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Handeril

Well-Known Member
"Dungeon Crawler" is my current title for the idea, it can be changed though.

Everything is taken straight from my notepad notes, so there may be mistakes!

Due to limits, I will need to make multiple posts to list all the features.



Dungeon Crawler - Resetting Dungeons

Dungeons have mobs in them, and the Dungeons reset after a set period of time. (There are multiple open dungeons of the "exact same" map, but whether they're occupied by a party, or already used, is a different story.)

Dungeons can be accessed BEFORE being reset, but after being "Raided" (A process known as "Scavenging".)

[If any chest in the Dungeon has been touched, but the final boss is not dead, it'll be marked as "Partially Raided"!]

Example:

Starfury

Open for Raiding!


Example 2

Lost Forest

Partially Raided!


Example 2:

Pirate's Cove

Open for Scavenging!


Example 3:

Void Caves

||||RESETTING||||


Dungeons that are accessible for scavenging can be joined by anyone and everyone, and it means the "Main Boss" is dead. So there may still be "mini-bosses" and loot for the taking, or not.

If dungeons pass their reset timer while being "Raided", they will wait until 1 minute after the boss is killed, or all players have perished for the final time before resetting!

Dungeons open for "Scavenging" will simply boot all players out of the dungeon to reset, regardless of whether the players are fighting a mob or not!



Dungeon Crawler - Dungeon Setup

Each dungeon will reset, but it won't be 100% the same. (To mix up where the loot is.)

Each dungeon has individually marked Junk, Common, Uncommon, Rare, Epic, and Legendary Chests.

NOTE! Dungeons WILL NOT have certain types of chests if the difficulty parameters are not met!

Legendary - Requires INSANE or higher difficulty

Epic - Requires HARD or higher difficulty

Rare - Requires MEDIUM or higher difficulty

Uncommon - Requires EASY or higher difficulty

Common or Junk - Can be applied to any dungeon

Difficulty scale (from greatest to least):

ELITE - Near-impossible dungeons that have tons of loot, but are difficult to an all-new level.

INSANE - Very difficult dungeons, still have loads of loot, and still pose a huge challenge.

HARD - Difficult dungeons, but have a fairly high amount of loot, and pose a noticable challenge.

MEDIUM - Your run-of-the-mill dungeon, has a decent amount of loot, and have normal difficulty.

EASY - Have some loot, and low difficulty. (Don't expect a strategy for the boss.)

VERY EASY - Have little loot, and nothing very special. (So expect normal mobs until you encounter the boss, I guess)

TRAINING - Training Course, only provides drops and a specifc reward. (CAN ONLY BE COMPLETED ONCE PER ACCOUNT)


Dungeon Crawler - Economy

The premise of "Dungeon Crawler" is to collect loot from chests, though, each item has different worth, and can be sold to NPCs for money.

Example:

Rotten Flesh = 1 per piece

Diamond Sword = 200 per sword

Though, some items may be of use to your character, and can be used at the your own discretion.

There may need to be a money cap placed on the "send money" command, to prevent players being bombarded with cash. (Not 100% on that, though...)
 

Handeril

Well-Known Member
[Part 2]

Dungeon Crawler - NPCs

Dealer

Sells general items that can be used by other NPCs, or basic consumables that you or other players can utilize.


Craftsman

Crafts common and basic weapons and/or armor. (Crafting is disabled in this gamemode!)


Brewer

Sells specifically potions, but sells a wider variety than the Dealer.

Potions from the NPC can also likely have more than 1 effect.


Cook

Sells food.

While your character never loses hunger, a good meal will always do a world of good!


Blacksmith!

This NPC can forge better weapons/armor from combining your uncommon, common, or junk weapons/armor.

This allows the player to either sell weapons and armor, or combine them!

Can repair non-magic weapons/armor. ("Magic" weapons and armor are specially marked in their lore!)

This would allow players to make more powerful items, but it does cap off at "Rare". (Items made to this rarity become "Magic", but have upgraded effects!)

Weapons combined to "Rare" obtain the "Well-forged" tag, which adds +1% damage to the weapon.

Armor combined to "Rare" obtain the "Masterfully-forged" tag, which adds an extra level of protection!


Enchanter

This NPC can enchant your weapons and armor with random enchants, for a price.

Can also combine "Rare" or higher items to "Legendary". (Warning: EXPENSIVE!)

NOTE!: Once an item becomes "Legendary", it will NO LONGER be able to be combined!

Weapons made from this process gain the "Miracle of Magic" tag, which adds +5% damage to the weapon.

Armor made from this process gain the same tag, but gain Fortune X along with two extra levels of protection!

[Using both processes of Blacksmithing and Magical Infusion to make an item gains the "Work of Artisans" Lore and tag. Which combines the effects of both!]

Can repair magic weapons/armor!


Quest Overlord

Gives quests players can embark on while raiding the dungeons.

Can give cash, rewards, and even special items!

All quests are repeatable (except for certain ones), but have cooldowns proportional to their difficulty and reward.


Banker

Sells new types of vaults!


Miscellaneous NPCs:

Handeril - Can be found "off to the side", can be visited much later on for a quest.

[Whoever else is to be included, can be included, myself is just kind-of an example.]



Dungeon Crawlers - Vaults

Each and EVERY player has more than just their inventory to utilize for carrying items, as well as a stationary vault!

Normal Players have 3 vaults, and 25 stationary chests.

Members have 5 vaults, but still have 25 stationary.

Tributes have 10 vaults, and 30 stationary.

Sponsors have 20 vaults, and 35 stationary.

Peacekeepers have 30 vaults, and 40 stationary.

Capitols have 40 vaults, and 45 stationary.

Mockingjays have 50 vaults, and 49 stationary. (There's a reason for the "49" stationary)


Personalizing your Vault

Everyone likes to personalize their possessions, at least a little, so more than one vault design will be available by default per rank, and more will be open for purchase via the vendor. Though, more "premium" vaults can be available for purchase via the HHGN Store.

MYTHIC ITEMS

You may notice a specially marked chest in your vault. This chest is the MYTHIC ITEM delivery chest.

This allows you to submit specially-marked items to the chest for your Mythic Collection.

Completing the collection grants the player permanent effects until more entries are added.

These items are VERY rare drops, boss trophies, and even quest rewards.


Example:

Handeril's Invincibility Potion

- Strength X (00:13)
- Speed X (00:13)
- Jump Boost X (00:13)
- Absorption X (00:13)
- Health Boost X (00:13)
- Instant Health X (00:13)
- Regeneration X (00:13)
- Resistance X (00:13)
- Fire Resistance X (00:13)
- Haste X (00:13)
- Water Breathing X (00:13)
- Night Vision X (00:13)
- Glowing X (00:13)
- Luck X (00:13)
- The Elf's Touch of Godliness
- MYTHIC ITEM

[If this was to be added, it's a once-in-3-months reward for a Mockingjay only quest. The quest itself is HARD.]



Dungeon Crawlers - Mechanics


Levels!


Of course you can't just equip the most OP stuff and charge into the hardest dungeon alone!

There's always a catch!

By killing mobs, and especially by completing quests, you can level up your account. This allows you to be able to equip, and use, higher-level items.

Dungeons ALSO have minimum levels someone can be to still enter the dungeon.

Quests also have minimum levels someone must be to obtain them.


Though, I bet you're thinking that quests with general objectives such as "Kill Undead" should be easy, right? Sadly not!

Dungeons have levels and QUEST LEVELS applied to them. The level of the player is infinite (but gets harder after the "level cap" is passed), though, dungeons can be leveled
between 1 and 10 for questing. So if a quest says "Tier 5", that means only dungeons level 5 and up will give you credit for killing mobs.


Parties!

You can't exactly go "one man against the world" in Dungeons, every dungeon has minimum requirements for how many people can attempt it.

(The cap on a party is 20 people, unless the leader is Mockingjay or higher, in which the cap doubles to 40.)

[TRAINING dungeons DO NOT allow parties unless it's the "Party" dungeon.]


Donor Items!

Yes, there's always gonna be that ONE or more items that are available for "cash money".

These items are ONLY weapons, but are INDESTRUCTIBLE!

They're good items, but here's the catch:

They cannot be combined

They cannot be traded

You must be at least level 10 to use them


Plus, to keep it fair, please don't make the donor weapons too overpowered compared to much higher-level items. I'd like them to be worth the money, but not the strongest items.
 

Handeril

Well-Known Member
[Part 3]

Dungeon Crawlers - How it might work.

▓ Parties ▓


Parties will need some sort of plugin to make them, and then other plugins will need the ability to count the number of players. (For entering dungeons)

They'll need to track how many players are in the party, in the set region, and if it meets or exceeds the needed amount. The same plugin will need to warn players if there's not enough party members to continue the dungeon. (It will wait 5-10 minutes before booting the whole party out! :eek:)


▓ Donor Items ▓


Donor Items have the NBT Tag "Indestructible" and the plugin that tracks item durability will need to ignore these items.

▓ Items and Durability ▓

Items with durability are tracked on how much durability they have and even display it when the mouse is hovered over it. When they break, they will be replaced with the ingot, gem, or item they're made from. (Hence why crafting from benches would need to be disabled, to prevent any sort of game-ruining issues.)

These ingots, gems, and items can be brought to the blacksmith/enchanter to be repaired.

When "repair items" is selected, the player's inventory is brought up, and any items that are broken will display their cost to be repaired when hovered over.

IMPORTANT! Items until level 10 do NOT become repairable once destroyed!


▓ Resetting Dungeons ▓

A plugin would be needed to disable the drops within a specific area, reset the area entirely, then destory the chests, and place new ones with random loot associated with their type.

(The plugin would also need to track what chests are what rarity, so the loot in them matches the type. The chests are also switched up when each reset happens, meaning that the chests may not be in the same places as before. So, they could be, but it's not 100% certain. It would also need to track dungeon difficulty so that the chests can be spawned "properly".)

[That way, if mistakes are made, the plugin can correct it.]

That being said, chests are proportional to the dungeon's difficulty, with this, there must be more than one spot for each type of chest rarity.


▓ Armor and Weapons ▓

Normal Armor and weapons are utilized until level 10.

Level 0-2 = Leather and Wood (So you spawn with leather armor and a wood sword)

Level 3-4 = Chain and Stone (This becomes available via the dealer)

Level 5-6 = Gold (Dealer, but costs more than Chain and Stone

Level 6-8 = Iron (Blacksmith, costs a little less than Gold)

Level 8-10 = Diamond (Blacksmith, costs more than Gold)

Once a player becomes level 10, they'll be at a level cap until they visit the Quest Master for the first time.


▓ Quests ▓

Quests track objectives and where those objectives are being completed. (To prevent cheating)

The first quest is the one where players are informed of the dream they're in, and told to "wake up".

Once players "wake up", they'll be in the "Real World" and equipped with an enchanted wooden sword and enchanted leather armor.

[All possessions of the user are wiped when they "wake up"!]

On the plus side, they gain access to vaults, to create parties, and so forth. They also keep any leftover currency from the "dream".


▓ Armor ▓

Special weapons and armor have increasingly better enchants and attributes. Armor would give more health when worn as well as better protection.

[Thus, it could be more than one type of material, give more effects to the user via attributes, or just have enchants.]

Example:

Normal Diamond Armor vs A long fall = Death

Feather Falling X Leather Boots vs A long fall = Still Alive!


▓ Weapons ▓

Weapons can't give extra health when wielded, but can, however, give the user unique effects and possibly abilities!

Example:

Flame Bow = Fiery Arrows

Fireball Gun = Fireballs

Example 2:

Normal Diamond Sword = Normal Damage

Rogue's Knife = Normal Dia Sword Damage + Strength I when held!


▓ Vaults ▓

My idea was to use playervaults (Hence why there's 99 total vaults at MJ Rank), the vaults themselves would have to track what chest is what number in the vault.

Players can do /pv 1-50 anywhere but cannot use 51-99 as that's for the "stationary vaults" to access.


▓ Mythic Items ▓

Players can click on the Ender Chest in their Vault to check what items can be submitted. If they have one of these items, they can click on the item in the chest to optionally
sumbit it. (Once it's submitted, it cannot be retrieved! It'll also show up in the "submitted" section of the chest instead of the "uncollected" section.)

A plugin will be required to track if a player has submitted all items, and to give them permanent Resistance 1 and Regeneration 1 if they have collected all items!

[This can be toggled off/on, however, by simply going to the chest and hitting "Disable Effects" or "Enable Effects".]


▓ Mobs ▓

Mobs will need to have the ability for special effects, so Mythic Mobs will likely suffice to create a decent challenge for players.


▓ Deaths ▓

keepInventory will be on, so players will NOT loose their items upon death! :D

Though, if they die a certain amount of times within a dungeon, they will not be allowed to re-enter with their party! :eek:

[Trying to bypass this by joining another party shouldn't work, as that's kind of an exploit.]

(So a lives counter per-player will be displayed off to the right on a scoreboard. it'll track how many lives a player has!)

If a player dies, they won't be allowed back into the dungeon until it's open for scavenging or reset!

Training Courses give you infinite lives, so, no worries!

Unique Stuff (Not in original notes!):


As mentioned before in the idea, there's a separate overworld for when you're level 1-10. You'll also have a pickaxe to mine any ores (Generated at random in caves) you happen to come across.

Most mobs in this area are normal mobs, save for a very few special, but weak, mobs.

The hub of this area has 3 of the many NPCs:

Quest Master - Accessible ONLY when you reach level 10, so your character can "wake up".

Dealer - Sells basic consumables, and allows you to sell stuff to him for cash.

Blacksmith - Sells basic armor and weapons.

You can see and interact with other players in this area, too. So no worries, you're not alone! :)

You commands are sadly limited in the "Dream" Overworld, as mentioned before. Though, once you reach the Main Overworld in terms of your character, you have access to all commands within your rank.

There are items you CANNOT trade, and it will be marked in their lore. Such items are usually Mythic Items, Donor Items, or Legendary Items.

[EDIT]
If you have fortune/looting on your sword/armor, it'll boost the chances of something dropping for you. Along with this, it'll add a small percentage of what you earned from the mob to what you actually get from it.

Examples:

You have normal stuff, and you kill a Gold-Plated Drone that gives you $50.

You have a Fortune X Chestplate, and kill the same drone, it gave you $55 instead.

You have a full Fortune X Set and a Looting V sword, and killed the same drone, you got $72.50 instead!

[EDIT 2]

The Dungeons need to be able to track if all players in the party are meet or exceed the required level of the dungeon. Leveling also does not use the vanilla leveling scale, instead, killing mobs earns you exp like in KitPvP. If in a party, the exp and money from bosses and other mobs are split up between all alive party members. :)

It should be noted you'll get more or less exp depending on the mob's level (Mobs have levels too) and the player's level. Though, cash gains only go up depending on the mob's level! :D

[Edit 3]

Gamemode Masters!


There may be a few "level caps" in Dungeon Hunters. 3 of them (not sure what levels), is my thought at the moment. To pass these level caps, you'll need to defeat a specific boss known as a "Gamemode Master". These bosses are very challenging, and their dungeons are likely the same... Luckily, even if you die, if your party completes the dungeon and boss fight successfully, you will be granted access to pass the level cap! :D


Please note! I am still open to suggestions regarding what I should add to the gamemode suggestion!


Once again, apologies for the multi-part post.
 
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Handeril

Well-Known Member
I forgot to mention:

If you vote the "Terrible" option on the voting, could you kindly give some feedback of what to add to it? Thank you!

Also, because of some problems that may likely come up, I would suggest NOT adding PvP to this gamemode...
 

Handeril

Well-Known Member
I have like 12 finals starting on Wednesday and literally haven't studied at all, oops


Anyways let's not go too off-topic

Agreed. I have been coming up with some ideas of the higher-level bosses for some time now, though, I may need to edit them for HHGN. (As their lore is very irrelevant to the network, and the lore they do apply themselves to is copyrighted for another server, so they'll need some revisions to be HHGN-appropriate AND to not get myself in trouble.)
 

Handeril

Well-Known Member
after being "Raided"..?

Dungeon Crawlers is kind of like a PvE version of Factions, except you don't get to completely annihilate the base. (Usually factions will protect their loot if you come into their base while they're online, right?)

[For those of you feel bad about coming into mob bases to take the stuff... how do you think they got it? ;) Mobs don't necessarily "craft" their stuff. :eek: ]
 
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Handeril

Well-Known Member
Just because hes taking exams doesn't mean he wont still be coding a little bit

We're kinda getting Off-Topic again, and I figured that.

Factions has no ETA, neither does Arcade, so even if Dungeon Crawlers gets the "green light", it'll have no ETA all the same... :/ (Unless Zainos says otherwise)

Nonetheless, this thread is for feedback on the gamemode's concepts and the idea in general, not its estimated time of arrival.
 
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Handeril

Well-Known Member
I re-adjusted a "final boss" that I wrote up for another server. His lore is a long story, though, his mechanics will need re-writing if the gamemode is added, balanced out, etc. I can post his lore, if y'all would like to read through it.

[Edit]

If the gamemode is accepted, maps will need this criteria filled out:

Difficulty:
Length:
Minimum number of players:
Chests (Please list amount and rarity):

- Lore is needed for the dungeon, as well as the Bosses. (This includes mini-bosses!)
- Bosses will need their attacks listed...

OR


Difficulty:
Length:
Minimum number of players:
Chests (Please list amount and rarity):
Lore for the Dungeon:

- What bosses, mini-bosses, and enemies are to be used. Along with this, where they'll be placed.


Along with if the gamemode is accepted, players can submit enemies/bosses for creation!

Criteria:

Name:
Difficulty:
HP (Health points):
Stats:
Special Attacks (if any):
Lore:

- Normal enemies can have little-to-no lore.
- Mini-bosses need a mini-lore. (lol) :p
- Bosses need some lore. (Like, what makes them the boss.)
- "Gamemode Masters" need alot of lore. (Though, I hope this can be kind of "reserved". Sorry! :/ )

[For this, we'll need a pinned thread of accepted and coded bosses/enemies. Important note, dungeons cannot re-use the same boss and mini-bosses from other dungeons, unless the lore allows otherwise! Even in such a scenario, the boss will need a different appearance!]
 
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Handeril

Well-Known Member
[Apologies for the double-post]

I'd like to bump this thread, as I have made many edits to the posts, and I want to make sure people are still happy with the proposed ideas.
 
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