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What do you like in a dungeon?

PostPosted: Thu May 08, 2003 12:21 am
by Drocket
Question 3: What do you like in a dungeon? That is it that makes you want to hunt in one dungeon instead of another? What do you think it most important in what makes a good dungeon?

PostPosted: Thu May 08, 2003 11:58 am
by DaBogmu
I wish the dungeons had a goal to reach at the end. A boss mob or a item. Something to make getting to the end of a dungeon a nice feat. Also I dont think it is fair for casters to be able to skip past covetous 1 and 2 even though it makes rescues easier.

PostPosted: Thu May 08, 2003 1:09 pm
by Keelarr Ranar
Bog, I'll help ya mark a recall spot at covetous 3 if you want.

PostPosted: Thu May 08, 2003 1:36 pm
by DaBogmu
Why should anyone have a quick way to bypass part of a dungeon. Its not same as fiting your way through 100 lizurds to get to the good spot.

PostPosted: Thu May 08, 2003 7:29 pm
by Drocket
DaBogmu wrote:I wish the dungeons had a goal to reach at the end. A boss mob or a item. Something to make getting to the end of a dungeon a nice feat.

That's something that I've thought about, but I've never really figured out how to implement well. For instance, is the quest repeatable? If so, then the reward really can't be terribly good because otherwise people will just repeat it over and over again. If its not repeatable, most people will wind up completing it within a week of starting WoD when older character take them hunting.

If its a boss, how often does he respawn? What's to stop people from camping him/her/it like everyone does in EQ? Why exactly is he dumb enough to keep coming back to the same spot over and over again, only to be killed?

With all of these problems, I think it may be better to just let the seers handle the quest-type stuff. Humans can make things a lot of dynamic and variable than a script ever could.

Also I dont think it is fair for casters to be able to skip past covetous 1 and 2 even though it makes rescues easier.

*Wonders how exactly this fits in with the complaint about Buc's Den* :P

PostPosted: Thu May 08, 2003 8:22 pm
by DaBogmu
How bout a NPC that acts sort of like the adventurers guild or guard quest. you reach them and then he asks you to kill a monster in the dungeon. The monster could spawn anywhere in the dungeon. It would make it a little interesting having to fight through to the NPC and then fight through to your target.

Dungeon boss ideas

PostPosted: Fri May 09, 2003 10:00 am
by Allayd
Why not have an area set aside in the dungeon as a 'command centre' or 'throne room' for that dungeon. Inside would be the general or lord 'big boss' for that dungeon. How about then making this boss very, very powerful, I'm talking about a similar power to 10 ancients. It would force a team of powerful players to work together in order to kill the boss. The reward could maybe be prestige more than a specific magic item.

Or instead of a super-powerful boss, how about make it so that he is reasonably powerful, but resurrects in various incarnations, the first being highly resistant to all magic, the second being resistant to certain weapons, the third being resistant to poison etc. Similar to Neverwinter Nights boss I suppose. Would again require a number of different characters to team together for the battle.

Just some ideas.

Allayd

PostPosted: Fri May 09, 2003 6:12 pm
by mack the fisher
Me personaly i like hard monsters and uniqueness of a dungeon, but i highly love fightign certain weak monsters.Me and the ranars love killing trolls.

PostPosted: Fri May 09, 2003 8:22 pm
by Zed
I like a challenge and the rewards that go with it.

I hardly ever hunt anywhere but Wind, Famine and Fire because they have monsters that can kill me if I`m careless but also reward me with nice loot.

I`d hunt Bucs more often if there were treasure chests there.

PostPosted: Mon May 12, 2003 10:33 am
by Tri'Becca
Maybe certain monsters to kill along the way would trigger the final spawn? Auto gate opened back to Brit once the BOSS is dead and won't close until room is empty?