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Future raid content

Posted: Thu Jun 14, 2018 10:18 pm
by Sile
I realize it's a long way to go before then, but it's fun to let the imagination run wild.

Stiirhad is a no-brainer having generated a lot of mystique with its vast, empty halls and teaser dragon, Syranoth, though it's probably best saved for later on considering it is the home of the great black dragon, Ophoigus, who is built up in the lore as one of the baddest dudes on Telon. His strength and cunning brought about the death of a god which caused many of the giants to go berserk and become overland raid bosses.

The Cave of Wonders was the last raid being worked on before the end with only one wing finished. The other two wings look absolutely amazing, though even for a group dungeon the whole place is just so damn tiny. Not only does its scale fall way short of classic low level dungeons such as Trengal Keep, it uses a lot of narrow, winding corridors barely appropriate for trash fights. Each wing could probably fit 4 bosses at most with little trash in between.

Of course there's always room for new overland content. One way to make use of the numerous empty ocean chunks would be to have giant sea creatures roaming around to be tracked down by fleets of sloops. Sihari, goddess of chaos and the sea, no doubt has plenty of minions dedicated to carrying out her capricious will against unwary ships.

The Fallen Kingdom of the Ulvari is not unworkable. There is one zone off the map that was created but never used, a nexus of portals on a floating isle that is clearly connected to the heavily-guarded portal in the Blighted Lands bearing the same markings (.rift 278, 279). While the zone is too small to hold many encounters, the portals offer options. One simple though boring way to do it would be to have duplicate versions of the zone that you port between to progress effectively traveling between identical-looking isles with different mobs. A more exciting method would be to repurpose other instanced zones as Ulvari-infested bases linked in their network of portals.

PotA and the Hall of Shattered Souls are options, though Isle of Dawn probably has the most potential; it's spacious and the Ulvari already invaded it once. Heck, could even remake it into a brand new zone if options permit. Paper the sky with the same sinister skybox as in Riftseeker's Torrent, replace the lively foliage with dead trees and runed pillars, and bam - homeworld of the Ulvari!

Thoughts? Any other content out there you'd like to see become a raid?

Re: Future raid content

Posted: Fri Jun 15, 2018 6:04 am
by Jehlicka
Sile wrote: Thu Jun 14, 2018 10:18 pm

Of course there's always room for new overland content. One way to make use of the numerous empty ocean chunks would be to have giant sea creatures roaming around to be tracked down by fleets of sloops. Sihari, goddess of chaos and the sea, no doubt has plenty of minions dedicated to carrying out her capricious will against unwary ships.
Mate, that´s exactly what I was missing when VG was live. Endless seas (ok, no so endless...;) ) and on the other hand, no ship fun like e.g. boat ride for sea monster creature. Few roaming extramegamonsters would do that fun! :) Or maybe some special "diving" locations allowing you to find some lost shipwrecks hiding some special recipes (rare/ultra rare), while the exact shipwreck loc would be fishing or diplo reward. Nice dream... :)

Re: Future raid content

Posted: Fri Jun 15, 2018 12:37 pm
by Sile
I still remember the old ship combat video shown during beta where an NPC ship appears in the distance, pulls up alongside, and drops a plank for pirates to board. Ships were just another thing that sadly fell way short of the hype. While I was excited to finally have my sloop after harvesting enough arid trees and whipping the guild woodworker, it was disappointing to discover they didn't have any real application. Even for travel it was just as practical to levitate yourself and mount up to cross water.

I think that your shipwreck idea could be easily implemented as treasure maps that you acquire. Approaching the quest loc spawns a treasure cache in the water that triggers waves of zombies, sea hags, or sharks. Higher level treasure maps take you farther out, spawn higher difficulty mobs, and require bigger ships to load plundered cargo into.