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LadyMacV

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  • "LadyMacV" started this thread

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1

Thursday, July 12th 2012, 4:12pm

Dungeon Instance Design

I've got a few ideas about how to make the instances themselves more dynamic and challenging for players across the board. Rotating the middle bosses in AC was a good step towards making the instance repeatable, without becoming overly boring right off the bat.

1. I'm a bit surprised that as of right now, Sardo Castle remains the latest instance to have incorporated actual runes as a method to hinder players' progression. I'd like to see another instance designed in which the runes themselves are crucial toward advancing through it. Bosses should be frequently tossing out different attacks based off of runes they used, with players given a chance to stop the aoe/attack by using a counter rune. A final boss made of nothing but runes and runic energy would be pretty cool to see. In addition, utilizing more than seven different possible rune combinations and effects per hallway/boss would go a long way towards making the instance more difficult to clear.

2. Loot! It's like the bosses only ever think about gear and weaponry being important. They don't ever hoard things like scrolls, books, or any of the other things a player may consider to be valuable. A boss with a chance to drop an x rune, driller, puri or plussing gem would keep players coming back for more. (Drop rates on those items would work similarly to the way the gear and weapon drops do- i.e. the higher the rarity or level, the less chance of a drop).

3. Player designed dungeons. Give the community the opportunity to design their own dungeon layout within a given set of parameters, and then put it into the game. Factors to consider are the aesthetic appearance, obstacles and mobs (different kinds of attacks, placement, types, and how hard they hit per instance level, etc.), bosses (loot drops, attacks, defense, hp, dodge rate, resistances and enraged state), and layout (how many hallways, staircases, impassable sections (a maze with changing paths would be kind of awesome), number of boss rooms and physical location of the instance (i.e. where is it within the existing map, or does a new zone need to be created for it?).

4. Shrines to the gods and evil things roaming around Taborea. When clicked on, these have a chance to provide a buff or debuff that can help or harm a player progress through a dungeon. (These can take into consideration which class is clicking on the shrine, in addition to which god/goddess/dragon/other entity it is designed for.) They make the instances a little more interesting if the player is finding it too difficult or too easy to clear.

If you happen to have any of your own ideas, please post them here.
In a world of black, white, and grey... I'd be bright friggin' purple. M/P on Reni.

MegaMouseSEC

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2

Thursday, July 12th 2012, 5:27pm

I like number 2. More and different drops would be killer.
Something else would be more variety in dungeons instead of the one path to either death or victory. Maybe set up one or more dungeons with multiple paths to the bosses with different treasures to uncover (ok I like exploring). This new game I have gotten semi-interested in has a couple dungeons settup that way and it is fun to fund the various ways to get to the end (one even has a shortcut right to the main boss). But the way the other game has it settup is if you do use the shortcuts you don't completely avoid the other bosses but you fight them with the ones you went around it for.

3

Thursday, July 12th 2012, 5:54pm

Well, there is one other kind of valuable drop (item #2), and that is rare mats. A lot of crafters are limited in what they make by those nails and stones that can only drop in instances.

Temp buffs in forms of shrines can work well too. Right now, many instance runs are waiting games because people are watching their cooldowns before they set bosses off. A good buff that is set before boss #1 but will expire if you wait for your CDs to reset before engaging boss #2 can pick up the pace of runs.
-- Rustyx --- 92R / 92S / 92M on Reni (Guild KnightShift). Yes, running the new FOTM R/M, cause I am not elf enough to be WD/S.

Oh, and people who have more than 3 classes are clinically insane.


Cike

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4

Thursday, July 12th 2012, 7:02pm

i low level instance that i have always loved is the arcane chamber of sathkur. i like this place for 3 reasons that i have not really seen much in any other instances.

1) there are traps throughout the instance that trigger a %HP based attack(a poison, stun or just some damage), especially when stepping on the piles of gold throughout the instance

2) to get to the bosses you need to do a little puzzle(in the arcane chamber it is a memory game), and if done incorrectly, lots of mobs come out and try to kill you. if done correctly, the boss spawns.

3) when doing the instance there are 3 bosses you have to fight, yet there is a total of 9? different bosses, and 3 are chosen randomly. each boss has different attacks and special skills, thus forcing you to adopt a new strategy for each boss.you also need to work fast, because as soon as the boss spawns, you have already aggro'd it. each boss drops different loot also, but some items are dropped by more than 1 boss.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

5

Thursday, July 12th 2012, 10:26pm

I think everyone's gear should be afforded a boss-read quality score, and the amount of damage they inflict would be based on the current numbers. Make it interesting for everyone involved, not just easy-mode for the uber-spenders... Someone has 200k hp? Boss hits for 25% of that... you take 50,000 damage... got 50k hp? Boss hits for 25% of that... you take 12,500 damage. Kinda like that, but not just based on HP... on all factors that influence gear quality...

MegaMouseSEC

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6

Friday, July 13th 2012, 2:11am

Quoted from "Silenteye7;544846"

I think everyone's gear should be afforded a boss-read quality score, and the amount of damage they inflict would be based on the current numbers. Make it interesting for everyone involved, not just easy-mode for the uber-spenders... Someone has 200k hp? Boss hits for 25% of that... you take 50,000 damage... got 50k hp? Boss hits for 25% of that... you take 12,500 damage. Kinda like that, but not just based on HP... on all factors that influence gear quality...


WoW has a similiar system that when first introduced was broken, but they quickly fixed it. The way it works is the instance level was determined by a combined score of the partys gearscore. So each time you did an instance it could be easy or hard as all get out.

7

Friday, July 13th 2012, 2:12am

Quoted from "MegaMouseSEC;544908"

WoW has a similiar system that when first introduced was broken, but they quickly fixed it. The way it works is the instance level was determined by a combined score of the partys gearscore. So each time you did an instance it could be easy or hard as all get out.


Solution: Swap gear, go into instance, swap gear back. Whee now you can burn the instance.
Borella - 100 W/M/S/R/P/K
VVV
If you play P/K in instances you're garbage


8

Friday, July 13th 2012, 2:30am

Quoted from "Cike;544788"

i low level instance that i have always loved is the arcane chamber of sathkur. i like this place for 3 reasons that i have not really seen much in any other instances.

1) there are traps throughout the instance that trigger a %HP based attack(a poison, stun or just some damage), especially when stepping on the piles of gold throughout the instance

2) to get to the bosses you need to do a little puzzle(in the arcane chamber it is a memory game), and if done incorrectly, lots of mobs come out and try to kill you. if done correctly, the boss spawns.

3) when doing the instance there are 3 bosses you have to fight, yet there is a total of 9? different bosses, and 3 are chosen randomly. each boss has different attacks and special skills, thus forcing you to adopt a new strategy for each boss.you also need to work fast, because as soon as the boss spawns, you have already aggro'd it. each boss drops different loot also, but some items are dropped by more than 1 boss.


Was also my favorite dungeon.
Roleplayer in Govinda
Leader of the roleplay guild Immortal Covenant
Reagen -- 50/39 K/M-- Govinda
Xushin -- 29/54 W/M-- Govinda
Foroque -- 29/27 M/Wd --Govinda
Olan -- 22/27 P/K -- Govinda
Shivaa -- 40/40 P/S -- Govinda
Shayn -- 50/37 R/M -- Govinda
Raiden -- 22/0 M/x -- Govinda
Dieiyna -- 38/38 D/W -- Govinda

MegaMouseSEC

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9

Friday, July 13th 2012, 5:09pm

Quoted from "Borella;544909"

Solution: Swap gear, go into instance, swap gear back. Whee now you can burn the instance.

People did this in WoW until Bliz fixed it as an exploit. The only way to prevent that from going on is to lock the gear to whatever you enter the dungeon with equipped. Ok not sure if that will be understood, what I mean is this: set it so that when you enter a dungeon, whatever gear you have on when entering is locked and cannot be removed, or swapped.

Winston

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10

Friday, July 13th 2012, 5:21pm

I like 2 and 4.
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