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Implement Trokka Card System for All PVE Queues

Hey,

Dear Developers the idea you had given us in Barovia - namely the Card System could very well be fitted into existing dungeon system, allow players to enhance the dungeon experience accordingly to their skill/gear level by allowing Trokka Cards to boost the rewards and challange at the same time, wouldn't it be great to finally have something like this? I have absolute @noworries#8859 that this is going to be lit feature if it can actually happen :wink:

Pug Panther - PvP SW until module 16 Undermountain

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    froger#9967 froger Member Posts: 615 Arc User
    +1 upvote. I'd like the same for DragonFlight also.
    Froger - Barbarian - Original Main - 9 3/4 Unbuffed - Xbone
    Jade - Cleric - Healer Main - 9 3/4 Unbuffed - Xbone
    Magnus - Fighter - 3rd main to be a tank - 9 3/4 Unbuffed - Xbone
    Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
    Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
    I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
    Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
    RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
    Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
    Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone

    Jade - DC - Shadows of Gauntlgrym - PC
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    aerhythia#3255 aerhythia Member Posts: 173 Arc User
    Yep, it would require new cards and a seperate area or menu to launch.

    Wont work as the level of difficulty of the cards as they are would be too much for many player and groups. Especially those forced together by the abomination that is random queues.

    Imagine some low level scrub suddenly facing epic monsters or monsters that do significantly more damage. Then imagine the same problem when some group of minimum item levels tries any of the queues above levelling.

    Or imagine random FBI queue and you have a card that doubles players HP? Considering the idea is consumables and not a difficulty slider losing something to gain a positive effect is a possibility. The Tarokka artifact which works with those cards as well basically already does this to a minor degree once per minute so it doesn't look like something that absolutely cannot be added.
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    tom#6998 tom Member Posts: 952 Arc User
    > @spunkmeier said:
    > Wont work as the level of difficulty of the cards as they are would be too much for many player and groups. Especially those forced together by the abomination that is random queues.
    >
    > Imagine some low level scrub suddenly facing epic monsters or monsters that do significantly more damage. Then imagine the same problem when some group of minimum item levels tries any of the queues above levelling.

    Obviously u would have to select them beforhand so "low level scrubs" can just run the dungeons without them. Actually a system like that might save the endgame in Neverwinter. All the new different combinations u could run would definitly spice up the current Dungeons ALOT!
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    tom#6998 tom Member Posts: 952 Arc User
    > @spunkmeier said:
    > > @spunkmeier said:
    >
    > > Wont work as the level of difficulty of the cards as they are would be too much for many player and groups. Especially those forced together by the abomination that is random queues.
    >
    > >
    >
    > > Imagine some low level scrub suddenly facing epic monsters or monsters that do significantly more damage. Then imagine the same problem when some group of minimum item levels tries any of the queues above levelling.
    >
    >
    >
    > Obviously u would have to select them beforhand so "low level scrubs" can just run the dungeons without them. Actually a system like that might save the endgame in Neverwinter. All the new different combinations u could run would definitly spice up the current Dungeons ALOT!
    >
    > From another post there are two different ideas combined here, increasing difficulty and decreasing difficulty, and it is likely to lead to major moans if implemented in a fashion similar to Barovia where the queue has a randomly assigned party leader who decides and plays the cards (or passes leader to someone who then in your opinion makes bad choices).
    >
    > We already have players feeling like they are being "held hostage" in some content and this would be repeated once someone plays a card that significantly extends the time of a run for them or plays a card that makes some objective impossible to achieve.
    >
    > Yes, cards that reduce the difficulty (and presumably the rewards) wont have the same problems of content being too difficult but will cause resentment from players who think their group could have done the content at normal difficulty and that better cards for better rewards should have been played.
    >
    > The difference between Barovia and random queues is that hunts are very simplistic content that cards are eminently suitable for while dungeons and skirmishes would need massive redesign to avoid all the obvious problems.

    Just dont implement them for <font color="orange">HAMSTER</font> random que.... this stuff would be for private que so that players who actually want to play with Teamwork and have a challenge can get that. Look at all the endgame players, they have literally nothing to do. U wouldnt even need rewards in terms of AD. Achievements and Titles maybe skinns would be enough.
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    froger#9967 froger Member Posts: 615 Arc User
    edited October 2018
    It could be implemented into any 5 player queue and possibly 10 player queue. Just have the option to queue for enhanced dungeons. Once ready the group enters a new (area) instance to discuss what they are doing and add 0 or 1 card to a pool of 5. All 5 then agree on cards and it's off to the races. If the vote is not unanimous then it abandons enhanced game play and proceeds as normal. I think something like this can work.
    Froger - Barbarian - Original Main - 9 3/4 Unbuffed - Xbone
    Jade - Cleric - Healer Main - 9 3/4 Unbuffed - Xbone
    Magnus - Fighter - 3rd main to be a tank - 9 3/4 Unbuffed - Xbone
    Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
    Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
    I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
    Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
    RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
    Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
    Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone

    Jade - DC - Shadows of Gauntlgrym - PC
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    aerhythia#3255 aerhythia Member Posts: 173 Arc User

    We already have players feeling like they are being "held hostage" in some content and this would be repeated once someone plays a card that significantly extends the time of a run for them or plays a card that makes some objective impossible to achieve.

    As you said that's basically already ingame called Random Queue, also challenge in Mod 15, which adds artificial difficulty (no gear, no deaths - which you can already run if you want to so it's no big deal from my point of view)

    If "held hostage" content is added it's obviously no problem for devs. I get your point though. Even if added there obviously need to be thresholds, simply because say 10x HP for bosses or combining multiple cards with specific effects content can't be complete with current gear.

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