View Full Version : badly needed changes to the dungeon maker system

12-20-2011, 12:20 PM
<p>here is some feedback on what i have seen so far:</p><p>1)the items in the SC shop need to be giftable, aka spawner packs, why? well heres an example...me and my wife both have the expac we both love to farm tokens but she doesnt make a dungeon, so she would like ot be able to buy items on the sc and then gift them to me so i can add them to my toolbox and use them in our dungeon, (these items dont involve real life cash so there is no need to exploit them)</p><p>2)the spawners from the cash shop need to be added to the toolbox, the idea of having them stay in your backpack is insane and not feasible heres why......for example spawner pack a: gives you a choice of 5 spawners and a possible boss there is like 40 spawners in the pack i could possibly have to buy 300 spawners before i get the full set....NONE of them can be added to my toolbox? now i have 300 spawners im trying to hold in my backpack it just isnt feasible</p><p>3)the spawners need to be more intelligent....im sorry but a orc ranger for example needs to be sitting back staying at range shooting arrows not walking up to me and meleeing, an orc oracle needs to be sitting back healing and buffing its little group not walking up to me and meleeing and an orc wizard needs to be sitting back nuking agan not walking up to me and meleeing.....right now all spawners do the same thing they walk up to you and melee, this leads to a very dumbed down dungeon which is extremely boring and not fun at all</p><p>4)we could use some more dungeon decor stuffs for example rubble piles of different types....right now its kind of limited in hwo u decor ur dungeon granted we only have 4 layouts so far I understand</p><p>5)no ghosts? i have yet to see any ghost spawners and ive run through several ghost dungeons trying to get some....</p><p>6)we definetly need more boss types and bosses ive only seen about 4 bosses</p><p>7)some new dungeon layouts would be nice u dont even have to add any decor to them if you dont want just pop us out templates we can adapt and use, some large ones would be nice</p><p><img src="/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" />the ability to tie in multiple layouts? aka crushbone 1 2 3 4 5 tie them together to make a HUGE 5 lvl dungeon that would be nuts <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /> course then no one would play the game dungeons cause player ones would be more fun <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p><p><span style="color: #ff0000;">9 PLEASE do not allow players to use their own characters this will basically make all the avatars obsolete and pointless, who is going to use an avatar with 4 spells when they can use their normal character they know well and wreak havoc on everything? not to mention raiders will exploit the heck out of this because since they are super overgeared they can walk in aoe down all 100 mobs and walk out with 100 tokens in 5 seconds....keep the system the way it is in that sense</span></p>

12-20-2011, 12:43 PM
<p>1) The items are already heirloom, so transferable between toons.  Like any other currency, with the exception of plat, it isn't exchangable.  The only reason SC items are giftable is to "buy gifts" for friends, that and Sony makes money.  I say, keep it the way it is, otherwise you'll have people selling tokens in channel.2) Totally Agree.  I can see why this is coded the way it is, as you can only drop one per, and have multiple in your dungeon.  A simple soution would be have them stack, and give us 200 slot bags that can only hold spawners.3) This goes back to gaming dynamics.  You don't see this happening in non-scripted fights ever.  Why should the dungeon have an entire new NPC-combat engine?  It's not going to happen.  Allowing us to group mobs, or add triggered spawns by walking into an area, simple ring events, etc would be much more imporvement and allow people to work more with what they have, at a much quicker rate.  People made extremely intricate maps in the Starcraft Era with nothing but triggers and a bad NPC AI.</p><p>4)  Quite more than 4 actually.  Becides the ones available on the Marketplace, there are also dropped layouts throughout the game.  On top of that, most house items can be placed in the dungeon as well, giving you quite a bit of stuff to work with. </p><p>5)  There are ghosts in game.  I have a few.  Most arn't named Ghost mobs, they are different classes of a standard NPC.  For Example, there is a spider with the ghost look I have in my toolbox.  Just make sure to examine all the NPC Spawners and you will find them.</p><p>6)  I've seen a dragon boss, except it drops from HM.  1800 Tokens is a bit extreme for 1 boss, given no real extra gain becides 100 vs 50 points.  500 sounds more reasonable.</p><p>7) Double request... see number 4.</p><p>Eight) I disagree.  With being able to publish 3 dungeons as of today, you will have the ability to do version 1, 2, 3.  Unless they make it so if you /house out when you're bored you still get tokens, I don't like the idea of a 5 hour dungeon crawl only to get stuck and lose everything.  Plus... Imagine the hell of testing something that big.</p><p>9)  I more than disagree with you.  For those of us that played EQ1, Monster Missions (basically current dungeons with no customisability, though it was current world so you could kill PCs, and no reward) were a big flop.  I see much demand in this, expectially if they scaled spells back quite a bit more, or removed all +% effects from gear while in missions.  I think it would make a higher demand.  I for one am looking foward to it.  4 spam spells isn't enough.</p>