Cyliena
05-12-2012, 06:21 PM
<p>Here's a list I came up with a while ago on things I would like to see worked on with DM. Feel free to add your own!</p><ul><li>Station Cash/Dungeon Mark avatars should have a little something extra that makes them a bit more special. For example, I purchased the Chimera Spelllord with SC and regret it because it's a terrible avatar with all slow recast abilities. Give their abilities more damage/healing and make sure they're not plagued with slow recast. (the Mystic Moppet one is pretty cool though, btw, it's just not as high dps as default/dropped fighter avatars)</li><li>What Dungeon Maker needs is more control given to the builders. Such as:</li><li>1. Let us set mobs as aggressive/non-aggressive.</li><li>2. Let us link mobs together in an encounter, as long as they are stationary mobs that are in the same room.</li><li>3. Give us some minor scripting options. I admit I don't know much about scripting but many builders out there long for this.</li><li>4. Give us more spawner types. For example, I'm trying to build a plant dungeon but there's only two types of plant spawners, both of which are limited ones from one of the booster packs. I can't find any permanent dropped ones. Plants of course aren't the only type, I'd really like to see a spawner type for every type of killable mob out there.</li><li>5. More racial/humanoid spawner types. We have erudites, dervishes, honor elves, Tallonites, and coldain. Vampires too if you want to count those. Where are the dark elves, kerrans, barbarians, gnomes, etc?</li><li>6. Better collision detection with house items. For example, if you place an item (like a platform) on the floor and place a mob on it, the mob will sink knee-deep into it. If necessary disable collision near the entrance and exit portals to avoid people abusing it somehow there.</li><li>7. The ability to place multiple exits in a dungeon. It sucks to get partway through and have to leave with no rewards, or to get to the end and not be able to beat an encounter and again, no rewards.</li><li>8. Teleporters!</li><li>9. Look into why house items render so poorly in dungeons. I spent so much time with my dungeon and was sad to see that you can't even see it rendered until you're really close. The last hallway where in my dungeon is especially telling of this (Keepers of the Ages on Everfrost in Hall of Fame if you want an example place for this).</li><li>10. Triggered events: example, passing over a certain point and Mob A yells something and rushes in/appears to attack. Or maybe killing that mob opens up another area of the dungeon or so forth. This is probably akin to scripting I guess.</li><li>11. Make magic mouths work for avatars... I was disappointed that they didn't. If you can't, please give us effect objects to place that we can make pop up flavor text for avatars.</li><li>12. Allow us to set Points of Interest on the maps.</li><li>13. Look into patrolling/wandering mobs, on stairs and probably in general. The Chardok layout is especially bad with this, my husband has a mob that patrols from the end to the beginning of the dungeon and it spends half of its time inside the walls instead. On stairs mobs zigzag crazily and sometimes go into walls or get stuck.</li><li>14. Mobs have terrible pathing during combat on stairs. (I haven't re-checked this since the GU63 pathing change, it may be better now)</li><li>15. Elemental damage effect object: Remove the knockback from this. Put the knockback effect on its own object.</li><li>16. More effect objects would be nice in general.</li><li>17. Let us set tasks for a player to complete in the dungeon that can reward them bonus tokens. Maybe something like "find all four of the hidden vases" or "find and eliminate the sneaky clockworks" (and we'd flag the task update areas/objects/mobs)</li><li>On the Dungeons tab in the Character window show a numerical value for how many more dungeons we are allowed to have published. (example: You have 1 of 4 dungeons published)</li><li>Builders getting token rewards: It was supposed to be a valid method of gaining tokens but it is terrible. Apparently you only get tokens the first time someone completes your dungeon. How about gaining tokens at least once per week of said account completing your dungeon instead?</li><li>On the leaderboards have some sort of randomized "Featured Dungeon". The default filter being on Action (Recent) instead of Newly Published already puts non-grinding dungeon makers at a disadvantage, I think, for getting their dungeon seen. If each section randomly picked a featured dungeon for that day it might help builders get more traffic.</li><li>I love that the Erollisi Day vendor has spawners and activators, and was happy to get the activator from D'Ina during Frostfell. Please keep up the trend and add in spawners and/or activators for every holiday event! The Brewday event had neither and that bummed me out a bit, was really hoping to get a strange cabbage or pink elephant spawner.</li><li>We need a way to mark dungeons and builders as "Favorites", and then be able to filter to our Favorites list.</li><li>Dungeon Leaderboard filter needs to be able to be filtered by your Friends list or give us the option to search by partial dungeon name/builder name.</li><li>In Testing Leaderboard category: This should be a category on the Dungeon Maker Leaderboards that allow builders to get feedback from other players on their dungeons. I envision it working like this:</li><li>1. When you publish your dungeon you have the option to publish it normally or to publish it as "In Testing" mode.</li><li>2. Dungeons in the "In Testing" category will not be subject to the Like system and will not gain awards. If a dungeon already had awards it does not lose them, but simply cannot gain more while in this category.</li><li>3. Dungeons listed longer than 7 days in the "In Testing" category are automatically unpublished.</li><li>4. Builders do not gain Dungeon Mark rewards for players running a dungeon they have published for testing. The point of this mode is to get feedback.</li><li>5. Players who run an In-Testing bonus will receive a survey--you can use the same UI that the new polls do--when they leave the dungeon via the Entrance or Exit portal. The first "page" of the survery should inform the player that they will receive a bonus incentive for completing the full survey.</li><li>5a. This survey can only be completed once per day per account.</li><li>5b. If the entire survey is completed, the player will earn all Dungeon Marks that they normally earned by running through the dungeon plus a bonus 25% more marks.</li><li>5c. A player who killed nothing in the dungeon will only get a survey that asks them why they did not complete any content of the dungeon. Choices can be "There were too many mobs and I kept dying." or "I entered the wrong dungeon." or "I just didn't feel like it". As this player earned no marks anyways so just give them, say, 1 token for doing the survey.</li><li>5d. If a player completed less than 50% of the Dungeon Mark total (so in theory, < 50% of the dungeon) they get a shortened variation of the survey. This variation will ask questions such as "Why did you leave the dungeon early?" with answer choices such as "Dungeon was too long.", "Real life intervened.", "Mobs were too difficult.", "Dungeon was too boring.". Then they can be asked to elaborate: Q: "Why do you feel the dungeon was too long?" A: "The zone had too many rooms", "There were too many mobs I had to kill through.", "Fighting took too long here.", "I died too many times.". Q: Why do you feel that the dungeon is too boring? A: "There was no decoration.", "It lacks a theme.", "The wasn't enough variety in mobs.", "There were too many empty rooms.". Q: "Why do you feel that the mobs were too difficult?" A: "Placed too close together.", "Their special effects were too hard.", "Too many wandering/patrolling mobs." .. and so on.</li><li>5e. If a player completes 50% or more of the Dungeon Mark total they get a full survey. This can go over questions such as what did they like the most (theme, decoration, mob placement, etc), what did they like the least, what type of avatar they used (fighter/scout/mage/healer), how big of a group they feel that dungeon is suited for (solo, duo, full group, etc), if the length of the dungeon was too long/short/just right, if they feel that the dungeon needs more testing, how challenging did they think the dungeon was, etc.</li><li>5f. When the survey is completed the builder will be mailed the results. The person who took the survey should remain anonymous.</li></ul>