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Eyema
12-09-2011, 06:03 AM
<p>Would be great if we could get a tag on these items, like the collection items, to tell us if we have added it to our collection already. Its a pain in group or raid to not have any idea if the item in the chest is usable by me or not, and I hate coming off as greedy if i dont need it.</p><p>On the same subject, a list of the Activators(Adventurers) and spawners we own somewhere would be fantastic. I hate having to go into a dungeon to know how many gnolls, vampires or orcs i have. I would love to be able to see that list somewhere on my persona window or a way to open that toolbox outside of a dungeon. Thanks</p>

piro
12-09-2011, 11:20 AM
<p>im not sure if i missed something but would love to be able to put some descriptive text on the published dungeon. so people can see what that dungeon is about before going in.... for instance say i have a dungeon called the invasion, the person interested in playing could then read the text stating that the orc have invaded a scaleborn castle or what have you.</p><p>On a side note is orc plural as well or would it be orc's lol ???</p>

Mastire
12-09-2011, 04:03 PM
<p>I would like to be able to change dificulty of mobs, or somthing that would allow me to make a group. </p>

Kraag
12-09-2011, 04:35 PM
<p>(Just found this location so copying here)</p><p>Visual circle or dome of aggro range for mobs.  Adjustable by scrolling in and out even better.</p>

Gyee
12-09-2011, 05:15 PM
<p>It would be fantastic if your dungeon avatars could level up!</p><p>This would be similar to how your monsters in eq1 would level up. As you played a particular monster it levels up and gains strength and some premade gear.</p><p>I would love to see the scout bug bear upgrade his "unicorn swords!"</p><p>It would be interesting to have a set of avatars that could run dungeons that you can level up gradually as you use them. Just like another collection of things to have!</p>

Chanson
12-09-2011, 05:55 PM
I would like to see the following: -- linking together two or more layouts (i.e. instead of an exit the portal can take you in to a second layout) -- better boss mobs (instead of just making regular mobs 4 levels higher and calling them bosses) -- ring events (this could be an drop just like the activators, like a 2 round event, 3-round event, etc.) -- clickable items to open doors, spawn mobs, etc. (my original thought was having to find a key in one of the rooms that opens the door to the final boss mob) -- a way to increase difficulty of mobs instead of just increasing the sheer number of mobs.

KrescentWolf
12-09-2011, 05:55 PM
<p>Not exactly for Dungeon Maker, but related...</p><p>PLEASE PLEASE PLEASE give us a Broker tab for Spawners...its -so- hard to find any of them on the broker at the moment</p>

Iskandar
12-09-2011, 09:31 PM
<p>An option to "Test" your dungeon without having to constantly publish and unpublish it sure would be helpful too <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Mastire
12-10-2011, 12:54 AM
<p><cite>Iskandar wrote:</cite></p><blockquote><p>An option to "Test" your dungeon without having to constantly publish and unpublish it sure would be helpful too <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>This,</p><p>and the difficulty seems off. With 1 player 2 mobs is the most I could handle on the avatar. If I play with 2 people the mobs don't increase in dificulty. And 3 people all the mobs get one ^. This doesn't increase the challenge if your designing teh zone to be able to be soloed.</p><p>Should be a tag that we can indicate if our zone is made for soloers or groups</p>

Maggyar
12-10-2011, 02:16 AM
<p>   I would like to recommend that we get an item like when you enter people's homes and they can leave a message at the door or in other places in the dungeon. Then we can set the story or background for the dungeon. Makes it more fun to me if we can have a backstory and a purpose for doing a dungeon vs just running in and killing.</p>

Gzelle
12-10-2011, 02:19 AM
<p>I would love to see this broken by degree of difficulty (maybe based on how many mobs there are in it).  I have spent a very long time in some that were extremly difficult - yet others of the same layout were very easy.  There isn't a good way to tell what you are getting ready to face without some kind of indicator.</p>

DancingFirefly
12-10-2011, 03:45 AM
<p>The avatars are lackluster and the system needs some way to easily distinguish solo dungeons from group ones. That's largely my opinion of the Dungeon Maker as of this time.</p><p>I'd like to mention that the starting four avatars, or perhaps the 'classes' even, are unequal in ability.</p><p>Three out of four of the avatars get largely abilities that do damage. They comparatively seem to do about the same damage. I've yet to try Dungeon Maker with a group, so I don't know how well the support champion does in that scenario.</p><p>The tanking avatar by far holds his own the best and also gets AoE damage, which is something you'd expect the ranged or melee DPS to have. The ranged/melee DPS avatars are a lot more difficult to solo due to the fact that they're squishier, their damage is largely single target, and it does fairly comparable damage to the tanking avatar. I find that the tanking avatar can easily solo 3 enemies while the DPS can only solo 1-2 at a time, or be defeated. This is partly due to the fact that the tank also has AoE damage at his favor. Though the DPS classes are better (slightly) for single target potential, this still doesn't compensate for their squishiness in comparison to the tanking avatar.</p><p>The tanking avatar does have a highly inefficient power structure compared to the DPS classes (at least if you use the howl), but until there's an easy way to distinct 'solo dungeons' from 'group dungeons' I think that dungeons will largely cater to soloing, except in the few cases that someone wanders into a dungeon and finds five or more gnolls 'dog piling' on top of them. In this respect I think that the tanking hero will be the logical choice for anyone in a group, as he can not only take the damage but he can dish it out almost as well. This is partly in fault of the fact that the four classes only come with four abilities, and content has to be bearable for the tanking avatar. Unfortunately this has left the two DPS avatars feeling a bit underwhelming in comparison.</p><p>But if you do give the DPS AoEs, the tank will then have a hard time holding threat as their taunt is single target. There'd have to be a threat mechanic attached to the Howl as well to give the mobs time to cling to the tank. So expanding on their abilities would require additional checks and balances, of course.</p><p>I think the avatars available could use a major overhaul in the days to come. This will serve to make the dungeons a bit more interesting to run through if you're given more options than "Push 1 for damage, push 2 for more damage". I don't mind choosing avatars, and I think this has great potential if tailored a certain way to allow players to even play signature avatars such as Lucan D'Lere and Antonia Bayle. I'd love to play as Fippy sometime. But of course the characters need to be a bit more interesting, or even these signature characters will feel underwhelming in those circumstances.</p><p>And of course having a system to distinguish between dungeons balanced for soloing and dungeons balanced for grouping would be good to have, too.</p><p>Edit: I facepalmed when I noticed the arachnid has an AoE too. But hers does about the same damage as the gnoll's. It still doesn't feel like a fair trade off.</p>

Goldinrae
12-10-2011, 10:37 AM
<p>+1 for the descriptive text on a published dungeon so you could read up before entering.  </p><p>If you added categories like solo, small group, full group, quick, difficult, how many tokens for completion etc.   These could be set when you publish the dungeon to give peeps an idea of what to expect before entering.  Would also help when rating the dungeon - so if it was set as solo and yet impossible to finish with just one, or if it was published as group and then there are only 3 mobs in it..... </p><p>Love the circle of agro idea too, that would help loads!</p>

Eyema
12-10-2011, 12:46 PM
My favorite idea so far is definitely the aggro control. a sizable "bubble" doesnt seem like it would be too hard to implement in theory but im no programmer <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> As far as descriptive texts, it would be nice to set the stage for lore, but given that even regular instances dont offer that it seems silly. You can use books, signs and magic mouths i believe and those can be set to guide a player into your lore. As far as difficulty, I just add a (Solo), (Hard), (ect) to my names. It serves the same purpose a drop down option would for the creator since people can still choose to be "expletive deleted" about it and tell you its solo when theres 300 mobs, or hard and only have 5. The listing the number of tokens is quite impossible since its never the same. Dont kill a mob...you get less. Have more people in your group...you get more. The number is constantly in flux depending on the situation and any number given at the start would be inaccurate.

Grumble69
12-10-2011, 07:09 PM
<p>* Ability to change the pitch (z-axis) of objects.</p><p>* Testing while in edit mode.</p><p>* Aggro ranges be editable.</p><p>* When placing a mob, have a circle showing its aggro range.</p><p>* Ability to change the title of the dungeon</p><p>* An open map with no rooms.  :p</p>

ZullieZevize
12-10-2011, 07:27 PM
<p>1. difficulty rating.</p><p>2. avg time to complete/ tokens for full completion.</p><p>3. wander radius adjustment</p><p>4. preview of maps sold on sc</p>

ZullieZevize
12-10-2011, 07:40 PM
<p><span style="font-size: medium;">RUN SPEED!!!   = Faster CR's</span></p>

vandewar
12-10-2011, 08:55 PM
<p>A moving crate.  Right now if you collect all your items (like when you decide to delete your dungeon and start fresh) you have to have empty slots in your inventory.  If you don't have the slots, you end up making several trips to get all your furniture.</p>

simianthief
12-11-2011, 12:47 AM
<p>I would really like a better a more fully realized "empower" items.  How large a range do they affect?  Does it affect something that wanders/patrols into that range or everything in the room?  </p><p>The aggro range is a definitely must.  Without knowing your social ranges (and being able to adjust it) makes it very difficult to adjuster and edit the layout.  </p><p>Descriptive text on the outside, nice to see if it's a place I want to stick my nose in.</p><p>Descriptive text inside, tell me a story...</p><p>Z-Axis placement.  Not sure how to implement, but perhaps placing it then using the radial menu to switch to Z-Axis.  </p><p>Bosses being Heirloom is a bad idea if only because the people who will truly immerse themselves in the builder might not be raiding.  </p>

Mastire
12-11-2011, 02:23 PM
<ul><li>The ability to change the name of the dungeon</li><li>non-attackable npc's with custom text to allow us to hadd some flavor to the dungon</li><li>A way to search for a dungon by name so when people want to do my dungeon they don't have to go through everyones to find it.</li></ul>

Coopendor
12-11-2011, 03:31 PM
<p>These dungeons are designed by players and there are some real smart ones <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" />.  HAHAHA!!!. </p><p>I would love to see along with the voting at the end of the dungeon, a possible drop down menu of feedback??  Something along the lines of: </p><p>Line 1:  Fun and challenging zone.</p><p>Line 2:  Fun but not enough mobs</p><p>Line 3:  Bad Layout of Mobs.</p><p>Line 4:  Deathfest, not worth the 4 hours it took my group to run.</p><p>Just some silly examples to get the idea across.  This feedback could be sent via the in game mail system in a short report??  Maybe those that are semi serious about designing thier dungeon could use the feedback to help in thier efforts??</p><p>Just an idea.  Me and some of my guildies grouped up and ran 4 of them yesterday.  It was a blast, some of the dungeons are extreme and frustrating due to large amounts of linked mobs but, you just have to run down there, kill what you can before dying then run down and rinse/repeat.</p>

Iskandar
12-11-2011, 04:01 PM
<p>Having a feedback system for the designers would be AWESOME! <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" />  There's no way for us to know if we're doing something right or wrong if we never hear anything about it... and if we're doing something that doesn't work, we'll prolly just keep doing it if we never hear about it <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Crombie
12-11-2011, 05:28 PM
<p>All avatars need an ability to port them back to the entrence <span style="text-decoration: underline;">if they get stuck</span></p><p>Furniture that doesnt load quickly + player running through as soon as they revive = Avatar stuck in furniture</p>

Keran77
12-11-2011, 07:35 PM
<p>As for a feedback system, I think the best solution would be an ability for creators to attach a customizable poll (well, let's say - up to 5 positions).</p><p>So, the ones who wanna get a feedback will use it, others could just ignore this function. For reviewers voting a poll is a lot quicker and easier, than typing a comment, also there will be a protection from abuse for creators. And no needs to store tons of comments on server too.</p><p>Sheer benefits! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Gzelle
12-11-2011, 09:14 PM
<p>I have this image of Rothgar's white board /asplode. </p>

ZullieZevize
12-11-2011, 09:17 PM
<p>-  More abilities... hitting one button over and over gets dull fast.</p><p>-  Ability to zone out at the entrance, and still get credit for what has been completed.  Guys hiding exits, after one hour grinds... not funny...</p><p>- Allow housing floorplans to be used as dungeons.  There are alot of nice houses out there, that would make nice dungeons, with little effort on the part of developers.  If  you purchase the house, that toon gets that floor plan.  (SC houses, regular plat houses, vet reward houses, LoN deeds, etc)</p><p>- Better avatars should have a little better stats.  More hps, better power regen, something more than just one better damage button...</p><p>- Ability to leave feedback, ability to maybe read last 10 comments left by other users, to aid in choosing which dungeons to hunt in.</p>

ZullieZevize
12-11-2011, 09:21 PM
<p>One more...</p><p>Ability to make minor changes to a dungeon, without having to loose all ratings.  Maybe show previous versions ratings or something. </p><p>(Same for houses)  I hate loosing all my ratings/ trophies, etc, simply because I needed to put one book down, add one more trophy, etc.</p>

ozien2
12-11-2011, 10:08 PM
<p>I would suggest that, in order to publish your dungeon, you have to run it yourself.  i.e. when you click Publish, it takes you into the Dungeon as a player.  You now have to successfully complete your dungeon, and then it gets published.  If you can't make it to the exit of your own creation, it doesn't get published.  Then the published info should include how many people you had in your group and how long it took you to complete. </p><p>I see too many dungeons that can't possibly be completed - this would cut down on the crap in the listings.</p>

Valdaglerion
12-12-2011, 03:48 AM
<p><cite>ozien2 wrote:</cite></p><blockquote><p>I would suggest that, in order to publish your dungeon, you have to run it yourself.  i.e. when you click Publish, it takes you into the Dungeon as a player.  You now have to successfully complete your dungeon, and then it gets published.  If you can't make it to the exit of your own creation, it doesn't get published.  Then the published info should include how many people you had in your group and how long it took you to complete. </p><p>I see too many dungeons that can't possibly be completed - this would cut down on the crap in the listings.</p></blockquote><p>This is a decent idea. Not feasible yet though until we get the ability to test the dungeon before it is published. For legitimate designers, this feature would prohibit them from testing as it is currently.</p>

TecaCrushbone
12-12-2011, 04:07 AM
<p>Mobs are ignoring crafted room dividers. It's a nice throwback to EQ1 to have huge Aoe pulls, but it doesn't make sense to see mobs walking through walls.</p><p>Groups of mobs don't appear to interract much with each other.  It's just individuals standing side by side doing their own thing. And they all rush in into melee range even if it doesn't make sense for their class. They also drop so fast that you have no idea what class they were. Tanks last 4 seconds longer, all the rest just vanish before you get their flavors. This will fast become flavorless hack and slash where you just don't think and rush into groups of mobs no matter what they are. One solution might be to have a strategy box when you place a mob with choices like the mercs: protect this mob, follow that mob, favor range attacks...</p><p>Several beloved species do not appear to have spawners. I hope more is coming soon! It's such a great incentive to go back and do the old content again...</p><p>Custom mob text, aside from HalfHealth, doesn't trigger properly.</p><p>It'd be nice to take small groups of pre-designed rooms and corridors and be able to build a map sort of like legos. Also more varied settings, such as exteriors, grottos... but I'm sure all of this is coming...</p><p>I bought a surprise crate that was supposed to give me a random piece for Dungeon Maker, and all I got was a lousy 12 hour potion reduction on research. Bummer. The list of prizes should really be about DM... Spawners, layout, extra publish, special objects, avatars... not a research potion....</p><p>The ability to change the name of a dungeon is a major one. That plays such a role in attracting players...</p><p>I also agree that the page for players to choose a dungeon from should include more information. Some automatic stats such as the number of mobs and bosses, but also and more importantly a small paragraph to describe the story/setting to help choose a dungeon. A photo is nice, but it doesn't tell much.</p>

Kraag
12-12-2011, 10:34 AM
<p>+1 on editing dungeon name</p><p>(Although I want to do that as a work-around to add mark indicator)</p>

Brutalicus
12-12-2011, 11:43 AM
<p>Portals to the dungeon that we can put in houses and guild halls would be awsome!</p>

Coopendor
12-12-2011, 12:07 PM
<p><cite>Keran77 wrote:</cite></p><blockquote><p>As for a feedback system, I think the best solution would be an ability for creators to attach a customizable poll (well, let's say - up to 5 positions).</p><p>So, the ones who wanna get a feedback will use it, others could just ignore this function. For reviewers voting a poll is a lot quicker and easier, than typing a comment, also there will be a protection from abuse for creators. And no needs to store tons of comments on server too.</p><p>Sheer benefits! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>^ This was exactly what I was thinking <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /> on my original post.  Thank you for putting it in clearer language  Keran77 <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> .  Adding the option to participate or not is also a great idea.</p><p>I would also like a "Test Dungeon" ability before publishing it.  You go into the designing of it with a picture in your head as to how it is supposed to work but when you run it, it doesn't work quite the way you planned. </p><p>As I said Saturday evening about 6x, "It just needs one more tweak"  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.</p>

Sisca
12-12-2011, 12:30 PM
<p>I'd like to see a rating/comment system similar to Amazon and iTunes where the comments have the character name tied to them. Even a poll system where your ratings are shown with the character that ran through it would work. </p><p>Also add my vote for more info on the select screen. We already have a challenge rating in the editor just expose that on the selection screen and people will soon figure out about what challenge they're able to handle either solo or with their current group. Even with this I'd like to be able to tag my dungeons as solo, hard, heroic so that players have an idea of what to expect. </p><p>Add another vote for being able to see the spawners I already have outside of the dungeon maker. Just make it so I can open up the toolbox from anywhere just like I can open my recipe book from anywhere even if I can't craft there.</p><p>A +1 to the ability to search for Dungeon Maker items on the broker as well. </p>

Pixiewrath
12-12-2011, 12:56 PM
<p>After designing my dungeon and working on it for around 20 hours and running it, I have major complaints, or maybe I should call it bug reports and/or suggestions.<strong>1. Dialogue</strong>I wrote dialogue for almost all of my mobs. Aggro, Battle, Half Death, Death, and Victory text.This dialogue sometimes don't show up. I intended for a story to be told through the dungeon but now nothing of it makes sense. Can we please get an option for 100% dialogue and random dialogue because I really need 100% dialogue to be displayed. I am not sure if random dialogue is caused by a bug or intended but it's really not working well for me.Also I am not 100 % sure what all the options does. Aggro, Half Death, and Death showed up sometimes. Battle, never as far as I know. I thought it was meant to display as the mob hit you the first time but now I am not sure. Victory I never tried as I never died.Also if someone can please describe the other weird options called "MaOMage, MaOPriest" or similar, please do so as I have no clue what these do.A help window in the dialogue customization box to explain all these commands would really help the players.When I wrote the dilaogue I kind of expected it to go on like this:[Aggro] (Mob spots me.) - Hey, what are you doing here![Battle] (Mob hit me first time.) - You will feel pain![Half Death] (Mob is half dead) - You are tougher than you look![Death] (Mob dies) - Nooo... How is this possible![Victory] (Mob wins) - I told you so!Instead all I get is a random babbling and dialogues not showing up.It would also be great if we could add dialogue at certain mob HP % intervalls. Kind of like the Half Death feature but with a custom % of life instead.<strong>2. Buff Limits</strong>I don't like the limit of buff items you can place. The mobs are extremely weak without any buff items, and after only placing like 10 of them I got a message I had too many. It ruined my challenge.<strong>*Implemented*<span style="text-decoration: line-through;"> 3. Mob levels</span></strong><span style="text-decoration: line-through;"> Would be nice if we could adjust the mob's levels -4 to +4 levels from what they originally are to make some stronger and some weaker. Again to adjust balance.</span><strong>4. Bosses</strong>First of all the bosses are kind of weak. They seem like normal mobs with extra HP and I dont experience any actual challenge or variation from them compared to other mobs. They have too few abilites and tweaks to feel really powerful. Even buffed they were pretty easy.I wish all bosses had customizable abilities they could use and we would be allowed to activate and de-activate them in the editor. Alternatively unlock abilites via marketplace/drops that can be applied to any bosses and / or normal mobs individually.<strong>5. Powerup items</strong>These don't display the range, and honestly, I'd rather see the entire category replaced with custom music items.I definitely want power items, but it would be better to assign those powerups directly on the mobs in a customize menu than use furniture to achieve them. If I put a heap of 3 mobs in a place and want one to be powerful and two to be kind of "weak guards" for him, with current system all of them get powered up. This is not good. This also could be combined with the above suggestion.<strong>6. Encounter Mobs</strong>I can swear I saw in the webcast we could add mobs into multi-encounters but so far I haven't seen any way of creating encounters. Is this implemented yet or is it on a to do-list? Encounters would be truly great to have, especially for bosses.<strong>7. Linking Dungeons</strong>I wish for the future, that we can get dungeon portals that can link dungeons together. That way we can create dungeons with "multiple levels". Or at least create the illusion of that. Reward the player after a dungeon and then move on to the next. Would have loved to do the entire Crushbone Keep or Castle Mistmoore into a series of linked dungeons.<strong>8. More descriptions to mobs</strong>The descriptions for mobs are very generic and we can't see the mob's abilites in any way. We should be able to inspect mobs to see what attacks they have. Buffs can be seen but not what kind of attacks (magic, ranged, physical, etc).<strong>9. Aggro Range Toggle</strong>Mobs should display aggro range via circles. Or give us the ability to toggle the feature on and off. If we could also customize their aggro range it would be awesome. I like secrets so I want to tuck away a few secret mobs in my dungeons that are really small. But right now it's hard to tell wether they will get aggroed by other mobs or not.<strong>10. Toggle View Obstruction</strong>We should be able to (if possible) toggle obstructed view on objects we place so that mobs can't see through them. I realize this might take a lot of programming effort, but if it's doable, please consider this. I know people making mazes and similar out here, and the mobs aggro through the dividers and similar funrniture.<strong>*Implemented*<span style="text-decoration: line-through;"> 11. Avatars Need More Mana</span></strong><span style="text-decoration: line-through;">A big problem is that all avatars run out of mana very quick. Even if we technically could survive a group of 5-6 mobs or more if everyone played their cards right, the insane mana drain removes that aspect.You simply don't have enough mana to survive the toughest encounters even if you can heal etc to keep the group going. You IRL skills doesn't matter much when you can't use the abilites and that make the feeling of challenge lower. It only increases irritation. They should have at least the double or triple amount of what they have now.</span><strong>12. Rating VS Grief Rating</strong>The rating system could need some adjustments as well. Right now we can only vote for <strong>Creativity</strong> and <strong>Style</strong>.We should be able to <strong>vote for Balance</strong> as well. Preferrably with a slider that doesn't affect the rating, but where lowest is "Too easy", Middle is "Well Balanced" and highest is "Too Hard".And we should have a <strong>fourth</strong> kind of rating too, that doesn't affect the overall rating. <strong>Black stars</strong>.Some people just put 40 mobs in a room and say "kill it". Sometimes near the end of a dungeon, causing grief for those who really tried to do it. I haven't happened upon a room like that myself, but people complain on them in the chat all the time. If we have a system to give it a black star if it is too unbalanced and griefing, it could show a display of amount of stars instead of an average system. If a dungeon has 40 black stars because of bad balance, then people will keep away from it and run the dungeons people actually put some effort into making instead.<strong>13. Add all Spawners to the Toolbox</strong>I just got 5 spawners from the War Booster Pack and I can't use any of them to put them in the tool box. All of them take up space in my inventory. You don't want to use everything you get in a single dungeon, especially not if you are creating a story-line. I am not sure if this is a bug or intended, but it's absurd if we are to run around with 200 spawners in our bags just because they didn't fit the dungeon we were designing. Fix ASAP please.<strong>14. Add Completion Rating</strong>We should have a counter on the screen showing how many % of the mobs we have defeated. I like to scatter a few hidden mobs, kind of like "key mobs" in my dungeons and it would be nice to let people know if they done the entire zone to the end or not. I grouped my own dungeon with some people and they ran off looking for more hidden mobs because there was no way to tell if you got them all or not. Well, I did tell them there was none, but they wouldn't have known where I not there.<strong>15. Completion Time</strong>Let the creator run the dungeon in a test mode and use the data gathered to provide a "Average Run Time" data players can see so they know how long the dungeon will take in average to complete.<strong>16. Let us search dungeon maker items on the broker</strong>Title speaks for itself, it's a nightmare to find dungeon maker tools currently on the broker. No filter options.<strong>17. Idle Animations</strong>Let us be able to add idle animations to mobs standing still. I know all mobs doesn't have this but I am 100% sure I have seen Orcs using pick-axes and Bowing before altars and similar. Would be really nice if we could use these animations on stationary mobs as a default looping animation when standing still.<strong>18. Toggle Invisible Items On and Off</strong>We should be able to press a button to hide the buff boxes and similar dungeon maker only items players dont see when actually playing. This would be great for movie making and screenshots to show off your dungeon.</p>

piro
12-12-2011, 01:14 PM
<p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>After designing my dungeon and working on it for around 20 hours and running it, I have major complaints, or maybe I should call it bug reports and/or suggestions.<strong>1. Dialogue</strong>I wrote dialogue for almost all of my mobs. Aggro, Battle, Half Death, Death, and Victory text.This dialogue sometimes don't show up. I intended for a story to be told through the dungeon but now nothing of it makes sense. Can we please get an option for 100% dialogue and random dialogue because I really need 100% dialogue to be displayed. I am not sure if random dialogue is caused by a bug or intended but it's really not working well for me.Also I am not 100 % sure what all the options does. Aggro, Half Death, and Death showed up sometimes. Battle, never as far as I know. I thought it was meant to display as the mob hit you the first time but now I am not sure. Victory I never tried as I never died.Also if someone can please describe the other weird options called "MaOMage, MaOPriest" or similar, please do so as I have no clue what these do.A help window in the dialogue customization box to explain all these commands would really help the players.When I wrote the dilaogue I kind of expected it to go on like this:[Aggro] (Mob spots me.) - Hey, what are you doing here![Battle] (Mob hit me first time.) - You will feel pain![Half Death] (Mob is half dead) - You are tougher than you look![Death] (Mob dies) - Nooo... How is this possible![Victory] (Mob wins) - I told you so!Instead all I get is a random babbling and dialogues not showing up.It would also be great if we could add dialogue at certain mob HP % intervalls. Kind of like the Half Death feature but with a custom % of life instead.<strong>2. Buff Limits</strong>I don't like the limit of buff items you can place. The mobs are extremely weak without any buff items, and after only placing like 10 of them I got a message I had too many. It ruined my challenge.<strong>3. Mob levels</strong>Would be nice if we could adjust the mob's levels -4 to +4 levels from what they originally are to make some stronger and some weaker. Again to adjust balance.<strong>4. Bosses</strong>First of all the bosses are kind of weak. They seem like normal mobs with extra HP and I dont experience any actual challenge or variation from them compared to other mobs. They have too few abilites and tweaks to feel really powerful. Even buffed they were pretty easy.I wish all bosses had customizable abilities they could use and we would be allowed to activate and de-activate them in the editor. Alternatively unlock abilites via marketplace/drops that can be applied to any bosses and / or normal mobs individually.<strong>5. Powerup items</strong>These don't display the range, and honestly, I'd rather see the entire category replaced with custom music items.I definitely want power items, but it would be better to assign those powerups directly on the mobs in a customize menu than use furniture to achieve them. If I put a heap of 3 mobs in a place and want one to be powerful and two to be kind of "weak guards" for him, with current system all of them get powered up. This is not good. This also could be combined with the above suggestion.<strong>6. Encounter Mobs</strong>I can swear I saw in the webcast we could add mobs into multi-encounters but so far I haven't seen any way of creating encounters. Is this implemented yet or is it on a to do-list? Encounters would be truly great to have, especially for bosses.<strong>7. Linking Dungeons</strong>I wish for the future, that we can get dungeon portals that can link dungeons together. That way we can create dungeons with "multiple levels". Or at least create the illusion of that. Reward the player after a dungeon and then move on to the next. Would have loved to do the entire Crushbone Keep or Castle Mistmoore into a series of linked dungeons.<strong>8. More descriptions to mobs</strong>The descriptions for mobs are very generic and we can't see the mob's abilites in any way. We should be able to inspect mobs to see what attacks they have. Buffs can be seen but not what kind of attacks (magic, ranged, physical, etc).<strong>9. Aggro Range Toggle</strong>Mobs should display aggro range via circles. Or give us the ability to toggle the feature on and off. If we could also customize their aggro range it would be awesome. I like secrets so I want to tuck away a few secret mobs in my dungeons that are really small. But right now it's hard to tell wether they will get aggroed by other mobs or not.<strong>10. Toggle View Obstruction</strong>We should be able to (if possible) toggle obstructed view on objects we place so that mobs can't see through them. I realize this might take a lot of programming effort, but if it's doable, please consider this. I know people making mazes and similar out here, and the mobs aggro through the dividers and similar funrniture.<strong>11. Avatars Need More Mana</strong>A big problem is that all avatars run out of mana very quick. Even if we technically could survive a group of 5-6 mobs or more if everyone played their cards right, the insane mana drain removes that aspect.You simply don't have enough mana to survive the toughest encounters even if you can heal etc to keep the group going. You IRL skills doesn't matter much when you can't use the abilites and that make the feeling of challenge lower. It only increases irritation. They should have at least the double or triple amount of what they have now.<strong>12. Rating VS Grief Rating</strong>The rating system could need some adjustments as well. Right now we can only vote for <strong>Creativity</strong> and <strong>Style</strong>.We should be able to <strong>vote for Balance</strong> as well. Preferrably with a slider that doesn't affect the rating, but where lowest is "Too easy", Middle is "Well Balanced" and highest is "Too Hard".And we should have a <strong>fourth</strong> kind of rating too, that doesn't affect the overall rating. <strong>Black stars</strong>.Some people just put 40 mobs in a room and say "kill it". Sometimes near the end of a dungeon, causing grief for those who really tried to do it. I haven't happened upon a room like that myself, but people complain on them in the chat all the time. If we have a system to give it a black star if it is too unbalanced and griefing, it could show a display of amount of stars instead of an average system. If a dungeon has 40 black stars because of bad balance, then people will keep away from it and run the dungeons people actually put some effort into making instead.<strong>13. Add all Spawners to the Toolbox</strong>I just got 5 spawners from the War Booster Pack and I can't use any of them to put them in the tool box. All of them take up space in my inventory. You don't want to use everything you get in a single dungeon, especially not if you are creating a story-line. I am not sure if this is a bug or intended, but it's absurd if we are to run around with 200 spawners in our bags just because they didn't fit the dungeon we were designing. Fix ASAP please.<strong>14. Add Completion Rating</strong>We should have a counter on the screen showing how many % of the mobs we have defeated. I like to scatter a few hidden mobs, kind of like "key mobs" in my dungeons and it would be nice to let people know if they done the entire zone to the end or not. I grouped my own dungeon with some people and they ran off looking for more hidden mobs because there was no way to tell if you got them all or not. Well, I did tell them there was none, but they wouldn't have known where I not there.<strong>15. Completion Time</strong>Let the creator run the dungeon in a test mode and use the data gathered to provide a "Average Run Time" data players can see so they know how long the dungeon will take in average to complete.<strong>16. Let us search dungeon maker items on the broker</strong>Title speaks for itself, it's a nightmare to find dungeon maker tools currently on the broker. No filter options.<strong>17. Idle Animations</strong>Let us be able to add idle animations to mobs standing still. I know all mobs doesn't have this but I am 100% sure I have seen Orcs using pick-axes and Bowing before altars and similar. Would be really nice if we could use these animations on stationary mobs as a default looping animation when standing still.<strong>18. Toggle Invisible Items On and Off</strong>We should be able to press a button to hide the buff boxes and similar items players dont see when actually playing. This would be great for movie making and screenshots to show off your dungeon.</p></blockquote><p>Was just about to post a similer, covered mine and more <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Valdaglerion
12-12-2011, 03:00 PM
<p>Idea for Character usage while maintaining balance to a certain degree.</p><p>This would require players to have another equipment tab and an alternate set of hotbars which could be customized for this purpose. Would be nice to have it split Equipment and Appearance like our primary tab is now. Features:</p><p><ul><li>Player Dungeon Equipment Tab<ul><li>Appearance Gear (all appearance slots available, only gear up to and including level 50 may be used for appearance)</li><li>Equipment: all slots will accept only level 50 or lower gear</li><li>Hotbars: only spells from the players knowledge book of level 50 or lower may be used on the hotbars. </li></ul></li></ul><div>Upon entering a dungeon your Player Dungeon Equipment Tab would activate and your character would appear in the gear you have acquired and equipped in the new tab. Your hotbars would appear with the spells you placed on the hotbars.</div><div></div><div>This would provide a reason for people to revisit tier 5-6 content to acquire gear and spell upgrades for the level to outfit their toons.</div><div></div><div>I would encourage AA be completely disabled for the Player Dungeons at this time. They are not needed for these dungeons but it would be fun to play our characters.</div><div></div><div>Obviously this splits the players able to run the dungeons into 2 categories - those who have achieved level 50+ and those under level 50. Not sure how much of a problem this may or may not pose. If you are an adventurer under level 50 you are relegated to playing avatars. Once you reach level 50 you can use your character ? ?</div><div></div><div>As for general suggestions for the dungeon maker - </div><div><ul><li>I personally would love to have a player written book object which is lootable. This enhances the fun factor for RP and those who are into lore and storytelling. Currently we can place a player written book in dungeon but players can not loot the item and thus take a copy of it out of the dungeon with them. Possible or no?</li><li>I would also like to second the suggestion for mob level adjustment but rather than +-4 I would like to see -2 to +4 giving us a level range of 48-54.</li></ul><div>I think this first iteration of Dungeon Maker is pretty good so far. </div></div><div></div><div>As for the rewards - </div><div>There is a huge difference in the fabled items which are permanent and the ones which are glass. Seems the perm items have SF stats and glass ones have DoV stats. The perm ones are not desirable with the current stats.</div><div></div><div></div></p>

Brutalicus
12-12-2011, 09:28 PM
<p>+1 for pitch Z axis toggle</p><p>+1 for a Dungeonmaker broker serch option</p><p>+1 for tag showing if we already scribed a mobb spawner or avatar</p><p>+1 for dungeonmaker portals for housing and guild halls</p><p>Also I would like them to make it Impossible to Delete a Dungeon that has personal house items in it intill they have been cleared out.  This would save people from possibly deleteing rare never to get again items by accidentally leaving them behind.   Right now you can delete a Whole Dungeon filled to the brim with stuff that you personally put in it.</p>

ZullieZevize
12-13-2011, 12:21 AM
<p>More comments as a result of today's game play:</p><p>"Elites" are well.. not all that.. Even the bosses are no harder than any other mob.</p><p>The single button press over and over, well, gets old fast.  The devs need to look again at eq1 play style.  Reactive button pressing, not just spamming one key...  </p><p>Legendary and fabled avatars seem the same as the regular guys, just bigger number on one or two buttons, that must be mashed...</p><p>Lack of diversity in zones.  Just the same dark zones over and over.  I would like to see an open floorplan, like tenebrous house, that gives us a blank slate to work with.  Add basic wall, door, tiles to our decoration toolbox.</p><p>Maps... Take away any surprise.</p><p>There is no 'risk vs reward'  because there is no risk.. and really, there is no 'reward' .. Nothing special for extra hard work, no struggle, no sense of accomplishment when you acually 'win'.  All in all, its just a token grind.</p><p>Its TOO BALANCED.  I like to stress that one . Skill is useless.  There are no tatics. No challenge.</p><p>Spawners and dungeons, should be linked to account, not just to each character.  I agree with the others that have posted this before, seeing how hard it is to have my carpenter pass everything over to alts, just to make second dungeon.  Just set it to one dungeon per character on the account.  With the hundreds of spawners out there, and players like me with 15 alts, keeping track of who has what, is quickly becoming a pain.</p><p>Im sure Ill have more to add in a few days... Its only been a week.. give me time.</p>

Venusfyre
12-13-2011, 01:04 AM
<p>I agree with the suggestions here, here is my 2cp:</p><p>1.  A clone feature that would allow you to 'clone' a customized spawner (name, pathing, flavor text etc).  This would speed things up a bit.</p><p>2.  A way to flag a zone that has hidden exit portal or something to police this...I hate wasting my time on a zone only to get to the 'end' and there is no way to obtain my xp or tokens because someone thought it was funny to hide the exit.</p><p>3.  A favorites section to favorite dungeons to replay in the future.</p><p>4.  Magic mouth type setting to set the announcement text for each area, much like in regular instances..this can be used to add more depth to the story of the dungeon.</p><p>5.  And I would love to have more info on the dungeons before zoning in.  I love experiencing the creativity others have put into it, but I don't want to waste my time of duds.</p>

Azerack
12-13-2011, 01:18 AM
<p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>After designing my dungeon and working on it for around 20 hours and running it, I have major complaints, or maybe I should call it bug reports and/or suggestions.<strong>1. Dialogue</strong>I wrote dialogue for almost all of my mobs. Aggro, Battle, Half Death, Death, and Victory text.This dialogue sometimes don't show up. I intended for a story to be told through the dungeon but now nothing of it makes sense. Can we please get an option for 100% dialogue and random dialogue because I really need 100% dialogue to be displayed. I am not sure if random dialogue is caused by a bug or intended but it's really not working well for me.Also I am not 100 % sure what all the options does. Aggro, Half Death, and Death showed up sometimes. Battle, never as far as I know. I thought it was meant to display as the mob hit you the first time but now I am not sure. Victory I never tried as I never died.Also if someone can please describe the other weird options called "MaOMage, MaOPriest" or similar, please do so as I have no clue what these do.A help window in the dialogue customization box to explain all these commands would really help the players.When I wrote the dilaogue I kind of expected it to go on like this:[Aggro] (Mob spots me.) - Hey, what are you doing here![Battle] (Mob hit me first time.) - You will feel pain![Half Death] (Mob is half dead) - You are tougher than you look![Death] (Mob dies) - Nooo... How is this possible![Victory] (Mob wins) - I told you so!Instead all I get is a random babbling and dialogues not showing up.It would also be great if we could add dialogue at certain mob HP % intervalls. Kind of like the Half Death feature but with a custom % of life instead.<strong>2. Buff Limits</strong>I don't like the limit of buff items you can place. The mobs are extremely weak without any buff items, and after only placing like 10 of them I got a message I had too many. It ruined my challenge.<strong>3. Mob levels</strong>Would be nice if we could adjust the mob's levels -4 to +4 levels from what they originally are to make some stronger and some weaker. Again to adjust balance.<strong>4. Bosses</strong>First of all the bosses are kind of weak. They seem like normal mobs with extra HP and I dont experience any actual challenge or variation from them compared to other mobs. They have too few abilites and tweaks to feel really powerful. Even buffed they were pretty easy.I wish all bosses had customizable abilities they could use and we would be allowed to activate and de-activate them in the editor. Alternatively unlock abilites via marketplace/drops that can be applied to any bosses and / or normal mobs individually.<strong>5. Powerup items</strong>These don't display the range, and honestly, I'd rather see the entire category replaced with custom music items.I definitely want power items, but it would be better to assign those powerups directly on the mobs in a customize menu than use furniture to achieve them. If I put a heap of 3 mobs in a place and want one to be powerful and two to be kind of "weak guards" for him, with current system all of them get powered up. This is not good. This also could be combined with the above suggestion.<strong>6. Encounter Mobs</strong>I can swear I saw in the webcast we could add mobs into multi-encounters but so far I haven't seen any way of creating encounters. Is this implemented yet or is it on a to do-list? Encounters would be truly great to have, especially for bosses.<strong>7. Linking Dungeons</strong>I wish for the future, that we can get dungeon portals that can link dungeons together. That way we can create dungeons with "multiple levels". Or at least create the illusion of that. Reward the player after a dungeon and then move on to the next. Would have loved to do the entire Crushbone Keep or Castle Mistmoore into a series of linked dungeons.<strong>8. More descriptions to mobs</strong>The descriptions for mobs are very generic and we can't see the mob's abilites in any way. We should be able to inspect mobs to see what attacks they have. Buffs can be seen but not what kind of attacks (magic, ranged, physical, etc).<strong>9. Aggro Range Toggle</strong>Mobs should display aggro range via circles. Or give us the ability to toggle the feature on and off. If we could also customize their aggro range it would be awesome. I like secrets so I want to tuck away a few secret mobs in my dungeons that are really small. But right now it's hard to tell wether they will get aggroed by other mobs or not.<strong>10. Toggle View Obstruction</strong>We should be able to (if possible) toggle obstructed view on objects we place so that mobs can't see through them. I realize this might take a lot of programming effort, but if it's doable, please consider this. I know people making mazes and similar out here, and the mobs aggro through the dividers and similar funrniture.<strong>11. Avatars Need More Mana</strong>A big problem is that all avatars run out of mana very quick. Even if we technically could survive a group of 5-6 mobs or more if everyone played their cards right, the insane mana drain removes that aspect.You simply don't have enough mana to survive the toughest encounters even if you can heal etc to keep the group going. You IRL skills doesn't matter much when you can't use the abilites and that make the feeling of challenge lower. It only increases irritation. They should have at least the double or triple amount of what they have now.<strong>12. Rating VS Grief Rating</strong>The rating system could need some adjustments as well. Right now we can only vote for <strong>Creativity</strong> and <strong>Style</strong>.We should be able to <strong>vote for Balance</strong> as well. Preferrably with a slider that doesn't affect the rating, but where lowest is "Too easy", Middle is "Well Balanced" and highest is "Too Hard".And we should have a <strong>fourth</strong> kind of rating too, that doesn't affect the overall rating. <strong>Black stars</strong>.Some people just put 40 mobs in a room and say "kill it". Sometimes near the end of a dungeon, causing grief for those who really tried to do it. I haven't happened upon a room like that myself, but people complain on them in the chat all the time. If we have a system to give it a black star if it is too unbalanced and griefing, it could show a display of amount of stars instead of an average system. If a dungeon has 40 black stars because of bad balance, then people will keep away from it and run the dungeons people actually put some effort into making instead.<strong>13. Add all Spawners to the Toolbox</strong>I just got 5 spawners from the War Booster Pack and I can't use any of them to put them in the tool box. All of them take up space in my inventory. You don't want to use everything you get in a single dungeon, especially not if you are creating a story-line. I am not sure if this is a bug or intended, but it's absurd if we are to run around with 200 spawners in our bags just because they didn't fit the dungeon we were designing. Fix ASAP please.<strong>14. Add Completion Rating</strong>We should have a counter on the screen showing how many % of the mobs we have defeated. I like to scatter a few hidden mobs, kind of like "key mobs" in my dungeons and it would be nice to let people know if they done the entire zone to the end or not. I grouped my own dungeon with some people and they ran off looking for more hidden mobs because there was no way to tell if you got them all or not. Well, I did tell them there was none, but they wouldn't have known where I not there.<strong>15. Completion Time</strong>Let the creator run the dungeon in a test mode and use the data gathered to provide a "Average Run Time" data players can see so they know how long the dungeon will take in average to complete.<strong>16. Let us search dungeon maker items on the broker</strong>Title speaks for itself, it's a nightmare to find dungeon maker tools currently on the broker. No filter options.<strong>17. Idle Animations</strong>Let us be able to add idle animations to mobs standing still. I know all mobs doesn't have this but I am 100% sure I have seen Orcs using pick-axes and Bowing before altars and similar. Would be really nice if we could use these animations on stationary mobs as a default looping animation when standing still.<strong>18. Toggle Invisible Items On and Off</strong>We should be able to press a button to hide the buff boxes and similar items players dont see when actually playing. This would be great for movie making and screenshots to show off your dungeon.</p></blockquote><p>ALL OF THESE, but ESPECIALLY #1!!</p><p>If I want my mobs not to say anything, I wouldn't add flavor text! <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p><p>Please do not randomize the flavor text, or perhaps add a checkbox if you WANT to make the flavor text random? That wouldn't be so bad if you had random remarks for generic mobs in your dungeon, but for "story" mobs, yeah, I WANT them to say their flavor text.</p><p>I REALLY hope Devs and SJ are reading this thread...</p>

DancingFirefly
12-13-2011, 08:33 AM
<p>I understand wanting to motivate people to work for the content they put in their dungeons, but asking for 1.8k tokens for a random boss spawner from a huge list is a bit exessive I think. If that kind of token price is goign to be asked we should at least be permitted to choose a boss spawner out of the list.</p><p>In comparison, I get roughly 30-50 tokens per run, which can take anywhere from 20 minutes to an hour depending on how difficult the dungeon is. I'd have to do non-stop dungeon grinding over the course of a few days in order to earn a chance at getting a boss I'll actually want to use in my dungeon.</p><p>This is a problem because the dungeon content is boring in its current state, and I don't want to grind it for hours on end for a potential boss token. At the rate I'm actually doing dungeon content it'll moreso take me a week or two to have a chance at one boss token. This means I get a boss 2-4 times a month, and it's more than likely going to be a boss I'm not going to use, or have to figure out a way to squeeze into the dungeon to make thematic sense.</p><p>Also, being as it's randomly chosen, this runs the risk of getting another boss token of the same type, which I also do not need as I want each boss to feel 'unique'. Having two would be redundant.</p><p>I honestly don't want to have to repeatedly dump a huge supply of tokens on the off chance that I get a boss which will actually suit the 'story' behind my dungeon.</p><p>So please at the very least allow us to select them from the list rather than randomizing it.</p><p>Thank you for reading.</p>

Pixiewrath
12-13-2011, 09:31 AM
<p><cite>DancingFirefly wrote:</cite></p><blockquote><p>I understand wanting to motivate people to work for the content they put in their dungeons, but asking for 1.8k tokens for a random boss spawner from a huge list is a bit exessive I think. If that kind of token price is goign to be asked we should at least be permitted to choose a boss spawner out of the list.</p><p>In comparison, I get roughly 30-50 tokens per run, which can take anywhere from 20 minutes to an hour depending on how difficult the dungeon is. I'd have to do non-stop dungeon grinding over the course of a few days in order to earn a chance at getting a boss I'll actually want to use in my dungeon.</p><p>This is a problem because the dungeon content is boring in its current state, and I don't want to grind it for hours on end for a potential boss token. At the rate I'm actually doing dungeon content it'll moreso take me a week or two to have a chance at one boss token. This means I get a boss 2-4 times a month, and it's more than likely going to be a boss I'm not going to use, or have to figure out a way to squeeze into the dungeon to make thematic sense.</p><p>Also, being as it's randomly chosen, this runs the risk of getting another boss token of the same type, which I also do not need as I want each boss to feel 'unique'. Having two would be redundant.</p><p>I honestly don't want to have to repeatedly dump a huge supply of tokens on the off chance that I get a boss which will actually suit the 'story' behind my dungeon.</p><p>So please at the very least allow us to select them from the list rather than randomizing it.</p><p>Thank you for reading.</p></blockquote><p>I also think 1800 tokens is way too excessive since for one mob. When I saw that first I thought it was for all of the bosses.But you need to remember that Dungeon Maker is still in tryout. They might lower them if they see people aren't buying them. Also to consider is that once you have a ton of well designed dungeons up, opposed to the non-effort-made ones, people will hopefully run them and that will lead to more tokens pouring in while you are not playing.Small pop servers will suffer from that though.</p>

General_Info
12-13-2011, 10:09 AM
<p><cite>DancingFirefly wrote:</cite></p><blockquote><p>In comparison, I get roughly 30-50 tokens per run, which can take anywhere from 20 minutes to an hour depending on how difficult the dungeon is. I'd have to do non-stop dungeon grinding over the course of a few days in order to earn a chance at getting a boss I'll actually want to use in my dungeon.</p><p>This is a problem because the dungeon content is boring in its current state, and I don't want to grind it for hours on end for a potential boss token. At the rate I'm actually doing dungeon content it'll moreso take me a week or two to have a chance at one boss token. This means I get a boss 2-4 times a month, and it's more than likely going to be a boss I'm not going to use, or have to figure out a way to squeeze into the dungeon to make thematic sense.</p></blockquote><p> Personally i think they should put more thought into balancing the mobs based on the size of the dungeon and the number of people in it. one small dungeon nets me about 52 marks and takes 40 minutes to complete solo it seems a bit off and having a second or third person wont speed it up any as the mobs will just become stronger.</p><p><cite>[email protected] Bazaar wrote:</cite></p> <blockquote><p>Idea for Character usage while maintaining balance to a certain degree.</p><p>This would require players to have another equipment tab and an alternate set of hotbars which could be customized for this purpose. Would be nice to have it split Equipment and Appearance like our primary tab is now. Features:</p><ul><li>Player Dungeon Equipment Tab<ul><li>Appearance Gear (all appearance slots available, only gear up to and including level 50 may be used for appearance)</li><li>Equipment: all slots will accept only level 50 or lower gear</li><li>Hotbars: only spells from the players knowledge book of level 50 or lower may be used on the hotbars. </li></ul></li></ul><div>Upon entering a dungeon your Player Dungeon Equipment Tab would activate and your character would appear in the gear you have acquired and equipped in the new tab. Your hotbars would appear with the spells you placed on the hotbars.</div><div></div><div>This would provide a reason for people to revisit tier 5-6 content to acquire gear and spell upgrades for the level to outfit their toons.</div></blockquote> <p>I think the reason why they opted for so few attacks per avatar, different fixed stats for each class and fixed apperances is for simplicity of balancing out.</p><p>i was thinking what if they made four new avatars (fighter, scout, mage, priest) which would use your charater's race and likeness and they would be based on one of the classes in their category with some of their abilities (easier to balance).</p><p>You would still have prefab equipment, weapons and stats as not to trivialize the dungeons. i understand where people are coming from but they(the devs) want it to be simple enough to balance so they dont get the headaches they already have between all the non-dungeon player classes.</p><p>They would have basic clothing and you could configure an apperance tab for each of the four classes to set them up the way you want them to look.(i would suggest if you were say a fighter normally it would look at your normal apperance tab for what to make the fighter avatars look like)</p><p>You get your charater in the dungeon with some familiar skills and they way you want them to look and the system stays simple enough for the devs to balance.</p>

ZullieZevize
12-13-2011, 11:00 AM
<p>Tab targeting... will target group members and mobs</p>

DancingFirefly
12-13-2011, 11:57 AM
<p>The price isn't so much the issue for me as the fact it's a random boss.</p><p>Here's an example of the problem I'm detailing.</p><p>I'm making a dungeon. I decide it's a dungeon full of animals being charmed by a spell caster genie. But, I don't have a genie boss.</p><p>So, I decide to grind my hiney off for a few days straight to get a boss. I try for the roll, and I don't get a genie. I get something, but it's not a genie. It's not an animal. It doesn't fit my idea, at all.</p><p>I grind my butt off for a few more days and I try again. This time, I get something which suits the content, say a wolf boss, but it's not the genie I want. So I have to decide to either switch up the theme a bit to make the wolf boss the leader, or I can keep trying for the genie.</p><p>The third time I try (this is roughly a week or two after deciding on the theme), I try again, and this time I get a genie fighter.</p><p>By this point I think screw it! It's a genie! That'll work!</p><p>But this is a design flaw in that it forces players to design scenarios based on the hand they're dealt rather than based on decisions they want the freedom to make.</p><p>That is my issue. The price is fine, but the randomization is not, for me.</p><p>Edit: And I understand the issues with balance, but the 'mage' and 'scout' DPS is lackluster compared to the fighter and healer. Both the fighter and healer have roughly the same damage and a ton more survivability. That isn't fair to the scout and mage classes. Scout and mage avatars don't have to do more damage, but they need more utility to make bringing them a logical decision. I mean, I'm going to use an Aviak scout avatar for an example. It has a ranged shot which does 300ish damage and costs roughly 50% of its energy bar. That makes no sense!</p><p>Edit 2: And yes, I realize it's new. That's a part of the reason we're making said suggestions, with the hopes that it will improve. I think this system has a lot of potential if given a lot of tender love and care.</p>

Keran77
12-13-2011, 05:14 PM
<p>I think it would be a nice improvement to be able change avatar after death.</p>

Keran77
12-13-2011, 05:23 PM
<p>And, by the way... About "mindless token farming dungeons"... IMHO, things could became a lot more trilling, if amount of awarded tokens will be calculated not only by the number of killed mobs, but also by the number of avatars deaths. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Keran77
12-13-2011, 06:57 PM
<p>Statistics I want to see before entering someone's dungeon, above ratings and reviewers count:</p><p><ul><li>total visits count.</li><li>average amount of dungeon marks earned per visit (counting those, who leaved dungeon through entrance, i.e. earns 0 marks).</li><li>average time length per visit.</li></ul></p>

Arkenor
12-13-2011, 08:25 PM
<p>You shouldn't have to get to the exit to get your tokens. That leaves FAR too much up to the goodwill of the dungeonmaker, who can easily hide the exit, or place it behind a wall of 50 monsters.</p><p>If you've killed some monsters, you should get your reward no matter how you leave the dungeon, and I'd suggest you should get to rate it too. Dungeon visitors need fair play, and if they're concerned about getting done over and getting no reward, they'll visit less dungeons, which is bad for us all.</p>

Keran77
12-13-2011, 09:35 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>You shouldn't have to get to the exit to get your tokens. That leaves FAR too much up to the goodwill of the dungeonmaker, who can easily hide the exit, or place it behind a wall of 50 monsters.</p><p>If you've killed some monsters, you should get your reward no matter how you leave the dungeon, and I'd suggest you should get to rate it too. Dungeon visitors need fair play, and if they're concerned about getting done over and getting no reward, they'll visit less dungeons, which is bad for us all.</p></blockquote><p>That's right, but also there should be some protection against improper reviewers, who could just enter, post a bad (or good - really doesn't matter) rating and go away.</p><p>At now, necessity to reach an exit presupposes that reviewer seen enough of dungeon and spent some time to not just tricking.</p>

DancingFirefly
12-14-2011, 12:07 AM
<p>One way they can balance that sort of thing is to have a time limit. For instance, if a player enters a dungeon, they have to stay at least 10 minutes to be rewarded tokens and place a review. If they leave before 10 minutes, then rather than reviewing the dungeon they, if they so choose, give a comment as to why they left the dungeon so early.</p><p>This might pad abuse a little bit since it forces people to take the time to be in the dungeon to review it, but allows them to be rewarded regardless of which exit they take.</p>

Keran77
12-14-2011, 09:46 AM
<p><cite>DancingFirefly wrote:</cite></p><blockquote><p>One way they can balance that sort of thing is to have a time limit. For instance, if a player enters a dungeon, they have to stay at least 10 minutes to be rewarded tokens and place a review. If they leave before 10 minutes, then rather than reviewing the dungeon they, if they so choose, give a comment as to why they left the dungeon so early.</p><p>This might pad abuse a little bit since it forces people to take the time to be in the dungeon to review it, but allows them to be rewarded regardless of which exit they take.</p></blockquote><p>Well, in that case, I assume, it would be better to talk not about "time limit", but a "token limit". So, if player earns e.g. 20 tokens or half of all possible tokens in dungeon - in case dungeon have CR less then 4000, than he could rate it.</p><p>And, extending this idea, I can suggest to change the entire conception of entrance/exit. I suggests to give them both equal functionalty about exiting the dungeon and awarding players and also allows to have more than one exit in dundeon. But also adds a new item - let's call it "objective", which still could be the only one in a dungeon, also have an "exit" functionality, but additionaly gives a player bonus tokens.</p><p>Well, for better balance, this "objective" could award player by the number of tokens, calculated by amount of summary challenge rating of monsters, placed in the same room with it. So the better protection "objective" have - the more valuable it is. That should prevents placing objective right next to entrance for "easy tokens".</p><p>Or it could just give a percent bonus to the amount of already earned tokens... </p>

Pixiewrath
12-14-2011, 10:07 AM
<p>People who make dungeons that are too hard will get punished.If you do make it to the end you can rate low and if it's too hard people won't bother and then the rating will stay low. Until the maker resets it that is... sigh...Anyway, the dungeons that are EXTREMELY hard will not even be rated as noone can reach the finish. Seeing unrated dungeons being posted for a long time is a good way of knowing what is trolling dungeons or not.</p>

ZullieZevize
12-14-2011, 02:08 PM
<p>Would like to see spawners for all the playable races.  There are storylines I'd like to do, but we dont have ratonga, human, froglok, etc...</p><p>At least none that I have seen anywhere.</p>

intoXILE
12-14-2011, 02:09 PM
<p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p><cite>DancingFirefly wrote:</cite></p><blockquote><p>I understand wanting to motivate people to work for the content they put in their dungeons, but asking for 1.8k tokens for a random boss spawner from a huge list is a bit exessive I think. If that kind of token price is goign to be asked we should at least be permitted to choose a boss spawner out of the list.</p><p>In comparison, I get roughly 30-50 tokens per run, which can take anywhere from 20 minutes to an hour depending on how difficult the dungeon is. I'd have to do non-stop dungeon grinding over the course of a few days in order to earn a chance at getting a boss I'll actually want to use in my dungeon.</p><p>This is a problem because the dungeon content is boring in its current state, and I don't want to grind it for hours on end for a potential boss token. At the rate I'm actually doing dungeon content it'll moreso take me a week or two to have a chance at one boss token. This means I get a boss 2-4 times a month, and it's more than likely going to be a boss I'm not going to use, or have to figure out a way to squeeze into the dungeon to make thematic sense.</p><p>Also, being as it's randomly chosen, this runs the risk of getting another boss token of the same type, which I also do not need as I want each boss to feel 'unique'. Having two would be redundant.</p><p>I honestly don't want to have to repeatedly dump a huge supply of tokens on the off chance that I get a boss which will actually suit the 'story' behind my dungeon.</p><p>So please at the very least allow us to select them from the list rather than randomizing it.</p><p>Thank you for reading.</p></blockquote><p>I also think 1800 tokens is way too excessive since for one mob. When I saw that first I thought it was for all of the bosses.But you need to remember that Dungeon Maker is still in tryout. They might lower them if they see people aren't buying them. Also to consider is that once you have a ton of well designed dungeons up, opposed to the non-effort-made ones, people will hopefully run them and that will lead to more tokens pouring in while you are not playing.Small pop servers will suffer from that though.</p></blockquote><p>Agreed. "Boss" prices on the marketplace are way unbalanced. It should be more like 500 tokens, AND you get to choose the "Boss". If I'm going to spend 500 tokens on something, I would really like to make sure I get what I'm aiming for. Lastly, please.....for the love of (insert deity here), make the "Boss", actually a "Boss" and not some normal mob just a few levels higher than a normal mob.</p>

Pixiewrath
12-14-2011, 04:05 PM
<p>I think we should have a few bosses to pick from non-random, and a few that are random like it is now (but with lower prices). I do not think we should be able to get the same boss twice however, unless we are able to place multiple of them. Spending 500 (or 1800 like it is now) for something you already have will make many computer screens go through the windows of people.</p>

DancingFirefly
12-14-2011, 07:09 PM
<p>As an idea, how about adding the ability to add 'flavor text' to items in the dungeon? Players can examine these items by clicking on them. The flavor text could have enough for a speech bubble's worth of text.</p><p>This would be a neat way to tell a story progressively throughout a dungeon without having to resort to books or signs.</p>

Keran77
12-14-2011, 07:10 PM
<p><cite>DancingFirefly wrote:</cite></p><blockquote><p>As an idea, how about adding the ability to add 'flavor text' to items in the dungeon? Players can examine these items by clicking on them. The flavor text could have enough for a speech bubble's worth of text.</p><p>This would be a neat way to tell a story progressively throughout a dungeon without having to resort to books or signs.</p></blockquote><p>I like it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

DancingFirefly
12-14-2011, 09:41 PM
<p>And yet another idea involving avatars. Maybe they can keep the 'four ability' structure but instead be permitted to combo the abilities together. Depending on the two abilities you use, a third ability stems from it, kind of like the combos you can link with the group.</p><p>For instance, give the minotaur a 'charge' attack which closes the distance, and a 'gouge' attack which does melee damage. If he uses his charge attack, then his gouge attack, it combos into a 'charging strike' attack which inflicts bonus damage and stuns the target for a short duration. He can also have a third 'sweep' attack which knocks the target down if he combos it with his charge. If he sweeps and then performs his gouge, he performs an 'impaling' combo which inflicts a bleeding DoT.</p><p>Then the minotaur can have a taunt for his fourth power. Maybe even let his taunt be an AoE taunt if he does it after a charge, or the sort.</p><p>A combo system similar to the one I stated above would take a four ability avatar and make them a lot more interactive.</p><p>Edit:</p><p>One more rough example.</p><p>Drachnid Widowmage, give her a fire DoT spell, a fire AoE spell, and a single target fire burst spell, and lastly her detaunt.</p><p>If she places a DoT on the enemy, then hits them with the burst spell, the DoT 'detonates', instantly doing full damage. This increases her burst and lets her solo a bit more easily, or get that finishing blow.</p><p>If she uses her single target burst spell, then her AoE, the damage of her AoE is increased (though still not matching up with the single target spell). If the tanking character has reasonably thick threat, this is a nice booster to whallop large groups of enemies. This makes her feel a bit more DPS oriented when in large groups of enemies.</p><p>If she uses her DoT, then her AoE, the DoT spreads to all enemies struck by the AoE and is extended a short duration. This is a lower threat group damage attack, but extends the duration of the DoT which allows it to inflict additional damage to all enemies hit.</p><p>One more idea, if she uses her detaunt, then an attack spell, it deals damage and performs an additional detaunt against any enemies struck by the spell. She can combo this with her spells to get out of a sticky situation.</p><p>And every time a combo is activated, the queue is reset. So you can't repeatedly string one combo after the other with the same cycle.</p><p>Edit 2: Another example (Because this is too much fun)</p><p>Loaminess Keeper</p><p>Power Fist: The Keeper puts all its stony strength behind its next attack, inflicting 40% more autoattack damage for one attack.</p><p>Tremor: The keeper attempts to reinstate itself as the center of attention by smashing the ground. Moderate AoE damage and a moderate taunt.</p><p>Stony Thickness: The keeper becomes immune to physical damage for 3 seconds</p><p>Embrace: Graps the target and Roots them for 5 seconds. Moderate taunt.</p><p>Power Fist + Tremor = High damage, high taunt, brief knockdown</p><p>Power fist + Stony Thickness = Double duration</p><p>Power Fist + Embrace = Moderate damage DoT while rooted</p><p>And so on, and so on.</p><p>I'm having too much fun with this. But I'll stop for now.</p>

vandewar
12-16-2011, 11:49 AM
<p>Here's a suggestion for dungeon-makers:</p><p>Put the exit portal next to the entrance.</p><p>I created a large Mistmoore dungeon (Dead On Pt. 2 - Permafrost) that awards 90 tokesn.  I knew not everyone would have the time to finish the dungeon, so this way they can leave when they want.  As long as you are using the exit portal, you will be awarded tokens based on the number of mobs you've killed up to that point.  (approx. 1 token per two mobs).</p><p>If you finish the dungeon to the end it will be a bit of a run back to the entrance/exit.  You can always let the last mob kill you and you are instantly back at the entrance/exit.</p><p>It's also nice when you are just a few tokens short of buying something on the marketplace.  You can kill what you need and leave instead of being trapped to the end.</p>

Kraag
12-16-2011, 12:21 PM
<p>Suggestion:</p><p>Have the name of the mob display on the <strong>Placed</strong> tab when it is changed, so you can easily find them on the list.</p>

Missbee
12-16-2011, 02:35 PM
<p>I would love to see a treasure chest you can place in the dungeons. The loot would be random from next to worthless to a nice item or even a dundeon maker item. When I first saw the boxes you could get from Dungeon Maker on the Station Cash that was what they where. Loot might even be some extra experience for AA like in the pq.</p>

DancingFirefly
12-16-2011, 06:41 PM
<p><cite>Missbee wrote:</cite></p><blockquote><p>I would love to see a treasure chest you can place in the dungeons. The loot would be random from next to worthless to a nice item or even a dundeon maker item. When I first saw the boxes you could get from Dungeon Maker on the Station Cash that was what they where. Loot might even be some extra experience for AA like in the pq.</p></blockquote><p>I really love this idea, but I think it'd be open for abuse unless they make the chests 'unique' or randomly generated like the bosses are. Otherwise you'll see people make instances full of nothing but chests to loot.</p><p>Also, you could instead allow chests to give small player buffs in the form of 'equipment' which is 'worn' by the avatar. For instance, you could have a chest that gives a 5% increase to HP, etc. This could even be expanded to weapon racks, etc. But even that would be open for abuse by those who just stick it all at the entrance for an easier farm.</p><p>For every one well designed dungeon there will be at least twenty farms to follow. Changes have to be given careful consideration to make things fun for the people who build well designed dungeons without putting farmers at an extreme advantage.</p><p>But like I said, I love your idea, so don't feel too discouraged by my words <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> It's just a reality of MMOs.</p>

Sisca
12-17-2011, 11:59 AM
<p><cite>DancingFirefly wrote:</cite></p><blockquote><p><cite>Missbee wrote:</cite></p><blockquote><p>I would love to see a treasure chest you can place in the dungeons. The loot would be random from next to worthless to a nice item or even a dundeon maker item. When I first saw the boxes you could get from Dungeon Maker on the Station Cash that was what they where. Loot might even be some extra experience for AA like in the pq.</p></blockquote><p>I really love this idea, but I think it'd be open for abuse unless they make the chests 'unique' or randomly generated like the bosses are. Otherwise you'll see people make instances full of nothing but chests to loot.</p><p>Also, you could instead allow chests to give small player buffs in the form of 'equipment' which is 'worn' by the avatar. For instance, you could have a chest that gives a 5% increase to HP, etc. This could even be expanded to weapon racks, etc. But even that would be open for abuse by those who just stick it all at the entrance for an easier farm.</p><p>For every one well designed dungeon there will be at least twenty farms to follow. Changes have to be given careful consideration to make things fun for the people who build well designed dungeons without putting farmers at an extreme advantage.</p><p>But like I said, I love your idea, so don't feel too discouraged by my words <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> It's just a reality of MMOs.</p></blockquote><p>I like this idea but I can see the potential for exploit if the drop is to good as well.</p><p>Some suggestions for implementing it - and please feel free to pick these apart that's why I throw them out there.</p><p><ol><li>Various types of chests, from small chest to exquisite chest, that drop differeing levels of loot. But, no more than one of each type per dungeon.</li><li>Instead of dropping weapons or armor that would give a bonus to the avatars and throw the balance out of whack, give strictly appearence armor and weapons for the avatars. That way my Bloodskull Orc doesn't look like everone elses Bloodskull Orc but the balance remains the same.</li><li>For the higher level chests you could get something a bit more tangible such as a house item, maybe a plushie of the boss you killed to get the chest. It would be nice if this could be set by the dungeon designer. </li><li>Another option for the higher tiered chests would be an xp or marks boost for that dungeon, say no more than 5%. Again, it would be nice if this was a selectable item by the dungen designer.</li><li>In fact a nice to have for further down the road would be a sort of checklist of potential items/item types that a chest can drop. When you place a chest the list could popup and the designer could check the items they want to have available in that chest. Then when the players hit it a random item is chosen from those marked as available. Want that chest to always drop an armor piece then just check armor from the list etc. </li></ol></p>

Sisca
12-17-2011, 12:03 PM
<p>I'm not sure if this has been posted earlier and I just missed it:</p><p>I'd like to see a preview of the dungeon layout for those layouts you can purchase in the store. Even nicer would be a preview of the layout and then a second preview that shows a screenshot of one of the rooms so you can get an idea of what the tileset looks like.</p><p>I'd like to see the tileset/screenshot preview added to the creation screen as well. This way when I'm brainstorming a new dungeon I can scroll through my available dungeons and get an idea of the overall look and feel of the map. </p>

Snowhunter
12-17-2011, 01:05 PM
I would like to see more boss mobs slectable in the dungeon market place than saving up to get a random boss mob that I do not want!! Mabey break a few of them down. I think folks would appreciate that a bit more and can customize their dungeon to fit their theme.

Keran77
12-17-2011, 01:13 PM
<p><cite>Sisca wrote:</cite></p><blockquote><p>I like this idea but I can see the potential for exploit if the drop is to good as well.</p><p>Some suggestions for implementing it - and please feel free to pick these apart that's why I throw them out there.</p><ol><li>Various types of chests, from small chest to exquisite chest, that drop differeing levels of loot. But, no more than one of each type per dungeon.</li><li>Instead of dropping weapons or armor that would give a bonus to the avatars and throw the balance out of whack, give strictly appearence armor and weapons for the avatars. That way my Bloodskull Orc doesn't look like everone elses Bloodskull Orc but the balance remains the same.</li><li>For the higher level chests you could get something a bit more tangible such as a house item, maybe a plushie of the boss you killed to get the chest. It would be nice if this could be set by the dungeon designer. </li><li>Another option for the higher tiered chests would be an xp or marks boost for that dungeon, say no more than 5%. Again, it would be nice if this was a selectable item by the dungen designer.</li><li>In fact a nice to have for further down the road would be a sort of checklist of potential items/item types that a chest can drop. When you place a chest the list could popup and the designer could check the items they want to have available in that chest. Then when the players hit it a random item is chosen from those marked as available. Want that chest to always drop an armor piece then just check armor from the list etc. </li></ol></blockquote><p>Great idea!</p>

Keran77
12-17-2011, 01:39 PM
<p>I really don't like current dungeons division in DM browsing interface - by layout theme. I mean - is it really so much important, is this dungeon a Mismoore themed layout (maybe small, maybe large, maybe with vamps... or with gnolls inside), or it's a Crushbone themed layout (may be with droags or undeads inside)? And some creators could even completely redecorate own dungeon, fully hiding all original look...</p><p>IMHO, theme means almost nothing when we need to group somehow similar dungeons together. Much more useful criteria could be a size of dungeon. Lets say, 5-7 rooms dungeons (Mistmoore 5, Crushbone 5 and Lair of Scale 4) are small, 8-10 rooms dungeons (Mistmoore 1, Crushbone 1, Crushbone 2, Crushbone 4 and Lair of Scale 1) are mediun, others (Chardock 1 and Crushbone 3) are large.</p><p>So, entering a dungeon, at least, I will know how much running there will be and - roughly - how much time it takes. Even some suggestions about CR could be done, if there still will be no explict info about it.</p><p>Also, if not to change completely current rating system, at least give us ability to sort the list not only by rating, but also by the number of reviews.</p><p>P.S. By the way, for house ratings, I think, theme-related division could be much better, then size-related.</p>

DancingFirefly
12-17-2011, 03:25 PM
<p><cite>Sisca wrote:</cite></p><blockquote><p><cite>DancingFirefly wrote:</cite></p><blockquote><p><cite>Missbee wrote:</cite></p><blockquote><p>I would love to see a treasure chest you can place in the dungeons. The loot would be random from next to worthless to a nice item or even a dundeon maker item. When I first saw the boxes you could get from Dungeon Maker on the Station Cash that was what they where. Loot might even be some extra experience for AA like in the pq.</p></blockquote><p>I really love this idea, but I think it'd be open for abuse unless they make the chests 'unique' or randomly generated like the bosses are. Otherwise you'll see people make instances full of nothing but chests to loot.</p><p>Also, you could instead allow chests to give small player buffs in the form of 'equipment' which is 'worn' by the avatar. For instance, you could have a chest that gives a 5% increase to HP, etc. This could even be expanded to weapon racks, etc. But even that would be open for abuse by those who just stick it all at the entrance for an easier farm.</p><p>For every one well designed dungeon there will be at least twenty farms to follow. Changes have to be given careful consideration to make things fun for the people who build well designed dungeons without putting farmers at an extreme advantage.</p><p>But like I said, I love your idea, so don't feel too discouraged by my words <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> It's just a reality of MMOs.</p></blockquote><p>I like this idea but I can see the potential for exploit if the drop is to good as well.</p><p>Some suggestions for implementing it - and please feel free to pick these apart that's why I throw them out there.</p><ol><li>Various types of chests, from small chest to exquisite chest, that drop differeing levels of loot. But, no more than one of each type per dungeon.</li><li>Instead of dropping weapons or armor that would give a bonus to the avatars and throw the balance out of whack, give strictly appearence armor and weapons for the avatars. That way my Bloodskull Orc doesn't look like everone elses Bloodskull Orc but the balance remains the same.</li><li>For the higher level chests you could get something a bit more tangible such as a house item, maybe a plushie of the boss you killed to get the chest. It would be nice if this could be set by the dungeon designer. </li><li>Another option for the higher tiered chests would be an xp or marks boost for that dungeon, say no more than 5%. Again, it would be nice if this was a selectable item by the dungen designer.</li><li>In fact a nice to have for further down the road would be a sort of checklist of potential items/item types that a chest can drop. When you place a chest the list could popup and the designer could check the items they want to have available in that chest. Then when the players hit it a random item is chosen from those marked as available. Want that chest to always drop an armor piece then just check armor from the list etc. </li></ol></blockquote><p>1: I actually just got the idea of letting the quality of loot in the chest be determined by the number of tokens earned before opening it. So you'd typically see them at the end of the dungeon, since that's where players will have the most tokens. This way you won't see people make a dungeon with a bunch of chests for looting at the entrance. If they want good stuff (or anything at all), they'd have to clear out some or all of the enemies first.</p><p>2: This would be nice. I +1 this.</p><p>3-5: I like all these ideas.</p>

DancingFirefly
12-17-2011, 09:28 PM
<p>Sorry for the bump, but I got another idea.</p><p>Maybe we could have a way of storing the 'limited' spawners in our dungeon set too? I can see an inventory getting packed quickly with these spawners, and having some way to disassociate them from our inventory would be helpful.</p><p>Maybe treat them like bosses in that you're only allowed to have one, but instead have it set to a certain number instead based on how many you won? This would make rolling for monster spawners a bit more appealing, as my bank already has a bag and a half stuffed with spawners I'm not using. Since we're only allowed to have one dungeon per character, we don't really get a lot of opportunities to use the spawners either, not if we're going thematic anyhow. Though I might make a tavern of miscreants and include all my monster spawners just to be random.</p>

Pixiewrath
12-17-2011, 09:34 PM
<p><cite>DancingFirefly wrote:</cite></p><blockquote><p>Sorry for the bump, but I got another idea.</p><p>Maybe we could have a way of storing the 'limited' spawners in our dungeon set too? I can see an inventory getting packed quickly with these spawners, and having some way to disassociate them from our inventory would be helpful.</p><p>Maybe treat them like bosses in that you're only allowed to have one, but instead have it set to a certain number instead based on how many you won? This would make rolling for monster spawners a bit more appealing, as my bank already has a bag and a half stuffed with spawners I'm not using. Since we're only allowed to have one dungeon per character, we don't really get a lot of opportunities to use the spawners either, not if we're going thematic anyhow. Though I might make a tavern of miscreants and include all my monster spawners just to be random.</p></blockquote><p>We can have more than one dungeon. I read a dev saying that everytime you buy a layout from the marketplace, you unlock an extra slot for a dungeon to publish.</p>

DancingFirefly
12-17-2011, 09:35 PM
<p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>We can have more than one dungeon. I read a dev saying that everytime you buy a layout from the marketplace, you unlock an extra slot for a dungeon to publish.</p></blockquote><p>Oh good. I'll have to try this. Thank you for the info.</p><p>Hopefully this is true, as I was a little bummed about the idea of having to swap dungeons out.</p>

msgnomer
12-18-2011, 01:17 PM
<p>I like many of the suggestions that have been posted.  Some are ones I was going to post too.  I'll go ahead and list a few that were my most wanted some I saw already posted, some not....</p><p>-being able to see the aggro area during design.  I liked someone's suggestions that it could be adjustable with the mouse wheel.  You could see a bubble or ring expand and contract.</p><p>-powerups that apply to individual mobs. </p><p>-have powerdowns to apply to individual mobs.  It could make for interesting "swarms" or "yard trash" without being a level 50 death fest.  You could still balance it to be a particular level of challenge because of the numbers rather than the level.</p><p>-triggers that could set off music, environmental sounds, spawns, or some action</p><p>-permanent sound effects boxes that you could add to a particular room or area.</p><p>-spawn dialogue that you can choose between always triggering or random triggering</p><p>-if spawn dialogue is chosen random, then the ability to add multiple texts per trigger for the randomizer to choose from.</p><p>-maybe it's too difficult to program, but it really would allow for a lot more dungeon variety if mobs respected player placed objects.</p><p>Anyway, I just started using the dungeon maker yesterday and those are the things I most miss already.</p><p>Wow...seeing the powerdowns showing up already, along with being able to apply individually.  Cool.   </p>

msgnomer
12-20-2011, 11:34 AM
I'd like to add one more... -it might be hard to implement but I'd love npcs that you click on and get a dialogue. It would be wonderful to have some back and forth, but even a single statement from an npc would be good. Great for storytelling. While some dungeons have each and every entity out to get you, I can dream up some dungeons where a non-combatent npc here and there would aid and flesh out a dungeon's story. It's possible to do things with books. You can even use the magic mouths, if you set the dialogue in a house first. However, the magic mouth dialogue comes and goes very quickly and might not even be noticed in the dungeon setting. They are also disembodied. However, an npc you click on for dialogue could make the story text harder to miss (unless the player wants to miss it) and can add personality and nuance.

Pixiewrath
12-23-2011, 12:53 PM
<p>Edited my suggestion list as some things have been implemented.</p>

CatamanderEQ2
12-23-2011, 01:44 PM
<p>Just made a thread about this but suppose I should have put it in here:</p><p>1. Allow placement of multiple exits.</p><p>2. Portal pads.</p><p>3. Ring-event spawner. Allows placement of up to 5 waves of mobs in one location with variable delay between spawns.</p><p>4. Flavor text.  Just like the city signs from city festivals (which do not seem to work in the dungeons, though they are placeable).</p>

msgnomer
12-30-2011, 02:53 PM
<p>Thought of a new suggestion...well not new, even I suggested both elements before along with other people.....</p><p>If you create an "awareness" reduction (or have the variable ring, or whatever) then it would be quite possible to supply a large open space for a dungeon design.  If other things were available to be singly applied even better, but there is already now the tier and level reduction singly available.  I, for one, would love a variety of outdoor terrains available as dungeons!</p>

Pixiewrath
12-30-2011, 04:21 PM
<p>You can rename the dungeon, was added to the latest hotfix or the one before that.After you have published the dungeon you can enter the dungeon you want to rename, and type "/republish" and you will be able to name it, not only choose a picture.They didn't add an interface button for this for some reason though, but hopefully that is coming.</p>

Aethelred24
12-30-2011, 08:23 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Would be great if we could get a tag on these items, like the collection items, to tell us if we have added it to our collection already. Its a pain in group or raid to not have any idea if the item in the chest is usable by me or not, and I hate coming off as greedy if i dont need it.</p><p>On the same subject, a list of the Activators(Adventurers) and spawners we own somewhere would be fantastic. I hate having to go into a dungeon to know how many gnolls, vampires or orcs i have. I would love to be able to see that list somewhere on my persona window or a way to open that toolbox outside of a dungeon. Thanks</p></blockquote><p> Thank you! Exactly what I wanted to post.</p>

Lempo
12-30-2011, 08:41 PM
<p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>You can rename the dungeon, was added to the latest hotfix or the one before that.After you have published the dungeon you can enter the dungeon you want to rename, and type "/republish" and you will be able to name it, not only choose a picture.They didn't add an interface button for this for some reason though, but hopefully that is coming.</p></blockquote><p>The way I understood Rothgars explanation it was too cumbersome to do a simple rename, that it had to be done within the publishing code which can not be done external from the dungeon. You should leave well enough alone, the fact that this was acted on as quickly as it was is shocking. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Pixiewrath
12-30-2011, 09:26 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>You can rename the dungeon, was added to the latest hotfix or the one before that.After you have published the dungeon you can enter the dungeon you want to rename, and type "/republish" and you will be able to name it, not only choose a picture.They didn't add an interface button for this for some reason though, but hopefully that is coming.</p></blockquote><p>The way I understood Rothgars explanation it was too cumbersome to do a simple rename, that it had to be done within the publishing code which can not be done external from the dungeon. You should leave well enough alone, the fact that this was acted on as quickly as it was is shocking. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p></blockquote><p>But they could add a button in the dungeon interface at the location of publish/unpublish to republish. That way we can only use it inside the dungeon.</p>

Kilyanaa
01-12-2012, 12:18 AM
<p>I'm actually working on a customized dungeon with the layout editor, the problem is that mobs are running through the walls, and floors ><</p><p>I tried to fix as I can but even if they are on a floor tile they can walk on, sometimes they're falling through it during the edition. When I publish it, some are on the tile, some are under the tile, I can't find a good way to do it properly.</p><p>Mobs should be restricted to not go through furnitures and dungeon's item like players are.</p><p>Pleaaase fix this <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Iskandar
01-12-2012, 04:50 AM
<p>Part of the problem with the furniture is that the mobs are rendered first, then the decor -- and the mobs will "drop" to the floor if they are placed upon a furniture item. I had this issue too, with spawners I had placed on top of furniture (a boss mob for whom I had built a rather nice elevated throne/pedestal, for example). Pathing through the walls seems a lot worse in the Lair of Scale layouts than in the Chardok or Mistmore ones to me, too.</p>

Kilyanaa
01-15-2012, 01:11 PM
<p>It's a very big problem, you can't do a totally custom dungeon because of that issue, it is totally buggy, I think I will wait for a fix to continue my project. *cross finger*</p>

Celestite
01-16-2012, 02:51 PM
<p>While delving into Dungeons for marks today I noticed some things that really and truly should be implemented. I am sure they have probably been brought up at least once, however out of sight is out of mind, right? I did see that someone else mentioned some of these items... just a few posts prior to mine, however I am going to mention them again because they are interesting or good ideas.</p><ol><li>In the crafting channel we were discussing the dungeon maker and how some of the dungeons really did not deserve to be "rated up". We mentioned that we would like to see <strong>an ability to "rate down" a badly thought out dungeon</strong>.</li><li>We believe there should be <strong>a way to give feedback on a dungeon so the maker can see what people like or don't like about their dungeon</strong>. Admittedly this will probably open the door for flaming but if I were to publish a dungeon and no one was running it or rating it I would wonder why.</li><li>The others who are making dungeons and I agree that<strong> a way to test run your dungeon without having to publish it for the general populace</strong> would be very, very helpful. That way we could figure out for ourselves if something will end up killing a player without it actually doing so and giving bad press for our dungeons.</li><li><strong>The ability to put multiple exits into a dungeon</strong> so the player didn't have to complete the whole dungeon in order to leave would be very nice. That way if someone is called away they don't lose all the tokens and time they put into getting where they were.</li><li>Some people have mentioned that they get stuck in the dungeon and then have to exit it all together, losing the exp, tokens and time they put into it. It would be very nice to have<strong> a way to get un-stuck without losing everything</strong>. Either a /stuck command or giving an evac option to the avatars would be very appreciated.</li><li>Some people have mentioned that they have a problem with going linkdead and losing all the exprience and tokens they would have gotten from a finish. It would be amazing if there was <strong>a way to get partial exp and tokens from a partial finish</strong>.</li><li><strong>The avatars being able to trigger the Magic Mouths </strong>would be appreciated. I know a lot of people who have great story ideas for their dungeons but have no way to tell it due to the lack of "flavor text".</li><li>There are some people who have tried to set up very nice dungeons but have an issue with the pathing for the creatures. I am sure a lot of people would really like to see<strong> a "wander radius" added to the dungeon maker monsters</strong> so the monster doesn't walk a line but also doesn't wander the whole room. An example would be setting snakes to wander in circles inside a small pit instead of the entire room.</li><li>Something mentioned over and over is<strong> the ability to see which dungeon maker monsters you have already added to your toolbox without having to use it</strong>. Though I am sure this is a work in progress right now, yet another squeaky wheel squeaking about it won't hurt.</li><li>We were discussing one other thing and that is <strong>more layouts for the dungeon maker</strong> would be wonderful. Maybe making a dungeon maker layout like the tenebrous island one where you can completely design it from the ground up?</li><li>Catamander mentioned in a previous post a couple of items that seem like they could make for very fun and interesting ideas. <strong>Adding portal pads so you can move the avatars from one area to another within the dungeon</strong> would be pretty neat. Opening up a lot of ways to make the dungeons more versatile.</li><li>The same goes for Ring Events.<strong> Adding a way to make a ring event in a player made dungeon</strong> could add quite a bit of excitement and story line ideas, making them more interesting.</li></ol><p>For now, that is all we can come up with, however I am certain there is more and I am also certain that as a company you are working to make this game as good as you can. I enjoy it very much.</p>

cassleiner
01-22-2012, 04:42 PM
<p>Something that I would like to see is Feedback that is not only viewable by the dungeon owner, but those who may be interested in running that dungeon as well. That way, when you see a dungeon title that catches your eye, you can look at the latest few feedbacks, and if people have any problems with the dungeon, you can see this from the replies and not bother with it.</p><p>I have run too many dungeons that look promising, but end up really boring. For example the last one that I ran had only one mob type. The mob groups were all placed on top of each other and in a line through the middle of the rooms and halls. It was the most boring one I've run yet. I'd like to be able to leave some type of note to those who look at this one later to let them know that they may want to pass. On the other hand, I may find another dungeon with a totally innocuous name, but really rave reviews that I want to try.</p><p>To be honest, I have no clue how this could be implemented, but it would be something nice to have.</p>

Daisey
01-23-2012, 07:13 AM
<p>Someone said - I know there is a quote thingy but I didn't want to quote the whole thing or edit it down.</p><p>"Some people just put 40 mobs in a room and say "kill it". Sometimes near the end of a dungeon, causing grief for those who really tried to do it. I haven't happened upon a room like that myself, but people complain on them in the chat all the time. If we have a system to give it a black star if it is too unbalanced and griefing, it could show a display of amount of stars instead of an average system. If a dungeon has 40 black stars because of bad balance, then people will keep away from it and run the dungeons people actually put some effort into making instead."</p><p><span style="color: #ff0000;"><strong>Guilty</strong> </span>- My thing is that my mobs are <strong>leaving</strong> the room not just standing around.  It probably freaks people out when they see 20 mobs milling around but I've got a patrolling addiction.</p><p><span style="color: #ff0000;"><strong>Problem</strong></span> - Some rooms seem to turn on when you enter a dungeon while others don't.  It all plays into my patrolling addiction but sometimes some of my critters leave and they don't return.  When I get close enough to their destination they suddenly remember their duty.  When many .. ummm <strong><em><span style="text-decoration: underline;">many</span></em></strong> mobs do this at once chaos ensues.</p><p>I have my current dungeon in progress up to 328 tokens.  I still have one room and a hallway to finish up before it is complete.  This dungeon is totally playable up to where I have tested.  I have two untested rooms that I will get to in a few minutes.</p><p>I agree that we should be able to test run a dungeon without publishing, but I have to admit I get a lot of tokens by testing.</p><p>edit:  Sorry this was supposed to go into a different thread but oh well I don't read so good no more. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

msgnomer
01-23-2012, 04:23 PM
<p>I just encountered another thing I'd like:</p><p>There's an force effect that throws the player back.  It's kind of cool, except not if every mob in the room does it.  Then it gets annoyingly old.  I'd like to see the effect able to be applied to a single mob.</p>

Whilhelmina
01-23-2012, 05:26 PM
<p>What about the possibility, promised in beta, to set an emote on the mobs? For example, an orc at the forge could be set to have the forging emote (if said emote exists for the mob).</p>

Troy
01-23-2012, 05:29 PM
<p>These are all great suggestions but - after seeing that no one is really jumping into player made dungeons EVEN with the extra DM event this past week - leads me to conclude that what needs to change are the <strong>avatars</strong>.</p><p>We are use to playing a game where we have pretty much a HUGE arsonal of CA and spells, suddenly we are stuck with avatars that have 4 CA/spells, little healing and no way to cure themselves, and are clumsy and slow as hell. Even the <span style="color: #993366;">Fabled</span> avatars you buy in marketplace are awful. (This isn't suppose to be an elemetary D&D game - in a players dungeon I feel like I am playing a CD version of a simple slash-kill). There is no "FUN FACTOR" using the current avatars. They just barely can handle 3 mobs and a fouth mob - they die.</p><p>We are use to killing mobs and getting some sort of loot from 90% of the kills, in player dungeons, we get nothing - until we finish the dungeon, and the rewards are null compared to norrath hunting rewards. Letting mobs randonly drop a DMark might help.</p><p>I think Dungeon Maker is just a big marketing tool for SOE and a big FAIL for us gamers. What it is missing is that FUN FACTOR that the rest of the regular areas give us.</p>

Sharakari
01-24-2012, 11:46 AM
<p>Sure these have been mentioned so I may be reiterating.....</p><p>Let us put the spawners from booster packs in our Dungeon Maker Toolbox rather than carrying them in our bags.</p><p>When we go to the market to look for spawners, please "grey out" the ones we have.</p><p>Please make a catagory for spawners so we can search the market more easily.</p>

patchwreck
01-24-2012, 12:04 PM
<p>For me the as a new player to this game (but not to mmo's) and a fan of soloing the biggest reason I don't run player made dungeons is because the materal payout is far to low. It takes quite some time just to solo my way to 1 150 item and the 250's are just out of the question. The XP is sort of good but my time is far better spent grinding and none DM mobs.</p>

msgnomer
01-24-2012, 01:59 PM
<p>I see various posts say no one is playing for this or that reason.  This may be true for some people, but I and other people I know have soloed dunteons on a regular basis and just on Sunday evening I grouped with two others and did to wonderfully designed dungeons.  Opinions will vary on the avatars, but I find them fun if you try out different ones.  Also, the limited options per avatar is not so much a limitation if you play a group with a selection of different avatars.</p><p>I'd like to add a suggestion I 'ved added before, that of being able to set the aggro for specific mobs.  While the idea of noncombatent talking npcs was nixed for the time being at the latest video chat, I'd like to see the option of making some npc's neutral.  Then a player could decide if they have sufficient rage (or need for tokens) to kill that hermit in the corner or not.  Again, it's more for the story telling folks and those who that that sufficient reward, but I thought I'd at least suggest it.</p>

ratbast
01-24-2012, 10:01 PM
<p><cite>Troy wrote:</cite></p><blockquote><p>These are all great suggestions but - after seeing that no one is really jumping into player made dungeons EVEN with the extra DM event this past week - leads me to conclude that what needs to change are the <strong>avatars</strong>.</p><p>We are use to playing a game where we have pretty much a HUGE arsonal of CA and spells, suddenly we are stuck with avatars that have 4 CA/spells, little healing and no way to cure themselves, and are clumsy and slow as hell. Even the <span style="color: #993366;">Fabled</span> avatars you buy in marketplace are awful. (This isn't suppose to be an elemetary D&D game - in a players dungeon I feel like I am playing a CD version of a simple slash-kill). There is no "FUN FACTOR" using the current avatars. They just barely can handle 3 mobs and a fouth mob - they die.</p><p>We are use to killing mobs and getting some sort of loot from 90% of the kills, in player dungeons, we get nothing - until we finish the dungeon, and the rewards are null compared to norrath hunting rewards. Letting mobs randonly drop a DMark might help.</p><p>I think Dungeon Maker is just a big marketing tool for SOE and a big FAIL for us gamers. What it is missing is that FUN FACTOR that the rest of the regular areas give us.</p></blockquote><p>i am not disputing the points you are making about dungeon maker mechanics.</p><p>i dispute your conclusion about dungeon makers overall long term usefulness. i think its the future, to replace dev made content. there is a gigantic amount of issues that need resolving. but if those hurdles are ever cleared, this will break the mold of mmo. its like combining 'second life' and eq2. the social media and player created content avenues could grow eq2 far beyond anything its ever been.</p><p>devs are good for fixing bugs, players are good for countless hours of free home decor and imagining plot-lines. the creation process also adds countless hours of playability for customers who like designing. its so incredibly win-win its simply amazing.</p><p>the number and difficulty of obstacles can be staggering tho. players are emotionally invested in their toons, so using these avatars is a big 'no-no' design choice. mechanics issues to work thru is nearly endless at this point. i hope the decorating community has the stamina to carry this thru to fruition while bugs are being worked out with devs colloborating with them.</p><p>my favorite application would be the guild battles. having opt-in system that buffs or debuffs your raid guild based on other raid guilds beating your guild hall. tougher placeable representations of raiders getting unlocked as raid guild clears more adventure content. that way top raid guilds set up impossible guild hall to beat and reap reward with lower guilds upsetting each other periodically, like college sports with upsets. current dungeon maker drops in raid are silly. it would be another way to reward guilds for clearing raid zones: better guildhall defenders. it could even theoretically branch the decorating community with the raiding community, since raid guilds would need to recruit guildhall designer(s) if they wanted that buff. going 'all-in' for opt-in could include status and plat rewards if someone conquers your guild hall, with increasing benefits the more you leave vulnerable. basically if they raid your guildhall they could get your guild bank plat. starting this cosmeticly only would be necessary to work out bugs, but bragging rights and eventual logistical rewards would be fun.</p>

ruejacobs
01-26-2012, 07:21 PM
<p><span style="font-family: 'times new roman', times; color: #ffff99; font-size: medium;">Is there any way that you could program a visual cue for players who are purchasing dungeon spawners to let them know if they already have added that one? So far, the only way a player can be sure is to go into the dungeon maker and compile a list by hand. It's a very cumbersome way to go about shopping for new spawners on the broker.</span></p>

debbiekk
01-30-2012, 02:57 PM
<p>AGGRO Issues:  Big Time</p><p>Our guild spent days building, making hidden rooms on second and third floors, making staircases with upper level floors and halls.   When we tested it.. heart sinking dread... all the effort in building.. making the dungeon look uber.. and with one pull the entire room on top of us...   Monsters came through the walls, through the ceiling, and even from the hallways.</p><p>1. Monsters, or players should not be able to aggro through walls or floors, or pull through them either.</p><p>2. A suggestion of an Effect Option:</p><p> a.  No aggro single  (monster only)</p><p> b.  No aggro multiple (mob only)</p><p> c.  No aggro room (entire room)</p><p>3. A circle showing the aggro range height and width on the monsters  (I have seen this suggestion over and over on the forum)</p><p>I hope the aggro problem can be resolved.</p>

Dayeyes
01-30-2012, 07:53 PM
<p>Is there any reason why the avatars have power? Other then making us wait around after combat. The point of power is to limit the player within a time frame, in normal groups people would rage if they had to wait for power after every fight. </p><p>Please take out power for the avatars, and just make it recast the only limiting factor.  There really isn't a reason to have power unless there is a power draining mob, although that would be a terrible reason to have power. </p>

Jasarina
02-03-2012, 11:38 PM
<p>My suggestions:</p><p><ul><li>A favorite list so you can quickly return to dungeons you want to do again</li><li>A ignore list so you can avoid dungeons you do not want to do again</li><li>An area to allow creators to put a better description!</li><li>A small comment line so you can leave a note or warn people about dungeons that can not be completed or are unplayable</li><li>Being given credit for the kills you have completed if you have to use /house to get out of a bad dungeon</li><li>Avatars and mobs made house placeable in non-aggro mode</li><li>Dividers/barriers fixed so that mobs will not come though them and ruin a design a creator has worked so hard to set up.</li><li>The ability to use the upward space in a dungeon easier without mobs agroing from below</li><li>House placeable plaques as you complete set number of dungeons</li><li>Exclusive house items that can be purchased with dungeon marks</li><li>The ability to enter the DM from your house along with a house item to display that you can click on to start the DM</li></ul></p>

Gravy
02-09-2012, 02:08 AM
<p>1. An 'official' number as to how many marks are rewarded for completing the dungeon.</p><p>2. A countdown once you enter the dungeon as to how many mobs are left.</p><p>3. The ability to use an adventurer across your account. Adventurers should not be tied to the character they were consumed on.</p><p>4. In the preview pane for an adventurer, you should be able to see how the adventurer looks, plus the spells the adventurer uses. How do I know if I want to buy one from the marketplace if I don't know what spells it uses?</p>

datashade
02-27-2012, 06:42 AM
<p>Some of these will have been mentioned already; I'm not trying to steal someone else's idea, just give it extra support or build on it.  Also, I'm going to try to keep these short, but this thread is almost three months old and some suggestions from the first page still haven't been address, so when I +1 those I get a bit ranty.  <a href="http://27.media.tumblr.com/tumblr_ljix6yiE5w1qakrdzo1_500.gif" target="_blank">Mi scusi.</a> </p><p>Oh, and some of them get more than a +1; I think those are more important, but what do I know. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p><p><strong>+++ Make it obvious whether or not a specific DM item has already been used</strong>; make the name grey out and add text to the description: "Your Dungeon Maker Toolbox cannot hold any more of this item."  </p><p>(<strong>++ Make Limited Spawners able to be added to the DMtb</strong>, and if you want to put a cap on the maximum number - 20 or 40 or 200 or whatever - put the current and maximum on the tooltip as well.)</p><p><strong>+++ Make it possible to preview every DM 3D object in the dressing room</strong> - full models for furniture, spawners, avatars.  (There are two skeleton spawners with the same name, but one's a translucent, ghostly skeleton and the other's solid-looking; you can't tell the difference between the two on the broker if you don't own either, the only way is by placing the item in edit-mode.  Also, the Erollisi Day avatars could be previewed, so I know it's possible - why aren't the random drops and the ones in the Marketplace similar?)</p><p><strong>+++ Add a full list of combat abilities, spells, &c., to spawners and activators</strong>.  If not by mousing-over the object then by right-click/Examine or the Description page in the Marketplace.  If you're asking for StationCash for an adventure avatar, your consumers deserve to be informed - to know what its abilities are, and how much damage it does, before paying.  (I can see how much a spell/CA does at a specific level and tier by examining a skill 'recipe' or looking in my spellbook - can't there be 'spellbook' icons on the activator item description?)</p><p><strong>+++</strong> Numerous previously-mentioned <strong>Edit Mode UI improvements</strong> - things like adding visible agro-range markers, explaining the frequency of custom-text assigned to monsters, etc.</p><p><strong>++ </strong>Purchasing DM items from the Marketplace with StationCash - *any* DM item - should <strong>unlock that item for all characters on your account</strong>, or at least put the items into the /claim window like the Collector's Edition. </p><p>EVEN IF 1.) it is deemed necessary (for balance or other reasons) to make DM items bought with marks or found as loot drops character-only as opposed to account-wide, AND 2.) it is impossible to differentiate internally between SC and marks, or between market-bought and loot-drops, please consider making all DM items account-wide until such time as either #1 or #2 has changed.</p><p>(<strong>++</strong> If it is decided that DMtb items will *never* be account wide, regardless of source, then <strong>at least let me drag and drop items out of my DMtb into my inventory</strong>, like the Heirloom Currency coins, so they can be swapped between characters.  The current system punishes players for no real reason - since Dungeon Marks *are*  heirloom Currency coins, that means I can earn marks on the character with the 'best' avatar and then trade them to the character I wanted to buy rewards for, or buy and trade the rewards; or, if I activate a monster spawner on the wrong character, I can edit the dungeon access level to make them a trustee - doesn't that mean I can log onto the 'oops' alt, place the 'oops' spawner, switch back to the main character, and publish as normal?  Why not just let us move the avatars and spawners, or activate the avatars and spawners across the entire account?  I can see the point of making map layouts character-specific - since each one you earn/purchase unlocks a publishing slot, and each dungeon has to eat up resources on the server, costing SOE some amount of resources/money; and each published dungeon has a chance to earn us prizes, so it's only fair for us to pay at least a token amount to unlock those.  Spawners, avatars, power-adjusters, furniture sets, however, should all be either account-wide or retrievable/tradeable.)</p><p><strong>++ Improved filtering</strong> for the dungeon selection list - <strong>ignore and favorite</strong> were suggested before and I think they're both great ideas, as was "search by name."  Even just options to sort the results - add date, alphabetically, by creator name, whatever; I'm not even sure what the default sort order is but it's kind of a mess.  </p><p><strong>++ Challenge Rating visible</strong> from the DM selection list.  (People have asked for this and for an "official" count of the number of marks rewarded, but in my experience testing my own dungeons the two appear to be linked - 1 mark per 100 CR.  Is that accurate or coincidence?)  If the CR changes based on party size, show CR for the user's current party and solo CR.</p><p><strong>++ Completion %</strong>/ Remaining enemies counter. </p><p><strong>+ Flavor Text</strong> - both on the DM selection list and "magic mouth" triggers inside.</p><p><strong>+ Improved options for feedback</strong> on dungeons.  Someone suggested an optional maker-written poll, but for the sake of reduced server overhead the poll may need to be SOE-made, and for the sake of player contentment and sanity it may have to be written with lawyer-approved language (no racist/sexist comments, no Chuck Norris jokes, &cetera).</p><p><strong>+ Improved filtering for the DMtb</strong>.  Treat the toolbox a little more like the Tradeskill window - let me type in "gnoll" and filter out all the other monsters, or "Chardok" to strip out the other furniture types, etc.  Right now the spawner list is just a mess - limiteds on top, then bosses, then normal?  I think?  Why can't I sort by challenge rating, alphabetically, or limited spawners by amount remaining?</p><p><strong>+ Improved Broker filtering </strong>for DM items.  Right now it's, what, Miscellaneous, Treasured, Item name:"("?</p><p>+ <strong>Everything else <a href="http://forums.station.sony.com/eq2/posts/list.m?start=34&topic_id=511002" target="_blank">Pixiewrath said</a></strong> that I didn't already cover.</p><p><strong>+ Avatar appearance items.</strong>  They're apparently all based on monster models that already exist in-game, so appearance items might be limited by necessity to weapons/wands/shields etc.  Any chance of palette swaps, player-customized model scaling</p><p><strong>+ Portals or private copies.</strong>  People asked for the ability to add portals from house or hall, but since - to my knowledge - you can't launch the Dungeon Maker selection screen from instances, like player homes and guildhalls, I assume this would be problematic.  While I'm sure some people want the awesome cosmic power of having a hellmouth in their bedroom, I'm sure a fair number of people who asked for this just want a quick route to their favorite DMdungeons.  Addressing both that wish, and another issue - namely, that at any moment the owner of your favorite dungeon could delete/unpublish it to make room for a new one - I suggest private copies: the ability to make an un-editable, un-publishable copy of public dungeons.  This feels like a nightmare to code and allocate resources for, which is why it's the bottom of the list +1s. </p><p><strong>- Avatar combat suggestions that require developers to design an entirely new combat mechanic.</strong>  There were a lot of ideas about how to make avatar combat more involving, less boring, etc.  I've played a lot of different MMOs, and I can see how some of these suggestions might have been informed (perhaps subconsciously) by games like City of Heroes or other, more action-oriented MMOs.  I've heard rumors that bringing player-characters into player dungeons is in the works; let's go with that instead of a whole new combat engine.</p><p><strong>-- Avatar Level-up.</strong>  1.) If we're going to have Monster Play, let's do it right.  2.) I'd rather have account-wide avatars, or be able to move avatars between alts, than have them level-up but locked to one character.  3.) What happens when you level up, do the monsters level up too, making the experience of running the dungeon the exact same but all the floating text numbers increased by 20%; or do the monsters stay the same, trivializing the content?</p>

Freejazzlive
02-27-2012, 12:36 PM
<p>I don't care what changes they make to Dungeon Maker: <strong>until I can play my own characters, I will not do player-made dungeons</strong>.</p><p>I didn't spend $7.50 on the Troubadour class, to play a freekin' "monster," & no, I couldn't care less about playing with a few other people, each of whom also has a one-button-spammy avatar to play. The avatars are dull as dirt, & as a result, no matter how good the dungeon is, no matter how much effort the designer puts forth, <strong>my enjoyment of player-made dungeons is ruined by being required to play these boring avatars</strong>.</p><p>I'm more than happy to leave avatars in for those players who like them. All I'm asking for is the choice.</p>

datashade
02-28-2012, 07:04 AM
<p><cite>Freejazzlive wrote:</cite></p><blockquote><p><span style="color: #d2c5a9; font-size: 10px;">BOYCOTTING EQ2. ProSieben deal = LAST STRAW</span></p></blockquote><p>Uh, I know it's your signature file so you can't put it at the top of your post, but ... if you're boycotting the game, why say anything else?</p>

Kyouri
04-17-2012, 04:06 PM
<p>Whoever it was who was on about using DM to replace dev-made content and use the devs for bug fixing only...+300 points for originality xD. Though it would be awesome if playermade dungeons were redone in a way that they could be mini-stories for the game.</p><p>On topic though; the major improvement I wanna voice is a bit more control over vocalization of npc's...having a bit of a problem setting my storyline up right when the dude at the front gate doesn't cue his "Intruders! I've got to warn the master..." line. xD</p>

faydh
04-17-2012, 04:39 PM
<p>Have not read it all so please forgive me if this has been suggested before.  1: To be able to add 2 exit to the dungeon. 1 at start and 1 at end.    2: If we could add one treasure chest to our dungeons having a random drop like 1 silver to some plat or something like that. Lots of people ask when i tell them to go dungeon runs..What drops? When told only exp and DM they are not interested.  The chest could be locked until some predetermined unlock (Sony set unlock). For example when 50 tokens are earned in that run or 50 mobs are killed or something like that. Then red text rolling over screen.  Treasure chest unlocked.    That would prevent it from being miss used. like placed next to entrance or in an empty dungeon or similar exploits.</p><p>EDIT:</p><p>3: Make DM bought Boss spawners tradable or at least add a way t sell them to a vendor for either coin or some of the DM allready payed.</p><p>4: Make some Vampire bosses so we dont have to fill up our dungeons with prisoners, slaves guests and the like who is more powerful than their captures, Hosts or ovners.</p>