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Game Mode Suggestion: A 3D Open-World Expansion Continent for Existing Rosters

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16 жовт. 2026, 07:387 днів
06.04.23
1

Game Mode Suggestion: A 3D Open-World Expansion Continent for Existing Rosters

Dear Plarium Development and Community Team,

As long-time players of Raid: Shadow Legends who grew up loving classic MMOs and RPGs, my dad and I came up with an expansion concept. We believe this would heavily re-engage veteran players, eliminate daily grind burnout, and open up massive new reward loops.

Instead of reworking or porting any of the existing campaign zones, dungeons, or menu structures, we suggest introducing a completely separate, brand-new "Overworld Expansion" Continent built from the ground up for 3D exploration.




🚪 1. The World Portal (Keeping the Core Game Untouched)

  • Zero Disruption: The original game menus, daily tasks, Tavern, and classic dungeons remain completely untouched to ensure fast, efficient daily farming.
  • The New Gateway: A new portal or tab on the main bastion screen lets players load into a separate, fully 3D open-world continent.


🥾 2. Deploy Your Existing Lineup

  • Form Your Party: Players form an active overworld squad of 4 or 5 heroes pulled directly from their current in-game roster.
  • Third-Person Travel: You physically control your party leader to run across the map, enter cities, and navigate open-world zones.


⚔️ 3. RPG Exploration & Random Battles

  • Turn-Based Encounters: Moving through the wilderness triggers classic random encounters using Raid’s existing combat engine.
  • Living Hubs: Cities feature physical NPCs, specialized merchants, and faction-specific side quests.


🎒 4. Active Reward Hunting & New Gear

  • Tangible Rewards: Instead of burning energy on a flat menu screen, players actively explore hidden paths to find chests containing Sacred Shards and Legendary Skill Tomes.
  • Zone-Specific Drops: Exploration zones feature completely new, regional Gear and Relic Sets, making travel to specific corners of the map highly rewarding.




🌟 Why This is a Win-Win for Raid

  • End-Game Longevity: It gives mid-to-endgame players a massive, fresh adventure to experience using the champions they already love.
  • Flawless Implementation: It introduces an entirely new gameplay style without breaking or rewriting a single line of existing code.
  • Meaningful Progression: It makes finding shards and books feel like a hard-earned, cinematic victory rather than a slot-machine pull.

Thank you for your time and for continuing to build the world of Teleria. We would love to hear the team's thoughts on this direction!

Best regards,

[Alexander R. Hood / Tecuhtli]

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16 жовт. 2026, 07:407 днів
06.04.23
1

I truly love this game and this could become a game which satisfies multiple gaming desires

17 жовт. 2026, 21:205 днів
17 жовт. 2026, 21:49(відредаговано)
05.05.24
327

I want to like this idea, a lot. There are some really serious issues, though.

1. Plarium produces gacha games wherein they let you play for free, but it's designed for fomo and pressure to purchase resources (how they make their money).  Any game mode they create must always result in a payout for them.

2. Game design has to feed into #1.  While exploration seems like a great idea, they already have that...it's called Grim Forest.  That only took a few rotations for it to become just another farming chore.  I love GF, but my account is at the right level.  Higher level players find it easy, lower level players find it frustrating.

3. To Diablo or to Zelda?  Diablo thrives off of repeated dungeon crawls to get elite artifacts, and at least boasts some scaling through its difficulty levels.  Zelda on the other hand only lets loose with special stuff one time through, with little replay value.  Given the cyclical nature of Raid, it's likely they'd pick the Diablo method so that people would come back to it repeatedly.  Only problem...clans and clusters would divide and conquer till they find the "Pit" or "Mephisto"-worthy levels that have the best rewards for min/max replay value.  95% of all content would then not get played at all.  If it's not driving people to profit making centers enough to do that development activity, it's a completely wasted effort.

4. Game design has to pick a level.  GF ended up being too easy to harvest Mercurial gear.  While that's not a huge issue from just getting gear, it was in this case because Mercurial was too unbalanced.  And that's the rub.  Make it challenging enough for higher level players, they get accused of whale content (ie. recent proving grounds and the most recent expansion that I don't remember the name.)  Make it too easy, none of the end-game folks bother.

5. Game design takes $$$.  For all the charges we make against Plarium being all greedy and boneheaded, the reality is they spend a ton of money trying to improve the game they made.  They add new content, some of it well-received, a lot of it contentious.  Any new endeavor is a financial bet that can backfire, so they have to have a pretty good idea it will be successful at generating money to make the investment worthwhile.

6. Competition.  Elden Ring, Zelda, Elder Scrolls, Diablo, Final Fantasy, Pokemon, etc. there are so many exploration apps out there, if you want to explore, you'll likely find a better version of it already out there.  Plarium does gacha really well, for all of its warts, but it's not a Blizzard Games or Bethesda type operation.  I have  a hard time believing they'd pull that off in a way that made it worth it.

7. Multiple platforms.  Because it's a PC game that has such a developed phone-based mobile option, such an implementation of overworld adventure in 3D would have a real headache working on a mobile device.  GF is limited in the way it is because it works with a touch screen in an engaging way.  I often play it half the time on mobile, and it's a great implementation.  They could design something that requires a computer-only with a keypad and mouse to enter, but then the mobile players would scream that there wasn't a mobile version.  And that's a real problem I don't see a way to work around.  So many adventure games don't do a non-PC version because it would be too hard to implement with touch screens on a phone.

So I like the idea on the surface, but man that would be a hard, hard ask for a gacha company to bring that to fruition, and a huge financial risk.  Might as well just make a new GF and call it Dark Caverns or something like that.  Then they have to create nothing new, and people have the option to participate or not without development of an entire new game stapled to the existing one.