Assumptions:
- It’s important for a player to occasionally observe an immediate reward from combat.
- The player should interact with the reward to claim it.
Reward Orb System:
- Occasionally an enemy pack will drop 2 reward orbs.
- The orbs are pulled from a pool of rarities or thematic families, which are visually distinct similar to item coloration.
- Interacting with one of the orbs causes the other orb from the same drop event to disappear; both are beneficial, but you must make a simple decision.
Reward Idea 1:
- Orbs act similar to shrine effects, providing a mild boost to abilities for a limited time.
- Orb effects do not stack. Picking up a new orb will replace the older one, preventing a power snowball.
Reward Idea 2:
- Orbs progress towards a bonus item that is eventually gifted to the player. Different rewards can be progressed concurrently.
- Item types include standard gear and key rewards, but more rare rewards include small increments to a random blessing, or other progress in available in future meta systems.
- Certain rewards can only be gained exclusively through this system: e.g. powering up a Shade of Orobyss to an elite level or spawning certain boss events.
Questions:
- Would this system fulfill the listed assumptions?
- Does this system seem like the basis of something interesting that can be refined?
- What other reward ideas would you propose?