Alright so I finally caught up on some work and have a few hours to bs around.
Here are my thoughts:
Eureka
The overall concept would be a procedurally generated open world duty area similar in size to say Azys La. It would use tilesets from all available dungeons/zones to attempt to create a unique experience every time. You would start at a random spot ANYWHERE on the map. Flying is disabled at first, but can be activated for a brief time under certain conditions.
The zone would be filled with enemies ranging from solo to groups of say 10 minor enemies. Killing enemies and exploring sections of map fills up a bar that spawns a boss somewhere on the map as well as granting Weapon Experience. Maybe the aetheric compass could help pinpoint boss spawn by telling you how far away.
Party Size:
The duty would be designed for 8 players. 2 Tanks, 2 Healers, and 4 DPS. The party is encouraged to split up or stick together whichever works best for them. (You'd be sacrificing trash safety and speed to explore more, and kill more camps, albeit more slowly). Your strategy could likely dictate how close you are to spawning a boss, and how much time you left (dynamic gameplay > static).
Rewards:
The primary goal would be to provide "Weapon Experience" to level up your Relic Weapon.
Additionally, bosses found in Eureka will randomly drop personal loot that you can opt to take, pass to the group (to roll on normally), or you can convert it to Weapon Experience. Upon the duty ending, it will tally up your experience and add it to your weapon based on enemies/bosses killed and % of map explored. If you explore the entire map you get bonus "Weapon Experience", as well as instantly filling the boss gauge!
Certain enemies can even drop Treasure Maps for the zone! It'll be extra challenging to try and find the map location within the time constraints when taking into account enemy positioning too! They reward Materia, Gil, Travel Feathers (key item that allows flying in Eureka for 5 minutes for the whole party, disappears when duty ends), various pieces of relevant loot/gear, etc.. Finding a Treasure also instantly fills the boss gauge!
Cost to Enter:
Eureka costs 800 Creation tomes to enter (in 4.2, when this content would drop, Creation becomes Verity, keep that in mind, better said - current uncapped tomestone). In DF it charges 200 per player upon zoning in. In PF any # of players can contribute any amount of tomes to reach the total 800. The idea behind this is to gate the amount of times you can do it in a row, but also allow people who play more to help those who play less. There are also other items you can supply to change how Eureka rules works and you only have 3 enhancement slots. More on that below.
Difficulty:
Eureka would scale based on a star system ranking 1 through 5. 1 being the least dangerous, with 5 being the most. The DF would limit the difficulty to 1 star. You can boost the star (difficulty) rating in PF by supplying key items achieved from other forms of content. There are key items from Normal raids/dungeons that can be acquired to boost the difficulty to 2 stars. EX Trials can offer items that boost the difficulty up to 3 stars. Savage raids can boost the stars up to 4 stars, and lastly clearing the final turn offers a guaranteed item to boost to 5 stars. The key items needed to boost the star rating aren't super rare, but they aren't common either.
Each star increases both the HP%/DMG% of the enemies/bosses as well as granting them both additional and more threatening features. It also considerably increases the rewards.
Time Limit:
The content is timed like all duties. You're in a rush to explore as safely as possible while navigating the challenges randomly presented to you. The default time limit is 30 minutes. You can extend this in PF groups only by supplying a key item "Hourglass of Time". This item can be obtained via crafters. Each one increases the duration by 10 minutes.
Enemies:
Trash packs can range from a singular solo enemy (of varying strength) to as large a group as 10. Each trash pack has traits assigned to it at creation of the instance. Think similar to Diablo 2 rare trash packs. They will be listed when you target them (in 1 and 2 star difficulties) so you know ahead of time to skip if you don't like the combination. They will have a certain # of traits based on the instance star difficulty rating. From 3 stars onward, you can no longer see ahead of time what traits enemies have.
- 1 Star: 1-2 traits
- 2 Star: 2-3 traits
- 3 Star: 3-4 traits
- 4 Star: 4-5 traits
- 5 Star: 5+ traits
Here are some example traits you may see on enemies(not a complete list): (don't hate the blatant M+ affixes )
Fleeing - When enemies fall below 40% HP, they flee to the nearest trash pack, not in combat.
Raging - When brought below 20% HP, they deal 100% increased damage and attack/cast 100% faster.
Stalwart - Unable to be CC'd.
Volatile - Slain enemies burst, dealing 25% of your max health (this % increases up to 75% on 5 stars)
Fearless - Threat resets on random intervals.
Poisonous - Enemies place a heavy DoT that is only removed when you're healed above 80% HP.
Wounding - Enemies place a stacking debuff that reduces incoming healing.
Commanding - A specific enemy will have an aura that significantly boosts the damage and defense of nearby enemies.
Camaraderie - Enemies slain within 20 yds release an aura that grant enemies 10% additional damage and increases their HP by 10%.
Bosses:
Bosses would spawn as soon as the gauge filled up randomly somewhere in the map. Bosses can be generally any Mob (enlarged and maybe slightly modified model, or existing boss mob). The bosses are assigned a random # of boss mechanics from a pool based on the star difficulty rating.
- 1 Star: 4-5 mechanics
- 2 Star: 5-6 mechanics
- 3 Star: 7-9 mechanics
- 4 Star: 10-13 mechanics
- 5 Star: 15+ mechanics
An example boss might be like a Rafflesia model from T6. On 1 star difficulty it might have:
- Shared Cleave - Tanks should stack on each other to share cleave.
- Add Spawn - Boss spawns an add by x interval. Not killing the add in time grants damage up stack.
- Tether - Boss places a marker on a character tethering them to it. Boss hits the player for catastrophic damage based on distance. Use Sprint.
- Void Zone - Boss places random void zones on the ground that deal damage and slow. Boss gains vuln down if it is standing on void zone.
This is a fairly simple boss with fairly simple checks. Pretty much on par with your normal dungeon/raid boss (just with more threatening damage output) and you want to kill it ASAP so you can keep exploring and spawn more bosses! The fun bit is not knowing exactly what the boss can do before fighting it. The scary part is when you get to the higher star ratings and bosses have a ton of mechanics, that could be REALLY scary. Like Imagine a boss with a shared cleave, HP down on cleave, and vuln stack on cleave. You'd have a tricky time figuring out just how to survive that. I want to replicate that feeling I got from original M+ where we had to come up with crazy strategies and see bosses do things we've never seen before, even if it felt ridiculous or unfair.
In Summary:
The idea here is to create content that scales is repeatable and unique. Offers difficulty that you want, and meaningful rewards.
What are you thoughts? Does this sound fun? Boring? Does it cater too hard one way or the other? Is there anything you do/don't like specifically? Is it too similar to original diadem?
For me personally, I'd enjoy the living shit out of this.