This is an idea thread. It would be great if you could read the whole post (besides the examples) before inserting your critique (which I would love to hear). Thank You .
Hello!
What I propose is a new type of group content that is similar in quality to those classic super-long dungeons from Vanilla. Think Blackrock Depths, Dire Maul, Mauradon, Sunken Temple, among others. They would be long, fairly open, and cover a story that is less an event and more a gradual, flexible quest chain story arc. The focus is mostly on open exploration and pathfinding, but would not be randomly generated and still contain a solid title, theme, and storyline.
Some facts about Expeditions:
- They would not have a weekly lockout in the traditional sense, as in they would not reset until you completed them (although if you do complete them you can not start a new one until a new week starts)
- You don't have to knock it out all in one sitting. They would have checkpoints that allow you and your friends to skip content that you have completed already. Think of the elevators in Dark Souls/Bloodborne.
- They would be for 3 - 10 players, scaling accordingly.
- Most would be in fairly remote, closed off places like deep forests, underground titan ruins, and isolated islands
- Despite this, there would be a clear and consistent story weaved throughout, with scripted events and scenarios within the open environment.
- They would take a player multiple days of constant playing to complete, or be gradually conquered over the course of weeks.
- Many would have a large, labyrinthine map that has a meta unto itself on how to navigate it.
- Most would contain about 13 - 20 bosses.
- Most would be winged (like a raid) or open to a extent not seen since Wailing Caverns.
- Many would see the return of optional, secret, and summonable bosses, as well as unconventional mechanics and generally more risk taking by the developers. Think of the fishing boss in Zul'Gurub or all those bosses in the tavern in Blackrock Depths.
- Some would even feature vendors and NPCs akin to the tavern in Blackrock Depths (remember, unconventional is the key word here.)
- The difficulty would increase from boss to boss as you travel farther on your expedition, focusing more on difficult mechanics instead of straight gear checks. The later bosses would be mechanically similar to a heroic raid boss, with the final baddie breaching mythic levels.
- Clearing them once would unlock a harder difficulty for those that really need it, but it would mostly just be a numbers increase and would not reward any new unique items, only scaled up loot.
- Drop rates for items would be 2-4 times higher than normal dungeons, considering you are not running the same bosses nearly as many times.
- They would absolutely reuse art assets when needed, to lesser the load on developers.
- They would reward heroic dungeon gear at the start, then gradually increase in item level the deeper you traverse.
- Many bosses have cosmetic or vanity items that have a guaranteed drop upon killing.
- There would probably only be 2 - 3 per expansion, with maybe 1 added over the patch cycle.
The purpose of Expeditions would be to bring back that feeling of delving deep into a mysterious and dangerous area with your friends. The target audience are people who want content that they can really sink there teeth into with a small group of friends and not complete in just a day. They would function as something a normal player would chip away at, unlocking checkpoint after checkpoint, and only the extremely dedicated would be able to tear through them in just a day. Completing them just once would be quite an achievement in themselves, and would probably reward a title, mount, and achievement. They would also be great for those people who miss raids like Karazahn.
Now the question is how this would work in regards to other peoples progression clashing with yours. What I am thinking is that every group can start a new "save" of the expedition, up to 3 simultaneously, and only if its with other people. This would allow people to PUG stuff they are already working on with friends and vise versa. You can also choose what save you are entering when you arrive, similar to changing the difficulty of a raid. You could also enter someone else's save if you are grouping with people who have already made progress. You will never lose your original personal save though, and can not enter a group who is past a certain point, say 75% into the expedition. You will not get the mount/title/achievement until you beat every required boss.
So, now the fun part. Here are some examples I whipped up to illustrate what I am proposing (you don't have to read this part if you just want to comment on the idea, as I go into an unnecessary amount of detail because I have no life):
Cutthroat Isle
Many speculated the whereabouts of Nat Pagle, who quickly fled champion's garrisons after the events in Dreanor. Now a distress signal, in the form of a message in the bottle, has arrived on the the shores of the Broken Isles, reading "BEEN CAPTURED. PIRATES LURD ME IN LIKE A DRN MACKEREL. SEND HELP. BRING UH FISHING POLE." He has been captured by pirates, and mostly likely taken to their base, Cuttthroat Isle. While all resources are going to fighting the legion, only a focused group can infiltrate the premises, not through force, but through espionage. Now, brave heroes must venture to Cutthroat Isle, primary headquarters of the newly formed Bloodsail Renegades, to save the famous fisherman and eventually unfold a deeper, darker scheme in the works.
You begin by traveling in a ship to an invading Renegade ship, which you infiltrate and take over. Players will sneak into the loading docks unnoticed and take out the guards in the back entrance, only to be uncovered by lead Docksman, Billy Thatcher. From there you don pirate disguises salvaged from the ship and go do a number of things (of which you can tackle in any order):
- In one path you convince the Barkeeper at the "Booty and Beer Inn" to show you the secret location they are keeping Nat Pagle. The bar is fully functional when you have the diquise on and functions very much like the bar in Blackrock Depths. If you have the checkpoint, you can come back here alone. Anyway, He opens the door in the basement to a collection of underground tunnels, which lead to a cell holding Pagle. There is also an optional boss in another cell. Pagle will thank you for his rescue and follow you out, not before being confronted by the barkeeper himself, aware of your scheme. With him out of the way, you give Nat a disguise and exit the caverns.
- One path will send you on a mission to disable the watchtowers, which will makes traversing the island easier and is required to enter the final location.
- If you have Pagle with your group, you can enter the wild, overgrown section of the island that Nat insists contains "The best fishin' spot on here darn Azeroth". To no ones surprise, things get crazy and multiple fights ensue. Once cleared, the fishing spot with be open to use, holding unique fish and items.
- Another mission will have you enter the smithy to stop the flow of weapons and parts in and out of the island.
- In the last wing you go to the shipyard to stop the masses of ships being built to raid Aszuna.
When all wings have been completed, the final area unlocks, the Captains manor. Here the plot to steal a Pillar of Creation is being developed and must be stopped. You can now take off the pirate disguises and raid the front door. As you ascend to the top, you fight the personal chef, his dog, and then arrive at the captains quarters. Before the fight with the captain is over, he will attempt to escape from the island in his personal boat, only to be intercepted by an aloof Nat Pagle, who just happens to have fished up a large seat beast that gobbles up the captain, leaving nothing remaining.
Uldradon
For millennia this ancient Titan city lay hidden, submerged in deep waters, unknown to the denizens of Azeroth. It's sudden appearance puzzles even the brightest minds. A thorough expedition must be made into its heart, uncovering the secrets within. Along the way, players will discover the cities true purpose, followed along by the famous Brann Bronzebeard.
Ok, so this place is basically Titan Atlantis, and it rose up to the surface now because it is actually the place where the pillars of creation were built. The Pillars creator, Morganon has rebelled against the Titans and seeks to reclaim the pillars as he sees there power "too strong for humans to behold". It is mostly waterlogged and deserted with some areas being reclaimed by Naga, and others still populated with what remains of the titans residents. In the center is the forge where the pillars were built, and (of course) there is an Old God behind the whole thing.
I may or may not post more details but I think I have made my point and none of you will read this section anyway.
TL;DR: Expeditions are essentially those classic dungeons like Blackrock Depths and Sunken Temple, but with checkpoints and are for 3 - 10 players. They have no lockout, but if completed can not be started until the next week. They get more difficult the farther you go, and have about 13 - 20 bosses, some optional or summonable. The focus is on unconventional mechanics and risk taking, not gear checks. You can have three saves of each one at a time, but must beat every required boss to receive the final rewards. They are not meant to be completed in one sitting, and should take a normal player days - weeks to finish.
So, is it any good? Tell me your thoughts, I would love to hear them. Feel free to post your ideas for cool Expeditions as well.