(Idea) Arcade Mode

Babyhack

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While thinking about battleground last night I had an idea for something like an Arcade style fight map.


  • Arcade Mode
  • Small square maps
  • 1 monster per map
  • Kill said monster and you move onto the next stage
  • Options to continue or leave and save progress
  • Different settings Easy, Medium, Hard, Group
  • Rewards for progress, better rewards the further you go

Easy and Medium modes would have no drops (monsters and players)
Hard and Group modes would have pot drops from monsters and players drop like normal if they die

This is just an idea but I like it.
If anyone wants to add to it please feel free to do so.

BH
 

ventus

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Interesting idea, but have to make sure people still level in maps instead of going to instances all day lol.

Will need a limit of time/attempts per week, if or hell make it so you can only go in once a week per character.
Lets say give a Group of 5 players 1 hour time limit to complete all floors? Something like that.
Have 100 floors

First Floor 5 Hens, 5 Deer, 5 Pigs
Second Floor ScareCrows, Rakingcats/Hooking Cats
Etc
Every 10th floor would be a boss floor.


They introduced this same sorta thing into ragnarok online few years ago. (Endless Tower)
I think it would be cool if done right
 

Sanity

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Can you support this? Didn't know Mir allowed separate instances unless you make a lot of duplicates of a single map unless you want everyone to be together or only allow 1 person to do this at a time.
 

Babyhack

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Interesting idea, but have to make sure people still level in maps instead of going to instances all day lol.

Will need a limit of time/attempts per week, if or hell make it so you can only go in once a week per character.
Lets say give a Group of 5 players 1 hour time limit to complete all floors? Something like that.
Have 100 floors

First Floor 5 Hens, 5 Deer, 5 Pigs
Second Floor ScareCrows, Rakingcats/Hooking Cats
Etc
Every 10th floor would be a boss floor.


They introduced this same sorta thing into ragnarok online few years ago. (Endless Tower)
I think it would be cool if done right

More exp would be gained by leveling in normal caves, so not really a problem here.
I do like the endless tower idea

---------- Post Merged at 11:56 AM ---------- Previous Post was at 11:56 AM ----------

Can you support this? Didn't know Mir allowed separate instances unless you make a lot of duplicates of a single map unless you want everyone to be together or only allow 1 person to do this at a time.

Mir does allow Instances

BH
 

lancelot1

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More exp would be gained by leveling in normal caves, so not really a problem here.
I do like the endless tower idea
What's the purpose of going to the easy/medium map if you're always alone, there are no item drops and exp is lower than in caves? Cash drops?

I'd rather it be something like old Euro 2 casino, with rooms full of monsters that drop their normal drops and every now and again you get a mass dropper/sub/whatever.

It should be there for either exp, gold or drops. If it excels at providing neither of those then what's the point of implementing it?

Barring that (if you really don't want it dropping anything or providing stellar exp) I have a suggestion:

Have it be rooms the size of the lottery ones filled with mobs, you teleport to the next room 5 seconds after you clear a room. The mobs there drop pots (at a rate.. say a bit lower than PB? Maybe PT-esque rate?) and the actual stuff people go there for: LotteryTickets. These can be exchanged in bundles of 10/50/100/200/500/1000 for one of various (differently priced) chests that have a chance of containing a 1M XP soulbound stone or 1M Gold or 2 Platinum Ores p12+, etc.

That way you go in, you sink money into pots/repairs/consumables (we know how Sam loves gold sinks :P), you get decent EXP (but less than if you were EXPing) and, say, get 1000 Tickets. You then trade them for 5 PlatOre chests (priced at 200 tickets each) and get 2 plat ores total from the 5 chests (along with 8 puri 10< plat ores). There's an element of randomness, an element of luck, but grind in there long enough and you are virtually guaranteed to get whichever chest reward you want (if the rates from chests are decent, say 1/5 or 1/10, depending on ticket price). If you trade all the tickets you get for EXP chests you'll eventually reach a point where the exp from the mobs + the exp from the chests is about 5-10% higher than leveling in a leveling cave solo. If you use them for Ores, you get a few ores for 5-6 hours of grinding there and decent-ish exp. If you use it for gold we finally have a way of adding gold to the economy that's more fun than farming ST/BC.

Also mob variety would help to keep it "fresh", e.g. first room can be either Ghouls or ZumaArchers or WedgeMoths or Wolves (randomly generated, but all have the same stats).

What do you all think?

Also Mir has allowed instances since lottery was introduced/first private servers came with pet leveling rooms filled with scarecrows :P

Edit: Ignore the first few paragraphs, I only now registered reading the rewards bit at the end of your OP. Also works with my idea with the tickets.

E.g. if you stop at room 40 you get 300 Tickets, if you stop at 50 you get 400, if you stop at 80 you get 1000. You can stop at any time, but only gain large ticket increments (100-200) if you stop at a room number divisible by 10 (so room 40 you'd get 300 tickets; room 45 you'd get 310 tickets; room 49 you'd get 320 tickets; room 50 you'd get 400 tickets). It's incentive for people to not just stop whenever and cash out, but to grind there just a bit longer.

You could also "save and quit" at any time, but it sets you back by 5 or 10 rooms or by a fixed percentage of the room number you're in (10-20%?). So if you take a break at room 43, np, but you start in room 36 (43 - 15%) when you come back. If you take a break at room 78 due to RL stuff.. well, tough, you go all the way back to room 66. Or you cash out at 78 and only get 825 tickets, 25 more than at 70, and 175 less than you would have gotten if you'd done 2 more rooms.
 
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Bhavesh

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maybe reinstate the gambling house but change the rewards?

instead of rewards for getting to the end maybe setup sub boss spawns?
 

Skyline

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Hmmm...

Sounds good to me, but needs to be fun and have a reward worth doing it for, but also something not too ground breaking. Otherwise it will just become another novelty that no one uses.
 

lancelot1

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maybe reinstate the gambling house but change the rewards?

instead of rewards for getting to the end maybe setup sub boss spawns?
I don't even remember what the reward for it was. 1m I think? I remember me and my mates going mental at not being able to get past the ZG room :D
 

The NightAngel

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While thinking about battleground last night I had an idea for something like an Arcade style fight map.


  • Arcade Mode
  • Small square maps
  • 1 monster per map
  • Kill said monster and you move onto the next stage
  • Options to continue or leave and save progress
  • Different settings Easy, Medium, Hard, Group
  • Rewards for progress, better rewards the further you go

Easy and Medium modes would have no drops (monsters and players)
Hard and Group modes would have pot drops from monsters and players drop like normal if they die

This is just an idea but I like it.
If anyone wants to add to it please feel free to do so.

BH

This would just raise more balance issues.
certain class' will always get further/do better than other class' you just open yourself up to more complaints.
I havnt put much thought into it but i cant see how you can make it difficult enough (as not togive rewards away for nothing) without excluding certain class'

and whilst typing that i had a thought of class specific arcade mode, so that they have different mobs to kill. so where a tao might come up against a KS in room 20 a wiz/archer would come up against a khazard.
 

lancelot1

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This would just raise more balance issues.
certain class' will always get further/do better than other class' you just open yourself up to more complaints.
I havnt put much thought into it but i cant see how you can make it difficult enough (as not togive rewards away for nothing) without excluding certain class'

and whilst typing that i had a thought of class specific arcade mode, so that they have different mobs to kill. so where a tao might come up against a KS in room 20 a wiz/archer would come up against a khazard.
So what's the problem? Currently it's much easier for Wars/Sins to level in PB than it is for same-level Taos/Wizzies, but I don't see anybody bitching about it. You don't like it/it's not perfect for your class, go somewhere else.

Taos have hide, pets and no need for HP pots, Wizzies have AoE, Sins have hide, Wars have insane defense, I dunno what Archers have.
 

Pete107

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Sounds like a system on a game I had played before hand with a difference.

Was called Warrior Trials.
The system on this game went up 150 stages.
Every 15 stages you get a prize.
Only 1 entry per day.
Once you were able to complete all 150 stages you could start a different one. (the same but a lot harder)
You could enter at a stage you've already passed this goes up 20 levels so, 20, 40, 60 etc.. you wouldn't get prizes for previous stages though.
You had 10 minutes to complete each stage.
There was a ranking system for this, the first to complete stage# was #1 through out until he/she passed the stage or someone else did.
The mobs actually went up stage 1-14 = 1 mob 15-29 2 mobs untill 120 which I think was 8 mobs at a point stage 150 was ridiculously hard (it had 15 mobs) but they nerfed that when the Heroic Trials came in.

Later on they added a 'sweep' option where you could 'sweep' while hunting but this came at a cost (you still made a profit though) you still got XP from stages (not mobs) and still got prizes.


Only problem with this system (at least on the game I played it on) once you disconnect you lose the entry and won't get back in till the day after.

It was enjoyable on that game I must say but for Mir I don't know, people are lazier these days and have an attention span of a fish 90% of the time.

Also the map(s) would have to be instance based.
 
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Scorpian

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We did something on P69 (and ported over to Arcadia) called the Arena, it was an idea taken from Fable. Bosses and regional mobs spawned in increasing difficulty. It was relatively popular but hard to maintain and update and so it became relatively defunct early on. It was always something I wanted to improve on and I think if you hard code it, randomise it a little, and use a database it could be successful in the long term.

If you don't make things like this easy to update with future updates then you can end up creating a product with a relatively short shelflife
 

Pete107

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We did something on P69 (and ported over to Arcadia) called the Arena, it was an idea taken from Fable. Bosses and regional mobs spawned in increasing difficulty. It was relatively popular but hard to maintain and update and so it became relatively defunct early on. It was always something I wanted to improve on and I think if you hard code it, randomise it a little, and use a database it could be successful in the long term.

If you don't make things like this easy to update with future updates then you can end up creating a product with a relatively short shelflife

Haha Arena on Fable was good fun :P

And yeah I ran into the problem of not being able to do quick updates on the instance I released due to it all being NPC script took forever to do 3 level ranges and of course a change for the taos due to their slow pace at killing.
 

The NightAngel

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So what's the problem? Currently it's much easier for Wars/Sins to level in PB than it is for same-level Taos/Wizzies, but I don't see anybody bitching about it. You don't like it/it's not perfect for your class, go somewhere else.

Taos have hide, pets and no need for HP pots, Wizzies have AoE, Sins have hide, Wars have insane defense, I dunno what Archers have.

I dont think the implementation of new content should exclude a class or class' (excluding 80% of the player base is bad enough with hell), we arent talking about it being faster for certain class' here we are talking about it being impossible.
Im just suggesting that this feature would need some serious thought behind what each class will face as not to make it a redundant feature to a % of the every dying population.
If you put a wiz or archer in a room with a KignScorp they will die. the other 3 class will kill it. That is completley different to the killing speed (not capability) of hunting in PB.

The other option is that you go along with lances thought of "go somewhere else" then the rewards would have to be so poor that the class' that can do it dont benefit above others.

remember the difference between chance and no chance.
 

lancelot1

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I dont think the implementation of new content should exclude a class or class' (excluding 80% of the player base is bad enough with hell), we arent talking about it being faster for certain class' here we are talking about it being impossible.
Im just suggesting that this feature would need some serious thought behind what each class will face as not to make it a redundant feature to a % of the every dying population.
If you put a wiz or archer in a room with a KignScorp they will die. the other 3 class will kill it. That is completley different to the killing speed (not capability) of hunting in PB.

The other option is that you go along with lances thought of "go somewhere else" then the rewards would have to be so poor that the class' that can do it dont benefit above others.

remember the difference between chance and no chance.
That's why I never suggested bosses, but Euro gambling house-style rooms with normal mobs that spawn in the W corner while you spawn in the E one, luring at most 3-4 when you spawn.

Problem solved! Wars/Wizzies AoE, Sins/Taos hide and take em one at a time and Archers.. do something.
 

The NightAngel

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That's why I never suggested bosses, but Euro gambling house-style rooms with normal mobs that spawn in the W corner while you spawn in the E one, luring at most 3-4 when you spawn.

Problem solved! Wars/Wizzies AoE, Sins/Taos hide and take em one at a time and Archers.. do something.

Absolutely agree that, standard mobs, safe distance would offer a fair encounter.
What BH put in post 1 was "1 monster per map" i hate to presume but a progression based arcade mode with 1 mob per map would very likley lead onto bosses. thus unbalancing the content and leaving it void for certain class'

all im saying is proceed with caution on this one BH. if the rewards are high but unachievable by certain class' its going to be a bad bad move
 

terriblen

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Sounds good idea. Some valid points to think about in the thread. Great to see some constructive comments.

So what's the problem? Currently it's much easier for Wars/Sins to level in PB than it is for same-level Taos/Wizzies, but I don't see anybody bitching about it. QUOTE]
There must be some bitching somewhere. Oh yeah wiz have it too hard cos they cant fw lightning loads of PB mobs and theres too many ranged for archers.
 

jez

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We did something on P69 (and ported over to Arcadia) called the Arena, it was an idea taken from Fable. Bosses and regional mobs spawned in increasing difficulty. It was relatively popular but hard to maintain and update and so it became relatively defunct early on. It was always something I wanted to improve on and I think if you hard code it, randomise it a little, and use a database it could be successful in the long term.

If you don't make things like this easy to update with future updates then you can end up creating a product with a relatively short shelflife

You should join the team, you know your **** and your troll proof :P

Why does it need to be instanced?
 

lancelot1

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You should join the team, you know your **** and your troll proof :P

Why does it need to be instanced?
Because it's no fun to end up in room 23 and have no mobs there because someone just cleared it, wait for respawn, then get PKed?

If you want that, go to one of the caves. What's forcing you to do this​?