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docs(game design): power-creep & player progression systems #28

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jordanhoare opened this issue Jan 19, 2025 · 0 comments
Open

docs(game design): power-creep & player progression systems #28

jordanhoare opened this issue Jan 19, 2025 · 0 comments
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jordanhoare commented Jan 19, 2025

Game Design Document: Progression System

Overview

The game's progression system intertwines Dungeons, a Battle Pass, and Hunter Missions to promote continuous engagement and power growth through gameplay rewards.

1. Dungeons

  • Access: Entry requires tickets from Hunter Missions or the Battle Pass.
  • Rewards: Includes gear, rare items, and upgrade materials, with higher difficulties offering better loot.
  • Progression: Tiers (e.g., Rookie, Veteran, Master) unlock based on player gear, skill levels and hunter mission ranks.

2. Battle Pass

  • Structure: Levels are achieved by earning points through daily/weekly tasks.
  • Rewards: Includes materials, tickets, and currency, with premium options offering more significant rewards (additional materials, tickets and global boosts [i.e.: all players recieve 2hrs of increased exp, loot, skill rates]).

3. Hunter Missions

  • Objective: Involves specific tasks like hunting monsters, and each mission givens points toward increasing 'hunter rank' (e.g., Rookie, Veteran, Master).
  • Boss Mechanics: Completing kill requirements (e.g., 300 sea serpents) grants an invitation to face a special boss (e.g., sea serpent boss).
    • Standard Boss Drop: Guarantees a dungeon ticket and has a chance to drop 10-25 fragments toward a catalyst needed for item augmentation.
    • Augmented Boss: 25% chance the boss respawns as an 'augmented' version, which guarantees a drop of the 'augment' crafting item, the catalyst.
  • Rewards: Yields dungeon tickets, materials, and random drops, fostering a gameplay loop with Dungeons.

Crafting and Augmentation System

  • Catalyst Levels: Catalysts are tiered (1-5), corresponding to the level of the creature they are derived from (e.g., Dragons level 1, Dragon Lords level 2).
  • Augment Crafting: To craft an augment, players combine a catalyst of the required tier with creature-specific items (e.g., 200 dragon leather for a tier 2 Dragon Hunter augment).
  • Augment Application: The resulting item, such as a Dragon Hunter augment scroll, can be applied to equipment to bestow specific augments like increased damage or resistance against certain monsters.

Augments Examples:

  • Vital Shot, Heavy Shot, Lightning Shot, Righteous Rejuvenation, Dragon Hunter: Each augment has unique modifiers that enhance player abilities or resistances, crafted by combining specific catalysts and creature items.

Upgrade System

  • Mechanics: Gear is enhanced using materials from gameplay, with upgrades subject to RNG success rates.
  • Sources: Materials come from guaranteed dungeon drops, Battle Pass milestones, and elite mob drops.

Currency System

  • Usage: Buys upgrade materials, gear, or cosmetics (alongside hunter rank points, players earn task points to spend on a second in game store for cosmetics), earned across all game activities.
  • Economy Impact: Encourages player-to-player material trades, balancing the grindyness of upgrades.

Player Power Growth

  • Visibility: Power increases are evident through gear levels, dungeon completions, and Battle Pass progression.
  • Ranking: Players achieve ranks that reflect their in-game progress and status.
@jordanhoare jordanhoare added enhancement New feature or request feature labels Jan 19, 2025
@jordanhoare jordanhoare self-assigned this Jan 19, 2025
@jordanhoare jordanhoare changed the title docs: server progression docs(game design): power-creep & player progression systems Jan 19, 2025
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