The Grand Dungeon Review

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dwight
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Re: The Grand Dungeon Review

Post by dwight »

Hilda wrote: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 :P) so there isn't a flood of auro/dwarven.
This.


Nice dungeons that shouldn't be touched: Deceit, Hythlot, Venom, Salos, Ice and Ice World, Terathan keep. Shame 3/4, Kaldhun.

There is a huge gap between despise (the relic system could disapear) and couvetus, i think couvetous should be made easier, and also I agree that the matriarch in ant cave might be too hard for newbie charaters.

First two levels of shame could be more profitable.

Can't talk much about Storm, didn't visit since last changes.
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Darian Darkmind
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Re: The Grand Dungeon Review

Post by Darian Darkmind »

I'd basically want to see Destard as a high end dungeon filled with all kind of dragons. Shitloads of greys and greats, decent amount of royals, some venomours and whites and a few ancients. And then two similar high end dungeon, one themed for giants and one for daemons. These dungeons might not have "Boss monsters" though, so no Voids or Balrons. I'd leave the boss monsters to the dungeons that have more variety thus keeping them wanted as well. Then I'd change Doom to be the ultimate "boss dungeon" where you can find a lot of Balrons, Voids and other boss creatures.

I know it means people will hunt those dungeons a lot and get some good items, but o'boy do they have fun doing so and that's what this game is about. If I want to hunt dragons I know exactly where to go. If daemons or giants, the same thing. If I want more variety, I'd pick a dungeon like Deceit. If I want true challenge and the best possible loot, I'd pick Doom.

The ore amount can be reduced if that's seen as a problem, because it's not the ores that are fun at hunting. You always know you get ores so there's no surprise there, but it's killing the mobs and seeing if they dropped a good magic item that is always fun.

Currently it feels like the (previous) staff has been trying to fight against the inflation by nerfing the dungeons, the amount of monsters and their loot. You can never fight against it in a game where more items are generated without old ones being deleted. You can only slow it down, but the more you slow it down, the less fun the game becomes due to loot being more and more terrible and hunting being more and more slow.

That's all.
Adram
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Re: The Grand Dungeon Review

Post by Adram »

Ill only talk about the ones im familiar with

Covetous:
First of all this one takes special prep to do. Its not all that hard you just need the right gear, I can understand peoples frustration with running into a new race without any idea how to fight them. The loot/gold out of it is worth the time.

but to sum it up, I love it.
- Ladder room can have all ladders to lower area removed so its less of a pinch point.
- Fragments are too overpowered to have them near any other magic users (esp another fragment)
- get ressing portal working if it doesnt yet
- add ghost portal to ladder room so that ghosts dont get stuck there
- i havent tried spirit stone armor yet but check its AR rating and make sure its appropriate
- i think a new phrase to open the 3rd level door would be better =p

TBH this isnt a noobie dungeon, and it shouldnt be. What noob wants to run all the way to covetous anyways? its too far from britain and too far from any stables/banks. Its in a nuisance area, im glad its a medium/hard dungeon now.

Storm:
Loved it and still love it. The new goblins are cool and tough but i think everything in there should inflict more energy damage and less physical damage to promote the use of electrical resistance gear that never gets used... but adding more and more elemental damage might make every dungeon too easy for nature so its a balance i suppose.

Ice:
love the new changes, this used to be my noob dungeon (of course bringing magic user was a must) but i always kind of hated it. Its much better now.

Ice World:
great great great

Keldien Fort:
really cool, needs some bugfixing though. The necro on the roof can cast through the floor and kills you without you being able to hit him.. makes clearing that fort impossible.
Finally,

Is there any type of dungeon that you think we are missing? I'm open to suggestions.
FOR DEMZ NUBS
1. extend sewers into a real dungeon.
2. make a crypt type dungeon in britain GY
Demian
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Re: The Grand Dungeon Review

Post by Demian »

Covetous:
-Too hard for newbies as those are who it was directed to. Though good as a medium level dungeon from what I've heard. Never hunted it myself.

Despise:
-Perfect as it is, relic was removed incase someone didn't notice yet.

Hyloth:
-It's pretty good. Though I'd like some more challenge in 3rd and 4th levels. It's pretty much only mid-level monsters in tight places. I'd like to see more high level monsters not so packed together. If it wasn't for the balron it wouldn't be worth hunting imo.

Deceit:
-Deceit is fine as it is.

Destard:
-I'd definately add some Greats and perhaps Venomous/Whites in the north of level 1, And I'd make level 2 spawns into 1 royal and the rest 5 dragons to be random between Green/White/Great. Level 3 is fine.

Storm:
-It's pretty good, haven't been there since the goblins were added though.

Shame:
-A good mid-level dungeon, though i'd make it possible to return from level 3.

Venom:
-Levels 1-2 are just annoying due to too many hard hitting melee mobs that drop crappy loot. but level 3 is good. I'd say too good profit for such an easy dungeon. Easy since there's only mobs that can be 2 tiled down in the last level that drop good loot (Except for the fiends, which can be avoided though). And G Poison protect potions make it very easy.

Salos:
-A pretty good dungeon currently.

Wrong:
-I think no one hunts it as it has bad loot, a crappy lever system and because it's too packed.

Ant Cave:
-Too hard for newbies. Terathans should be removed imo. Other than that it's pretty good.

Orc Fort (cove):
-Good.

Fire:
-Good I suppose, don't hunt it much though.

Doom:
-Perfect dungeon. But the current way of getting a ticket makes no sense. DK should be made a lot easier or an alternative way to get the ticket put into use.

Ice:
-Haven't hunted since the changes but heard it's pretty good.

Ice World:
-Good loot, but a bit boring due to there being a lot of the same monsters. Shamans snowstorm should be changed not to follow the target imo, as you can get multiple of them on you at the same time and the shamans are always in packs.

Khaldun:
-A good dungeon.

Keldien Fort:
-Did it once, won't go again. Monster that casts kill is just too much.

Terathan keep:
-Good place aswell.
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Dargon
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Re: The Grand Dungeon Review

Post by Dargon »

Ah yeah, about Ice world..maybe add another exit in the middle or at the end or whatever..atm too annoying to run back out. Also Shamans snow storm is lame imo, they should do it void-like, not as it is now.
Philip Azevedo:
na dude, fu*k uni... that shit wont lead you anywhere
pang on the otherhand....
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Biao
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Re: The Grand Dungeon Review

Post by Biao »

Havent done all dungeons since i came back so i will talk about the ones i did or heard about.

Covetous:
- Fine for a group of 3-4 guys. (havent tried last lv still )

Despise:
- Fine how it is. (without reliq)

Destard:
- Too easy dungeon... 2 men teams can farm it.

Storm:
- Its nice... last lv entrance can be tricky sometimes too many goblins at once.

Venom:
- First 2 lvs are fine. Last lv gives too much reward for what it is.

Ant Cave:
- Make it easier, like suggested maybe remove the terathans.

Orc Fort (cove):
- Its fine i guess.

Doom:
- Fine.

Ice:
- Good.

Ice World:
- Perfect. Maybe an alternative exit at the 3 (or was it 4 island). Really annoying run all the way back after clearing 3-4 islands.

Salos:
- Perfect. Mid tier dung imo.

Khaldun:
- Perfect.

Terathan keep:
- Perfect.
Cruxis Bane
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Re: The Grand Dungeon Review

Post by Cruxis Bane »

Covetous:
Way too cluttered and the mobs take a while for what you get out of it. It is an interesting idea for a mob and a dungeon just too much in tight corridors.

Despise:
Good noobie dungeon has a little challenge if you are new in the third level overall great (do hate that the adven was removed, should have just been reduced so that newer players had a chance to get tickets from a dungeon but thats another topic)

Hyloth:
Great

Deceit:
Great

Destard:
This is a decent dungeon granted I miss the old time with the many different dragons in the first level. 2nd could add like another royal or something and third is fine. Complaining about it being a 2 man dungeon isnt really fair considering dragons for the most part are just 2 man mobs. Generally if you get more than 2 people fighting a dragon it gets too cluttered and people die so really dont believe there is anything that you can do about it. Possibly change the spawn times to be longer so that it cant just be farmed so much? But really dont know any way to change that.

Storm:
Good granted havent seen the goblins.

Shame:
Great, granted for pickers etc it might be nice as they said to have an exit on the third level.

Venom:
Good

Salos:
Havent been to since the dungeon was redone.

Wrong:
This isnt really a dungeon you would hunt unless you need vampire bones or have to get someone out of wrong. Entrance to level 2 is a little annoying with all the casters as soon as you go in that cast skeles and summons

Ant Cave:
Not been

Orc Fort (cove):
Great

Fire:
Great

Doom:
Great I like the way you have to get the ticket and pretty much everything considering all you get out of it.

Ice:
Need to test since mox changed.

Ice World:
Havent been.

Khaldun:
Amazing all 4 levels.

Keldien Fort:
Havent been but say it would be a little tedious if its as clustered as covetous

Terathan keep:
Great
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Daren Priesten
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Re: The Grand Dungeon Review

Post by Daren Priesten »

Covetous:
Never finished new one, it seems pretty tough with the new minions

Despise:
Good as it is, I would just eliminate the whole relic thing.

Hyloth:
Good

Deceit:
Good

Destard:
Good, would like more high end dragons

Storm:
Good, except the goblins

Shame:
Good

Venom:
Scary

Salos:
Good except the last level, I would have more high end and less mobs.

Wrong:
Last level has too much mobs! Only possible with religions/veritas and that's not very fair.

Ant Cave:
Never been-

Orc Fort (cove):
More orcs!

Fire:
Good..

Doom:
Superb, I wish the last level had more room.

Ice:
Too many mobs :\

Ice World:
Never been

Khaldun:
Awesome

Keldien Fort:
Never been

Terathan keep:
Lives up to its name
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Ivan
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Re: The Grand Dungeon Review

Post by Ivan »

IF its not mentioned, its ok

Covetous:
Didnt seem realy noob level dungeon as its supposed to be.

Venom:
Who the hell wants to hunt here? it will cost more than 10k in greater poison shields alone! Too troublesome and annoying.

Salos:
Havent been there yet so cant comment, used to be shitty place.

Wrong:
Made just to annoy players with murderer chars, does its job a bit too well even. (Make laws and their allies be thrown there aswell if they are killed by imp guard they'd realise what pain in the ass the place is actualy.)

Doom:
Never been there cant comment, ppl say its frustrating 6 hour hunting trip.

Ice:
Havent been since last update, used to be ok.

Ice World:
Horrible place, never wanna go there who the hell wants to go there whats the point of the place? Stamina draining dungeon of hell... Just like venom realy annoying place to hunt and no reward even!

Keldien Fort:
Meh more keldiens, who bothers to kill em?


Tried to keep it short.
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Cirius Do'Brim
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Re: The Grand Dungeon Review

Post by Cirius Do'Brim »

About Storm...

There's too much poison affiliated monsters in lv1. I'm guessing 10+ spiders and lizardman assassins jumping from the corner(s). Those assassins are okay mobs, but cut some of the spiders at least. The second level lacks goblins, replace something with them. For example those ethereal spawns could work. Finally turn all djinnis to genies in lv3.

I don't understand all the goblin hate though. Yeah, they hit so hard I had to stop my hunt and buy a proper set from Vaux to continue.
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