Enhancing the Feeling of Danger with Optional Random Encounters
The world would feel far more dynamic and dangerous with a continuation of the opt-in random encounter system introduced in the Jhebbal Sag event and the treasure-carrying attacks.
Concept
A toggleable feature that spawns groups of hostile human enemies near the player at random intervals. The difficulty, size, and composition of these groups would scale based on:
- Player location (e.g., biome-specific enemies).
- Player level (offering both challenge and escape opportunities).
Example
Imagine riding through E10 near Devil’s Squat:
- A band of Nordheimer Fighters and Archers suddenly appears—bandits, thieves, or brigands.
- The group could consist of:
- 2 Rank II Archers
- 3 Rank III Fighters
- A small chance for a Rank IV Fighter or even a 2-skull miniboss.
Player Choice
- Low-level players might flee for their lives, creating tension and excitement.
- Confident players could turn and fight, test their skills, or even spot a promising thrall to KO and drag home.
Why This Works
The groundwork for this system already exists in the game, and expanding on it would:
- Create the feeling of roaming dangers and opportunistic bandits lurking throughout the land.
- Reinforce the current “Age of Heroes” theme, where the player, as the hero, is constantly challenged by others seeking to test their might.
- Add a layer of unpredictability and immersion to exploration.
This feature would enhance traversal, combat, and thrall-hunting, making every journey feel less predictable and far more alive.