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Dark and Darker

Dark and darker: A Call for Normals-Exclusive Content and Progression

The allure of the AP (Arena Points) system in High-Risk (HR) settings is undeniable. The thrill of ranking up and reaping the rewards for the next season adds a layer of excitement to the games. However, for me, and perhaps for many others, the combat experience in normal matches surpasses that of HR. The constant hustle in trade channels becomes tiresome, and the prolonged, consistently fair engagements in normals hold a unique charm that captivates me.

Yet, this preference for normal combat presents a paradox. The need to engage in HR to secure exclusive skins and rewards creates a sense of obligation, steering players away from the game mode they find more enjoyable. The current scenario seems to imply that players are missing out if they favor the combat dynamics of normals. From a progression and economy standpoint, playing anything other than HR appears inefficient.

A potential solution to bridge this divide lies in the introduction of quests, ranks, or alternative systems exclusive to normal dungeons. By implementing a structure akin to the AP system for normals, players could experience the same sense of achievement and tension that accompanies the HR mode. This would not only level the playing field but also acknowledge and reward those who thrive in the more extended and intricate engagements of normal matches.

Picture a system where players embark on quests tailored for normal dungeons, each quest offering unique challenges and opportunities for advancement. These quests could range from mastering specific combat tactics to completing intricate dungeon objectives. Successfully navigating these challenges would contribute to a player’s rank and offer exclusive rewards, fostering a sense of accomplishment.

In addition to quests, a rank system exclusively for normal dungeons could be introduced. Similar to the AP system, this rank would symbolize a player’s skill and dedication in the normal mode, providing a tangible measure of progress and accomplishment. The rewards associated with these ranks could range from cosmetic items to in-game currency, ensuring that players who excel in normal dungeons receive recognition and valuable incentives.

Furthermore, the inclusion of other systems, such as unique gear or crafting materials exclusive to normal dungeons, could further enhance the appeal of this game mode. These items could serve as a testament to a player’s prowess in normal combat and act as coveted assets within the game’s economy.

The sentiment expressed here may resonate with many players who find themselves torn between the allure of exclusive HR rewards and their genuine preference for the combat dynamics of normal matches. By addressing this imbalance and recognizing the significance of normal gameplay, developers have the opportunity to create a more inclusive and engaging environment.

In conclusion, the proposal for more normal-exclusive content and progression is a testament to the evolving needs and desires of the gaming community. By implementing quests, ranks, and unique systems tailored to normal dungeons, developers can foster a more balanced and rewarding experience for players who cherish the intricacies of normal combat. As we advocate for a more inclusive gaming landscape, let us look forward to a future where every player, regardless of their preferred game mode, can embark on a journey filled with challenges, achievements, and unique rewards.

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Dark and Darker

A decisive choice is needed between prioritizing PvP or PvE

The issue with overpowered players arises from the game’s attempt to incorporate a battle royale element with the circular play area, rather than maintaining a true dungeon-crawling RPG essence.

In my opinion, the game seems to be grappling with an identity crisis. It’s outwardly adorned as a dungeon crawler, investing heavily in PvE elements, featuring bosses, diverse mobs, and an RPG-style progression. However, the pacing contradicts this intent, resembling a hurried iteration of PUBG, albeit with swords.

Perhaps, a better approach could be to allow novice players to cautiously explore corners and scavenge minor items, while experienced players take the initiative to storm treasure rooms (much like Tarkov, where skilled players rush key locations while novices gather random items) and engage in intense PvP battles for valuable loot. The concept of Hell could be made exceedingly rewarding, but PvP could be compelled to the point of death in that challenging environment.

It’s my belief that a decisive choice is needed between prioritizing PvP or PvE. If the game aims to be a dungeon crawler, it should provide ample time and space for players to immerse themselves in PvE activities. PvP should then manifest organically and sporadically as players vie for specific objectives.

On the other hand, if Dark and Darker leans towards being a PvP-centric game, then the RNG elements tied to PvE should be minimized, resembling the non-disruptive nature of Tarkov’s Scavs. Focus would then pivot towards refining and enhancing the PvP experience.

Investing heavily in dungeons, mobs, and bosses seems superfluous if the game ultimately aspires to be a Battle Royale. It’s difficult to justify putting resources into Goblin’s PvE content if players only spend a mere 7 minutes there. In such a scenario, a complete shift towards being a dedicated PvP game would be more logical, designing and balancing the mechanics accordingly.

In my view, it might be beneficial to eliminate the “kill feed,” thereby instilling uncertainty about one’s safety. Additionally, removing the Battle Royale-style circular play area and significantly extending the dungeon timer could encourage players to engage in their activities more naturally, leading to PvP interactions stemming from individual choices, then get more Dark and darker gold rewards. Players keen on initiating PvP could rely on features like ranger tracking and auditory cues, making the middle ground less of a viable strategy.

Ultimately, I see minimal justification for the inclusion of a Battle Royale circle in this game. Its essence lies in being a dungeon-crawling RPG, not mirroring the dynamics of Fortnite.