Topic: New uses for the instanced map system.
For starters, I think that the idea behind the pit map is great. It's about time that a mechanic was added to the game that encouraged group play. However, I think that a systems like this has a lot more potential and could be expanded on to allow more and different types of players to get involved and allow for a greater level of difficulty tuning.
Here's some basic ideas that I think would work well and would help make the game more akin to other MMOs on the market.
Firstly, in order for these to work with prime effectiveness, the party system would either have to be reformed or the scripting engine would have to allow for limited amounts/levels of players in a given zone (which might already exist as I've never actually seen the available commands for the scripting language or map editor)
My first idea is to make instanced zones that are selectable on a level specific basis. For example, you can allow 5-10 players in a group at level 20 to run a gauntlet of rats, then perhaps skeletons, and so on(scaling up the difficulty but keeping the monsters confined to the level of the selected instance). At the end of a few waves, you could have a monster that's a little more difficult and would require class synergy(see attack classes and healing) to defeat. At the end of the round, each player gets a specific amount of experience that would be greater than if the players had been playing solo(this would support group play and allow for greater control in level scaling even without a level cap). Also, the players would perhaps get a level appropriate item and/or gold randomly awarded for completing the zone(with the odds of common items>prefix/suffix common>unique>artifact).
Of course, with higher level instances, you would have much more challenging encounters with a much higher reward at the end (including chances at rare items that would be much higher than grinding solo).
If a system like this were added, it would encourage more group play, allow better control over experience scaling for low level players, allow you to add interesting stories/lore behind the mass killing and just allow for a playing experience that goes a little beyond the 90's style grind-heavy Asian MMO experience.
Last edited by pennywise (April 5th, 2010 5:22 PM)