View Full Version : Dungeon Maker tips

12-14-2011, 09:03 PM
<p>Just thought I'd start a post for people to give tips and tricks for dungeon building.</p><p>I'll start with a few...</p><p>1. Tokens appear to be awarded when killing mobs inside the dungeons, with 1 token being awarded for every 100 difficulty points of mobs killed.</p><p>2. In the dungeon item placement tool, you can see the amount of difficulty for most mobs you place. Limited item mobs appear to be worth 50 points, but only the total number you have left to place are shown instead of the difficulty points they are worth.</p><p>3. Buff items that you place in a room will affect ALL mobs that you place in that room. The difficulty points listed for each of the buffs is added to each of the mobs affected by the buff. Mobs that you place that in a room but you then set a patrol point outside of the room still retain the buff. The initial placement of the mob is what matters. Hallways count as separate rooms. Buffs do not stack, so don't waste your time placing lots of them.</p><p>4. The wander function causes the mob to wander with the room (or hallway) in which they are placed.</p><p>5. You can hold down the ctrl key when placing on object to stamp the object in place and then continue placing another of the same.</p><p>6. Mobs do not call for help when they are hit like standard world mobs do. So there is no body pulling. Instead mobs will call for help when they are hit OR when they are agro'd by a player. They will immediately call for help from any mobs that are within a short distance of where that mob is located. Mobs that come to aid the initial call for help do NOT in turn call for help themselves.</p><p>7. It is <strong>NOT </strong>a good idea to place mobs close to the dungeon entrance, as this will cause mobs to agro the players as they enter the dungeon. Some players like to move their hotkeys around before they start fighting, and don't want to have to fight immediately on zone in. And if a player dies, it is not fun to respawn on mobs that are just waiting to spawn kill you. Also in groups, players may end up left fighting on their own until the other group members join in.</p>

12-15-2011, 03:08 PM
<p>Monster AGRO ranges seem to be a big issue in most of the dungeons I have run lately. Here are a couple tips that may help you design better encounters.</p><p>1. Size of the monster increaces their "AGRO" range, but does not increace their "Call to Help" range.</p><p>2. Find an item that gives you a frame of reference on distance and agro.                   (I like the Chardok Pride Rug because it has many points of reference. The peaks in the middle design, if a mob is placed on each one will be able to Call for Help, but just outside of them they will not. The middle bars, even if you have a Lessar Awarness placed in the room is still enough distance to not Call for Help. Sorry no picture)</p><p>G</p>

12-15-2011, 04:57 PM
<p>Do you guys mind if I go and post this information on a Dungeon Maker website I have been creating?  I Will gladly give both you and anyone else who posts Tips credit for them on the site.  Let me know thank you.</p><p>The site is <a href="http://www.eq2dm.com" target="_blank" rel="nofollow">www.eq2dm.com</a></p>

12-16-2011, 12:26 PM
<p>I don't mind and I don't care about being given credit <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>