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  1. #1
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    Default Quest Option - Kythri Mode

    This is an idea that is highly unlikely to be added to the game; however, this forum is for presenting any kind of suggestions and ideas, whether it is good, bad, very likely, or downright impossible. And hey, you never know when an unlikely idea might actually spark interest in the DDO staff and get them working on things.

    So, what is Kythri? To save those who don't know a quick Google search, it is Eberron's plane of chaos.

    Kythri Mode is a proposed check box option added at the entrance to quests. It is designed to add a random element to the game for those who want a little bit of spice and traversing the unknown. There has always been a little bit of randomness with rare monsters, sometimes replacing enemy mobs. With the evolution of the game, we have seen greater random elements incorporated with Shradi Champion and Challenges. Kythri mode would work off of these premises, making dungeons more dynamic.

    When selected, only key scripted events remain the same, such as enemies that you have to kill for objectives. Instead of spawning static mobs, the areas have a random spawn list, which may extend to monsters not normally in the dungeon. The higher the difficulty, the more varied the encounters can be, and elite has the widest range of options. With the exception of storyline traps, traps are also randomized in both position and types. If the quest already features random placement, Kythri Mode would open even more possible spots.

    The list of possible monsters would be tailored to each dungeon. It consists of mobs normally seen in the dungeon, a few "modified" versions of the mobs (has haste, casts dispel on crit, has new spells in their list, or does an extra 1d6 damage of a random element type, for example), and as mentioned, a few mobs not seen in the dungeon normally - also possibly possessing special abilities. The amount for each "encounter" is also randomized - it could go down as low as a single monster, or it could have up to 1-3 more monsters.

    To add further flare, the shrines will get random placement as well.

    So, what rewards do I propose with this new mode? Nothing! I am not suggesting additional XP, Favor, or increased/decreased drops. This mode isn't designed in mind to try and be extremely difficult, but it is to change the pace of the normal game and to offer surprises for players who know the quest. It's not even made to increase difficulty - with the random amount of monsters, a "lucky" set of rolls may end up with less common mobs then normal.

    But, as with all of my ideas, nothing is set in stone. I am more then willing to listen to suggestions and ideas on how to improve it.
    Anything can be explained by drunken wizards.

    "Hey! I got a piece of the +1 Butter Knife of Victory! Ah-oh, wait, wait. It's just a crummy, normal +1 dagger of ghostbane..."

  2. #2
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    Entering adq1 i find that every monster has been replaced by a beholder... o joy! creative idea though

  3. #3
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    There are a few quests in the game that work like that, but they don't seem to be that popular.

    A New Invasion and Rainbow In The Dark come to mind.
    Kmnh * Kmn * Kmm * Knn * Knm

    Leader of Templar

  4. #4
    Community Member Silverwren's Avatar
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    I like this idea. I vote for variety whenever possible.

    I'm not sure how difficult it might be to code in this suggestion, but it would certainly be nice to get an unexpected surprise in a quest you've run before.
    I'm sick of following my dreams, man. I'm just gonna ask 'em where they're going and hook up with 'em later on - Mitch Hedberg
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  5. #5
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    Quote Originally Posted by goodoldxelos View Post
    Entering adq1 i find that every monster has been replaced by a beholder... o joy! creative idea though
    Not just beholders, but you got really lucky rolls, and got beholders with perma-displacement! I... er... s... sorry Xelos...

    Quote Originally Posted by Kmnh View Post
    There are a few quests in the game that work like that, but they don't seem to be that popular.

    A New Invasion and Rainbow In The Dark come to mind.
    All of the challenges work like that, too. And challenges meet with mixed reviews, depending on who you ask and which challenge you're talking about. That's why I think making it a quest option could be an interesting idea, so those who do want to run into random stuff can click it, and those who want to run through it normally leave it unclicked.

    Quote Originally Posted by Silverwren View Post
    I like this idea. I vote for variety whenever possible.

    I'm not sure how difficult it might be to code in this suggestion, but it would certainly be nice to get an unexpected surprise in a quest you've run before.
    Yeah, it would mean a complete overhaul to all of the dungeons to include a random monster list, random trap placement spots (or more, for those that already have random traps), and random shrine locations for all difficulties. I fully agree it's highly unlikely.

    But I'd love to see the face on some players (or at least hear their reactions) when they run through the butcher's path and go to the ambush spot, expecting a bunch of kobolds, and discovering, say, rust monsters. Or flaming rust monsters - rust monsters with perma-fire shield, deal an extra +1d6 fire damage, but lose 1d3 health every 3 seconds while aggro'd. Or a single invisible ogre.
    Last edited by Worldcrafter; 09-27-2012 at 02:26 AM.
    Anything can be explained by drunken wizards.

    "Hey! I got a piece of the +1 Butter Knife of Victory! Ah-oh, wait, wait. It's just a crummy, normal +1 dagger of ghostbane..."

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