View Full Version : My wishlist for Dungeon Maker
griffon_lady
07-17-2012, 04:30 PM
<p>I deeply appologise, but i did run a few dungeons while the dungeons were bugged. I was getting SEVERLY frustrated with getting repeat spawners in the booster packs, so i went ahead and got all the marks i gould for the short time between hearing about the bug and it being shut down. I just wanted to see if i could finaly get one specific boss I've been working my touche off to get the tokens for and still haven't gotten.</p><p>I got several Ettin Guardians, a few Lich troubdors and a second Cara.... a fire elemental and a couple elites i didn't have, and a handfull of random repeats.... I already had a handfull of ettins and lich doubles in my bags, wondering what to do with them.</p><p>So here is my wish list.</p><p>Spawners should be tradeable, or individualy purchaseable. Please!!!</p><p>Items we place should have the same line-of-sight rules as the original structures, maybe only for the mobs since it might wreck havoc for players with things stuck in walls, but body pulling and getting things from the floor above or the other side of a wall is really limmiting us in desighning dungeons and frustrating people who try to run them.</p><p>Doors with switches. Place a door, a switch pops up that you have to place some where.</p><p>Activateable events or animations. I would LOVE to get the spider crawling effect from Nights of the Dead or Cella, or the running shadows from the Everfrost shard instances. XD Maybe a trigger or maybe an effects item to place and affect an area. Or to have a few different waves of mobs in one spot, leading to a boss spawning.</p><p>Quests would be awsome. Set a number of mobs, or different steps to get tokens based on the numbers. </p><p>the ability to use teleporters or place multiple exits would be lovely. There are 3 camps of where to place the exit. The beggining (which is nice since you know where it is right away, but frustrating for those of us who don't like having to double back), the middle (doubling back again), and the end (which is EXTREMELY frustrating when you get 2/3rd through a dungeon and find a huge knot of mobs you can't even kill one of, and have to leave with no tokens). If you could place 2 or more exits, problem solved.</p><p>Basicaly, the DM justneeds more interaction. I see people saying they won't do dungeons because they are boring, they are houses with mobs scattered in them, etc...</p><p>/.. I wish i could get a job there... I'd have so much fun making this more interactive! (I know you guys take a LOT of guff though.)</p>
Grumble69
07-17-2012, 04:40 PM
<p>Where are my zombies??? I know there are some mobs that zombie-like, but sheesh.</p>
Seidhkona
07-17-2012, 06:41 PM
<p>I want giants! I want to tell Old Norse stories in a new Halasian guise, and how can I do the tale of Thor and Loki lifting the giant cat/World Serpent, eating faster than fire, drinking the sea, and fighting Old Age with NO GIANTS!</p>
griffon_lady
07-18-2012, 11:30 AM
<p>Yah! Zombies and giants sound awsome! ( I'm hopeing for NOTD they give us human Zombies! The original gooey ones and the lop-headed ones from later on! pleeease!)</p><p>And something I forgot that I've been daydreaming about. Manequins (like the Apprentice ones) so we can dress the humanoid mobs.</p>
Cyliena
07-18-2012, 02:41 PM
<p>More plant and racial spawners.</p>
griffon_lady
07-19-2012, 01:02 AM
<p>Another thing I forgot! Some kind of a favorites list, or a favorite dungeon maker list, like the friends list. I suppose one could just add a friends option to the filter tab with "all", "guild", and "my houses" on it. </p><p>The sort by Author alphabeticaly is nice, but it would be awsome if we could have a search (or do i need to update my UI? /hopes) instead of flip page by page to the x,y,z's. </p><p>Some way of finding the good'uns in that massive list, especialy now after the 1 hit kill bug. Quite a few dungeons that instasplat you now, getting revenge on players for 1 hit killing them, i suppose? =P</p>
Tyrus Dracofire
07-20-2012, 06:45 AM
<p>yes, i agree to make those dungeon pets "Tradeable", what we do with extras copies and some are "Limited' mob types, and they are not part of "toolbox menu", they do take away packback slots. i feel it is so wrong.</p><p>dont even want to see brokers get those flooded. so it would be cool if we have a new npc as "mob trader" merchant.</p><p>random mob from mystery giftbox isnt cool concept, sick of repeats when trying to get what you need as you keep getting same stuffs over and over.</p><p>oh by the way, PLEASE make them "greyed-out" so that way we know that we have just like collection/book format.</p>
msgnomer
07-20-2012, 10:30 AM
<p>Still a lot of good ideas in this thread too: <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=511002">http://forums.station.sony.com/eq2/...topic_id=511002</a> <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>Related to the newest features:</p><p>(1) I'd like to see the npc mobs able to talk - even just a single line text box if the player clicks on the npc. Maybe this could be added to the varieties of flavor text the designer can add.</p><p>(2) I just bought the text effect object and was disappointed to see it worked like a magic mouth. Now that's totally cool to have, but I'd also like to see an effect that you can attach to a dungeon object and you can add a line of text that the player sees by either hovering or an object or clicking on an object. This could even cover item (1) in a pinch, if the designer could attach the effect object to the npc as well. You see this in real game dungeons and it could help give clues or tell a story.</p>
Lathain_Sarathai
07-27-2012, 03:32 AM
<p>+1</p><p>My own wishlit :</p><p>1 - Smart loot on booster, so you dont get 14 times same one, you cant use.</p><p>2 - One single DM thing for the Whole account instead one by char. Like legend of norrath, i dont get one game card by toon. I work with all my toon, they should ALL have access to what i have unlocked. It's ridiculous to memorize boss X with each.</p><p>3 - All limited edition should be memorizable, they take way too much space in bag. And create a stock zone is not a good option.</p><p>4 - All spawner should be labeled like shiny are. ATM it's not possible to say if you already had it memorized or not by inspect.</p><p>When i inspect one, the game should tell me if i already have it or not.</p><p>5 - Mystery box should give thing related to DM, spawner, furniture, atm nothing usefull for make better dungeon is bit frustrating.</p><p>6 - The entrance should work like exit also (full reward), so no more need to put exit at enteance. And or type /house and get full access to a proper exit with full reward of what you earned.</p><p>7 - Effect object like (Multiple), but not only for one room. I want one effect for the whole dungeon so i dont have to put them in each room, and so i can put mob in stair who are not considered as room.</p><p>8 - Better information on what are the mobs capacity when we create dungeon, and possibility to search filter mob by those capacity. Like i want a mob with KB, or i want a mob with taunt, with heal. Possibility to filter.</p><p>9 - Create linked enconter. Make groupe of mob part of same enconter, so some class could take adventage of this. ATM is bit frustrating to be faced to a small pack of mob and all our green spell are useless. And it make thing harder than it could be in some place.</p><p>10 - so much more ... shiny collection maybe, perhaps with special google you earn when you become dungeon veteran.</p>
Afista
07-27-2012, 08:05 AM
<p>The number one thing I'd love to see added to DM that I think would also increase traffic through a lot of dungeon is:</p><p><strong>*The ability to /exit and claim tokens and rewards without making it to an "exit portal"!</strong></p><p>It's ridiculous that someone might get stuck, LD or whatever half way through a long dungeon and then get absolutely nothing for their time! Personally, I can't even committ to trying dungeons stating "400+ tokens" etc.. because I never know if I'll have time to finish it without going afk and getting logged out. There's always the hesitation to even try a dungeon too because how do you know the exit will be obtainable? There's so many dungeons listed without any reviews, could this by why?</p>
apwyork
07-27-2012, 04:47 PM
<p><cite>Afista wrote:</cite></p><blockquote><p>The number one thing I'd love to see added to DM that I think would also increase traffic through a lot of dungeon is:</p><p><strong>*The ability to /exit and claim tokens and rewards without making it to an "exit portal"!</strong></p><p>It's ridiculous that someone might get stuck, LD or whatever half way through a long dungeon and then get absolutely nothing for their time! Personally, I can't even committ to trying dungeons stating "400+ tokens" etc.. because I never know if I'll have time to finish it without going afk and getting logged out. There's always the hesitation to even try a dungeon too because how do you know the exit will be obtainable? There's so many dungeons listed without any reviews, could this by why?</p></blockquote><p>We've been pointing out this issue since it was launched. With no way to preview a dungeon, you have to trust that the maker made it workable. I've been in some where you get a point that there's no way to proceed, normally from the maker putting too many mobs or all mezzers or knockback types in one location so you die before you can kill any.</p><p>I've always put the entrance and the exit in the same location so people can leave whenever they want, but that means if you make it through to the end of a large dungeon, you have to run all the way back to the entrance to leave it, which is annoying also. To allow makers to place multiple exits would solve many of the complaints.</p><p>There's nothing we can do to stop people from making a dungeon that seems fine for the first 9/10, but has that room at the end with hundreds of mobs in front of the exit, but for those of us who make these for other players enjoyment, simple additions like multiple exits would be very welcome indeed.</p><p>The addition of mob event specific text, voice, interactable objects such as buttons, levers and floorpads that allow the alteration of the environment would allow us to create dungeons on par with the ingame instances. As it is, even the best player dungeons out there are shadows of what we hoped to create, and end up being just what we settle for.</p><p>Another change that is desperately needed is the ability to tell if you have a mob or not just by examining the item. I have gotten hundreds of them, but have no way to tell what characters already added them and which haven't. There's no way to check what you have vs what is available on the broker. This should have been included in the launch, but still months later, we are asking for this. </p><p>Encounters are another item that should have been included. Omitting it when player avatars were implemented was an obvious oversight. Characters have abilities that target encounters and with nothing but solo mobs near each other, these abilities are useless in the dungeons. </p><p>Non-hostile npc mobs. We could use these to create a story for the dungeon instead of it being enter-kill-exit. The random text option on hostile mobs offers us the ability to taunt players, but little more than that.</p><p>Another item that I would like to see would be the implementation of 1 item no limit on placing in dungeons. To have to bring in hundreds of plants, 1 at a time, to turn a dungeon into a forest or whatever honestly makes decorating dungeons using crafted objects a nightmare. I understand how this is the same as in decorating a house, but I'm not making a house. I'm making a dungeon, for people to enjoy as a dungeon, not a showcase in decorating. To retexture the floor in a dungeon can take hundreds of tiles. I really don't want to sit there and make hundreds of floor tiles, 1 at a time, or worse, have to buy hundreds of them from the city festivals if that's the texture I would like to use. I tried to do an outdoor seeming dungeon (since we don't have any available) and gave up on it simply because the amount of vegetation and grassy floor was quickly going to exceed the 1000 item limit long before I would ever get to the end of the dungeon. That was if I added no mobs, also.</p><p>It would also be nice to have walls that function as walls. AOE attacks should not be penetrating them and hitting mobs in other rooms. This is an issue addressed more towards player avatars since the aoe ranges on high level characters can become huge. A 92 shadowknight in a crushbone layout can easily pull every mob in adjacent rooms with one aoe attack. </p><p>Interactive mobs! A monster who runs away to get other monsters to help them would be fantastic. The Castle Mistmoore instance has this type of behavior and to be able to place something like a guard in a player dungeon who instead of blindly rushing in, would more realistic run away to get help would add a whole new level of strategies in the dungeons.</p>
LordPazuzu
07-27-2012, 05:07 PM
<p>1) Player race spawners.</p><p>2) Remove the cap on how many times I can use an effects object.</p><p>3) Outdoor dungeon maps.</p><p>4) NPC/Player conversations i.e. hailable NPCs.</p><p>5) Basic boss scripting i.e. summon adds @ 50%, etc.</p><p>6) The ability to write a basic zone description that appears in the Dungeon Maker window before zone in.</p><p>7) Bonus marks for grouping. </p>
FlameingPumpkin
08-07-2012, 09:02 PM
<p>There are some great ideas here and i agree with most if not all</p><p>I would like to add one item to this list </p><p>A player Dungeon Portal item for thier dungeon ( Like the prestige housing portals ) that takes players to a guild members dungeon ... No searching required this item would be placed in players houses and guild halls </p><p>I wish my trophies for the Halll of fame would be a clickable direct entrance to that specific dungeon .... that would rock ;0</p><p>Edit additionS:;</p><p> a Zone Timer ... with the players name to show up on the dungeon window as the fastest dungeon runner.... with a time to beat</p><p>And I would love to be able to fix and set flavor text without having to reset the publishing missing out on even 1 vote because of a typo is unbearable.</p>
griffon_lady
08-13-2012, 12:39 AM
<p>That would be so COOL! A portal to a dungeon in a house! I was just touring a house made by the person who made the sorcerer's stone dungeon and thinking how cool it would be to have a way to enter the dungeon from their house done in the same theme.</p>
Groscious
08-19-2012, 01:58 PM
<p><span style="color: #00ff00;"></span></p><p><span style="color: #00ff00;">The DM concept was a good idea. The implementation, however, has been badly handled. As it stands, all that we can offer visitors to our dungeons is a quick run through, mobs that are not too difficult, and, hopefully, lottsa tokens on the way out. No storytelling, precious little fun, and other than token farming, no good reason to return.</span></p> <p><span style="color: #00ff00;">It could be improved. If there's enough interest from the Devs. Others have made suggestion in this forum. Dunno if any of the Devs read this. On the off chance that they do, this is my 2c.</span></p>
Groscious
08-19-2012, 01:59 PM
<p><span style="color: #00ff00;"></span></p><p><span style="color: #00ff00;">1. Multiple exit points. No good reason why we are allowed only one exit point. Single room instances - no problem. Large instances, with increasing mob difficulty - forces visitors to either fight through to the end of zone or complete zone and then run back to the beginning. Senseless!</span></p> <p><span style="color: #00ff00;">2. Decrease tier, etc. Remove limit on number of rooms this effect can be applied to. As designer of the instance, it should be my choice how often this is applied. Using it lowers the dungeon rewards so it's not like we are going to use it willy nilly. Still, it should be my choice!</span></p> <p><span style="color: #00ff00;">3. Non agro npc maker. What's the point? The dialogue can only work if the mobs agro, etc., which, being non agro, they can't. Ridiculous! </span></p> <p><span style="color: #00ff00;">4. It would also be nice if we could purchase, using tokens, some humanoid npc's. It's all very well having non agro npc's as the storytelling characters but the instances might benefit from humanoid characters.</span></p> <p><span style="color: #00ff00;">5. And why such a small limit on the number of this type of character? I would like the option of the npc appearing multiple times, to advance the story.</span></p> <p><span style="color: #00ff00;">6. Whose idea was it to call the device that increases awareness, etc, ‘Lesser [effect]'? Seriously? Somebody's idea of ‘less is more'? Oh come on?</span></p> <p><span style="color: #00ff00;">7. Agro range. Some of the rooms are decently sized but laid out so that it's difficult to place grouped mobs far enough apart to avoid pulling multiple groups. Maybe call it ‘Increase agro range? (see above)</span></p> <p><span style="color: #00ff00;">8. People visit the dungeons for fun, xp, and to get tokens. Token farming is never going to happen pulling multiple single mobs. The dungeons aren't big enough to populate. Why then, do we have to place every single mob? Why not a ‘place group' option? With maybe a sub menu to select the different constituent mobs, so that we don't get groups of multiple mezzers, etc?</span></p> <p><span style="color: #00ff00;">9. Dialogue. Mobs should have non agro dialogue option. As in, two mobs chatting between themselves as we approach the room, interrupted by a ‘Shhh! Did you hear something?' before we finally enter the room and the agro dialogue kicks in. This would add to the storytelling in the instance. Make it feel like the visitor was questing rather than just boring farming.</span></p><p><span style="color: #00ff00;">10. Oh yeah, it would be a nice feature if the toolbox did an 'auto accumulate' rewards on the fly, so that the designer could see, for example, what adding another roomful of mobs to his dungeon would do to the xp and token rewards on offer.</span></p>
Groscious
08-19-2012, 02:03 PM
<p><span style="color: #00ff00;"></span></p><p><span style="color: #00ff00;">Apologies. Meant to to offer my 2c. Turned into 2pp! J The DM, as it stands, is broken. It needs to be fixed or people will lose interest. It makes sense to have it working as best it can. From SOE's point of view, it will prolong the life of the game, by keeping people's interest during upgrades. People like doing stuff that they haven't done before. This is increasingly difficult at higher levels. Chronoing only rehashes what we did as lower level toons or missed out on. Dungeons offer SOE a facility whereby the people who pay to play the game are contributing to the development of the game. This will only continue as long as their investment of time and creative effort is rewarded by SOE's commitment to enhance the development of the DM tool. Done right, we all benefit. Left broken, as it is now, it will wither and die. Just my 2c (2pp).</span></p><div></div><p><span style="color: #00ccff;">EDIT: Ahem. Hadn't noticed that other posters have made similar suggestions. Also noticed<span ><a href="http://forums.station.sony.com/eq2/user/profile.m?user_id=192480"><strong> apwyork's </strong></a></span>comments above. Quick point regarding floor tiles - don't forget the CTRL+E House Edit Mode will allow you to resize the tiles. Shouldn't take hundreds of tiles for any of the dungeons.</span></p>
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