Here's a brief overview of a campaign we've started working on to get the idea of the kind of game play we're going for; also it's important to note
potions have been drastically nerfed and are NOT spammable like in regular Conquer:
What is an Instance/Campaign?
An instance, or campaign is an event that is offered around the hour. There will be many of these, and many of these will over lap with one another to create a wide variety of options for players so they never feel like they're doing the same thing repeatedly (in other words, they don't feel like they're grinding). A campaign has a straight forward objective that you, and you team work towards. Campaigns
depend on the team. Unlike
dynamic events, if the campaign is successful, everyone receives
equal rewards; if it is unsuccessful you are rewarded proportionally to how close you were to completeing the objective.
Taoists will play a big roll in instances as almost all instances will require large amount of healing, supporting, and reviving. Archers also receive a large roll in the instances, due to being able to easily pull aggression from the monsters.
Note things marked with a # are susceptible to change in the actual release.
Name: Defense of Twin City
Type: Instance / Campaign
Team Limit Size: 5#
Objective: Defend the NPCs of the city from the invading waves of Monsters
Examplanation:
Several NPCs around the city will be moved near the center of Twin City. Waves of monsters (4#) will spawn and begin attacking the NPCs (this will be their primary target and focus). You must kill the monsters before they can fully overtake the NPCs. NPCs will recover HP gradually, and
cannot be healed by players.
You can view the hitpoints of the NPCs in the top right of your screen during the campaign to monitor their life.
If an NPC dies, there is
no way to revive it . (sun)
Monsters are dynamic, and fluent unlike Conquers monsters. They are not as easy to kite and avoid (and even in this case, you wouldn't want to be avoiding them or else they'll go for the NPCs!)
What determines success?
Assuming you fail (to perfectly complete) the campaign, your success will be rated on what wave you were on, and the amount of NPCs that survived the campaign.
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We will post screenshots, as well as a video showing an example of this so people can get an idea of our goals and what we're working towards. We're revolutionizing how Conquer is played, and making it far more enjoyable and interactive.
The first Campaign / Instance
This is still really rough lots of things need adjusting (especially attacks, defenses, etc). However all that will be done during the beta. This is to give you a look at what some of the instances will be like:
[Only registered and activated users can see links. Click Here To Register...]
However, we don't plan on using the same idea for every instance. For example, one could require you to catch a monster as it jumps around and kill it, or perhaps collect flags, kill bosses ( or multiple boss stages even), and other things. We'll be using community feedback on building these instances.