The future of Pve in Eris

So firstly, I understand its a pvp first and focused game. That being said, a lot of people ive talked to, and myself, prefer pve content. It was said before that the problem with pve is it becomes dead content after a point that people will just blaze through to get thier levels then never use it again.

Im proposing Unique powerful drops that you obtain from dungeon raids that require a team/guild to complete. The unique item will have a one week period after which it will go back into the drop pool and be removed from the players inventory. The items should scale to the wielders level, making even an early dungeon worth fighting for late game players. The reset will also entice guilds to pvp outside of the dungeons and fight for the right to enter the dungeon and get the drop. Im thinking it will work like the mine, where there is a one hour window where anyone can enter the dungeon, allowing guilds to start but have the chance of getting hit from the back(go away rukia, not like that) and preventing that from happening after the time limit. After the time limit, only members of the guild in control can enter/re-enter. If after the time limit is over there are people from multiple guilds, it will be a last man standing fight to gain control. This obviously excludes the mercs, and the only way around it that i can see is instead of being guild based, making a seperate dungeon party system that would allow them to act like a guild for the duration of the run. obviously if you have another suggestion, please post it. The item can be traded between players, but not looted on death, but the timer doesnt reset. Its out for exactly a week and then back in it goes. That way if whoever gets the drop, say a battle axe or a piece of heavy armor, but theyre a mage, it can still be useful to the guild instead of just sitting in a bank out of play for a week.

I would also love to see once a day world bosses that act in a similar way, dropping a unique item with the same stipulations as well as unique mob items used for enchanting/crafting. Rather than it be on a strict 24 hour spawn, to allow for players of different times a chance to fight it, it would have a 12 hour cool down and a random respawn between 1-12 hours from the time of its death. My suggestion is moving the automotons and summoners around the road and making a giant automoton in the arena there. its just begging for an epic fight.

As stated in another post and suggested by Xavier, it would be great if mob drops could enhance the base stats of an item at the weaponsmith/mage vendor/armorsmith and be used to increase the odds of getting the enchantment you want at the alchemist. a golden statue in my guilds honor of being first empire, featuring the first empress <3. It would also be nice to have craftable gear using the mob drops, monster hunter style, that is balanced with whatever the current end game stuff is so it crafting doesnt become completely useless.

Gathering mobs for crafting. Tree ents to gather wood, automotons to gather stone, etc. all gathering would be done through combat, something i havnt seen any other game do.

fishing mini game. literally not a game unless you have one, ESPECIALLY if it doesnt fit the vibe at all. I dont make the rules. also fight the fish after you reel em in, cause why not.

also, after the item is obtained, the dungeon should just be open full time for anyone who wants to raid it for drops or to grind xp. putting unique mobs with thier own drops that fit the theme of the dungeon would encourage players to keep fighting it. say its a magic based dungeon, having a mob that gives an item used to increase the chance of int enchantments by slightly more than one from outside the dungeon would.

if you have any other suggestions for keeping pve interesting and worth doing, please include them below <3

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The problem I see is this: “Only members of the guild in control can enter/re-enter.” Because some players prefer soloing.

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Theyre dungeons, theyre not meant to be soloable by design. its also a team centric kind of game.

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Forming a party is also a option

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I mentioned that in the post.

“This obviously excludes the mercs, and the only way around it that i can see is instead of being guild based, making a seperate dungeon party system that would allow them to act like a guild for the duration of the run.”

basically the dungeon party system would have a cap of 50 players, same as a guild, so everyone in a full guild can fit into it and have access to the dungeon once they get the rights to exclusivity. It would also allow non guilded people, like the merc faction, or just some randoms who want to run it together, to do so.

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one week tho? i agree with most of the points but why do you want the items to dissppear after a weeek.

like let’s say u get a pretty strong weapon what would be the point of being able to use it just for a week. instead unique mobs drops like u and Xavier stated, a different resource that players/guilds could control would be nice,

but other than that yeah, dungeons scaling would be very good but i feel that could very much be exploited like a grp brings in a bunch of new players or level 1 characters to reduce the dungeon’s overall level.

and instead of just guilds, party system would be better, incase you want to be in an alliance for a very hard dungeon. the current party system will also allow for backstabbing too, so it’s a gamble whether u want to team or go solo.

another thing would be a limited amount of tries for entering the dungeon, only thing we drop is gonna be gold, if thats the case you can nigh infinitley try again during that time to clear it.

making all resource combat based would also be interesting, especially the fishing, it gives use for both the fisherman Npc and would make fishing be a bit more interesting.

Can’t believe Old mac donald can think this much after being drunk as hell last night

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So that people go back to fight the dungeon again. It keeps the pve active and rewards players for doing it.

I also want it to prevent back stabbing. its not fun for anyone to do all the work then just have someone kill you out of no where and take it. People would quit so fast. The gamble with multiple guilds grouping would be your guilg member not getting the drop.

maybe if all members of the party/guild get killed, the hour window opens up again. maybe we put in a cap of 5 re-entries per player to prevent just being able to try for a week straight and not letting anyone else get in.

All my best ideas come from being drunk, idk what you mean. side bar, i razed the castle to the east, theyre gonna have to redo that whole area.. also im hang over proof, so, thres that.

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yea, that makes sense

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didnt read everything but i support u on fishing. best activity in most mmorpgs tbh. just fish and chat.

WE NEED FISHING!!!

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Bro, read this when you have time, as he made some excellent suggestions.

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eh, he got the most important part

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i am not gonna read all of your pragraphs you lunatics

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also. make crabs be able to be petted.

we are against killing CRABS. they are CHILL.

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then dont comment…….

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Some really good feedback here, thank you. Yes, in general PvE content is more popular than PvP, but it’s less replay-able. We’ll try to add PvE content where we can though.

From a development perspective, world bosses on long re-spawn timers are easy to implement and is definitely in the works.

Regarding the item drops, we are planning on re-making the current itemization system to something a bit more sophisticated. The general idea is to create loot tables that apply to all monsters based on level, then set rules to determine which bonuses can appear on which items and at what level. Expanding on this we would increase all item drops, but decrease the amount of gold received when selling items. This system would also seamlessly tie into later player made items.

Cathy I know is very interested in creating dungeons and a fishing mini-game. Both very likely coming but not being worked on at the moment.

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please also add ability to pet crabs and remove them from the starting quests. add snakes instead for the quest.

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nah i like killing things that you dont like now i am gonna kill crabs infront of u someday

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i am killing snakes then. in front of u. as many as i can.

#protectcrabs

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i will also love to help you with that

  Don't leave crabs alone      he hahahahahahahahahahahahahahahaha cough cough
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I don’t know whether i should call you mane-chan or Krab

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