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Mini-dungeon or something like it
Posted: Sat Mar 22, 2008 8:42 pm
by upidstupid
It seems like there are like 4 or 5 areas or things that people run on this server, less so if you are soloing. On top of that, there are these interesting dungeons, desert temple, a few dungeons in ilsh, and the anti virtue dungeons etc., that people don't run because there is no point to it.
I know the artifact system tries to help with this, but when you get down to it there are still 1 or 2 areas to go to if you want to farm arties. What would be cool, if not a little bit out there, would be to utilize these areas and have drops unique to those areas like in gaunt.
This seems like it would be kinda tough from where I'm standing, prolly alot tougher from the coder's view, but it would be nice to have a little bit more variety in places to go to (soloing or with a group). Idk really I'm sure you can cook up something that's a lot more reasonable, and prolly with a better idea behind it.
Anyhoo, just an idea xD, as I know you guys are still working on dmg calcs.
Archived topic from AOV, old topic ID:2543, old post ID:16189
Mini-dungeon or something like it
Posted: Sat Mar 22, 2008 9:10 pm
by Death
Ya I understand exactly what you are saying. Only certain dungeons have a reason worth going to. Every UOML dungeon is worth going into because they're different, have unique monster/named creatures, special interactive landscapes like poison rivers and each one contains a quest.
Unfortunately, some of the "classic" dungeons like shame, wrong and such aren't as worth doing because it's the same ol monsters and no real rewards besides AOAs or 10th anniversary items (Which can be obtained from the other dungeons anyways).
I've been kind of looking into ways of improving that such as adding new critters that are found in certain dungeons (Including tames). But the biggest addition would be quests that are accessible in those dungeons. That would be the best way to increase the frequency of players going into those dungeons.
When the quest prototypes are in and are complete, I will be shoving different quests in those dungeons.
Archived topic from AOV, old topic ID:2543, old post ID:16197
Mini-dungeon or something like it
Posted: Sat Mar 22, 2008 9:13 pm
by upidstupid
Awesome I can't wait to see what kind of stuff you put out xD
Obviously no rush =3
Archived topic from AOV, old topic ID:2543, old post ID:16199
Mini-dungeon or something like it
Posted: Sun Mar 23, 2008 6:30 am
by DOCTOR THUNDER
perhaps change the loot for certain monsters that spawn in dungeons like shame and wrong.
Maybe earth eles that spawn in shame can drop the higher level ores once in awhile. Have a small chance that the krakens drop ancient sos.
Wrong has jukas, IIRC. Maybe make them have a higher chance to drop 5 mod bows or maybe 3 mod spellbooks.
Instead of it being a problem that those areas aren't being used, find a way to use them to introduce different items as monster loot. Maybe even create a new roulette token, like the penny slot or plastic token. It might be a 1 in a zillion chance at anything good, but it would be cool to have a stack of them locked down.
Archived topic from AOV, old topic ID:2543, old post ID:16207
Mini-dungeon or something like it
Posted: Sun Mar 23, 2008 8:34 am
by Minky
SO very glad this was brought up. I had an idea I posted on stratics that was shot down like a kamikazee during a death-run:
This is meerly an idea, I don't care who gets credit for it so long as the idea lives on. Instead of creating my own free shard, or joining another's, I would gladly pay to reenter the Britannian landscape.
The idea:
Destroy what we all know as the current UO. Not in the typical sense that the reader might be thinking. I'm thinking of removing Malas, Felucca, Takuno, and the new, fancy Elven lands. Leave Trammel (as the non-consensual PVP zone, same map), then turn Ilshenar into the new Felucca (as the consensual PVP zone).
Recode the maps to more of a desolate land. Make every current city into a semi-dungeon, where they've been overrun with various cults of mobs. Create one new town in the direct-center of Britannia as the only hub the players have. Instead of adding new land masses, add new levels to each dungeon.
Let's give an idea of what I'm after, using Britain as an example. Bring Blackthorne, or Minax, or even Nystul into the castle as the leader of that "city". In Blackthorne's old castle (in the far North), have an underling reside there. Both of these would have the same stats as the current Champs do, maybe even Paragon-Champs. For the regular spawn throughout the city, have corrupt guards, decaying hounds, insane mages and alchemists, evil archers, and every other spin of current resident, reside within the city. Even build new watch-towers on the outskirts of Britain and house a mini-spawn there as well.
With Yew and Skara, make that the corrupted Elven land, same general idea as Britain, but with Elves as the theme. Down in Trinsic, have fallen Paladins and other fallen 'holy' "classes" reside there. Maybe Magincia could house the Liches and other "warlocky" types. With the Zoo being there, this would be a good time to introduce Tamer-type mobs into UO. With the Hedge-maze, bring in some followers of the "Armageddon Cult" (can't remember the names). See where I'm going with this yet?
With Ilshenar, leave the NO-gate, NO-Mark, NO-Recall-IN (but able to recall out if not the aggressor) rule. Make this land red-friendly. Use the same theme-ideas to code this land.
Reformat the current 'legacy' dungeons. Continue to release new levels.
Remove Powerscrolls, and recode everything to the old 100-max system. Instead, bring in the Talent/Advancement/whatever system. Use this as a gold-sink. Something like 1million gp per point. Have every mod currently in-game be purchaseable. Redo the armor/weapons back to pre-AOS styles.
The idea is to reduce the land mass, and make it more used at the same time. The idea is to revitalize, and revolutionize the game. Make me want to come back to Britannia, and my characters feel vibrant. Sure, this is only a rough idea, but I hope the message is passed.
Archived topic from AOV, old topic ID:2543, old post ID:16209
Mini-dungeon or something like it
Posted: Sun Mar 23, 2008 9:58 am
by d.
Rather than making WHOLE new areas to hunt, there are other ways to go about making more places worthwhile to hunt. Overtime I'm sure staff can add some new types of monsters (such as new harder types of juka's to Wrong dungeon.) Also, they can look at specific monsters that spawn in dungeons no one goes to and pump their loot possibly, or have them drop certain special other items. There are many possibilities but I think EVEN MORE places to be hunt would be silly, seeing as this server pretty much has full ML + some custom areas like demitels and submersia.
Archived topic from AOV, old topic ID:2543, old post ID:16210
Mini-dungeon or something like it
Posted: Sun Mar 23, 2008 1:31 pm
by Death
DOCTOR THUNDER wrote:perhaps change the loot for certain monsters that spawn in dungeons like shame and wrong.
Maybe earth eles that spawn in shame can drop the higher level ores once in awhile. Have a small chance that the krakens drop ancient sos.
Wrong has jukas, IIRC. Maybe make them have a higher chance to drop 5 mod bows or maybe 3 mod spellbooks.
Instead of it being a problem that those areas aren't being used, find a way to use them to introduce different items as monster loot. Maybe even create a new roulette token, like the penny slot or plastic token. It might be a 1 in a zillion chance at anything good, but it would be cool to have a stack of them locked down.
Think kraken drop the special fish nets in shame. Enough of those will eventually bring up some sos's and some might end up being ancients.
There will likely be kill/collect/escort quests in those dungeons when the quest system is up and running. Some as easy as "Kill 10 sea serpents in dungeon shame" or something like "There's a vile purple kraken on the 4th level of shame, kill it and retrieve its eye as proof of its defeat". Escort quests would involve an escort at the bottom level of a dungeon. One you have to bring all the way to the top and keep protected until it's out of the dungeon (These will probably be reserved for felucca).
Archived topic from AOV, old topic ID:2543, old post ID:16216
Mini-dungeon or something like it
Posted: Thu Apr 10, 2008 7:44 pm
by upidstupid
DOCTOR THUNDER wrote:perhaps change the loot for certain monsters that spawn in dungeons like shame and wrong.
Maybe earth eles that spawn in shame can drop the higher level ores once in awhile. Have a small chance that the krakens drop ancient sos.
Wrong has jukas, IIRC. Maybe make them have a higher chance to drop 5 mod bows or maybe 3 mod spellbooks.
Instead of it being a problem that those areas aren't being used, find a way to use them to introduce different items as monster loot. Maybe even create a new roulette token, like the penny slot or plastic token. It might be a 1 in a zillion chance at anything good, but it would be cool to have a stack of them locked down.
This is kinda where I was going with this thing (but with better examples and such xD). The specialized monster loot increase (Jukas, etc.) is a good idea and would give reasons to farm other areas, such as if you are looking for a bow, or spellbook (just gonna steal his examples).
The token idea is cool and all, but it just doesn't quite click with me. It makes sense to have a smaller reward have a lower chance at bringing in a GAoA or w/e else from the roulette, but honestly people will just get incredibly frustrated with losing, or losing and dying, or getting a bag of sending what with the low chance.
Now if you wanted to create a seperate loot table (for the low tokens) with better chances, but more "mundane" loot, that's different. Maybe include bags of resources, nothing big, and you can have it scaled for the resources you are giving out, possibly give an equal chance to win any resource, but have the amount scaled to the rarity of the resource (like 500 iron, since you can buy it anyways, winding down to like 50 val, or whatever you think is fair).
Also so it isn't resource only, you could include bags that come with a few peices of gear, for the aspiring new player. Once again you could scale it to be a bag with 3 peices of gear, with 2 random props, 50-70 intesity, or a bag with 1 peice of gear, maybe 3 props or w/e and 80-90 intesnsity, saving the truly elite gear to be adventured for.
These are just ideas tho xD
Archived topic from AOV, old topic ID:2543, old post ID:16763
Mini-dungeon or something like it
Posted: Thu Apr 10, 2008 7:50 pm
by upidstupid
d. wrote:Rather than making WHOLE new areas to hunt, there are other ways to go about making more places worthwhile to hunt. Overtime I'm sure staff can add some new types of monsters (such as new harder types of juka's to Wrong dungeon.) Also, they can look at specific monsters that spawn in dungeons no one goes to and pump their loot possibly, or have them drop certain special other items. There are many possibilities but I think EVEN MORE places to be hunt would be silly, seeing as this server pretty much has full ML + some custom areas like demitels and submersia.
I don't know if this was directed at me or Minky, but I agree with you. If I didn't quite explain it right, I was meaning to say we have a surplus of unused areas that could be used, not that we need to make more areas.
Seer Death wrote:There will likely be kill/collect/escort quests in those dungeons when the quest system is up and running. Some as easy as "Kill 10 sea serpents in dungeon shame" or something like "There's a vile purple kraken on the 4th level of shame, kill it and retrieve its eye as proof of its defeat". Escort quests would involve an escort at the bottom level of a dungeon. One you have to bring all the way to the top and keep protected until it's out of the dungeon (These will probably be reserved for felucca).
Sounds pretty neat-o, and I can see why you would reserve escorts for fel dungeons, seeing as how you could just gate in/out of tram ones xD.
You would scale the reward based on the difficulty of the quest right? Would this take into account the facet the quest takes place in?
Archived topic from AOV, old topic ID:2543, old post ID:16764
Mini-dungeon or something like it
Posted: Thu Apr 10, 2008 8:04 pm
by Death
upidstupid wrote:
Sounds pretty neat-o, and I can see why you would reserve escorts for fel dungeons, seeing as how you could just gate in/out of tram ones xD.
You would scale the reward based on the difficulty of the quest right? Would this take into account the facet the quest takes place in?
Facet and quest difficulty impact the intensity of the prize yes.
Archived topic from AOV, old topic ID:2543, old post ID:16766
Mini-dungeon or something like it
Posted: Thu Apr 10, 2008 11:34 pm
by Minky
Wally, we were saying the same thing, I was talking about revamping current areas, and removing some unutilized areas.
Archived topic from AOV, old topic ID:2543, old post ID:16772
Mini-dungeon or something like it
Posted: Fri Apr 11, 2008 3:16 am
by upidstupid
Minky wrote: Wally, we were saying the same thing, I was talking about revamping current areas, and removing some unutilized areas.
lol Minky I liked your idea and all, but it is not quite what I have in mind.
Yes, we both want to retain the areas, but from what you explained, and just said, you want a revamp (a radical one at that xD). I was leaning more towards what DOC was saying, in changing loot, or including quests for the other dungeons, so that nothing is truly altered, except for reasons to go places.
Unless of course this is what you had in mind the whole time, and your post-apocalyptic idea was a cover for this =3
Archived topic from AOV, old topic ID:2543, old post ID:16779
Mini-dungeon or something like it
Posted: Fri Apr 11, 2008 2:32 pm
by Minky
Essentially, yes.
Instead of having the Demittel Palace, who visits Hythloth? That seems like a beautiful place to place Almincrus. Maybe he could even fit into the "Eye" to the West of Trinsic? The cave that is off the little path leading to Shame coming from the Yew Orc Fort might could house the Elemental Lord? Maybe the Hedge Maze could house the Black Hole?
What I'm getting at is less resources = more impact.
Let me whip out a weird analogy: Right now AOV = a $3.50 gallon of gas, when it could = a $1.00 gallon of gas.
Archived topic from AOV, old topic ID:2543, old post ID:16811
Mini-dungeon or something like it
Posted: Fri Apr 11, 2008 4:15 pm
by Death
Minky wrote:Essentially, yes.
Instead of having the Demittel Palace, who visits Hythloth? That seems like a beautiful place to place Almincrus. Maybe he could even fit into the "Eye" to the West of Trinsic? The cave that is off the little path leading to Shame coming from the Yew Orc Fort might could house the Elemental Lord? Maybe the Hedge Maze could house the Black Hole?
What I'm getting at is less resources = more impact.
Let me whip out a weird analogy: Right now AOV = a $3.50 gallon of gas, when it could = a $1.00 gallon of gas.
Demitels used to be outside but there were way too many ways to abuse things (For example, people would lure crystal daemon inside a mine which prevented him from using his crystalization attack, making him easier to kill than barracoon).
The solution to the "Low, unused dungeons" is as follows:
-Revamp the dungeons so that they're populated. Hythloth for example, is poorly spawned right now, as was most of the dungeons in the beginning. I have a list of dungeons and areas to spawn with monsters that are close to what they should be and follow a certain lore (Like deceit having undead and not a ton of storm troopers for example). Dungeons also receive a re-evaluation and are updated at certain time frames (Deceit has been done twice, second time when the brazier was added).
-Quests will bring life to each of the dungeons. Ideally, each spot, site or dungeon will have a quest of some sort related to it. Even if it's something as simple as a collect quest where you need to collect special poppies in the hedge maze to bring back to a certain NPC. Quests planned for AOV are as follows:
-Kill quests: Involve killing a certain amount of creatures then returning to the NPC and receiving your prize. Think of the "Frightened Dryad" quest or the "Ambitious Solen Queen" quest. Same idea
-Collect quests: Involve collecting certain items. You either need to kill a creature and collect the item (Example: Grobu's quest for his fur), or you just go in and pick up an item if you are on the quest (Example: Minotaur artifact collect quest).
-Escort quests: Work similar to other escort quests but you are not allowed to recall or gate with the escort. This will allow players to explore the lands and often times, need to protect their escort as they lurethem outside of dangerous areas. There may also be special "Trigger" spots that will require you to kill all the beasts in a room before proceeding while at the same time, protecting your escort.
-Delivery quests: Similar to escort quests but with an item. These can be fun because you need to take an item from one NPC and deliver it to another NPC. The catch? The item's got an expire timer on it so you have to be quick and think up the best route to go. And before you try to cheat, no recalling or gate travel allowed
kind of like when you're carrying a sigil.
Unfortunately, quests are a large system that ties numerous other existing systems together so it's a long process (Likely a whole summer thing with 2 coders). Although I would love to work on quests right now, the recipe system has to be finished first to give enough prizes to do the quests. Prototypes might begin appearing around AOV before the prize listings are finished though to get feedback from the players.
Archived topic from AOV, old topic ID:2543, old post ID:16818
Mini-dungeon or something like it
Posted: Sat Apr 12, 2008 8:59 am
by Lymus
I was looking into trying to code some of those, but the gumps are just a bitch and a half.
x/y coordinate frenzy!
Archived topic from AOV, old topic ID:2543, old post ID:16850
Mini-dungeon or something like it
Posted: Sat Apr 12, 2008 1:59 pm
by Death
Lymus wrote:I was looking into trying to code some of those, but the gumps are just a bitch and a half.
x/y coordinate frenzy!
Ya coordinates are a big trial and error fight.
Archived topic from AOV, old topic ID:2543, old post ID:16866
Mini-dungeon or something like it
Posted: Sat Apr 12, 2008 3:31 pm
by Lymus
Seer Death wrote:Lymus wrote:I was looking into trying to code some of those, but the gumps are just a bitch and a half.
x/y coordinate frenzy!
Ya coordinates are a big trial and error fight.
From the way Ryan's explained it, it's a bunch of bullcrap.
Archived topic from AOV, old topic ID:2543, old post ID:16891