|
Post by Morph on Jul 31, 2007 12:12:17 GMT -5
Well then, DS, I'm going to put your characters, one by one, inside a Null-Magic room filled with the Seven Beasts of the Dark Apocalypse.
|
|
|
Post by Rising Dragon on Jul 31, 2007 13:22:26 GMT -5
Well then, DS, I'm going to put your characters, one by one, inside a Null-Magic room filled with the Seven Beasts of the Dark Apocalypse. I'm all for seeing that happen.
|
|
|
Post by Evil McBadGuy on Jul 31, 2007 14:58:41 GMT -5
Well then, DS, I'm going to put your characters, one by one, inside a Null-Magic room filled with the Seven Beasts of the Dark Apocalypse. I'm all for seeing that happen. So am I, oddly enough.
|
|
|
Post by Great Saiyaman on Aug 18, 2007 15:29:12 GMT -5
Well I got another idea myself. Difficulty. In each room, after defeating the room there are three ways. One is easy, one is medium, the last is hard. Each have their own rewards and drawbacks. If easy is taken, you progress slowly through the dungeon, but in each room you are given some health back and fight weaker enemies. In the medium, you progress slightly faster and are given a magic boost and fight stronger enemies than in easy. On the hard you progress quickly, but you are given no boost and fight some the stronger enemies of the game.
Also, inspired by several ideas, RD's memory boss and DS' King Room. If there are a party of players and all enter the room. Each are scanned for the strongest boss/ elite enemy fought. Then once the data is taken, the opponents appear. Now the enemies are NOT prohibited onto fighting the person they were scanned from. They are on a team and players are as well. The enemies could chose to take one player down at a time, or mix it up, the players may do like-wise.
|
|
|
Post by Rising Dragon on Aug 18, 2007 19:40:22 GMT -5
You totally got that first part from the Devil May Cry games.
|
|
|
Post by Great Saiyaman on Aug 19, 2007 12:16:27 GMT -5
It's a good idea.
|
|
|
Post by Evil McBadGuy on Dec 9, 2007 18:15:33 GMT -5
A room where one fights a copy of themselves?
A room where you need to press switch in a certain order, otherwise it causes the lava or whatever's at the bottom of the room to rise?
A room filled with traps such as poison darts, fire-breathing statues, break-away floors, alarms that call weaker monsters until the alarms themselves are destroyed, etc.? Wouldn't be very leathal, but would certainly wear down the average player, don'tcha think?
|
|
|
Post by Rising Dragon on Dec 9, 2007 18:42:36 GMT -5
A room filled with traps such as poison darts, fire-breathing statues, break-away floors, alarms that call weaker monsters until the alarms themselves are destroyed, etc.? Wouldn't be very leathal, but would certainly wear down the average player, don'tcha think? So, basically, a Paganitzu room?
|
|
|
Post by Evil McBadGuy on Dec 9, 2007 20:06:46 GMT -5
I... guess?
|
|
|
Post by Morph on Dec 10, 2007 9:27:10 GMT -5
That would be a good idea, DS, were it not for the fact that the average player is above-average.
Hence the Delta rule.
|
|
|
Post by Ryo on Dec 10, 2007 12:49:10 GMT -5
Once you enter the room your rank is dropped to zeta or such until you leave. Makes this work quite well.
|
|
|
Post by Morph on Dec 14, 2007 14:05:07 GMT -5
lol, that would also pretty much mean that you couldn't use any techniques, since almost nobody has Zeta/Epsilon techs.
|
|
|
Post by Ryo on Dec 14, 2007 14:08:33 GMT -5
Would they need too? It's not like any overpowered enemies would be in a room filled with nothing but traps.
|
|
|
Post by Evil McBadGuy on Dec 14, 2007 14:47:35 GMT -5
And like I said, those alarms only call very weak enemies.
|
|
|
Post by Rising Dragon on Dec 14, 2007 15:08:40 GMT -5
You're also forgetting equipment, which also helps determine the versatility and abilities of a character. Take Rua for example, his Phase Blades and Dragon King Armor can easily take out strong foes. Even if you lower his rank, what chances would minor enemies have against him? He wouldn't need his techniques to dispatch the threat.
|
|