Shifting Labyrinth A New Dungeon

Kashyk

New member
Dec 27, 2020
27
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--Used Gemini to help with the english

Core Vision: To create a dungeon experience where exploration, social politics, and grouping are more and less zerging or speed-running.

1. Discovery & The "Scout" Phase​

  • Rotating Entrances: Several entrances exist, but only 1 or 2 are active at any time.
  • The Key-Bearer: Active entrances are guarded by elite mobs. Defeating them drops a Dungeon Key.
  • The Scouting Window: Once looted, the entrance stays open for X minutes. This allows a solo scout to find the door, clear the guards, and call their team across the map.
  • The Collapse: To prevent massive clans from dominating, each entrance collapses and closes once 5 players pass through it.


    2. Navigation: The "Slow Crawl"​

    • Reduced Movement: Players are forced into a walk or a heavily reduced sprint. This prevents "skipping" mobs and forces players to clear the path.
    • The Echo (Audio Scouting): Because movement is slow and the atmosphere is heavy, sound is amplified.
      • Large groups (4-5 players) clank and stomp loudly, audible through walls.
      • Solo players or duos can move more quietly, allowing them to hide or ambush larger groups.


        3. The Descent: Social Dynamics​

        The dungeon is split into two layers. While you enter as a 5-man squad, you may finish as part of a 10-man raid.
        • The Neutral Haven (The Bonfire): Between Floor 1 and Floor 2 lies a small safe zone.
          It features a campfire.
          PvP is discouraged here, a Non aggressive mob is present that attacks criminals
          creating a "truce" or grouping zone. but still a possibility to fight is there
        • Expanding Capacity: The gate to Floor 2 allows up to 10 players to pass before it seals.
        • Forced Diplomacy: Floor 2 is balanced for 8-10 players. Two rival 5-man groups that met at the campfire must decide: Do we fight and likely die to the Floor 2 boss, or do we form an uneasy alliance to share the loot?

          4. The Extraction: Risk & Reward​

          Getting the loot is only half the battle. You still have to get it out of the dungeon and back to a town.
          Similar to walking with a relic to reliquary some loot would have to be Carried by a player to a town / camp for reward
          • Cursed & Heavy Loot: The best treasures are "Cursed." Carrying them may further reduce your speed, disable certain abilities , making you a target for other players.
          • Randomized Exits: To prevent "Exit Camping," there are multiple exits scattered around the dungeon.
          • Exit Keys: You must find specific keys (dropped by mobs or found in chests) to unlock an exit. You won't know which exit you will leave from untill you find a key to open one of the exists, ensuring that every "escape" is a gamble.


            Summary of the Experience​

            StagePrimary MechanicThe Goal
            The SurfaceScouting / TravelFind the active door and get the key.
            Floor 1The EchoNavigate the slow-walk zone beat the first boss and see if you can group up at the fire.
            The HavenThe BonfirePossibility to meet players to group up with
            Floor 2Heavy CombatDefeat the boss and secure "Cursed Loot." (Similar to carrying a Relic)
            ExtractionRandom ExitsFind a key and escape without being intercepted.
Solo player dungeon

Entry: The "Ghost" Entrance
Instant Collapse: The moment 1 player enters, the entrance Locks for X time
The Key: A guard at the door is a clue that there is an open entrance Killing it gives you the key.

The Mirror Gate: Two separate solo paths merge at the entrance to Floor 2.

The Duel or the Deal: You enter a campfire room where one could wait for a chance to group up for a boss or duel someone else who is in the dungeon.Floor 2 is balanced for 2 players.

There is no "Bonfire" safety here

Similar exit system as the big dungeon

Few different exists to choose from (Maybe also needing Key)
 
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