Each fight would require you to have high resist for each epic battle.
For Example: If you are running a poison build you would have a hard time with the POISON Ancient Dragon as his/her resist to that element would be very high. This leads to changing builds or making sure you have penetration on your build. These bosses would require preparation and planning.
How would you hunt these Ancient Dragons? They would be random time anomalies that spawn on random maps in the Monolith / Campaign (after you hit level 100) or whatever future leveling system that might/could be added (think Diablo 3 Adventure Mode).
Once you acquire all 7 Ancient Dragon heads you than go to a special map to summon an intense boss fight that utilizes all elements and has multiple phases.
Beat this boss and you NOW have access to the Endgame Dungeon System!
The attunement HAS to be completed solo (even if your an MP player).
Why?! This is a rite of passage proving yourself that you have the reflexes, gear and grit to complete this attunement. It is a way to ensure the players wanting to push the endgame dungeon system are legit and willing to put hard work into making teamwork fun and having that feeling of accomplishing a difficult feat together.
I know, this is pretty much an MMO type setup but itās really not. Itās Last Epoch!
Although Iām very much a fan of MMOs and the experiencing of partying up and fighting in dungeons for awesome loot, doing so in this game would have the unintended consequence of basically forcing players to engage in multiplayer if they want certain items. ARPGs like this one are designed to be as playable solo as they are MP, so I donāt think a system like dungeons would really work for a game that wants to stay SP friendly.
Dungeon and DosBox dumpster diving are strong in this community. EHG will need to give more info on the details of MP. I think though from the first comments that it is limited to 4 players and that the Solo / MP worlds are separate, so the disassociation that @McFluffin mentions may be mitigated.
I agree with you, I know EHG wouldnāt want to make content for a certain demographic and leave the solo players out BUT I still think this would be very fun!
Iām not quite sure what everything in your post means, but even on MP servers itāll be possible to play SP. It will connect players to all of the MP functionality, including trade, but allow them to do all of the content on their own. In that regard, a dungeon system would undermine the goal.
Yeah it definitely would be fun! Historically my background is in MMOs and I only transitioned to maining ARPGs a few years ago, so I definitely love the idea of having MMO elements in an ARPG. Maybe a game like Lost Ark will fill that niche for us.
Edit: Or there could always be a dungeon type system that is still Solo friendly, but scales well for MP
From what I have read those that stay SP do not get the same server connection as MP. I could be wrong, if you can find a quote from EHG, please post it.
There is going to be both single player offline and server authoritative play. The second is where you can play either solo or with others. Itās pretty standard fare for an ARPG to operate this way on a server authoritative system, and LE is no different. I donāt know how to offer you a quote on this, but I assure you itās 100% the case.
I fully agree with @McFluffin here. While this could be fun, Iām sure EHG donāt want an activity that is strongly multiplayer-oriented. And I personnaly donāt want it either.
I will probably play mostly solo online, which means that Iāll be open to play with anyone, but I donāt want to be forced to do so. And I also want to be able to enter all activities of the game.
EHG already said there will not be a fully healer class, they want all classes to be āmulti purposesā. They really view characters as heroes who are fully independant but can work in groups if they chose to. I like this position.
I know what you mean. My group always expected me to be the kama-wielding madman of destruction in the NWN, NWN2 series. I had a unique build that I never let out in public that allowed for a dual-wielding 16 APR, 12+ dev crit on hit in the 3.5 ruleset. It was a brutal killer.
Iām largely okay with most of it, but an attunement process is a hard pass for me. If this went up on a poll, Iād slam that āNoā button on this basis alone.
Do have those bosses. Do have MP-oriented content. Do NOT have MP only drops. Do NOT have attunement.
At first, I was like no-no this is a bad idea, because it would force MP onto people, who need specific items for a build or just want them. But if there would be no MP-only drops, I guess it would be fine. Though, even just a better drop chance for specific items might make people feel pressured to do this.
Difficult decision to create specific dungeons. Might just be easier to just keep creating normal boss encounters, which, of course, with the introduction of multiplayer, will be able to be killed with a party too. Definitely more flexible and where I probably would lean more towards, if I were a dev.
I like the idea of multi user dungeons. Itās someone I would love to see that since I have friends to play with and we all love those things and another parallel system to MoF is great because itās another play option.
What I dislike are the better rewards. No one should be forced to play one gameplay to have better, or different, rewards.
I donāt like to play with people that I, or the ones I play with, donāt know and forcing me to play with them just to do some content is a no go.
Thereās probably more people who share this view.
So, 4 to 6 people dungeons itās a big yes. Better rewards from it itās a big no.
EHG already said multiple times that they donāt want to force anyone to play multiplayer. So there probably wonāt be rewards for MP only.
What theyāll be releasing soon is rewards for deathless. While I personnaly dislike that (I die a lot), I do understand and acknowledge it can be cool.
My 60 Sorc is deathless and I havenāt even tried that hard, lol. Wore white/blue gear to almost 40. Itās funny. My melee Rogue, on the other hand, has died 4x before Ch 4 to random one-shots, despite wearing multiple uniques/rares.
Iām curious what these ādeathlessā rewards might be and how the distribution of builds they end up rewarded across look. Iām not someone who thinks it necessarily needs to be equal, but if the rewards are too significant, I can see it creating a problem for the devs if the player base reacts negatively to it.