The Realm Online – Raid Scenarios

Started by Neeley

Neeley

The Realm Online – Raid Scenarios

My objective when trying to think of a way to create raids in TRO was to do it in a manner that would theoretically be the easiest to implement – no group sizes larger than 6 or instanced areas that would have to hold multiple groups. Disclaimer: I have no experience with programming or what it would take to implement these changes from a software standpoint.

The current state of TRO does not incentivize participating in a guild or group outside of social purposes. A lot of people find it more convenient and beneficial to just run dungeons with 6 accounts simultaneously. An ideal system would incentivize group and guild play without severely punishing players that prefer to play alone.

Assumptions: 12-36 active players in a guild of varying stat distributions and classes

  1. Long Term Cumulative Raids
    • This would mostly be a raid function that is guild tool dependent. The idea is to create an objective for the guild to complete within a given period of time.
    i. Kill the Blacksmith x times, Ezelberoth x times, Constantine x times, etc in 72 hours.
    ii. Complete x runs of Anvil, Heroic USH, or whichever dungeon within 1 month
    • Reward: TBD
    i. Tiers: Different rewards for different levels of completion?
    ii. Cosmetic or Functional gear?
    iii. Tokens for purchasing a wide variety of items?
    • Future development: Create unique dungeons that require more diverse composition of characters to complete, better gear, and higher levels.
    • Difficulty: How to create a gradient of difficulty of different playstyles
    i. Time
    ii. Quantity
    iii. Dungeon Difficulty
    iv. Group Size requirements?
    v. Timed dungeon runs
    vi. Limits to the number of times a single account can contribute to the goal
    • PROS
    i. Creates goals for players to accomplish
    ii. Generate more lower level gear by encouraging runs of low level dungeons (these can be scaled up higher for better exp rewards)
    • CONS
    i. Players don’t like being forced into running certain dungeons although they do this to a certain extent already to get the items they want
    ii. Can be tedious and seen as another grindfest

  2. Sequence Fights
    • This would be multiple groups of people fighting a single boss mob in the open world.
    i. The mob would eject the group fighting it after a given amount of time or % of life missing or just players dying.
    ii. Casts a version of Mabon’s Forced Flee that puts a timer on each of the players that prevents them from engaging the mob again for x amount of time.
    iii. The mob mechanics can change between group engages. This would be done in a visual change of the mob or just in a predictable sequence that require strategy.
    iv. This would not really require a guild tool feature and groups of random players could get together to fight easier world bosses and also compete for the final kill.
    v. Maybe put some in contested PVP areas that lock out players from that specific screen when they die?
    • Reward: TBD
    i. Items for the group that kills him like any other mob
    ii. Tokens for anyone with a time out counter?
    iii. Loot piñata – spawns a bunch of fairies that start dropping treasure or spills out on the ground
    • Future Development
    i. Possible PvP zone bosses
    ii. Lots of room for unique bosses
    • Difficulty: This should be pretty straight forward for this type of encounter
    i. Hitpoints
    ii. Despawn potential
    iii. Regenerating
    iv. Etc
    • PROS
    i. Fun
    ii. Not required to be part of a guild
    iii. Varying restrictions allow for a wide range of difficulty for players
    • CONS
    i. This type of content can easily be farmed by groups of players that are better organized than the rest of the server.
    ii. Gear would have to be Bind on Pickup to stop a small group of players from farming and selling all the loot
    iii. Other stuff I can’t think of

  3. Multi-headed Fight
    • This would be a spawned or instanced fights. (Perhaps spawned with an item rewarded from the Cumulative feature?) It would actually be multiple encounters on the same screen that need to be completed within a time frame and a final encounter that isn’t accessible until all other fights are complete. This idea actually came from another player so I have not hashed out as many details so feel free to add to it.

Thoughts? Suggestions? Is this even possible?

Zewpi

Really solid ideas, well thought out and presented. A lot of positives. The only downside I see is regarding the cumulative rewards. Some of the dungeons are incredibly boring and tedious, to the point that I'd begrudge a quest dictating where my guild and I have to hunt.. if it was in a particularly unpleasurable dungeon I would probably just avoid it, but if the reward was worthwhile I'd force myself to do my part even though I'd hate every minute of it.

As an added note which popped up as an idea while we were discussing this on discord:

I know your ideas are based around 6 mans and instances without the capability of going beyond 6. If it's at all possible, increased instance size and a way to queue as a group of 2-3 separate groups existed.. instances with multiple paths such as anvil and foundry present a perfect raid instance concept and could even combine your ideas into one idea.

For example : you enter the instance with 3 groups (somehow - through an npc or whatever) and you each have to clear your own path, at certain intervals each group would have to deal with minibosses who open doors for other players (through the use of switches: group 1 opens group 2's door, group 2 opens group 3's door, group 3 opens group 1's door).

You all clear your own paths, leading you to your own wings conclusion.
At this point you could have switches that need to be pressed within ~5 seconds of each other and when that's done you're all teleported into the treasure room
OR
combining your ideas, each wing could have a part of a boss at the end of it (multiheaded fight) upon defeating these youre teleported to a final boss room which is a sequence fight. Forced fleeing etc so you end up on a fight rotation and each group should get a turn at the boss.

Then > treasure room > the end.

Overall awesome ideas and I'm sure we'all see things like this in the client rework, unsure how reasonable it is to expect them in the current client though.