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Dungeon ReVamp ideas

Discussion in 'UHall' started by Sevin0oo0, Jul 17, 2011.

  1. Sevin0oo0

    Sevin0oo0 Guest

    I believe it was said awhile back that the dungeons were going to be revisited, and I haven't seen any threads on that yet, so,
    Any ideas on changes to be made? It takes several months, I say start early and try to get a little input/influence.
    What would you like to see?
    They already mentioned a gold increase.

    so...
    poisoned more often?
    more gank squads?
    higher hitpoints to match the higher gold (30k)?
    removal of most slayers?
    more necro and mysticism spell throwing with unlimited resources?

    seriously, I'd like to see the opposite of all that.
    I'd like to see mobs play by similar rules that we go by - adjusting damage, hitpoints or whatever, to keep the balance.
    Thin the spawn out in several areas. When people go in and 5 mins later they're dead 2-3 times, they seldom go back.(there's several dungeons have waay too much spawn for the size)
    Don't FORCE a play style or a particular template
    Give ghosts paragon speed.
    slayers for all mobs.
    graphics repair would be nice
    fix holes and stuck spawn spots

    Thoughts?
     
  2. Lady Storm

    Lady Storm Crazed Zealot
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    I have to agree. It was a nice idea of the Greater Dragons in Destard... but so many that it killed off hunting in the dungeon for lower end hunters.... the dungeon is now devoid of players where I use to see groups of them. Too many isnt always a good thing in moster usage.. I can see had it been 2 or 3 Greaters spawning in a select area of the dungeon.. spred out like the shadow wyrms. The one point the Dev still havent gotten in their heads is grouping. Many people dont have time to gather friends or players in game for that quick hunt.... or to be honest trust others in hunting. I prefer to play at times alone. So does many of my friends and my son. They have their reasons for hunting alone. But do the Dev see that the vast majority dont want to group??? Simple answer is NO. They WANT you to group... even to the point of making it impossible to do things solo.

    I DONT WANT TO GROUP doesnt sink in.... dont know why.... the players say it all the time in the forums when they ask whats the best way to solo this *** monster. (insert name of critter you feel you want to solo) Do they understand all their hard work is sitting there for months on end without a single player using it??? Unless it gives a mega $$ prize or an item worth working for... then for a few weeks players will put their soloing aside in hopes they get the looting rights on one in a group... when it first comes out. Odds of that happening before the grouping stops is so low they get fustrated and think of quitting.

    Dev are damned if they do damned if they dont make things so fustrating for players. Too easy people *****.... then if they make it too hard people *****.... there is no middle ground. I want to Solo stuff and not have to pick up my tail a few hundred times doing it. I am not alone.
     
  3. Sevin0oo0

    Sevin0oo0 Guest

    too hard/too easy group/solo - made me think of something while reading that... We all know how irritating imps are, not really enough to hurt you much, but.. what if their stats varied a Lot? kinda like a paragon w/o the label, just for the normal mobs. Loot increases per the amt of stat boost. It takes the uncertainty out of it, adds challenge, and risk. Could make group dungeon crawls more fun, solo. you might just have to run more at times. I haven't run from a giant toad in a long time, it'd be ok again. no more throw a rock and kill the badie. Gives tamers new goals too.
     
  4. 5% Luck

    5% Luck Guest

    I would like to see more ideas like the fountain in the underworld. Few others in the general idea pool would be the ank is despise that will refresh your hp/man/stm on timer or the brazier in deceit that summons a random creature. Those things kind of "make" the dungeons for me.
     
  5. Petra Fyde

    Petra Fyde Peerless Chatterbox
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    How about: A randomly spawning mob that can spawn in any dungeon on a given facet - so one for tram, one for fel, one for tokuno, etc. ( a bit like the firesteed spawns in Fire)
    He doesn't attack, he issues a challenge, so if you don't want to fight him (newbies, crafters mining etc) you can run for it, but if you do take him on he's roughly on a level with an ML named creature (Miasma, Lurg etc) Drop would be guaranteed 1 cursed arti, 1 decor arti, some kind of resource (saltpeter?)
    Can't farm it, don't know where it's going to spawn next. One might be in Despise level 2, next might spawn in Ice, or fire, or shame.
     
  6. kelmo

    kelmo Old and in the way
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    I rather like that idea, Petra. All dungeons would have more traffic as folks search.
     
  7. Black Sun

    Black Sun Grand Poobah
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    What would make dungeons more fun?

    Two words: Land Mines. :gee:



    Actually, I like Petra's idea. That would get me hunting in some dungeons I tend to avoid. Also thinning out spawn in a few of them. There are some that I don't even step foot in because it's insta-death to do so. It's no fun hunting when you're alone with 50 high level creatures with bad attitudes who all just happen to be waiting right inside the door for you.
     
  8. Obsidian

    Obsidian UO Forum Moderator
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    I like Petra's idea too, but there has to be at least a 10-20% chance of getting a non-cursed artifact or people won't keep fighting them after the initial novelty wears off.

    I think there needs to be a more comprehensive look at all dungeons including effort focused on the drops. Lets face it... in this item-centric age, drops are what keeps many people in the dungeons. Why is Navrey consistently the most visited location in the SA expansion? One word -- Tangle. I'm for having quality drops throughout all dungeons. Use the Treasures of Tokuno based point system for each sub-area (i.e. Tokuno, Abyss, Felucca Anti-Virtue Dungeons, Trammel Anti-Virtue Dungeons, Malas, etc.) and award new artifacts after you slay a whole lot of monsters (or a few really, really hard ones). This way new characters and fully developed characters can have fun with the system. In my opinion, Treasures of Tokuno is the only event thus far that offers an opportunity for characters of all levels and has an appropriate incentive (drops).

    I am also in favor of having 10 "minor" drops and turning them in for something of higher value that fits your particular needs. This was a win back in ToT and I would like to see it again in the Abyss. Rather than having to fight 80-100 renowns to get a drop, consistently give minor artifacts (roughly every 8-10) so you can turn in 10 minors and get something valuable you need. This way you feel like you are getting somewhere whenever you adventure... and not just waiting for the lucky renown with your special artifact sitting in its pocket.

    -OBSIDIAN-
     
  9. Petra Fyde

    Petra Fyde Peerless Chatterbox
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    I admit I very rarely venture into most of the ML dungeons, the prospect of being overrun keeps me away from them.

    The cursed arti would be a guaranteed drop - and rather than just the same range as we had before, how about including in things like tangle and slither? cursed versions. No PoF, uninsurable.
     
  10. Uvtha

    Uvtha Grand Poobah
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    What I'd really like to see is some kind of system that sorta replicates the dungeon crawling of old when you would get a group, start at the door, and work your way through, killing everything in your way, then moving on to the next floor.

    Could make it sort of like the town invasion, where you have to beat back the spawn. Maybe lock doors in dungeons and have a renown type creature spawn when you kill enough, that drops keys so you can progress, then have a boss fight at the end.

    Of course it wouldn't really work for wrong or destard, but..
     
  11. pgib

    pgib Guest

    One could fill an entire book with all the things they could do to revamp dungeons. And that would be the first volume in the "Encyclopedia of the ways to improve Ultima Online". I don't think it necessarily requires the game to become even more item based. Let's face it: if you want the artifact X all you have to do is farm a bit of money in the right place. The first things that come to my mind are:

    1. like Doom, the spawn strength in dungeons could depend on how many players are inside that dungeon level. So you can solo it or do it in groups. Bosses/high end mobs could work like that: the more the people bashing it, the higher the strenght and the better the loot. If you're alone it is weaker and grants less. The drop system works as in Doom: points, points, points, drop reset. It is not the funniest sensation when you kill 50 navrey to get nothing and then someone comes, throws an arrow by mistake and gets a tangle. Lucky him? Yes. Happy me? Not really.

    2. dungeons give skill gain boosts. Standing in luna bashing a golem with a poison weapon is hideous (and we know every skill has a similar idiocy). Mine in Shame and you will have more chances to gain in mining. Tame in Destard, parry in despise, tactics in deceit, magery in hithloth and so on. And this couldn't be limited to dungeons. Just force the gain to happen with actual use otherwise we'll have people macroing at the entrance.

    3. put resource spawn points in dungeons. I suggested boxes and barrels a while ago: put something useful in it. The purpose of a dungeon is to be searched for something, not just a place where you bash things in the hope it will drop something in your backpack. And we don't need high end artifacts to make it interesting. Just look how hard is to find a full magery spellbook nowaday. Little things will be enough. Drop 1000 mandrake root and you'll get people training alchemy go searching for it because waiting for the npc vendor to refresh is horrible.

    And while we are here, for god's sake, do something for the tamers. I have returned after five years and the only change is that the greater dragon has been nerfed. Let us grow pets. I tame a drake, it will become a dragon and then a greater dragon with time, train and skill. I tame a dog, i go through a quest, get a balm, train the dog to fight things in tokuno and it will grow into a gray wolf then into a tsuki wolf. And fix pack instinct because if you didn't notice it, noone uses packs to fight unless they are extremely bored. And (the last one, i promise) balance pet UPWARDS (toward the gd, not the skree). You don't want to screw up pvp? Easy: "reworked" pets do zero damage against players.
     
  12. Black Sun

    Black Sun Grand Poobah
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    Speaking of old time dungeon crawling, I'd like back doors on all the dungeons. One of my favorite PC games (besides UO) is Dungeon Siege. It was fun going into a dungeon and fighting your way through it, and when you get to the end, actually have a door/portal/hole in the wall to exit through back into the world. You get the feeling like you've accomplished something.

    Currently I feel like it was a pointless endeavor. I fight my way to the back/top of a dungeon, just to turn around and either fight my way back out (if I'm not out of supplies and too beaten up) or recall away. It's like there's no point to it. Maybe that's just me though.
     
  13. Lorddog

    Lorddog Crazed Zealot
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    i was in minitar dungeon and out of nowhere came a squad of air elementals with a mini-boss as leader. this type of random encounter is awesome.
    if we could make 20-30 different kinds of them and have them randomly spawn and perhaps the boss has % chance at something it would be awesome.
    do 20-30 dif monsters squads such as ancient wyrms, demons, lich lords, etc etc each with its own mini-boss.

    lorddog
     
  14. Lord_Puffy

    Lord_Puffy Crazed Zealot
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    I'd like to say the VAST majority of players who play this game are trying to play with a group of players. I believe that is the reasoning behind most of the posts that there is low population and they need to things to attract new players or bring back older players.

    It is an online multi player game, what is the point of playing online if you want to play alone?

    Communicating with other players has always made the game more fun for myself. I am only speaking of my own humble opinion. Is it a multiplayer game and I do beleive that most players do want to experience it with friends/foes, old/new players alike.


    What do you think? :eyes:
     
  15. Lord_Puffy

    Lord_Puffy Crazed Zealot
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    The reason they are making the newer boosters and expansions more player orriented and due to the fact they dont want to make things easy enough for one player to solo, because it totally negates anything for the players who do want to group and run through things in a matter of minutes.

    Just my 2 cents :eyes:
     
  16. Sevin0oo0

    Sevin0oo0 Guest

    remove the shadow under floating snakes - it really looks cheap
    reduce acid damage from slugs - 200-0 in minutes is kinda extreme

    >what is the point of playing online if you want to play alone?

    same reasons where people play and don't pvp, or don't use global chat?
    Same reason that at some point most of us have said " Please mother, I can do it my self"
     
  17. pgib

    pgib Guest

    There is no need imho to force a player to group or not. You just tune the spawn and if you want the rewards following how many players are fighting it, exactly like doom does for the dark fathers.

    By the way, the meaning of playing togheter it is now but a shadow of what it originally was and not because we have few players. Now we stick together because that way you can slaughter something that gives us a drop but that's not playing together.
     
  18. Uvtha

    Uvtha Grand Poobah
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    I don't think players should be FORCED to do anything. I do however think there should be things that require a group to do. There should also be plenty of things for solo players to challenge. It is however silly when people get upset about the game being designed for groups of players, it IS an online game after all.
     
  19. pgib

    pgib Guest

    That is precisely my idea of being forced to :D. Of course it is a game so we don't really get upset. We just moan loudly. Anyway i think we are going a bit off topic so lets respectfully disagree and move on.
     
  20. Zoeydamnies

    Zoeydamnies Visitor

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    I would like to see some sort of dynamic spawn, rather than the same monsters over and over again at the same intervals. One thing would be to vary what spawns, another would be to vary how often.

    For example, you could increase the re-spawn time based on the fame of the character that killed it. This would help some in those crowded dungeons.

    Now champ spawns do vary the spawn and there are many dungeons to choose from for variety, I do not advocate a champ spawn in every dungeon. Maybe something more like what is mentioned above, a random semi-champ spawns in a random dungeon once per hour.

    I wouldn't mind puzzle solving stuff that used other skills such as forensics and detect hidden (detective).

    One thing I always thought would be neat is a battle over Ankh dungeon. You could have good/evil sides that try to control the different rooms. If a room is taken by one side, vendors with rares for sale would spawn (or something cool). I think this could be permanent rather than an event.

    Just some thoughts.

    ZO
     
  21. Sevin0oo0

    Sevin0oo0 Guest

    since Dev's 'fixed' swoop back in 2007 - it's virtually safe Forever - might as well just remove it now
    How about reasons to do quests in sanctuary, and a way to get there - add more things to do in the underground there (not just more mobs)
    less auto reveal
    terathan keep: change the stairwell, can the ophids
    The Elemental Huts in Ilshenar - include All types of ele's available in the spawn
    Is the really any reason for gargoyle City besides a book? - add new quests here
    Dungeon Wrong Level 3 - Completely Empty! Duh!
    Since we can't leave a dungeon, sacrifice rez & have our stuff - wandering healers inside

    --> Bring Back Blackrock infection - Always fun

    I like that idea of mini-champ in anti-virtue (and other) dungeons
     
  22. Nyses

    Nyses Lore Keeper
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    Blackrock infection again would be great, that was a lot of fun.

    Everyone keeps referencing Doom, as a system that scales with the amount of people there, but do you all realize, that system is really screwed up, or at least needs a revamp. I have been in Doom solo, and usually get just one of each boss, but sometimes I get 2 per room and then the DF. On the other hand, when 5 or 6 of us go down there, we still often get One in each room and One DF, and sometimes it is 2 of each.

    If it is intended that a group of 5 or 6 get 2 bosses max, then Doom needs a serious revamp. That may have been ok, Years ago, but Doom has not kept up with the new skills and tactics. I can solo that place on 4 different character builds, it needs a revamp too, as do the other dungeons.

    The best "Monster Scaling" in the game is the Dark Guardian room in Doom, every PC, Pet or Summons in that room, causes 2 more Dark Guardians to spawn. Use that model for more of the dungeons.
     
  23. Merus

    Merus Babbling Loonie
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    How about a "champ spawn" system for Tram/Ilsh/Malas/Tok/Abyss with a reward of similar value to power scrolls on a smaller percent chance for reward? Less risk less chance for a reward, but still something to work toward.

    It wouldn't have to be too complicated, each dungeon would have an alter of sorts that would progress toward a ML strength boss. Killing the boss would offer a chance for some sort of useable reward. By collecting varying boss rewards you could combined them and sacrifice them (like the treasure maps for Corgul) to summon a super boss in a random dungeon. This boss would be randomized with 6 or 7 different possible forms with 7 to 10 randomized abilities. This combination would mean that it would be unlikely to encounter the same boss more than once within a given period of time. Sometime unpredictability can be the most fun.

    With varying level of difficulty, some of the spawns could be soloable, while others could be made difficult enough to require a group effort. Depending on the form and abilities of the super boss it would most likely require a group, but with a little luck and the right template it could be soloable as well.
     
  24. GalenKnighthawke

    GalenKnighthawke Grand Poobah
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    When they make something solo-able, there are complaints about how "everything" is solo-able.

    When they make something difficult, or impossible, to solo.....

    As to the stated topic of the post....I think they will revamp one dungeon at a time and deliberately not revamp all of them.

    I think they will leave upper levels more-or-less as is. I think they will add stuff to the lower levels, maybe linking it to the upper levels, champ spawn style.

    Of course they could just merely screw with mid-end monsters, making them more close to high-end, and screw with high-end monsters, making them more like bosses, and split low-end monsters between mid-end and leaving at low-end.

    -Galen's player
     
  25. Obsidian

    Obsidian UO Forum Moderator
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    To start with, I'd like the following (or something like it) added to the existing Felucca champs. I'd call it an Elemental Evil Spawn. You could even have it permanently in Shame (how appropriate).

    Level 1 - Earth Elemetals and Acid Slimes
    Level 2 - Water Elementals and Fire Elementals
    Level 3 - Air Elementals and Rust Elementals
    Level 4 - Acid Elementals and Blood Elementals
    Champ - Blackrock Infused Rising Colossus like beast (mystic caster w/AI & Bombard attack; 30,000 Hit Points)

    Something new to spice it up! Also add the following replica drops:

    Earthen Boots (Human/Elf shoes and alterable to Gargish Talons)
    +2 HCI
    +2 DCI
    +2 SDI

    Blizzard (Gargish Legs)
    Cold Eater 10%
    +10 DCI
    +10 HCI
    15/5/20/10/10

    Icicle (Human/Elf Diamond Mace)
    100% Cold
    Random Super Slayer
    30 HSL
    30 HML
    35 SSI

    Ring of Fire
    FC 2
    FCR 3
    DCI 20
    SDI 10
    Fire Resist 15

    Reading Glasses of the Elements (Human/Elf & Garg Alterable)
    35 HLA
    5 Dex
    5 Int
    5 SSI
    10 DI
    15/15/15/15/15

    Enraged Earth Elemental Statue (Deco)

    Or anything along those lines as long as we give love for both Gargoyles and Humans/Elves. I feel like we've stagnated recently and would like to see new mobs and new items entering the game on a consistent basis.
     
  26. CovenantX

    CovenantX Babbling Loonie
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    A few things i would like to see added in the revamped dungoens would be
    more named creatures like Swoop and such would be nice, with new exclusive drops (unique to the named mob/spawn)

    An Elemental spawn (Felucca) in shame somewhere would be nice

    I would like to see something done with Wind dungoen as well, since only players with a certian skill level in magery are able to enter, something interesting could be done with this (been so long since i went there i dont remember what the magery limit is)
    btw remove the inn, inside Wind dungoen so soulstones are not useable to get rid of the required magery to enter.

    I like what they did with the SA mini spawns, where you farm for imbuing components, however i do believe imbuing is a bit overpowered atm, so there should be some sort of buff to mob loot as far as Stat intensity goes.

    and maybe add some mob loot Specific properties to items, so hunting mobs will be the only possible way of getting an item with that property (this will make it useful to hunt mobs again)

    new peerlesses would be great as well.

    Also i would like to see something Re-implemented, this would be the (slayer weapons) or atleast the way they were obtained.
    back in the day During Pre-AoS you use to have to hunt Opposing Slayer group mobs to find slayer weapons for example- To get a Repond slayer weapon, you would need to hunt Undead monsters,

    Repond - Undead
    Demon - Elemental + Fey?
    Reptile - Arachnid

    this gave a reason to hunt different types of mobs, and might spread the population a bit in the dungoens again specially if there are properties specificly from mob loot, this would make most if not all dungoens worth going to for hunting
     
  27. hen

    hen Certifiable
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    Make Lenley rideable. When you complete his quest and get him out of the dungeon he becomes ' a rideable Lenley'.
     
  28. Sevin0oo0

    Sevin0oo0 Guest

    reduction of trash items on mobs with a proportional balance between gargoyles-only/human-only items to match the player base
    Clean up of outdated events: wisp guardian chests-orbs; terathan-gossamers come easily to mind
    REMOVE dci and movement speed increase when a mob is near death (currently about a 25% boost)
     
  29. Sevin0oo0

    Sevin0oo0 Guest

    Cal said a loot increase, any guesses on how much? I think it should be based on hitpoints, if it has Over a certain amt, Major bump - 35,000hps?, say 200k scattered on ground
     
  30. Zosimus

    Zosimus Grand Inquisitor
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    This is a very good idea. Maybe you should suggest it to the devs.
     
  31. hen

    hen Certifiable
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    I would like to see the brazier in Deceit (fel side) being able to spawn any creature currently in the game.
     
  32. rottenbeggar

    rottenbeggar Guest

    id like to see some stealables introduced to the anti virtue dungeons and maybe a boss in each with maybe the super slayer weapons as rewards superslayers with the ability to summon a related creature
     
  33. Sevin0oo0

    Sevin0oo0 Guest

    thinking of slayers as loot, maybe talisman drops so non-crafters have opportunities to get those w/o scrounging trash bags in heartwood.

    and ditto Petra's idea
     
  34. roninaxx

    roninaxx Journeyman
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    make the spawn dynamic more people more spawn dies too quick increase/decrease the rate of respawn scale it by numbers.simpliest way seems to me
     
  35. Barok

    Barok Grand Inquisitor
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    Isn't it possible to get them in the box rewards for the heartwood hunting quests?
     
  36. hen

    hen Certifiable
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    I agree with hen's ideas. Imagine fighting a walrus whilst on your rideable lenley in deceit. That would just rock.
     
  37. Theo_GL

    Theo_GL Grand Poobah
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    What I would do for dungeons:

    * Spawn with 50x as many creatures
    * No Recalling into dungeon
    * Once monsters are 'cleared' they do NOT respawn for 1 hours or something
    * Boss as the end with interesting items that you have higher chance to get depending on lower spawn killed


    So basically making them like the champ system - you have to fight your way through and then kill something at the end, then the dungeon goes quiet until respawn.

    This would be alot more engaging then sitting on a screen munching cheetoes and killing daemons for hours on end.

    You would be forced to kill all diff types of monsters and it would be tougher than 1/monster at a time.

    The progress could be seen instead of just simple kill/respawn.


    Then you could have dungeon crawls and events to 'clear' dungeons. As it is - dungeons are pretty boring.


    You could also add random secret rooms that you would have to use tracking or detect hidden or something on to locate. Those rooms would have special encouters. Every day youd have to find the rooms in each dungeon.
     
  38. Sevin0oo0

    Sevin0oo0 Guest

    for ReSpawn, maybe apply that to abandoned mini-champs too, where the renown resets back to normal if no one is there for an hour
     
  39. hen

    hen Certifiable
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    lol great idea man
     
  40. Sevin0oo0

    Sevin0oo0 Guest

    paragon Blackrock walrus! share the love
     
  41. pgib

    pgib Guest

    They could also randomize spawn locations and "grant drop".

    I take the iron beetles as an example. I need the 10 scales for a quest. What do i do? I fall asleep in the spawn area hoping that the next wave will drop one scale.

    Wouldn't it be a little more interesting to actually have to search for the beetle inside the dungeon, knowing that when you find it you get your scale? Maybe sometimes it spawns in a quite area and sometimes in a crowded pit.

    That would be a reason to travel into dungeons. Not the "you can mark nor recall or gate here": in case someone didn't notice that, the fact that we cant mark and recall in certain areas didn't make people to travel more. We just run faster.
     
  42. Martell

    Martell Seasoned Veteran
    Stratics Veteran

    Joined:
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    revamp doom and make monsters resistant to sampires would be great changes. I haven't pvm'd in years solely because there's no point. It's not fun to do when I know I can just hop on a sampire and solo just about anything I want.
     
  43. pgib

    pgib Guest

    I have to say that one thing that really impresses me is how much the way people play this game has changed.

    Once "we were" the main character we played. A very light kind of roleplay maybe.

    Now players just choose the templates they need "to beat the game".

    For a game that has no win condition that is a pretty weird way to play.
     
  44. Sevin0oo0

    Sevin0oo0 Guest

    Ditto, thank the Dev's for that, they keep 'fixing' skills, and They started template changes like that and even admitting they impose a Forced Playstyle (I need to go find that post again, maybe by wilki?). Not like the old days of non-anal when it was simple, fun.
     
  45. unified

    unified Guest

    Bring the Juka Warriors back to Wrong! Is there a reason that Lizardmen have to have two dungeons?

    Seriously, I missed something. Can someone please point me in the direction of what made this happen?