View Full Version : Design A Dungeon/Raid

03-26-2007, 12:51 PM
<p>I like to say I seen this on a diffrent forum for my server so... I thought I start it here. Basicly give a dungeon outline or description. Ill start ....</p><p>A raid zone that if you die ... you need to be ressed. The revive point is outside the zone.</p><p>- Krovax</p>

03-26-2007, 03:40 PM
that's how the x2 crab in fallen dynasty is <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

03-27-2007, 07:44 AM
...is a vast labrinthyne complex at least 5 floors deep.

03-27-2007, 10:04 AM
<p>drops gear, spells and items that EVERYONE ATTENDING can actually use rather then simply sell off as fodder or crush for transmuting.  I love going to an instance where items drop and the only class who can use, isnt even with us.  The best!  ya, that would be nice...  but that's probably expecting too much.  ah well.</p>

03-28-2007, 06:11 AM
Instead of Armor/Weapons/juwelry drops collectable Items that you can turn in for a class suited reward at zone in. Got NPCs for repair at Zone in. Is a Cave with reasonable height i.e. the ceiling is not 10 meters away

03-28-2007, 09:16 AM
A tower zone much like the one in EQLive where you have to finish each floor before advancing to the next. Make it extremely hard and puzzling where the puzzle location may change on every start. Make it where the same door on each floor will be dynamically changing... where if you go in one door on one instance... it will change the next instance. Make it where traps are only detected by scouts and disarmed by scouts. Make it where mobs have to be pickpocketed to get a key instead of having to kill them for the key. Make it where a player can be pickpocketed by a NPC and the item they recieved in the instance was taken.... and we have to chase the mob down to get the item back in order to advance.