Alganon developers recently took some time to field questions from the community in their 19th Developer Roundtable. The answers to the 6 selected questions have been posted on the Alganon website. The developers answered questions posed by the community such as gear requirements, which in some cases will require a player to reach a certain level or study as a prerequisite.
Some gear has study requirements. For example, there are many magical fire-themed items that require players to study Embermancy before they can use them. Players who choose to run the group content will find similar-level items without these requirements, but players who don't like to play in groups, but find themselves in need of the stats these items provide, can choose to study Embermancy and thus bypass the content they don't enjoy. There are also cosmetic elements that require studies. For example, the Hogsnout-head masks that our players were able to to test for us this Halloween will be available to players who may miss these holiday events, but choose to use their studies to get similar rewards.
The developers also answered a question about scaling the dungeon difficulty, but shunned the idea of scaling the difficulty by increasing enemy hitpoints, damage, and number. Instead, the team wants to take a different approach by adjusting spawn times and creature AI.
We do not have plans to have dungeons scale automatically. Generally, these systems fall back on "more hp, hits harder, more of them" mechanics, which doesn't always translate to "more fun." We want to be certain our dungeons are the most fun for the number of players that enter them. Instead of an instance automatically adjusting for the number of players, we plan to respawn and adjust the AI of creatures in instances to create multiple versions of the same instance, each one balanced for different party sizes and/or level ranges. We are looking at creating instances balanced for groups of 3, 6, 12, 24, and 36 players.
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