new dungeon

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geezushhchrist
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new dungeon

Post by geezushhchrist »

a new gauntlet like dungeon only u have to pay 50k to summon a special monster to get and monster r the different types of monster [reptile demon etc.] and boss has no slayer dungeon comes with some custom artys but r powerful and rlly rlly rlly rare

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Death
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new dungeon

Post by Death »

geezushhchrist wrote:a new gauntlet like dungeon only u have to pay 50k to summon a special monster to get and monster r the different types of monster [reptile demon etc.] and boss has no slayer dungeon comes with some custom artys but r powerful and rlly rlly rlly rare
Quests. There are plans to make quest summonable bosses that upon death, will sometimes drop recipes to craft new artifacts. I have one planned for the spider dungeon in ilshenar.

I rather avoid creating new dungeons when already existing dungeons can be given some spice.

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geezushhchrist
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new dungeon

Post by geezushhchrist »

hmmm could u replace some gauntlet arty or replace there slayers with new ones like making fleshrenderer arachnid

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Death
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Post by Death »

geezushhchrist wrote:hmmm could u replace some gauntlet arty or replace there slayers with new ones like making fleshrenderer arachnid
I've thought about making fleshrenderer arachnid. I think it would be just considering the other gaunt monsters have slayers.

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Red Squirrel
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Post by Red Squirrel »

Also I have plans on the back of my mind to make demitel more quest driven. Each boss would have it's own minion, you kill them to get items to summon the boss, using the peerless system.

So like crystal demon = crystal elemental, hums = humus minion, almincrus = ancient lich etc... you'd have to do the quest first for those minions to drop that particular item(s).

But thats just on back of my mind, not even a ticket for it or anything. So may not happen.

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DOCTOR THUNDER
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Post by DOCTOR THUNDER »

Red, that would make a LOT more sense than just having them all living in the dark palace together.

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Nexus Graveheart
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Post by Nexus Graveheart »

I agree with DOC. Brunus's original idea for the Demitel Palace was to be a twisting passage full of puzzles and dangers that would eventually lead to Demitel itself.

I don't necessarily disagree with the current demitel system...but I think it would work better to have the Demitel bosses either in their original spawn areas with quests pertaining to them, or in a coordinated system that would allow rare item drops and key drops that would lead a team to an assault on Demitel himself.

In fact, I would welcome the idea that any Demitel would have the chance to drop a key that has an unlimited time on it. Similar to champ skulls. Once all the items are obtained, Demitel would be spawned. Kind of like the harrower system...but with Demitels. Ultimately, I'd like to see Brunus' ideas put into action. From the tour we got following the "Tower of Wind" quest of the Demitel Palace...he apparently had some wonderful ideas regarding summoning Demitel and the effort that would be involved.

Demitel could be added in as another Peerless being...but I think it should be more than that. It should be something that would require great numbers and coordination. That's what UO needs, and that's what AoV has to offer the renegade UO population.

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Plastic Man
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Post by Plastic Man »

Demintel should have 1 form for like each of the Demintel Bosses, meaning you would have to have a very well rounded group to roll him to his final form (Like The Tamers would back off and hide pets and cross heal while he was in BB or Crystal forms and let the Archers pull out most of the damage, then the archers would take a back seat to the tamers that have high Fire resist critters while hes in Humus form, etc, etc, etc...

It would force a fairly large group of players to work together take him down, but his final form should be somethign that every class can conceivably fight so that the whole party would get their arty chances.

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Death
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Post by Death »

Nexus Graveheart wrote:I agree with DOC. Brunus's original idea for the Demitel Palace was to be a twisting passage full of puzzles and dangers that would eventually lead to Demitel itself.

I don't necessarily disagree with the current demitel system...but I think it would work better to have the Demitel bosses either in their original spawn areas with quests pertaining to them, or in a coordinated system that would allow rare item drops and key drops that would lead a team to an assault on Demitel himself.

In fact, I would welcome the idea that any Demitel would have the chance to drop a key that has an unlimited time on it. Similar to champ skulls. Once all the items are obtained, Demitel would be spawned. Kind of like the harrower system...but with Demitels. Ultimately, I'd like to see Brunus' ideas put into action. From the tour we got following the "Tower of Wind" quest of the Demitel Palace...he apparently had some wonderful ideas regarding summoning Demitel and the effort that would be involved.

Demitel could be added in as another Peerless being...but I think it should be more than that. It should be something that would require great numbers and coordination. That's what UO needs, and that's what AoV has to offer the renegade UO population.
Unfortunately, we discovered Demitel's weakness: RestrictDecay = false. The castle became a big pile of dust, except for the bridge. It's a shame, that castle had a lot of potential and was filled with puzzles.

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jrhather
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Post by jrhather »

Ouch.


Um I just think that it should be impossible to solo a Demitel.
Like the only way to summon and defeat one is with like 8 or more people.

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Death
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Post by Death »

jrhather wrote:Ouch.

Um I just think that it should be impossible to solo a Demitel.
Like the only way to summon and defeat one is with like 8 or more people.
That was the just of things but it's a lot harder to code things that way due to the mechanics of the game. Pretty much anything can be defeated if the player is given an unlimited amount of time. Slayer vulnerability also gives an advantage to the player. There's a ton of stuff that allows somebody to easily solo something.

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jrhather
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Post by jrhather »

The inquisitors puzzle can't be solo'd.
Well... the whole illegal account thing can be done, but I doubt any of the boys here would stoop to that.

Just code an admission 'price' into the dungeon. A fully party or no one gets in.

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geezushhchrist
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Post by geezushhchrist »

noone would ever get in then and it would be pointless

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Death
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Post by Death »

jrhather wrote:The inquisitors puzzle can't be solo'd.
Well... the whole illegal account thing can be done, but I doubt any of the boys here would stoop to that.

Just code an admission 'price' into the dungeon. A fully party or no one gets in.
As great as that may sound, there's already areas in the game where you either have to pay a high price to enter a dungeon or have to go in with a group. Peerless dungeons are like this. Even then, people rarely participate in getting a large group to go out and do these bosses (The only one that is frequently visited is lady melisande but that's because she's got the quickest quest and is rather easy in comparison to other peerless).

It's hard to do large group activities without the large group. That being said, can't have everything soloed either.

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dprantl
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Post by dprantl »

Things that require many players will never be done until there are... many players on the shard all the time. I wonder how many times Jormundgand has been killed...

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Death
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Post by Death »

dprantl wrote:Things that require many players will never be done until there are... many players on the shard all the time. I wonder how many times Jormundgand has been killed...
Very few as he does require a variable group of players to actually reach him. His AI is also too smart to fall for player tricks such as sending in the army to tank him, making him quite a nasty piece of work.

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