Okay guys as a part of the new year and me doing my job as a GM, I'd like everyone to put a comment under each of the dungeons to highlight any issues they have with them or if any need a drastic overhaul.
So here goes:
Covetous:
-
Despise:
-
Hyloth:
-
Deceit:
-
Destard:
-
Storm:
-
Shame:
-
Venom:
-
Salos:
-
Wrong:
-
Ant Cave:
-
Orc Fort (cove):
-
Fire:
-
Doom:
-
Ice:
-
Ice World:
-
Khaldun:
-
Keldien Fort:
-
Terathan keep:
-
Finally,
Is there any type of dungeon that you think we are missing? I'm open to suggestions.
The Grand Dungeon Review
Moderator: Game Masters
The Grand Dungeon Review
We shall draw from the heart of suffering itself the means of inspiration and survival.
Winston Churchill
Winston Churchill
Ert wrote:After a long tiring quest, Dante retires to his land of rainbows and marshmallows.
Re: The Grand Dungeon Review
Covetous:
IMO too hard to be a newbie dungeon right after despise...
Despise:
Remove the relic.
Hyloth:
Is fine imo.
Deceit:
Kewl.
Destard:
Now even nicer than before.
Storm:
Hate the goblins, otherwise nice.
Shame:
Since third level is kinda noobie one atm, there should be a way out (not going through 4th level). Otherwise it serves its purpouse.
Venom:
Im not much into poison, so i actually never did it fully. But as I've been saving quite a few lads from there, it seems nice.
Salos:
Never hunted there much. Hate the small corridors.
Wrong:
The lever system is rly shitty. Otherwise it's nice..
Ant Cave:
I'd remove terathans from there and make it more newbie dungeon too.
Orc Fort (cove):
I think thats nice.
Fire:
Cool dungeon imo.
Doom:
The best of them all. I understand that it shouldnt be easy to get to there, but imo it's too hard atm. But still better than the last options were..a million for a ticket or smth..deffo not worth it then.
Ice:
Heard its rly nice after that soft Mox touch
Ice World:
Like it, but that second bird's island is rly fucked up.
Khaldun:
Love the dungeon.
Keldien Fort:
Whats that? Hate the keldiens rly..
IMO too hard to be a newbie dungeon right after despise...
Despise:
Remove the relic.
Hyloth:
Is fine imo.
Deceit:
Kewl.
Destard:
Now even nicer than before.
Storm:
Hate the goblins, otherwise nice.
Shame:
Since third level is kinda noobie one atm, there should be a way out (not going through 4th level). Otherwise it serves its purpouse.
Venom:
Im not much into poison, so i actually never did it fully. But as I've been saving quite a few lads from there, it seems nice.
Salos:
Never hunted there much. Hate the small corridors.
Wrong:
The lever system is rly shitty. Otherwise it's nice..
Ant Cave:
I'd remove terathans from there and make it more newbie dungeon too.
Orc Fort (cove):
I think thats nice.
Fire:
Cool dungeon imo.
Doom:
The best of them all. I understand that it shouldnt be easy to get to there, but imo it's too hard atm. But still better than the last options were..a million for a ticket or smth..deffo not worth it then.
Ice:
Heard its rly nice after that soft Mox touch
Ice World:
Like it, but that second bird's island is rly fucked up.
Khaldun:
Love the dungeon.
Keldien Fort:
Whats that? Hate the keldiens rly..
Philip Azevedo:
na dude, fu*k uni... that shit wont lead you anywhere
pang on the otherhand....
na dude, fu*k uni... that shit wont lead you anywhere
pang on the otherhand....
Re: The Grand Dungeon Review
Is Terathan Keep missing from the list or am i just blind ?
- Cirius Do'Brim
- Posts: 738
- Joined: Mon Nov 11, 2013 9:22 pm
Re: The Grand Dungeon Review
If there's something to fine-tune, I'd point my finger at Salos. Mostly that. Some dungeons are annoying, sure... but I think they have a purpose as well.
Otherwise I think we still need more medium-level dungeons.
Otherwise I think we still need more medium-level dungeons.
This x100. It also makes terathan bones way too easy to gather.Dargon wrote:Ant Cave:
I'd remove terathans from there and make it more newbie dungeon too.
Last edited by Cirius Do'Brim on Fri Jan 03, 2014 4:56 pm, edited 1 time in total.
Re: The Grand Dungeon Review
Destard:
Needs diversity, level one is always only greys, level 2 always greats (used to be venemous sometimes, doesn`t seem to be the case now) and 1 royal/ancient on level 3.
Level 1 dragons should be greys/whites/venemous maybe greats.
Level 2 should greats and royals
Level 3 should be royals and ancients (maybe one or two more spawns activated by levers, very little space)
I would reduce the maximum amount of ores to 10 (well really I would put it to 0 but that`s another story ) so there isn't a flood of auro/dwarven.
Needs diversity, level one is always only greys, level 2 always greats (used to be venemous sometimes, doesn`t seem to be the case now) and 1 royal/ancient on level 3.
Level 1 dragons should be greys/whites/venemous maybe greats.
Level 2 should greats and royals
Level 3 should be royals and ancients (maybe one or two more spawns activated by levers, very little space)
I would reduce the maximum amount of ores to 10 (well really I would put it to 0 but that`s another story ) so there isn't a flood of auro/dwarven.
Re: The Grand Dungeon Review
Tried it after Dante's respawn?Cirius Do'Brim wrote:If there's something to fine-tune, I'd point my finger at Salos. Mostly that. Some dungeons are annoying, sure... but I think they have a purpose as well.
And yeah Ondo, Terathan keep was missing.
Great feedback so far guys!
Re: The Grand Dungeon Review
Terra keep added! there's so many!
Why do people hate/like the keldiens? it was my first true race implementation so they do need fine tweaking tbh.
Why do people hate/like the keldiens? it was my first true race implementation so they do need fine tweaking tbh.
We shall draw from the heart of suffering itself the means of inspiration and survival.
Winston Churchill
Winston Churchill
Ert wrote:After a long tiring quest, Dante retires to his land of rainbows and marshmallows.
-
- Posts: 1097
- Joined: Tue Jul 10, 2012 8:59 am
- Contact:
Re: The Grand Dungeon Review
The keldiens are hard hitting and a pain to kill imo especially for the amount of them in covetous.
Re: The Grand Dungeon Review
Keldiens? I walked in there expecting a easy-medium dungeon with some chests. Got mobbed by the slaves while one sentry chopped me in two.
I spend an hour backstabbing that one and another sentry near the entrance to get my stuff back.
Then i learned it was a new race.
In short, going in blind was ok. The chance to lose your stuff is not something im unfamiliar with, it was having to stab two of them for _an hour_ that i felt was too much.
I spend an hour backstabbing that one and another sentry near the entrance to get my stuff back.
Then i learned it was a new race.
In short, going in blind was ok. The chance to lose your stuff is not something im unfamiliar with, it was having to stab two of them for _an hour_ that i felt was too much.
Re: The Grand Dungeon Review
Covetous:
-If its ment to be a newbie dungeon, its way too hard. At the moment its a very nice dundgeon for 4 well trained men. Nice gold, reagents and chance to get 1/2 cloths.
Despise:
-The relic system, sure is anoying. Free enterance to level 3 should do the trick.
Destard:
-I don't like the fact that people can duo this dungeon.
Storm:
-Nice dungeon, nothing to point out.
Shame:
-Nice dungeon.
Venom:
-Only made it once, and not fully. The concept of poisoning looks very original, and finally there is a dundgeon worth of spending gold on poison protection. Looks a ok dundgeon, yet there are people able to solo/duo, wich makes it kinda OP imo... I think something should be changed so that it requires a group.
Salos:
-I compare it to couvetous. Nice for a 4 member party.
Ant Cave:
- Matriarch terathans, or what are they called, way too hard for a newbie dungeon.
Orc Fort (cove):
-Looks pretty fine.
Ice World:
-A freaking hell GZ to the GM who designed this dungeon. I kinda love it. It can be done with 3/4/5 or more members, only takes more or less time, and always fun. I love this one.
Khaldun:
-Perfect as it is.
Keldien Fort:
-At this fort, I dont mind they hit hard since its an opan place, yet, they should drop more gold, otherwize people wont go there and wast so much time to kill them.
Terathan keep:
-Very awesome dungeon, don't touch it.
P.S- I didn't made comments on other dundgeons since im not familiarize with them anymore.
-If its ment to be a newbie dungeon, its way too hard. At the moment its a very nice dundgeon for 4 well trained men. Nice gold, reagents and chance to get 1/2 cloths.
Despise:
-The relic system, sure is anoying. Free enterance to level 3 should do the trick.
Destard:
-I don't like the fact that people can duo this dungeon.
Storm:
-Nice dungeon, nothing to point out.
Shame:
-Nice dungeon.
Venom:
-Only made it once, and not fully. The concept of poisoning looks very original, and finally there is a dundgeon worth of spending gold on poison protection. Looks a ok dundgeon, yet there are people able to solo/duo, wich makes it kinda OP imo... I think something should be changed so that it requires a group.
Salos:
-I compare it to couvetous. Nice for a 4 member party.
Ant Cave:
- Matriarch terathans, or what are they called, way too hard for a newbie dungeon.
Orc Fort (cove):
-Looks pretty fine.
Ice World:
-A freaking hell GZ to the GM who designed this dungeon. I kinda love it. It can be done with 3/4/5 or more members, only takes more or less time, and always fun. I love this one.
Khaldun:
-Perfect as it is.
Keldien Fort:
-At this fort, I dont mind they hit hard since its an opan place, yet, they should drop more gold, otherwize people wont go there and wast so much time to kill them.
Terathan keep:
-Very awesome dungeon, don't touch it.
P.S- I didn't made comments on other dundgeons since im not familiarize with them anymore.