End game ideas
Calibrate Gameplay for SSF: Adjust drop rates and skill upgrades for a balanced and enjoyable SSF experience.
Core Gameplay Focus: The market is fun but difficult to scale, so focus on making the core gameplay meaningful. The market league should be for experimenting with builds and ideas quickly. Introduce GRF (Group Restricted Find) where only group members can loot items off the ground. Thematic Endgame Biomes: Endgame biomes should target specific unique drops: fire-related items in deserts, chaos items in swamps, cold items in mountains, etc. Permanent Citadels: Citadels should be permanent. Players should hunt the fog of war for ideal farming creation areas. If a player finds an area with overlapping tower patterns, it might be ideal for configuring towers and surrounding areas for their farming outpost. A player-built area with upgradable towers allows players to craft the entire area and farm it for days or weeks. Encourage players to move farther from the start for more favorable and varied terrain/biomes and larger, buffed towers. Players would hunt for the ideal layout, a pie-shaped circle with high-level towers in the center, each wedge being a biome. This would allow farming all uniques and items from one place, although it should be a challenging goal. Gear-Based Progression: EXP penalties are acceptable if players can upgrade via gear. Players might be trapped at level 80-85 and progress from T5 to T10 by using gear upgrades. Prevent max weapon purchases in trade leagues to maintain an in-game item upgrade path. The game should allow crafting final EXP gain constructs/bioms to reach level 100 via buffing towers and favorable biomes, similar to building your own atlas. Hidden Static Constructs: There should be static constructs in the endgame mapping, like Elder Island or Maven Grotto, hidden in dynamic map generation and never in the same place for each player. Players may get lucky and find them nearby or far away. Positive Gameplay Elements: Introduce more positive and fun elements. Add loot explosion maps, EXP bonus maps, and timed maps where players can't die and must kill bullet sponges for loot before the time runs out. Create interesting maps with only positive experiences, making players happy when they find, do, and complete tasks. Encourage low-stress group activities for winning and laughter. Class-Specific Leaderboards: Implement leaderboards based on ascendancy classes rather than overall levels, showing how players perform within their class rather than the community as a whole. This makes it enjoyable to play a mid-performing class within its grouping. Map Fun Facts: Record and display fun facts about each map, such as the highest hit, the most deadly mob spawned, the fastest full clear, and the most EXP gained. Players can compete for their moment of fame in the map's hall of fame. Melee Player Engagement: Slow down mob speeds for better engagement for melee players, or provide temporal bubble armor to slow incoming attack speeds when surrounded. Last edited by Jitter912#4278 on Feb 3, 2025, 1:03:32 AM Last bumped on Feb 3, 2025, 1:01:29 AM
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