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Dungeoneering pros and flaws

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Tenebri
Jan Gold Premier Club Member 2015

Tenebri

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pros i skimmed over as no real need to discuss them
cons.
1. i agree its an issue but i wouldnt say its an issue that needs to be addressed. you start the floor with the dedicated team number. if they leave thats not jagex or develpment issue thats your team choice issue. if it was changed to way you want. then it could change xp rates in a weird way. how will xp be determined? aeg if you start a floor with 5:5 then 4 people leave then that one person now finishes a large floor (which shouldnt be an option as solo is max med) and its do able whats the xp at end of dg as if it was 5:5 or as if it was 1:1? also to point out yes 5:5 is better with all 5 people doing it with monsters etc. but people do solo 5:5 with 4 leaches and do it in great times to keep xp rates valid.

however the tauntings that you get if you do leave i find amusing, id like that but change nothing to the actual dg even if it was a fact you cant complete it


2. it was updated to be this way. bimd you only got xp if you hadnt done that floor didnt matter on theme. what you suggests wont work. the way it is is fine. and infact verging on op / making things easy (due to fact solo is now a viable option aswell if good enough)


3. no. way too op. even if prices for these are ridiculous. all you are suggesting is tiered reward system, im happy with more rewards, but ones suggested too op.

4. i believe you can have the map open while dging iirc. but there really is no need for this this will come into use 1:30 floors? its not difficult to remember doors. its just feeding the people that find simple things hard. id rather not be spoon fed a game is suppose to challenge the brain

5. hmm i guess so yes, if dg came out after invention then it would have been a thing most likely it all depends on how you make the augmenters and xp rates. as doing it all in dg would be huge cost saver. and we need money sinks.


finally an actual good post in these forums. and i rushed it so sorry for grammar and spell
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20-Apr-2018 21:03:52 - Last edited on 20-Apr-2018 21:04:37 by Tenebri

Thesims201
Jan Gold Premier Club Member 2007

Thesims201

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for 3, it wouldn't be OP since you'd have to put in time to DG for them, which could have been spent skilling

Neither would 4 be spoon feeding, if you could mark what the room was then maybe yeah, but marking it as not doable yet, No (for just your map, it wouldn't mark it on everyone's map, I should edit this in the first post)

for my idea about making floors doable when people leave, the xp for the floor if people leave would be based off how many players the host made the floor designed for when choosing floor options before you starting the floor (and I can't see this being too unreasonable, if anything less people on the floor makes the floor completion slower, so the unchanged xp seems reasonable.) The only other viable solution would be making it so you can't logout/lobby/leave party until the boss room opens - with a penalty (of not being able to join a party or have people join your party for say... 30 minutes after the floor you are in is done) if you take more than about a minute to teleport to an emote portal or lever room and help out after someone has asked you to teleport there.

Now I personally would prefer the first choice - just making the floor doable if players have left while keeping end of floor dungeoeering xp based off how many people the floor is designed for
200m Dunge, Rc, Mage and invention accomplished, + 120 Constitution/Slayer/Range/Summoning/Woodcutting/Mining/Defence/Strength and 110m fishing, got comp back from solak and MQC back from temple of aminishi/dragonkin lab lore drops, 200m Fishing/Woodcutting/Mining is next

12-May-2018 19:35:11 - Last edited on 24-Jun-2018 13:17:38 by Thesims201

Thesims201
Jan Gold Premier Club Member 2007

Thesims201

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Accidental double post :P 200m Dunge, Rc, Mage and invention accomplished, + 120 Constitution/Slayer/Range/Summoning/Woodcutting/Mining/Defence/Strength and 110m fishing, got comp back from solak and MQC back from temple of aminishi/dragonkin lab lore drops, 200m Fishing/Woodcutting/Mining is next

24-Jun-2018 13:16:16 - Last edited on 24-Jun-2018 13:18:56 by Thesims201

Kcin
Mar Member 2019

Kcin

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Thesims201 said:

1. When a team member leaves in a floor designed for a given number of players, and the number of players left in the party goes below that, the floor can become potentially uncompleteable

It sucks but thats risk you take when you choose your party difficulty size, they do say when you are making a floor that "You may not be able to complete a dungeon if to many people leave."

You are able to choose 1 under the amount of people you have if you think someone will leave and that way if they do leave the floor won't be undoable.

Your 2nd point in the cons, that would have actually been nice to have.

5 I also agree with, don't know why they think its a problem.
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08-Jul-2018 15:47:45

Thesims201
Jan Gold Premier Club Member 2007

Thesims201

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Kcin said:
Thesims201 said:

1. When a team member leaves in a floor designed for a given number of players, and the number of players left in the party goes below that, the floor can become potentially uncompleteable

It sucks but thats risk you take when you choose your party difficulty size, they do say when you are making a floor that "You may not be able to complete a dungeon if to many people leave."

You are able to choose 1 under the amount of people you have if you think someone will leave and that way if they do leave the floor won't be undoable.

Your 2nd point in the cons, that would have actually been nice to have.

5 I also agree with, don't know why they think its a problem.


That's true, but it's not a risk that should have to be taken, generally making the floor designed for the highest player number is preferable for max xp.

I still don't see why making it wait til boss room to spawn a room that *needs* all players, or make such rooms not spawn on the path to boss, is too much to ask

I just hate it when a party have worked to get together for a floor of 5 (usually 5) and one player leaves making the rest have to miss out on the xp and tokens you'd get for finishing the floor up, it's the players who stay that shouldn't have to miss out on the tokens/xp
200m Dunge, Rc, Mage and invention accomplished, + 120 Constitution/Slayer/Range/Summoning/Woodcutting/Mining/Defence/Strength and 110m fishing, got comp back from solak and MQC back from temple of aminishi/dragonkin lab lore drops, 200m Fishing/Woodcutting/Mining is next

02-Aug-2018 18:39:19 - Last edited on 02-Aug-2018 18:42:21 by Thesims201

Tenebri
Jan Gold Premier Club Member 2015

Tenebri

Posts: 17,878Opal Posts by user Forum Profile RuneMetrics Profile
Thesims201 said:
Kcin said:
Thesims201 said:

1. When a team member leaves in a floor designed for a given number of players, and the number of players left in the party goes below that, the floor can become potentially uncompleteable

It sucks but thats risk you take when you choose your party difficulty size, they do say when you are making a floor that "You may not be able to complete a dungeon if to many people leave."

You are able to choose 1 under the amount of people you have if you think someone will leave and that way if they do leave the floor won't be undoable.

Your 2nd point in the cons, that would have actually been nice to have.

5 I also agree with, don't know why they think its a problem.


That's true, but it's not a risk that should have to be taken, generally making the floor designed for the highest player number is preferable for max xp.

I still don't see why making it wait til boss room to spawn a room that *needs* all players, or make such rooms not spawn on the path to boss, is too much to ask

I just hate it when a party have worked to get together for a floor of 5 (usually 5) and one player leaves making the rest have to miss out on the xp and tokens you'd get for finishing the floor up, it's the players who stay that shouldn't have to miss out on the tokens/xp


if it needs all players to reach boss room then its because its a floor requiring 5 people which is an option
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24-Sep-2018 13:36:20

Thesims201
Jan Gold Premier Club Member 2007

Thesims201

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^
Yes, but when players host a 5 man floor they are understandably wanting it as 5 man because it is the best tokens/xp, but then if someone leaves, the players willing to stay shouldn't be prevented from reaching the boss.

I think either it should be made so reaching the boss is still always possible if people leave or no one can leave party/log until the boss room is discovered.

I'd prefer option one as mentioned, and sometimes I've had players leave if the floor is taking too long... fine, fair enough if they want to leave, but sometimes the keyer or other players are working as hard as they can to move through the dungeon, in the instance that a player leaves because the floor is taking long, the players willing to stay should not be unable to get to the boss to defeat and get their xp

Especially since the floor is then actually harder with less people (GDS having less people to tank for you, less people means monsters killed slower)
200m Dunge, Rc, Mage and invention accomplished, + 120 Constitution/Slayer/Range/Summoning/Woodcutting/Mining/Defence/Strength and 110m fishing, got comp back from solak and MQC back from temple of aminishi/dragonkin lab lore drops, 200m Fishing/Woodcutting/Mining is next

25-Oct-2018 01:10:13

Tenebri
Jan Gold Premier Club Member 2015

Tenebri

Posts: 17,878Opal Posts by user Forum Profile RuneMetrics Profile
Thesims201 said:
^
Yes, but when players host a 5 man floor they are understandably wanting it as 5 man because it is the best tokens/xp, but then if someone leaves, the players willing to stay shouldn't be prevented from reaching the boss.

I think either it should be made so reaching the boss is still always possible if people leave or no one can leave party/log until the boss room is discovered.

I'd prefer option one as mentioned, and sometimes I've had players leave if the floor is taking too long... fine, fair enough if they want to leave, but sometimes the keyer or other players are working as hard as they can to move through the dungeon, in the instance that a player leaves because the floor is taking long, the players willing to stay should not be unable to get to the boss to defeat and get their xp

Especially since the floor is then actually harder with less people (GDS having less people to tank for you, less people means monsters killed slower)


i disagree. the floor was made for 5 people therefore if one leaves. the rooms already worked out. if theres mime room or whatever. then oh dear. hopefully he comes back

main reason people leave was due to a shit team anyway. rare occasion from dc. dont be shit youll keep all 4 other people
Satan loves you

200m all on 7/3/19
My life after 200m xp in all skills

20-Jan-2019 13:55:19

Lord Drakan
Sep Member 2010

Lord Drakan

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Thesims201 said:
5. The Bosses are some of the most challenging yet fair, some with interesting mechanics to change things up.

Have you Dungeoneered in the last six years? :P This was certainly true originally, but EoC broke level scaling, making all bosses pathetically weak, so Dungeoneering is a joke now. Really cross about that, because they took a wonderful piece of content and ruined it, and haven't bothered to fix it for more than twice as long as the skill existed properly in the first place.
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20-Jan-2019 16:03:05

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