so for the revamping this would be the ideas(expended idea a lot more since my post in that ursus thread and redirected as other purpose than Ursus replacement)
lots more mechanics added to ALL stage and even remake the maps a little bit
the following mechanics should be add in
1.---flying mob to avoid while completing the pq puzzle(similar to Arcana PQ)..if it touch you it reset the room
2.---falling meteors to dodge otherwise get respawn at room entrance
3.---floor IS OR BECOME lava
4-11..---other gimmicks(bullets dodging, stealth, rope climb while dodging some missile, timing jumps, flee from death thing chasing you while dealing with obstacles in the way), invert gravity, revert controls, riding vehicles/animals(fluid control unlike the current mounts), wind effect that push your char left/right(influence distance you travel), items tossing at targets, rooms that turn entirely black for a few secs,
12.---all sides gravity like in Sonic & Knuckle on the old Sega Genesis(wall walk, ceiling walk, floor walk)
13.....----2-5 players having to hit a switch at the exact same time(1 person in the party do the countdown to synch the group)
14.---platforms that appear//dissapear after X time
15.---low gravity
16.---speed mode(same stuff as in super smash bros melee)...aka characters imputs have to be done faster
17.---invisible character while handling some platforming
18.---bounce mode(character can't stop jumping)
19.---aiming dash(char lock in position after jumpiing, then an arrow goes up and down on a arc bar, imputting the jump key again will make the character dash in the direction the arrow was pointing to)
20.---swinging grapple
21.---ice floor(slippery..very slippery...not slightly like in el nath)
22.---sticky walls//ceiling
23.---flight stages
24---Vanishing Ropes(like in Donkey Kong Country 2)
25---objects that explode after X time
26--- moving platforms(with or without objects on them)
27---survival rooms(not as intense as ghost park though)...10-15 seconds be plenty(1-4 chance to succeed depending on difficulty otherwise removed from the pq)
28---move from X to Y without getting hit
29---spawn a clone of the player character at X position that respond to player imput, neither the player or clone can be hit otherwise restart
30--- screen wrapping(like in super mario 3 on the NES)
31--- player become mind controlled, other players must reduce their health to 10% within 3-5 sec or that player infect ALL other players and are consider dead
(mind controlled players cannot drop bellow 10% health and are only vulnerable to bossing skills)
32--- players position swapping
33---make 2 players spawn in 1 of 12 Areas on the map...both of those player must go to the area the other player got spawn at or they die
just some additional ideas maple could rly use for some fun party quests if they're being revive...a change from raw grind from time to time would be nice
and ofc some new pqs to play in with fun mechanics would be welcome too
REWARDS FOR COMPLETION ????
NOTE: Easy Difficulty can be done by lvl 50-199,they will receive a 10%-1500% dmg buff base on lvl(+10% per lvl missing to 200) and a +10-1500% HP buff also base per lvl missing to 200 and can only get a gear Bag not the lvl 200 rewards
Weekly:
Easy Difficulty:........ 10 Nodestones + 5 Million Mesos + 1 Eternal Rebirth Flame + 7 Stars Scrolls
Normal Difficulty:....1 Exp Nodestone + 15 Millions Mesos + 5 Eternal Rebirth Flames + 9 Stars Scroll
Hard Difficulty:........ 2 Exp Nodestone + 30 Millions Mesos + 2 Black Eternal Rebirth Flames + 11 Star Scroll
Extreme Difficulty:..3 Exp Nodestone + 50 Million Mesos + 5 Black Eternal Rebirth Flames + 13 Stars Scroll + 0.2% chance at a perm pet...Exp Received: 15-20% per Weekly run
Bonus Easy: +1 3 Nodestone + 3 million for S Rank Clear(Speed Clear + Dodged all avoidable mechanics perfectly)
Bonus Normal-Extreme: + 1 Exp Nodestone + 5/10/20 million mesos for S Rank Clear(Speed Clear + Dodged all avoidable mechanics perfectly)
Bonus apply to self performance not group performance....Bonus also increase bags reward rate by 1-2%
Daily:
Easy Difficulty:...........2 Nodestones + 1 Million Mesos + 5 Powerfull Rebirth Flames........Exp Received: 15-20% per daily run(cap lvl 215)
Normal Difficulty:.....6 Nodestones + 5 Million Mesos + 1 Eternal Rebirth Flames..............Exp Received: 15-20% per daily run(cap lvl 225)
Hard Difficulty:...........10 Nodestone + 10 Million Mesos + 2 Eternal Rebirth Flames............Exp Received: 15-20% per daily run(cap lvl 240)
Extreme Difficulty:...1 Exp Nodestone + 15 Million Mesos +1 Black Rebirth Flames + 0.1% chance at a perm pet......Exp Received: 15-20% per daily run(cap to lvl 250)
Bonus(Amount Base on Difficulty) 1/2/4/7 Nodestones + 1/2/3/5 millions mesos for S Rank Clear(Speed Clear + Dodged all avoidable mechanics perfectly)
Bonus apply to self performance not group performance....Bonus also increase bags reward rate by 1-2%
More rewards(Once per day)
Bags containing at random
Easy Bag(lvl 50-100) 50% chance to contain a Zakum Helm
Easy Bag(lvl 101-130) 5-35% chance to contain gear dropped by Normal Hilla, Easy Magnus, Easy Horntail(rate depend on the piece)...can also contain a Zakum helm
Easy Bag(lvl 130-160) 10-35% chance to contain gear dropped by Normal Horntail, Easy Arkarium(rate depend on the piece),,can also contain lower tier gear
Easy Bag(lvl 161-200) 10-35% chance to contain gear dropped by Chaos Horntail, Normal Pink Bean, Normal Arkarium, Hard Von Leon.....0.3% to contain a Dominator Pendant)
....can also contain lower tier gear
Normal Bag: X% chance to contain Ranmaru gear, Easy-Hard Gollux Coins, or Black Bean Mark
Hard Bag: X% chance to contain Tyrant Cape, Lotus/Damien Coins, Wolf Mark Coins, Kanna Ring,
Extreme Bag X% chance to contain Papulatus Mark(3%), Dominator Pendant(8%), Hellux Coins(100% 10-20 at random)
i would wanted to include some for lvl 260-280 range but not too sure if should
i also dont want pq to shadow end-game bosses either so i''am not rly sure what to do for 260-280 pq lvls but...i was thinking they could contain Medal, Titles, Totems(something high end bosses dont rly have).....as for better sub-weapon than P-No i think a new sub-weapon would be better tie to new bosses
also note: i dont intend difficulty to just scale for lvl range...it should also ramp up in term of difficulty( would not want extreme to be taillored the exact same as easy toward 240-250) but stages being made a lot more difficult on highter difficulty would also be worth better rewards
so just to give an example...lets say Ludibrium PQ revamped
Stage 1: Old: clean the rats....new stuff.....Kills the Rats, Fireball chase players and if it touch them they die, Floors are now slippery, light flip on/off, Rats kill players on touch
Stage 2: Old: Break the boxes....New....gravity invert every 10 second, Boxes can now explode after 2 sec from being whack 1-3 time killing players staying near it, Bullets are flying accross the map and you die if they touch you...Boxes will start flashing when about to explode after 1-3 whack
Stage 3: Old: kill Octopus & Break Boxes.....New: Boxes explode after 2 secs from being whack 1-3 time killing players staying near it, random parts of the Floor light up in flames at set intervals, Fluid Dripping from floors kill player touching them, Kill Octopus......Octopus paralyze nearby players for 1 sec when they die
Stage 4: Old: Kill Monster in the darkness......New: Monsters in the Darkness roam larger maps and launch attacks at players....monster need to be whack in 4 different spot to die(whenever they get whack once they teleport to a new spot in the map).....Gust of Wind are launch at interval(player Screen Flash red 2 sec b4 it occur)..if a player jumped during the gust of wind they get sent flying either far left or far right(the hidden monsters in the dark wont launch an attack during those gusts of wind as to keep it fair)
Stage 5:Old: Climb Rope & Break Boxes......New: Climb and jump accross multi-ropes while dodging bullets....ropes are burning timing players to rush up(falling down mean failling).... break boxes(they explode after 2 sec).....players can use fast rope climb skill in that map to be able to race the burning ropes
Stage 6:Old: pick a box:.....New...Pick a box(reduce from 15 to 6)...picking a wrong box will instead send ALL the players to a trial room where they will have to fight a monster with a bit of HP that can 1 shot them if they aren't carefull dodging....there 5 different monsters with different mechanics the players can be sent to)...wrong boxes that have been cleared can't be enter again...Boxes will have markings to indicate a Boxes is fake(however some Boxes will mimic the real Boxes to draw players into the trial room)
this is now a Mimic"Chest" room :P
Stage 7: Old: Kill the Rombots:......New: Kill the Rombot......Rombot now have a shield that shoot missiles at players attacking them, the missiles deal 40% of the player health...Rombot cannot be kill untill players break their shield...touching Rombot deal 40% of the player health...Lightning Strike at random spot at very quick interval, killing player standing at the strike areas.....floor will light blue 2 sec b4 the Lightning Strike....6-7 spots are struck simultaneously every 3-6 seconds...Map is redesign to have to deal with more Rombots(2 extra areas on the sides and 1 extra at the ceiling)
Stage 8: Old:get the correct combination....New: get the correct combination.....every 3 time the wrong combination is imput spawn 1 of the 5 monsters from Stage 6 trial rooms....Lava also now rise from the bottom to force players to solve it quickly
Feedback appreciated
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