View Full Version : For people active in the dungeon maker community...
ReddyKY
08-09-2012, 04:52 PM
<p>Do you currently feel satisfied with the DM? If not, what would you do to improve it? Do you feel that the DM has long term viability if no changes are made?</p>
Juravael
08-09-2012, 05:05 PM
<p>I have been off and on actively making and running dungeons since this began. I quit a while back, before they allowed us to play our own characters, primarily because it took too long to run them for the "reward" that we got in the end. I also had a few of my dungeons get "messed up" randomly without me doing anything to them which discouraged me greatly. Photo went missing on some, flavor text stopped working on others and so on.</p><p>I started to use the DM again once they allowed us to play our characters and they threw in some nice, useable rewards but they have botched this up so badly that I am ready to throw in the towel again with it. They keep nerfing then un-nerfing them, removing reward choices, bringing them back, nerfing DM items and now nerfing the AoE which all that does in the long run is slow down the running of the dungeons by maybe 10 minutes ... it's just been frustrating.</p><p>I wish they would make up their minds with it or just remove the feature all together.</p>
AppyH
08-10-2012, 01:49 AM
<p>There is no long term viability, there is very little loot you'd want, perhaps the trinkets and helm, and a few bags or such, and you get that in a few runs (well, you did before the stupid AE nerf at least, no clue how it will be now). Some dungeons might be worth it for some players that play them as "normal" oldschool dungeons, with a story and such, but most players IMO use(d) it mainly for tokens and/or xp, and without any meaningful rewards after a few runs...meh</p>
Mermut
08-10-2012, 03:37 AM
<p>The biggest problem I have with dungeon maker (as a player and builder) is the complete lack of tools to make them anything other then a mindless grind. No way to group mobs into an encounter, no way to spawn adds, open part of the dungeon only after mob X is killed, etc. No way to put in mulitple exists so the builder can create multiple 'paths'... for instance a solo one and a gorup one... aslo doesn't allow players to get at least SOME reward if they find that there is a point past which they can't progress (due to time contraints, dungeon design or whatever).</p>
Tatoma
08-16-2012, 06:40 AM
<p>The lack of creativity tools seriously hampers making a dungeon into anything more than a token grind and being that, there's no point in doing more than just tossing mobs in groups into it.</p><p>As to creating new dungeons, I personally stopped wasting time on them. I had one that was put into the hall of fame months ago, and was working on a total decoration revamp of it, then they messed up player char scaling in the dungeons which made them into 90+ only so there's not enough interest in them to justify wasting the time to make it look nicer since nobody will ever see it.</p>
FlameingPumpkin
08-17-2012, 09:53 AM
<p><cite>Mermut wrote:</cite></p><blockquote><p>The biggest problem I have with dungeon maker (as a player and builder) is the complete lack of tools to make them anything other then a mindless grind. No way to group mobs into an encounter, no way to spawn adds, open part of the dungeon only after mob X is killed, etc. No way to put in mulitple exists so the builder can create multiple 'paths'... for instance a solo one and a gorup one... aslo doesn't allow players to get at least SOME reward if they find that there is a point past which they can't progress (due to time contraints, dungeon design or whatever).</p></blockquote><p>I would love to see these features as well ... I keep trying to build a dungeon that players will flock too I use story and decorating ...but poor rewards and mindless no strat required killing keep players bored and with no incentive to try new dungeons out .</p><p>We need tools not nerfs If you just gave me solid blocks and wall pannels for a start... something to stop full room/zone aggro Id be a happy <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /> DM er for now </p><p>keep the tools coming .... colored text ... well i bought it, used it... but still see no one running to my dungeon ..nope no traffic to see the pertty text </p><p>Barl </p>
feldon30
08-17-2012, 11:52 AM
<p><cite>ReddyKY wrote:</cite></p><blockquote><p>Do you currently feel satisfied with the DM? If not, what would you do to improve it? Do you feel that the DM has long term viability if no changes are made?</p></blockquote><p>During AoD beta, we were told that Dungeon Maker would receive additional customization tools in the future so we can do more than rooms full of grindy mobs. 9 months and still waiting.</p>
apwyork
08-19-2012, 10:39 PM
<p>We are getting some customization options, we just have to pay for them which is messed up. We're making the game more enjoyable for others and we get to foot the bill too.</p>
Lizabethan
08-19-2012, 11:05 PM
<p>You don't have to pay SC for things like "Make Actor"; dungeon marks are fine too.</p>
Yimway
08-20-2012, 02:37 PM
<p>If you want DM's to be relevant, they need to rival PLing in open world dungeons in terms of XP rewards.</p><p>When DMing offers that, they'll be wildly popular. </p><p>Get rid of the whole token system as it requires too much dev time to keep relevant and it will always stale faster than they can deliver updates on it. </p><p>XP however has a much longer shelf life and doesn't stale so readily.</p>
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