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New dungeon

Posted: Sat Feb 11, 2012 6:24 pm
by Zaradon
Shouldn't we ask for Doom back for some challenge, folks? - or perhaps figure out a new dungeon on our own?

Re: New dungeon

Posted: Sat Feb 11, 2012 7:39 pm
by Simmo
I guess Doom is still excisting. Teleporters are closed only.


So its easier for GMs to just open portals. Doom then?

Re: New dungeon

Posted: Sat Feb 11, 2012 8:45 pm
by Bipina Huntley
where is 3rd option. leave it as it is now?

there is a lot of dungeons ready to use, but in my eyes problem is that people do not hunt them coz robbers check if there is anyone inside.

new dungeon wont stop them checking it.

my few cents.

Re: New dungeon

Posted: Sat Feb 11, 2012 9:01 pm
by Jon
Dungeon like doom requires so many players to clean it, that it wouldnt be hard to fight against robbers with that team.

Also everybody knows that Doom brings hunting to the next level (teamwork, loot, etc.). Thumbs up for Doom.

Re: New dungeon

Posted: Sat Feb 11, 2012 9:37 pm
by Zaradon
Bipina Huntley wrote:where is 3rd option. leave it as it is now?

there is a lot of dungeons ready to use, but in my eyes problem is that people do not hunt them coz robbers check if there is anyone inside.

new dungeon wont stop them checking it.

my few cents.
There is no third option and currently the dungeon system is somewhat for mid-players.
I mean, every dungeon for now can be cleared with 3-4 good character and that's just...boring.
A better challenge could be used for the bored hunters, no wonder people fancy PvP at these times.
I'm trying with a different approach to that fact of 'too many robbars'.

Also, me and some other players tried to throw some ideas about new features for the Adventure Guild - but as you know the almighty word strikes in starting with K and ending with S (no offense Boris ;p )

I made 2 options because you lazyass macroers can find some graphics for mobs if it should be a Doom-like dungeon and if there is really no time for the GM's to work on a new one, the second option is Doom.

Re: New dungeon

Posted: Sat Feb 11, 2012 9:58 pm
by Darian Darkmind
All we need is champion spawns activated through adv. guild.

Re: New dungeon

Posted: Sat Feb 11, 2012 10:02 pm
by Zaradon
Darian Darkmind wrote:All we need is champion spawns activated through adv. guild.
I do see where you are going.

Im more than certain that if they make the adventure system extend to champions it'd only be something like fighting 4 phoenix's in a 6x6 room with 6 persons. < i dont know if thats called challenge where you need to stand against game mechanics.

Well, i hope you know what i mean.

Re: New dungeon

Posted: Sat Feb 11, 2012 11:35 pm
by Vaux27
Jon wrote:Dungeon like doom requires so many players to clean it, that it wouldnt be hard to fight against robbers with that team.

Also everybody knows that Doom brings hunting to the next level (teamwork, loot, etc.). Thumbs up for Doom.

Would need to be a no robber zone or else wouldn't work. Plenty of them to band together and rape any group these days.

Doom would be cool, but we just got Storm.

Re: New dungeon

Posted: Sat Feb 11, 2012 11:36 pm
by Mike
Vaux27 wrote:
Jon wrote:Dungeon like doom requires so many players to clean it, that it wouldnt be hard to fight against robbers with that team.

Also everybody knows that Doom brings hunting to the next level (teamwork, loot, etc.). Thumbs up for Doom.

Would need to be a no robber zone or else wouldn't work. Plenty of them to band together and rape any group these days.

Doom would be cool, but we just got Storm.
Storm is a 2-3 people dungeon, we need something on the other end of the spectrum.

Re: New dungeon

Posted: Sat Feb 11, 2012 11:40 pm
by Zaradon
Well the fact is, we have pretty many minor-mid dungeons but none really that can be cleared with more than 3-4 persons. Deceit is pretty much a 4 (elite) man job for a full run.

But Doom was pretty fun back then if you ask me. Every single mid-high end mob containing dungeon is what we'd like to see.



Maybe we should wait and see whats the staff gonna say to this one?