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.
