Richter2005-11-15 17:01:00
You know how on some games, you can go through various creatures or bosses in a series of fights? Wouldn't it be neat to have that as an arena thing? Series of fights, you get a score that factors in the opponent's might and level, if you take too long in between fights it boots you like a normal spar does after a bit.
Thoughts?
Thoughts?
Unknown2005-11-15 17:03:56
Reminds me of the Trials of Elore (Romancing Saga) or the Gauntlet (Asheron's Call 2). Essentially an arena or a dungeon that spawns critters of escalating difficulty appropriate to your might. I've always liked this system because it gives people a way to hunt things appropriate to their level, get experience for it, and make a name for themselves if they can clear the entire gauntlet without dying. Typically you would go no more than ten fights maximum, as it gets taxing on your reserves pretty quickly.
Ashteru2005-11-15 17:14:46
It would be too hard for Mages, unless you make it like...4 rooms, but then it would be too unfair for everyone else, heh.
Iridiel2005-11-15 17:17:27
Well, you had astral for that. You could decide how many creatures you wanted to fight at the same time, and move to different nodes when you feel the need of a new challenge
Richter2005-11-15 17:25:28
Other players don't spawn though.
Unknown2005-11-15 18:21:28
Oh yes, there was one other thing about the Gauntlet. You could stop early at any time by entering a side portal, though by doing so your run is obviously cut short and you earn only a portion of the quest experience. The farther you got, the more quest experience you earned. Even finishing a nominal four or five got you a fairly significant chunk of experience (they were ROUGH fights), so it was well worth it to run the quest as often as possible (once a day, real 24 hours).
After each fight we could take a break to heal back to full and chug potions if necessary before engaging the next critter. If that critter proved too difficult, you'd make a break for the portal and hope you made it. The most important thing to note about the Gauntlet was that dying didn't have a penalty beyond losing the quest experience completely, meaning you only gained the experience from killing the critters, which was insignificant next to the quest experience (most of the time).
It was a quest that you couldn't actively finish until you were pretty high in level because the final critter was the guy who gave you the quest, a rather large gladiator skeleton with some pretty scary gear and abilities. It was also difficult because you could end up fighting critters significantly more powerful than yourself that one had to beat using tactical thinking, walls, dodging, and smart potion useage. Even then, some of the fights I took a single look at the critter and booked it for the portal. Some things just aren't meant to be fought when you're as young as I was in that game. ::chuckles::
After each fight we could take a break to heal back to full and chug potions if necessary before engaging the next critter. If that critter proved too difficult, you'd make a break for the portal and hope you made it. The most important thing to note about the Gauntlet was that dying didn't have a penalty beyond losing the quest experience completely, meaning you only gained the experience from killing the critters, which was insignificant next to the quest experience (most of the time).
It was a quest that you couldn't actively finish until you were pretty high in level because the final critter was the guy who gave you the quest, a rather large gladiator skeleton with some pretty scary gear and abilities. It was also difficult because you could end up fighting critters significantly more powerful than yourself that one had to beat using tactical thinking, walls, dodging, and smart potion useage. Even then, some of the fights I took a single look at the critter and booked it for the portal. Some things just aren't meant to be fought when you're as young as I was in that game. ::chuckles::