The idea is coming from a person that hasn't played Median XL for almost a year but still want to contribute. So be warned guys, the terms and values used below may sound to some ears pretty outdated or too harsh/light.
Anyway, the goal is to bring tension, increase replayability and immersion more than ever rather than increasing the difficulty by numbers for the sake of it.
Bring the world tendency feature from Demon's Souls with a bit of twist as follows;
World Tendencies
- Gradually will be increasing within 3 levels of its state.
- Tendencies will bring debuffs/buffs to a player and monsters.
- To shift towards to the default world aka Neutral World Tendency, there is a X% chance of a doppelganger of your character to only appear while you are in a fight with huge amounts of monsters.
- The doppelganger will dissapear if you run away from it continuously about 2-3 screens off and appearance of it again will be dramatically lowered for the next time. If you escape to town, it will have a full HP and if you escape for the second time the doppelganger will dissapear as well. Here is the fun part -> each skipping will decrease the chance of a next one to show up and you will continue suffering from the world tendency you are held in so you better the earlier start fighting and try to win your mirror !
Doppelganger (DWT): +15% curse resistance. All resists +10%. Moderate HP regeneration.
Doppelganger (BWT): +30% curse resistance. All resists +20% (Includes DR and MR). Considerably HP regeneration.
Doppelganger (PBWT): Cannot be frozen. +45% curse resistance. All resists +30% (Includes DR and MR). Extreme HP regeneration. Unsummons (if aggroed by)
Doppelganger Facts
- Doppelgangers in all world tendencies spawn as Extra Strong, Extra Fast and Cursed.
- On each death light radius of the player is reduced accordingly and the world gets darker just as 'The Tainted Sun' quest starts.
- When your doppelganger dies, apart from its loot, shifts your World Tendency and Character Tendency towards default aka Neutral World Tendency.
- Once you clear an act of its super unique monster, you are safe from invasion
- Each death of the player will modify monster in various ways, as listed below;
Neutral World Tendency
The default world tendency of Sigma. No debuffs/buffs occur in the world other than its default setting.
Dark World Tendency
Monsters will moderately be more on alert, slight HP regeneration and slight more spawn rate. All monsters +15% HP. Monster skill levels +2.
Very slightly better chance of getting magic items.
Black World Tendency
Monsters will considerably be more on alert, moderate HP regeneration, 'Prevent Monster Heal' doesn't work and moderate spawn rate. All monsters +30% HP. All regular monsters have a 50% chance of spawning as 'minions'. Monster skill levels +4. Slightly better chance of getting magic items.
Pure Black World Tendency
Monsters will extremely be more on alert, considerable HP regeneration, 'Prevent Monster Heal' doesn't work and considerable spawn rate. All monsters +45% HP. All regular monsters will spawn as 'minions', all minion monsters have 10% chance of spawning as either a Champion, Berserker, Fanatic, Ghostly or Possessed. Monster skill levels +6. Cannot be frozen. +25% curse resistance. Moderately better chance of getting magic items.
All values are very rough and estimate numbers to relate each other therefore very likely subject to change.
I know it may sound crazy, but It's fairly reasonable and fun as well if you consider implementing them, even partly.
That's all I can think for a man coming from a very far away road so take it with a grain of salt!