Dungeon Outpost System - Player Feedback
Hi @Parallax!
Thank you for the Dungeon Outpost system on New Legacy!
A few months ago, I had the chance to try it out with my guildmates from The Wyvern’s Lair and the Kindred Order of Loyalty.
Despite some, at times, serious bugs, we had a fantastic time with it. The experience really brought back that classic Quake/DOOM-style deathmatch feel, and I think the system has a ton of potential. I hope you'll continue building on it in future updates.
For reference, here are unlisted links to our Dungeon Outpost sessions on my YouTube channel:
Go to 2:26:20 for the Dungeon Outpost session
I’d like to share some feedback that I hope you’ll find helpful:
Queuing System Feedback
Team Composition: The 3v3v3 format is great fun, but requiring all team members to be from the same guild makes putting together groups more difficult. Could this restriction be removed to allow more flexible teams?
Queue Proximity Requirement: Currently, players need to remain physically close to each other in-game to stay in the queue. It would be much more player-friendly if we could stay queued while exploring other content.
Gameplay Freezes While Queued: We’ve encountered intermittent gameplay freezes while waiting in the queue. If possible, resolving this would help players stay active and engaged while they wait.
Outpost Design Feedback
Expand Outpost Types: The ability to respawn at captured outposts is great. Could you introduce more variety in outpost effects? Some ideas:
Boosts to team movement speed
Buffs to melee, pet, or spell damage
Temporary resistances to specific damage types
Enable Re-Capture: Currently, once an outpost is claimed, it can’t be taken by another team. Allowing outposts to be recaptured would make battles more dynamic.
Add PvM Elements: Randomly spawning monsters or mini-bosses could introduce unpredictability and variety, forcing teams to decide between PvP, PvM, or opportunistic ambushes.
Introduce Teleport Portals: Strategic teleportation portals could open up interesting tactical options. If their destinations were randomized and came with a short cooldown (e.g., 30 seconds), they could be used for surprise escapes, flanking, or outpost rushes.
Experiment with Environmental Hazards: Some of my favorite moments on the Narrative Paths came from environmental challenges, like dodging cannon fire on the Trinsic Assault Vessel for the Warrior path, or navigating the burning cavern in the Mage path. Incorporating similar hazards into Dungeon Outposts could add thrilling, immersive twists.
Thanks again for all your hard work on this system, Parallax! I really feel Ultima Online could benefit from a low-risk/high-reward quick PvP Deathmatch system like that one you’re working on.
It’s a
creative and exciting addition to New Legacy, and I’m really looking
forward to seeing how you evolve this system for New Legacy!
Lastly, I would like to invite anyone else who might have some thoughts about how the Dungeon Outpost PvP system could be improved to throw in their ideas here, too! ^_^
Comments
https://forum.uo.com/discussion/14709/dungeon-outpost-pvp-game#latest
https://forum.uo.com/discussion/14701/pvp-in-new-legacy#latest
Outpost is probably better scaled to 1 in 1 in 1 on smaller map and if it happens that NL has a population growth, this battleground can be scaled to 2 or 3 people.
Even if the content is reworked, I remind you that people don't know about this content, the content should be more accessible visually, my idea for this implementation.
https://forum.uo.com/discussion/15148/consensual-1-v-1-arena#latest
But even if you somehow attract people, say with a cash prize, first this form needs to be balanced and the main mechanics need to be adjusted. It is not very clear why the points cannot be recaptured, I do not really like how the tamers feel there. Let's imagine 3 people with 3 emberwings or 3 people with 6 firesteads, i.e. 9 or 6 targets fight against 3, is this fair or balanced?
Maybe if the task is to carry the flag from point A to point B, pets will be less of a problem, since it will be harder for them to catch up with the player and there will be a challenge for the tamer to control the pet. But when you need to stand and defend the point, support in the form of three extra dragons or 6 firesteads looks like... well, you know... Well, in the end, it looks like another content for tamers.
Hey @Garret! I do love the idea of having two options for Dungeon Outposts, solo matches as you're suggesting, and group runs. I think you're spot on about smaller maps for those solo matches.
I think the closer @Parallax can capture the quick, brutal fun of the original DOOM and Quake deathmatch maps, the better. And having a solo mode you can dive into would be a great step in that direction. I don't want the devs to change pets in Dungeon Outposts, until my Deathwing has a chance to smash you in a match, Garret. Real talk though, that opens a huge can of balance worms.
For example, as a Warrior/Tamer, it would be most un-fun to face your archery/Bard hybrid PvP character without my Deathwing. You hit like a truck, almost got me that one time. ^_^
However, I really like your idea of a Capture the Flag match. I think that would be very well suited to larger PvP maps and teams.
And it goes without saying, it would be a huge boost to Dungeon Outposts if the devs could add a PvP trader offering unique, exclusive rewards for players who participate.
Hey @Parallax!
I had a few more random ideas to throw your way.
Treasure Chests
Whenever we think of classic dungeon delves, we think of that classic Dungeons & Dragons scenario of treasure and the monsters that guard that treasure. Have you thought about adding treasure chests to the Dungeon Outpost system?
What if you added randomly placed treasure chests around the map for Dungeon Outposts, too?
These chests could have Trove-level guardians or even more.
They could have twice the number of potential antiquities to incentivize players to seek them out during PvP battles.
These chests could require the standard NL treasure hunting tools (picks and disarms) OR you could seed the keys for these treasure chests randomly among the mobs that could populate the dungeon (see my earlier suggestion to populate the dungeons with monsters)
I think these could be a great way to use elements of the existing treasure hunt system on NL, tie the Dungeon Outpost system into the Vesper Muesum Antiquity Hunt event, and again, present players with additional strategic choices when taking part in Dungeon Outposts. For example, they could choose to go after these treasure chests at the risk of being ambushed by rival players or decide to forgo them and risk losing out on a trove of valuable antiquities during the match.
Random Dungeon Outposts
In future publishes and seasons of NL, maybe you could explore adding additional Dungeon Outpost maps to this system? A die roll in the background could determine which map the players will be ported into. I feel like something like this could help keep things varied and fresh and avoid that feeling of players having to run the same map over and over again.
—
Hope some of this feedback is helpful to you and the team! Let me know if you have any thoughts on this to @Garret /anyone else. ^_^
When we saw the quaderact, we thought it was some kind of dynamic guild boss challenge with possible development in the future, with the addition of mechanics, different bosses and rewards. But for now it is just a dummy for measuring DPS.
If this is a battleground for only pvp, then we have already given many ideas, it needs to be made much more accessible, more open to all players, more diverse (capture flags, capture points) first of all, then over time we can think about balance.
But if we fantasize about session activity, and what an outpost could potentially become also, then I like the idea in the genre of extraction. I still think that it should be 1 v 1 v 1 (or 5 sides so v1x5) in the future it can be scaled with popularity. In the context of extraction, there should be a much larger map, more branched corridors, monsters do not necessarily have to be difficult but with chances for good rewards. At the end there will be an extraction point, it can be done in the form of capturing a point like in an outpost, the side/color that light the altar is teleported with rewards, the rest of the teams are teleported to the outside without rewards, or at the end will be death match in the allotted time, the winner will be able to take the loot of the opponents and a portal will open for them outside.