Posted at 06-20-17, 03:22 am Link | #
Spooky4Us

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U can join Introspect if u like, most of us play everyday and talk, run SM, run Dungeons, get skill pages, the normal kind of things. just add me ingame at Roxwell.
Posted at 06-20-18, 03:30 am Link | #
Spooky4Us

Posts: 10
Joined: 06-02-17
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So i was talking to abunch of people in global on a way to make iria fun, iria itself was suppose to be a big place to explore, while u can explore for the random treasure chest ( that have a piss poor loot table) that about ends it in all honesty. So my idea is to put in additional "Forgotten dungeon" to have more fun in iria, each different place can use a different tile set, in deserts use the tile set from the starting elf dungeon, in snowy icy places use vales starter dungeon, everywhere else just use karu/maiz. regardless u could just use all karu/maiz to make it easier. Dungeons would not be long around the same length as alby normal, but with different difficulties of enemies with different rewards from the end chests. being that the dungeons are short the items for rewards shouldn't be stupid amazing like 58522566k worth of gold, but good enough to make it worth it such as Int magic pages, rare-ish blacksmithing/tailoring manuels, along with USEFUL trash items like different amounts of herbs, hp 100s, enchanted items (different levels of rarity depending on the enchanted item).

A player would find these forgotten places by searching with L-rods just like the other exploration things, and you have a certain amount of time to enter before they disappear.
Posted at 06-20-18, 07:44 pm Link | #
Spooky4Us

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sorry that's what i meant they wont be like white spider easy to kill monsters, they would start at reasonably strong for a smaller reward then if u would get monsters that are very strong with better then the previous dungeons reward. of course theres no direct balance ive thought about so its not like i have a list of specific items that can be the rewards or specific ideas for the monsters, but the alby normal was an example of length, not the way its laid out with 2 enemies which drop key, into room with more mobs which drop boss key, and the next two rooms are just locked door rooms, it would be more like a gauntlet where each room has a guarenteed fight, and the bosses would need to decently strong aswell, in my head u would have to have like 3 different spawn/loot tables and when u enter the dungeon which one u pick that way u dont have a chance to get the best item u can recieve from the dungeons on the version with the weakest monsters. thats really the only way i can think of balancing them, even if it turns into a gimmic that people get tired of it will still b content that sets this server apart from live making it alittle bit more different and unqiue. and even more it gives the players something more to do. right now all i hear people doing on a regular basis are rabbie, blood on the water for levels, burial ground or w/e its called. i mean imo anything that adds more things to do that will make more people have fun the better.
Posted at 06-21-18, 07:33 pm Link | #
Spooky4Us

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i can respect your concerns and im not saying they arnt valid but its not like every time u go into the dungeon u end up with super rare stuff, theres still a hint of rng where u end up with only gold just larger amount then a normal dungeon.

the difficulty could be worked out, in similarities to how shadowmissions work, if there was a way to pick which difficulty of the dungeon u would b going into that would give the player a choice where "im not strong but i wana do this" or " i may be able to handle the next level up so lets try that"

and with the dungeon entrance only open for a few minutes people who arnt close by wont be able to just warp and go to it, causing u to have to actively hunt for each dungeon which could b a problem in itself if they are too easy or too hard to find.

so the RNG for it to not only have the possiblity to not drop anything super expensive with having to find them cuts down on the chances of flooding the market with millions of gold worth of product.

and to go to the beginning of your post the dungeon rooms would work similar to how they are now in each room, the mobs wouldnt be spawned in already because there wouldnt be a locked door unless u would to mix things up take your second idea there and make each pillar u hit spawn some mobs to kill with a chance of droping a key to open the door int he same room the pillars are in, causing the amount of fighting to be different every room/ every dungeon depending on how many of these kind of rooms u would introduce per dungeon. otherwise leaving the dungeon rooms to work similar to how they do now where a second wave of enemies only spawn after the last enemy of the first wave has been defeated would allow for a breather if u had multiple people in your party. but even if u didnt u would just have to fight on like u do now till the last enemy of the last wave has been defeated then u can rest before tackling the next room.

im not trying to make these mini dungeons into few rooms but a long time to clear them, i would hope the balance of each difficulty using idea above here dealing with something similar to how u pick shadow mission difficulty would work out to only a few minutes for each room with dungeons from 3-5 rooms. of course that is if your are dealing with the correct difficulty for your ability level, so if ur level 250 doing int level dungeon it would work out but not if your 250 doing HM difficulty cause your crazy.
Posted at 06-22-18, 01:46 am Link | #
Spooky4Us

Posts: 10
Joined: 06-02-17
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what are finer points to you? and then we can work them over for fun
Posted at 06-22-18, 06:26 pm Link | #
Spooky4Us

Posts: 10
Joined: 06-02-17
Last post: 1446 days
Last view: 836 days
i mean to start at the end of your post first, im basically open to all compromises/ideas, this is just a rough idea as a whole.

for the first concern, i feel a 5 minute timer from time the dungeon is discovered to the end would b decent enough, if you plan on doing it with a party, everyone in the party would probably be in the same region so moving to one wouldnt take too long, the other people on the server i mean you could announce it if you wanted to but if you dont then honestly its not like it will matter to people who arnt looking for them, ya know?

as to the difficulty, if you would implement it like a normal dungeon does where theres passes then u could easily pick the difficulty, make the passes buyable from npc like alexina, etc. you could even recieve "elite" or special dungeon passes with different loot etc like theres in the game now by doing cor exploration or something, almost everyone i know does there exploration levels with cor so you could recieve them from voight or however u spell is name.

and i like your idea of different regions dungeons having different mobs in them, but i wasnt intending to have mobs with immunity in the dungeons, the thought crossed my mind but i feel like it would be slightly shitty just as you feel it would be. Im not against using mobs with ping that way u have a chance to be screwed over a tad, but id personally perfer to make it difficult in a different way. use 2 or 3 depending on difficulty different mobs per spawn so each has an option of aggroing on you but not like the jackals in fiodh. xD

i appreciate you talking to me about this in detail. another thing i just thought of because i mentioned the grind of the exploration levels in cor, the exploration for find them and for clearing them could be adjusted so it gives another reason to do them, not making it extremely overpowered but make them like 800-1000 explore exp or something when you clear it, its like turning in one or two relics in cor. just a thought that popped in my head, all the other dungeons in iria give you alittle explore exp aswell
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