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Unread 12-24-2011, 03:07 PM   #1
Tarna

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Wish list for additions to DM:

Multiple exits: This way on the long dungeons you cant set up stages for people to leave instead of having to leave early and not getting rewarded if you leave via the entrance if exit at the end or having to run all the way back to the beggining if exit at the beggining.

Exterior Designs: Totally awesome. I usually put some sort of arboratum or garden in my dungeon but it would be cool to have an exterior design to start with.

Compeitions for themed:I posted this in another topic. I spent 2 days and a ton of plat on a custom dungeon called Palace of Pain and Pleasure II in Mistmoore on Unrest server and its gotten 3 visits. I spent 10 mins doing a no frills dungeon worth 114 mark thats a pretty easy run through and it gets visited like crazy. I hope a dungeon like that doesnt make the hall of fame. What would be cool.. devs could do competitions for themed dungeons.. charge like a 500 dm entry fee and devs can run them and rate them. I would suggest open to public but a guy does a sucky dungeon and has all his friends and guildess vote on it. I had a dungeon that was number 1 before rating system changed and the guy in second had his guild run mine and give it all negative reviews so I pulled the dungeon down.. of course with my luck, they chnage the rating system the next day which would have put me back at number 1.

Flavor Text: I love this feature. Just wish it was working. I did a full story lined dungeon and the text rarley shows up. Need ALL the flavor text to show up each and every time.

Spawners on top of objects: Yes, you can place them but they usually fall into the item once you go back in. I put the bones pile in a wheel barrel, really cool looking, but they fall under it.

Dungeon Marks: Definately need more items to spend marks on. Temp adorns suck, armor - weapons suck, glass weapions suck, no end game user is going to ever need any of that. Boss mobs to expensive and random  packs.. well, still havent gotten a second boss yet.

Walls and floor: Maybe some basic floor and walls samples that can be purchased and used just like the housing where you can click on the wall or floor and change the theme.

Customizations: Linking mobs, additional patrol patterns for mobs instead of back and forth.  Ability to put in mini-quests to promote completion of the dungeon. Let me put loot on a boss mob and constantly be forced to supply it.

Renaming: Easier way of renaming your dungeon instead of having to name it, design it, save layout, delete dungeon, create new and rename it and load layout.

Thats my wish list off the top of my head.. any thing else?

--------------------------------

Visit Palace of Pain and Pleasure II under Mistmoore on Unrest.

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Unread 12-24-2011, 03:39 PM   #2
Guleipho
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I don't believe there will be a rating system to satsify everyone. Just like the one for housing, some rich jerk will pay people to give his/her competition the lowest score, so their house will be #1. Without some serious programing, this problem will never be addressed. 

I don't see the need for an exterior. By that time, the dungeon just becomes another house ... not that players are already using the dungeons for extra storage space ... but they are ... since many are unhappy on how buggy this whole dungeon idea is ...

The clippng issues NEED to be fixed. If a mob isn't walking through a wall, they're falling through something. I have a orc-snow warlock, who has a pet spider, which I wanted to set on a table. She keeps falling through, so her pretty white furry body is scuttling along a dirty floor. She's unhappy, and we know what happens when a woman is UNHAPPY ...

I agree, flavor text needs to be fixed.

I like the extra gear, which you can buy, withe the tokens. Not all players are heavy raiders, and some won't raid at all. As for more items, and such, they take time. The idea is fairly new, so give it a couple of months ...

Ideas such as, constantly "restocking" a boss, will kill player-made-dungeons rather quickly. A boss having the ability, to randomly generate a piece of gear or item, would be a better choice. But what would you use it for? Will it be used for avatars or for your character? As always, more questions than answers ...

The ability to edit your dungeon's title, should have been there at the release. Sadly, as always, hind sight is 20/20.

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Unread 12-24-2011, 10:14 PM   #3
Vashte
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One thing I would REALLY love to see added is an "agro range visual indicator". Where, as you place a dungeon monster, on the floor at its feet would be a colored ring that shows how far out the NPC will social agro, so you can see exactly how far apart you need to keep the mobs to avoid having the whole room pile on a person who sneezes wrong.

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Unread 12-25-2011, 04:52 AM   #4
epyon333

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One thing i believe DM needs badly is the ability for dungeon crafters to incorporate a story.

After trying to grind dungeons to get 500 marks for a piece of armor i started getting really bored. 

Oh and playing my own toon would be nice too.  The avatars suck.

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Unread 12-25-2011, 05:08 AM   #5
ShadowMunkie

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Tarna wrote:

Wish list for additions to DM:

Renaming: Easier way of renaming your dungeon instead of having to name it, design it, save layout, delete dungeon, create new and rename it and load layout.

This ability is already in place.

The command while inside the dungeon is "/republish_house", it will republish the dungeon under the new name. It will NOT change the name of the dungeon that you see under your window though.

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Unread 12-25-2011, 05:08 AM   #6
Black

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epyon333 wrote:

One thing i believe DM needs badly is the ability for dungeon crafters to incorporate a story.

After trying to grind dungeons to get 500 marks for a piece of armor i started getting really bored. 

Oh and playing my own toon would be nice too.  The avatars suck.

They are working on getting playaer chars working

Currently on test

Cheers

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Unread 12-25-2011, 05:30 AM   #7
epyon333

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Oh got a few more.  Allow me to enter a dungeon while im in my guild hall.

More intricate maps. 

ability to have mobs spawn after certain others are killed.  IE scion of ice where shade of miragul is spawned after the other nameds are cleared. 

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Unread 12-25-2011, 10:26 AM   #8
ShadowMunkie

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Things I'd like to see added would seem really easy to add since most things are in game already.

Wish List

Effect Object - Modifiers

  • Increase Level II, III, IV, V (Single)
  • Increase Tier II, III (Single)
  • Increase Level I, II, III, IV, V (Multiple)
  • Increase Tier I, II, III (Multiple)

Effect Objects - Buffs

Lesser Rock Skin [Stats: +5 Challenge Rating]

  • When damaged this spell has a 5% chance to cast Rock Skin on caster. Lasts for 5 seconds.
    • Prevents damage done to caster.
    • Triggers a total of 1 time.
  • Cannot be modified except by direct means

Rock Skin [Stats: +10 Challenge Rating]

  • When damaged this spell has a 10% chance to cast Rock Skin on caster. Lasts for 5 seconds.
    • Prevents damage done to caster.
    • Triggers a total of 1 time.
  • Cannot be modified except by direct means

Greater Rock Skin [Stats: +15 Challenge Rating]

  • When damaged this spell has a 15% chance to cast Rock Skin on caster. Lasts for 5 seconds.
    • Prevents damage done to caster.
    • Triggers a total of 1 time.
  • Cannot be modified except by direct means

Lesser Holy Aid [Stats: +5 Challenge Rating]

  • When damaged this spell has a 10% chance to cast Holy Aid on caster.
    • Heals caster for 5% max health.
  • Cannot be modified except by direct means

Holy Aid [Stats: +10 Challenge Rating]

  • When damaged this spell has a 10% chance to cast Holy Aid on caster.
    • Heals caster for 10% max health.
  • Cannot be modified except by direct means

Greater Holy Aid [Stats: +15 Challenge Rating]

  • When damaged this spell has a 10% chance to cast Holy Aid on caster.
    • Heals caster for 15% max health.
  • Cannot be modified except by direct means

Thorn Skin [Stats: +10 Challenge Rating]

  • When damaged this spell will cast Thorny Coat on attacker.
    • Deals X-X piercing damage
  • Cannot be modified except by direct means

Daunting Gaze [Stats: +10 Challenge Rating]

  • When damaged this spell has a 10% chance to cast Daunting Gaze on attacker. Lasts for 3 seconds.
    • Makes target afraid
  • Cannot be modified except by direct means

Stunning Aura [Stats: +10 Challenge Rating]

  • When damaged this spell has a 10% chance to cast Stunning Aura on attack. Lasts for 3 seconds.
    • Stuns target
  • Cannot be modified except by direct means

Effect Objects - Avatar Effects

Arcane Power (Avatar) [Stats: -100 Challenge Rating]

  • Same as our currect Arcane Power but, gives this ability to the avatar while in the room.

Elemental Power (Avatar) [Stats: -100 Challenge Rating]

  • Same as our current Elemental Power but, gives this ability to the avatar while in the room.

Physical Force (Avatar) [Stats: -100 Challenge Rating]

  • Same as our current Physical Force but, gives this ability to the avatar while in the room.

Venomous Power (Avatar) [Stats: -100 Challenge Rating]

  • Same as our current Venomous Power but, gives this ability to the avatar while in the room.

Rock Skin (Avatar) [Stats: -500 Challenge Rating]

  • When damaged this spell has a 10% chance to cast Rock Skin on caster. Lasts for 5 seconds.
    • Prevents damage done to caster.
    • Triggers a total of 1 time.
  • Cannot be modified except by direct means

Holy Aid (Avatar) [Stats: -500 Challenge Rating]

  • When damaged this spell has a 10% chance to cast Holy Aid on caster.
    • Heals caster for 10% max health.
  • Cannot be modified except by direct means

Effect Objects - Traps

Dead Mans Chest I

  • Triggers a single Undead to attack the group.
    • Mobs gain the abilities placed in the room.
  • Cannot be modified except by direct means

Dead Mans Chest II

  • Triggers two Undead to attack the group.
    • Mobs gain the abilities placed in the room.
  • Cannot be modified except by direct means

Dead Mans Chest III

  • Triggers three Undead to attack the group.
    • Mobs gain the abilities placed in the room.
  • Cannot be modified except by direct means

Serpants Eggs I

  • Triggers a single serpant to attack the group.
    • Mobs gain the abilities placed in the room.
  • Cannot be modified except by direct means

Serpants Eggs II

  • Triggers two serpants to attack the group.
    • Mobs gain the abilities placed in the room.
  • Cannot be modified except by direct means

Serpants Eggs III

  • Triggers three serpants to attack the group.
    • Mobs gain the abilities placed in the room.
  • Cannot be modified except by direct means

I have lots more ideas but, I'll stop with these as I made an extremely long post already and will post again with more ideas.

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Unread 12-29-2011, 02:40 AM   #9
Wulfgeist

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The ability to see if you have a spawner in your toolkit when you are browsing the broker or perhaps randoming in a group, like how collection items work.

Also would like to see a variety of pc races (and gender) and classes added to the spawner drops

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Unread 12-30-2011, 02:42 PM   #10
Dharkone

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I really could use a spawning point different from entrance portal for when a player dies. 

When in `design mode` the re-spawn point on death is different from the entrance portal. Unfortunately this is not the case after is has been published

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Unread 12-30-2011, 02:48 PM   #11
ShadowMunkie

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MULTIPLE REVIVE LOCATIONS IN LARGER DUNGEONS!

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Unread 12-31-2011, 07:29 PM   #12
Fyrstar2004

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Senkai@Splitpaw wrote:

MULTIPLE REVIVE LOCATIONS IN LARGER DUNGEONS!

Amen!

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Unread 01-29-2012, 08:49 PM   #13
debbiekk

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Vashte@Kithicor wrote:

One thing I would REALLY love to see added is an "agro range visual indicator". Where, as you place a dungeon monster, on the floor at its feet would be a colored ring that shows how far out the NPC will social agro, so you can see exactly how far apart you need to keep the mobs to avoid having the whole room pile on a person who sneezes wrong.

I think Vashte has a great idea regarding "agro range visual indicator"

Also I would like to see:

Effect Objects:

NO Aggro Effect

Hours were spent on making a dungeon with multiple floors. The monsters all came through the walls and was a big pile up to deal with. So in addition to Vashte's suggestion, I would like to see a height indicator as well. So that those monsters on the second and third floors stay put until the player gets to them.  I would like to see a way that walls are solid and that monsters or players can not go through them, or pull through them. 

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Unread 01-29-2012, 09:16 PM   #14
Tayne

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Tarna wrote:

Wish list for additions to DM:

Multiple exits: This way on the long dungeons you cant set up stages for people to leave instead of having to leave early and not getting rewarded if you leave via the entrance if exit at the end or having to run all the way back to the beggining if exit at the beggining.

I put a housing portal in mine as a mini-exit part way through in case folks don't want to finish the entire zone and can use this as an emergency exit.

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Unread 01-29-2012, 11:20 PM   #15
Cyliena
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Jayne@Kithicor wrote:

Tarna wrote:

Wish list for additions to DM:

Multiple exits: This way on the long dungeons you cant set up stages for people to leave instead of having to leave early and not getting rewarded if you leave via the entrance if exit at the end or having to run all the way back to the beggining if exit at the beggining.

I put a housing portal in mine as a mini-exit part way through in case folks don't want to finish the entire zone and can use this as an emergency exit.

The problem is, they won't get rewarded for that. A player could use /house at any time and effectively leave the same way as your portal. While it's a nice idea, it'd be nice if you got rewarded regardless of how you leave really, or for there to be an allowance for two exits.

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Unread 01-29-2012, 11:55 PM   #16
Tayne

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Cyliena wrote:

Jayne@Kithicor wrote:

Tarna wrote:

Wish list for additions to DM:

Multiple exits: This way on the long dungeons you cant set up stages for people to leave instead of having to leave early and not getting rewarded if you leave via the entrance if exit at the end or having to run all the way back to the beggining if exit at the beggining.

I put a housing portal in mine as a mini-exit part way through in case folks don't want to finish the entire zone and can use this as an emergency exit.

The problem is, they won't get rewarded for that. A player could use /house at any time and effectively leave the same way as your portal. While it's a nice idea, it'd be nice if you got rewarded regardless of how you leave really, or for there to be an allowance for two exits.

It would have to be done with some kind of math to figure out the partial credit ... seeing as if you leave via another exit, you're not, in effect, completing the whole dungeon. I think the single exit was just simpler to do ... go from A to B, get reward, etc ...

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Unread 01-30-2012, 11:28 AM   #17
Guleipho
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How about fixing the current "bugs", before new content is added ? ...

Just a thought 

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Unread 01-30-2012, 03:55 PM   #18
screenid

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I want a quest mob I can stick at the entrance to my Zones (little flag above his head)  ...who has clickable text.  

This will allow me to set up the story.    (it can even be a ghost version of the owner of that DM) 

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Unread 02-22-2012, 01:55 AM   #19
Roslyn

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Has anyone heard if there will be new maps or bosses added at any point? I really really want a natural looking dungeon (for now it's boatloads of grassy squares and trees :/ ) and I have a themed story dungeon that I can't finish because I would love some bosses that make sense to add to it. I have three bosses on my entire account, it's fairly pathetic lol.

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