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View Full Version : Dungeon Maker Booby Prizes.


Maroger
12-29-2011, 04:43 PM
<p>I really think that potential dungeon makers need to realize that not every room has to be stuffed full of mobs. I mean I have only run 3 dungeons repeatedly so I could findally get my horse, but my impression is that all the creators of these dungeons deserve a BOOBY PRIZE FOR DESIGN.</p><p>Every single large room was stuffed to capacity with mob -- some of which came in groups of 4+ - and these were solo dungeons. It seems as if the designers associate quantity of mobs with quality of the dungeon .  Quantity does NOT equal quality.</p><p>Also for the marks rewarded these dungeons took way too long to run 1+ hours and were truly tedious.</p><p>Also one dungeons the creator was too lazy to put an exit at the end of the dungeon but made you run back to the beginning to get to the exit - give that designer and F for stupidity and laziness.</p><p>As for solo, it you don't have the windrider curate and use the stock ones you get you will die a whole lot. First time through I used a stock one and died continually.</p><p>As near as I can see ( and I am not buy an avatar as my dungeon career is DONE - I have my horse) you stand no chance without buying or getting a drop of another avatar. Do none of these avatars have group damage spells? It is sorely needed evey for solo players.</p><p>Well All I can say is I am glad I am done and fortunely I got the only thing worth having - the horse which should have been on SC.</p>

msgnomer
12-29-2011, 04:54 PM
<p>As near as I can guess, you just have really bad luck picking dungeons to explore!</p><p>From the sound of it....stuffed rooms, groups of 3 and 4, exit at start - you picked dungeons that weren't really designed to be entertaining, they were designed to be token farms for people that want to go in, grind, and get out and get their reward.  The idea with the exit at the beginning is for the grinders to be able to grind as much or as little as they want and then quickly leave and get their tokens.</p><p>If you've only run 3 dungeons, there's a lot you haven't seen.</p><p>I've been through some highly entertaining and nicely done dungeons.  Some that had dialogue and mob names that had me laughing.  Some that had exceptionally fun mob choices and placement.  Some that were decorated particularly well.</p><p>Plenty of dungeon makers know what they need to know to create good dungeons.  You just need to find those dungeons.  By the way, this may mean exploring some of the less rated dungeons along with those at the top of the list.</p><p>Happy exploring!</p>

Maroger
12-29-2011, 06:36 PM
<p><cite>msgnomer wrote:</cite></p><blockquote><p>As near as I can guess, you just have really bad luck picking dungeons to explore!</p><p>From the sound of it....stuffed rooms, groups of 3 and 4, exit at start - you picked dungeons that weren't really designed to be entertaining, they were designed to be token farms for people that want to go in, grind, and get out and get their reward.  The idea with the exit at the beginning is for the grinders to be able to grind as much or as little as they want and then quickly leave and get their tokens.</p><p>If you've only run 3 dungeons, there's a lot you haven't seen.</p><p>I've been through some highly entertaining and nicely done dungeons.  Some that had dialogue and mob names that had me laughing.  Some that had exceptionally fun mob choices and placement.  Some that were decorated particularly well.</p><p>Plenty of dungeon makers know what they need to know to create good dungeons.  You just need to find those dungeons.  By the way, this may mean exploring some of the less rated dungeons along with those at the top of the list.</p><p>Happy exploring!</p></blockquote><p>I confess I picked mine which said they rewarded a lot of DM as I need to get 500 for the horse.  I did try one other - the Alice in Wonderland - pretty dungeons, lot of efforts in the design - hard to see the mobs and had to pull them to bare areas to fight. Not too many tokens either. It was the prettiest dungeon I have seen but it was hard to get around in like GFAY - too much clutter but yet very attractive. These are nice to level lowbies in though with the righ avatar - but spending 1+ hours to grind through these dungeons takes a lot of courage as they are time sink and short on fun.  But I got what I wanted out of them thought.</p>

ShadowMunkie
12-29-2011, 06:37 PM
<p><cite>Maroger wrote:</cite></p><blockquote><p>I really think that potential dungeon makers need to realize that not every room has to be stuffed full of mobs. I mean I have only run 3 dungeons repeatedly so I could findally get my horse, but my impression is that all the creators of these dungeons deserve a BOOBY PRIZE FOR DESIGN.</p><p>Every single large room was stuffed to capacity with mob -- some of which came in groups of 4+ - and these were solo dungeons. It seems as if the designers associate quantity of mobs with quality of the dungeon .  Quantity does NOT equal quality.</p><p>Also for the marks rewarded these dungeons took way too long to run 1+ hours and were truly tedious.</p><p>Also one dungeons the creator was too lazy to put an exit at the end of the dungeon but made you run back to the beginning to get to the exit - give that designer and F for stupidity and laziness.</p><p>As for solo, it you don't have the windrider curate and use the stock ones you get you will die a whole lot. First time through I used a stock one and died continually.</p><p>As near as I can see ( and I am not buy an avatar as my dungeon career is DONE - I have my horse) you stand no chance without buying or getting a drop of another avatar. Do none of these avatars have group damage spells? It is sorely needed evey for solo players.</p><p>Well All I can say is I am glad I am done and fortunely I got the only thing worth having - the horse which should have been on SC.</p></blockquote><p>You have got to be kidding me...you complain about every bit of this feature ever since you have heard about it. If you don't like it don't run it. If you like the feature design your own dungeon and run your dungeon. The developers put it in so we the customer could design and maintain our own dungeons that we can run with friends/family and/or strangers.</p><p>The logic behind the Exit being at the beginning of the zone is that most people wouldn't have time to complete the dungeon so its wiser for it to be at the beginning so people can get their reward without wasting time.</p><p>Base avatars are crap all around except the Siren. The siren is the only decent one out of them because its a healer.</p><p>Let me finish this by saying, I am sorry that you had a bad experience but there is an old saying: "You live, you learn."</p>

Troy
12-29-2011, 08:24 PM
<p>IMHO dungeon maker is a big FAIL. 90% of Players making dungeons with nothing but 2-4 mobs every corner, no decorations, no thinking, overshadowing some beautifully done dungeons that get lost in the newly published list. I spent more than a week crafting a awesome dungeon, beta testing it and fine tuning making sure its solo and player gets 50 D Marks, and no one has gone in and now it's lost on the list. It's very frustrating and I'm not going to waste my time with this anymore. </p><p>Also the rewards just aren't incentive enough for regular players to try. SOE should include some über items like they did in LDoN in EQ1 that costs a lot of dungeon marks. The newly published list should refresh faster and move off dungeons that aren't getting any hits. This way the creator can either republish it or not. </p><p>Oh well, was a nice idea. </p>

Maroger
12-30-2011, 12:33 PM
<p><cite>Troy wrote:</cite></p><blockquote><p>IMHO dungeon maker is a big FAIL. 90% of Players making dungeons with nothing but 2-4 mobs every corner, no decorations, no thinking, overshadowing some beautifully done dungeons that get lost in the newly published list. I spent more than a week crafting a awesome dungeon, beta testing it and fine tuning making sure its solo and player gets 50 D Marks, and no one has gone in and now it's lost on the list. It's very frustrating and I'm not going to waste my time with this anymore. </p><p>Also the rewards just aren't incentive enough for regular players to try. SOE should include some über items like they did in LDoN in EQ1 that costs a lot of dungeon marks. The newly published list should refresh faster and move off dungeons that aren't getting any hits. This way the creator can either republish it or not. </p><p>Oh well, was a nice idea. </p></blockquote><p>How can I find your dungeon?</p>

Iskandar
12-30-2011, 03:56 PM
<p>Honestly, I think a lot of dungeon designers don't realize how bad the social aggro is going to be when they place their mobs. I know <strong>*I*</strong> didn't in my first dungeon (which is currently undergoing revisions -- well, it will be after the 2x exp weekend anyways <img src="/eq2/images/smilies/49869fe8223507d7223db3451e5321aa.gif" border="0" />)... I had set up the mobs in what seemed like a decent distance apart, and added pathing to break up any noticeable clusters. It seemed like I had a decent setup... until I ran a test run and pretty much pulled the entire room with each attempt. <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /> So.... until/unless they add an aggro radius reducer, it's back to the drawing board. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p>

Maroger
12-30-2011, 06:44 PM
<p><cite>Iskandar wrote:</cite></p><blockquote><p>Honestly, I think a lot of dungeon designers don't realize how bad the social aggro is going to be when they place their mobs. I know <strong>*I*</strong> didn't in my first dungeon (which is currently undergoing revisions -- well, it will be after the 2x exp weekend anyways <img src="/eq2/images/smilies/49869fe8223507d7223db3451e5321aa.gif" border="0" />)... I had set up the mobs in what seemed like a decent distance apart, and added pathing to break up any noticeable clusters. It seemed like I had a decent setup... until I ran a test run and pretty much pulled the entire room with each attempt. <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /> So.... until/unless they add an aggro radius reducer, it's back to the drawing board. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p></blockquote><p>That was my experience the whole room comes and you lack a good avatar - KerSPLAT.  Spiders seems to have a large aggro range and come in groups - so do Succubi.</p><p>There doesn't seem to be any way to know the aggro range of mobs when you place them. I have seen this problem in about every dungeon I have tried.</p><p>I now agree it is good to put the exit at the beginning - if a dungeon is too long to finish at least you can get some credit if you leave early.  I am not sure people realize how long it really take to run some of these dungeons.</p>

Fyrstar2004
12-31-2011, 07:18 PM
<p><cite>Maroger wrote:</cite></p><blockquote><p>I really think that potential dungeon makers need to realize that not every room has to be stuffed full of mobs. I mean I have only run 3 dungeons repeatedly so I could findally get my horse, but my impression is that all the creators of these dungeons deserve a BOOBY PRIZE FOR DESIGN.</p><p>Every single large room was stuffed to capacity with mob -- some of which came in groups of 4+ - and these were solo dungeons. It seems as if the designers associate quantity of mobs with quality of the dungeon .  Quantity does NOT equal quality.</p><p>Also for the marks rewarded these dungeons took way too long to run 1+ hours and were truly tedious.</p><p>Also one dungeons the creator was too lazy to put an exit at the end of the dungeon but made you run back to the beginning to get to the exit - give that designer and F for stupidity and laziness.</p><p>As for solo, it you don't have the windrider curate and use the stock ones you get you will die a whole lot. First time through I used a stock one and died continually.</p><p>As near as I can see ( and I am not buy an avatar as my dungeon career is DONE - I have my horse) you stand no chance without buying or getting a drop of another avatar. Do none of these avatars have group damage spells? It is sorely needed evey for solo players.</p><p>Well All I can say is I am glad I am done and fortunely I got the only thing worth having - the horse which should have been on SC.</p></blockquote><p>I put my exit at the beginning so people can leave early if they need to.</p><p>I, too, made a beautiful dungeon and despaired when no one ran it.  So I made farms.</p><p> You make what the customers want, or your dungeon will grow dust.</p>