Suggestion: Exploration Revamp

I’ve made three big, well thought out suggestions so far. Bounties are a revamp to Side Quests, Guilds are a revamp to PvP, and the 7 bosses an alternative for the First Ones. Now, the only major area left is the main map exploration. So let’s do this.

When I first suggested bounties, I framed them as the update that exploration needed. But, reading back, I see how limited they are. While they would add a lot to exploration, I still have a feeling that they would get metagamed to death, like side quests were in Hunter Island, with guides available and locations memorized. And that doesn’t really count as exploration. Thus, I have a few more ideas to make people actually have to explore in order to progress in certain fields.

Island legendaries

As of current, there is only one legendary available in the wild, and the few SE’s available are somewhat lackluster. So, adding more seems to make sense to me. These are split into three categories.

  1. Mainstay legendaries
    There are one of these on each island, and their locations are randomized. This way, people would have to look around to find them. The central island would have an Earth legendary, the desert island would have fire, the tropical islands would have air, the frost island would have water, the Timber Island already has dark, and the cursed island would have holy. All of these would be about the same rarity as Noxar. You could find their general area using the rare monster flags. These should all be around C-D tier in general and/or pvp(depending on which one you catch)
  2. Rare Legendaries
    These would have set locations, but would be very rare. Like, as rare as the hatchlings and starters in Hunter Island. This means that, even if you looked up where they were, you would still have to do a lot of grinding to get them. These would be around C-B tier in the tier list
  3. Event legendaries
    These would be like rare legendaries, but only available under certain real life or in-game circumstances. For example, there could be one that is only available between midnight and one o’clock, some that can only be found on the Summer and Winter solstices, etc. Others might only be available after completing certain achievements or achieving certain rankings in events. Due to how absurdly rare these have the potential to be, these could be B-S tier on the tier list. I can see some of the rarest only being obtainable once, then never again, so adding some kind of system to balance out rng would be important.

These work because they would be hard to get. As such, they would work more as a fallback for unlucky people or a task for dedicated grinders than a reliable way to progress faster.

Dungeons

So, dungeons right now aren’t exactly interesting. Sure, the dungeon challenge is nice, but it is really just a prolonged series of increasingly difficult battles, with the whole dungeon thing being little more than a gimmick. So, I propose two other dungeons that could be more interesting.

  1. Normal dungeons
    Before we go off the deep end, let’s look at normal dungeons for a moment. I propose that they would have more complex, maze-like designs, and have multiple floors with hidden prizes similar to friend chests. This would make them worth exploring for more than the occasional epic.

  2. Infinite dungeon
    Like the dungeon challenge, but with no checkpoints or end, and a much more gradual difficulty curve. You just keep on going and see how far you get. The dungeons could be generated so that they would require strategy to try to solve while conserving you monsters’ hp as much as possible. There would obviously be exploits using infinite healing moves, but it’s an interesting concept regardless. You could get some kind of reward every 10 floors, like some de-aging fruit, and a golden egg at increasing intervals(say, N^2+3, where N is how many eggs you have already gotten from the infinite dungeons. So the first egg would be on floor 3, then floor 4, then 7, then 12, etc.). That way, it would start fast, but soon become incredibly slow. You wouldn’t get any repeat rewards, so if you got to level 100 and died, you would have to go all the way down to floor 103 before you got another egg, and floor 110 if you wanted another fruit.

  3. The Labyrinth
    This is my personal favorite idea, period. An endless, procedurally generated maze. I can’t code, but I have some ideas for how the generation could work. Basically, you start in a small room with four exits. Pathways would be randomly generated branching outward, and rooms could be attached at random intervals. Each room would have four exits. Some of them would be connected to the the entrance indirectly, whereas some would only accessible via that room. You would have a minimap in the corner, so you would never accidentally double back or return to the start. The hallways would contain relatively weak monsters, and the rooms would contain stronger ones. However, monsters would get harder the further out you go. My absolute dream would be if the entire thing was based on some kind of seed, so that even though it was infinite, it would be the same for everyone every time, and we could actually try to map it out. The rooms would work from different presets, and each one would either contain a gauntlet(where you have to fight a battle to earn a small prize, like a gem, or the prizes from the friend chest), a boon(where you got something to help you progress through the labyrinth, such as a monster revive or heal, a stat boost, or some kind of special boost, like all of your monsters healing 25% of their health after each battle), or, finally, a room could contain a challenge(where you have to do something very specific and difficult to earn a huge prize or boon). Gauntlets would get more and more difficult each time you entered, so you couldn’t just use them to grind prizes forever. I have a lot more ideas, but this description must end eventually. Ask me if you want the full uncut version.

I like these idea because they not only update dungeons normally, making them a bit more interesting, but also add two challenges that could be both competitive(trying the go the deepest or the farthest), and cooperative(mapping out the Labyrinth, building the best teams, etc).

Secrets

This is a broad category for things that could be hidden across the map. They could be found in set locations, random locations, in dungeons, in the Labyrinth, in the infinite dungeon, in regular dungeons, after trainer battles, after catching a monster, in events(see event legendaries), etc. They could be friend chests, eggs, silver, or treasure chests, which contain a random combination of all of those. They could even be lore related, like getting some mysterious slip of paper after battling that archeologist on the Cursed Island. What matters is that people would be encouraged to explore every nook and cranny of the map to see what they can find.

Hidden Bosses

With all of this added exploration, it almost seems too easy. Anyone with a good team and a decent strategy could steamroll through the islands with no trouble and find all of the secrets that it holds. Or so it seems. Appearing in caves, random spots, set spots, the certain floors of the infinite dungeon, certain rooms in the labyrinth, and during certain events(see event legendaries for details), these would be very challenging. They could be high health monsters, skilled trainers, or some combination of the two. The important part is that they are challenging. For example, you could have four dragons(maybe the wyrms), each with 50000 hp, and a passive that makes it so that they cannot take more than 10% of their hp per attack. That idea obviously needs refining, but it is the kind of thing that I am trying to get at. Upon completion, these bosses would give you a golden egg. Bosses would only appear on random spots on the main map after you beat the island, so they won’t interfere if you are just trying to finish the story. This idea is only really interesting if the bosses are implemented alongside the other features. Otherwise, they wouldn’t really be anything other than a challenge for bored endgame players.

If nothing else, I hope that these give you an idea of what Neo monsters could have been, in some parallel dimension. These are some of my favorite ideas for Neo, and I hope to see them some day, in some game. To anyone who is interested, I have more in-depth descriptions for each of these ideas, as well as some idea which I didn’t mention at all, and I would be more than happy to share them with you.

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For the idea of adding more legendaries to the islands, I definitely don’t have the ulterior motive of finally beating Marco with only captured monsters in any way, so don’t even suggest that.

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Just let us capture purpie. Life would be easier for a lot of beginners.
Btw nice suggestions

I really loved these suggestions
Becoz after going past the offline story the whole exploration thing becomes useless.
I hope they add these features.

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I don’t think that Purpie should be available to beginners. It is way too good for PvE. Maybe it could be available deep in the Infinite dungeon or as a prize for a difficult bounty though. Something that a beginner couldn’t do

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About purpie it should be more featured as for many other limited mons in events

And ur ideas about dungeons are the usual dungeons morpg games but it is amazing the thought that u’ve given them😁

About the other suggestions they are amazing and id say that since u can actually elaborate more devs should consider them for a change since coding them wont take an enormous time but it would actually add some gd content that would interest more bored players to play more

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Doubt it… I really love suggestions like these too, similar ideas have been proposed over an over in the past, but we never really got anything new for postgame. I am not hoping anymore

Well, the infinite dungeon is from HI, but I tweaked with a few numbers and game mechanics. It actually took quite a lot of thought to come up with, and should be pretty balanced in Neo. Of course, numbers may need to be changed as monsters are added and altered, thus changing the difficulty

As for the labyrinth, the concept of an endless procedurally generated level that is nonetheless the same for everyone who plays was actually inspired by a game called where’s bill. Challenges are really just your standard dungeon puzzles, but for Neo monsters, gauntlets are just fight for a prize, and boons are inspired by Hades. Overall, a complex web of inspiration, blatant copying, and creativity

Yep i appreciate the additional thoughts. I wish devs actually try to work on stuff that are elaborated like ur ideas

I’m about to get roasted by Killerdog, aren’t I?

Ig its a comment as big as ur first post​:joy::joy: lets hope its nothing too long so we would read it :sweat_smile:

Creative ideas, as always!

My main concern whenever I read anything like this is whether it adds permanent content to the game that people will actually go back to or whether it’s just another 1-2 hours of content when people first start playing. A lot of people were not amazed by MBQ but it added real content for the foreseeable future that is basically equivalent to the kind of ideas like “the labyrinth” above but with a simplistic interface.

Not every idea has to add everlasting content but if it’s only adding something fun people blast through in an hour then you have to ask whether it’s worth the Devs putting the time into creating it. Also, if it is everlasting then you have to ask whether it will remain fun for all that time or if people will just use the same old team for all the battles and find it a grind. In my mind, MBQ did an excellent job with the requirement of monster types in the teams as well as unique rewards in the player icons and special colour names.

The one bit I really want to reply to is the section on island legendaries. I’d love to see some of the really old legendaries be added to the islands. The Devs kind of seemed open to this ages ago when we discussed Kamiwyrm and Cryokaizer no longer being in any egg pool except the “golden egg” which nobody wants to hatch.

I think it would be great to have one legendary on each island which only appear after becoming the champion (except Noxdragon).
Central island = Serapheon
Desert island = Apollorexus
Tropical isles = Cryokaizer
Frost island = Kamiwyrm
Timber island = Bazilogon

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That went well

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you are a creative person and of course it is an excellent idea, I hope it is implemented

I read the post. Really nice ideas indeed. It would open up to a lot of content. Like KD said though, it would just be an hour of fun then it would get boring; however, isn’t that the same for all the events? The only reason they don’t get boring is because the Devs cycle them. If it was permanent, then people would get bored of them also.

Unless they add more features every 2 updates or so, or they just turn off and on the dungeon in a similar manner, every 2 updates.

I like the pvp guilds idea too.
The island legendaries are nice for players who don’t hatch legendaries on their accounts and are too tired to restart the game 10 times. I see a lot of new players who have 5 star mons and then were last online 15 days ago. Sometimes some of them have only one 2nd for legendary and it’s the same.
This would also help them in pvp tbh.

Tbh I don’t see it. In terms of raw gameplay, just catching the legendaries alone(not including the wipait time for event legendaries to become available), would take tens of hours between finding them and grind for them. Team design and test for the infinite dungeon and grinding for good boons in the labyrinth could go on almost forever, with new strategies and small optimizations always available to try out. And secrets are designed so that people would have to spend hours, if not days, just trying to find. Some people would obviously not spend that long, but I think that, in terms of total gameplay time, this would actually be one of the largest additions yet.

That seems reasonable. For an experienced player, or even just a lucky one, beating Beritus is pretty easy(1-2 days with average luck), so it wouldn’t be much of a restriction.

This makes sense for fares, but I’d prefer if each of the mainstay legends corresponded to a unique strategy, so that even new or unlucky players could easily try out a few strats. There is already a LINK/Assisted monster, so there could then be sleep, poison, stun, stealth, and overwatch(tbh that one is a WIP). These would each be new monsters that are extremely focused on their category, in the same way that Noxdragon is.

If this is true, what makes you dissatisfied with MBQ as the current bit of content that fills this space your labyrinth would?

As for the tens of hours to find and grind for hidden monsters this simply won’t be the case. People almost always use the internet for these things nowadays. Anything hidden is very quickly found and obtained then never thought of again.

I did consider that heavily but when looking at the early legendaries it’s hard to pick out ones which fit that criterion and have a low power level. Omegasdragon would make a good start for poison except holy has very little poison so it may mislead people who focus on element. The ones I picked were basically the lowest power level ones but they’d still make a great start for new players.

Serapheon would too. No way to sweep, basic GT and risky heal all. I can name a couple SE that are better tbh.

I can name one