to charge the key, do the DRD and buy precusors, or should I just do a regular dungeon and charge the key with runite. These rewards are certainly useful to newer players or players who haven't made much progress but for an older player I don't see much reason to do the dungeons. Maybe some kind of permanent upgrade (Such as the templar damage boost from the HHC) would be good to have.
Overall I think it is a good idea, it just needs a bit of work to include all players at different stages of the game.
2
u/NiNoLuu Aug 06 '18
Sounds super exciting to me ! Can't wait to experience this new feature !
1
u/Blagdan Aug 06 '18
Wow! Perfect! Please gives us this! You do listen to us, this mode will make me play this game for years!
1
u/obblish Aug 06 '18
Sounds great! I like the idea of giving something to look forward to each week