Hello your Modness...
When you were developing Dungeoneering, did you foresee players "rushing" through the lower floors and incurring xp penalties in order to get to the higher floors (to increase their prestige) as fast as possible?
When you tested Dungeoneering before its release, did the Q&A team employ a similar strategy or did they play every floor fully?
Did Q&A offer comments on their xp rates when playing solo, duoing and 5-player groups? How did you address their comments?
Thanks
Gassit*
A lot of good questions have already been asked.
I would like to know if it would be possible to select a dungeon for 5 players even there are only three players in the party. And thereby get more bonus for the harder work.
Or solo a dungeon made for 4 players.
Of course rooms like emote should match the actual number of players.
Thanks
~ Valcyra ~
RS3/OSRS acc: Valcyra
OSRS Ironwoman: Amazonia
Just a few questions
1.)I've been currently hunting soulgazers to get the super rare hexhunter bow. So I was wondering what are these and eddimu creatures so rare and their drops even more rare. Have you considered making slayer monster specific drops 100% but the slayer monsters themselves rare? I mean the rareness of a soulgazer in itself can leave you with 20m exp without seeing even one.
2.)Any rewards from the upcoming sagas that will help us directly in dungeons?
3.)Binding is a problem for mages and rangers, particularly rangers since we can not make saggitarain arrows. Yet mages can make runes for all spells. So I was wondering if you would consider increasing the bind limit of ammo each time we get "another bind" like this:
1 bind - 125 ammo
2 bind - 250 ammo
3 bind - 375 ammo
4 bind - 500 ammo
4.)Any chance rangers' ammo is automatically picked back up if it is bound? It would help rangers.
5.) Why is Tier 11 arrows weaker than rune arrows? This should be fixed and only shows how weak range is in dungeons. The excuse for hexhunter is not acceptable either since in the first place it's the rarest drop in the entire game.
Hi Mod Mark, I have only 1 question that has not already been asked;
In Daemonheim (not talking about Gielinor) are summoning familiars' attacks able to take monster weakness into account? Meaning, will a Deathslinger hit more often on monsters weak to range attacks than a Stormbringer of the same tier? Or is it just labelled 'Summoning Damage' as it is in the rest of the game where attack style has no effect?
Thanks for answering (hopefully)
A while back there was talk of collecting data of dungeoneering and it being analysed in relation to solo dungeoneering being really bad xp compared to team and also talks of balancing out.
Any news on what state this project is in?
Or any vague outlines of ideas/changes that might be used to equalise the xp?
The knowledge base states that base xp for a floor is based on the floor and your prestige. However, bonus rooms appear to change the bonus modifier AND the base xp.
Was this intentional? And if so, why isn't it explained more clearly in the knowledge base?
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Would replacing members doors and puzzles with walls and dead ends (thus making the dungeons smaller) be an alternative to leaving them in?
04-May-2011 18:02:08
- Last edited on
04-May-2011 18:04:34
by
oimanm
ive got a hi dng level now but i am completly tierd of teaming when will you finally make solo xp at a reasonable level
reward dungeons are being swamped by bot now including frost dragon what are you going to do about this
and will you make even higher leveled reward dungeons ?
when can we have a quest to allow us to bind an extra item
Visit the forums ? I would rather go to Hutton orbital
Slayer in Dungeoneering.
I do not feel that someone with 45 dung should have a shadow silk hood and someone with 85 dung has never seen the shadow silk hood drop
Right now it appears that slayer monsters are still mostly luck based instead of level based. 1) Is this the case or do levels such as the dungeoneering level or slayer level help increase appearances of such monsters?
Team vs. Solo
2) Why do you insist on giving better xp to teams over solo'ers?
I know a feeling of community is needed but rarely do I get a chance to work with people I know. To get the full xp I'm often forced to work with strangers. This seems to create a negative effect on what I feel Jagex has tried to achieve with forming a community.
Lastly why do you have a eye patch? bar fight? anyways thank you for your time.
The Golden Ticket
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they must make no p2p rooms in f2p dungeons =p
i got large floor whit 14 rooms
then i got boss
reward was fail only 6k normal if i can get 20-70k for a f2p large floor 35