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Dungeoneering pros and flaws

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emotions
Jun Member 2019

emotions

Posts: 14,413 Opal Posts by user Forum Profile RuneMetrics Profile
We should be able to use lockmelts and the outfit an infinite amount of times.

Or atleast increase them...I'm thinking 10?
“We’re all stories, in the end. Just make it a good one”

21-Feb-2023 15:19:04 - Last edited on 21-Feb-2023 15:25:22 by emotions

Scombridus
May Member 2022

Scombridus

Posts: 2,745 Adamant Posts by user Forum Profile RuneMetrics Profile
While I love dungeons as well, I think it should be obvious that the skill's main flaw is the lack of a constant reward.

There's a handful of out-of-place resource dungeons, which usually aren't useful, and a minigame reward shop which does have some neat stuff, but a point shop shouldn't be the main thing a skill has to offer.

Big picture, I think dungeoneering could go hand in hand with archeology. It could be used to uncover new resource deposits, and thematically dungeon-delving is the first step in archeology.

I still don't like those big resource dungeon doors either, just put up some better-looking entrances to them, and that way more resource dungeons could be added to further justify the skill without continuing to be an eyesore.

07-May-2023 21:41:21

Thesims201
Jan Member 2007

Thesims201

Posts: 9,909 Rune Posts by user Forum Profile RuneMetrics Profile
Scombridus said :
While I love dungeons as well, I think it should be obvious that the skill's main flaw is the lack of a constant reward.

There's a handful of out-of-place resource dungeons, which usually aren't useful, and a minigame reward shop which does have some neat stuff, but a point shop shouldn't be the main thing a skill has to offer.

Big picture, I think dungeoneering could go hand in hand with archeology. It could be used to uncover new resource deposits, and thematically dungeon-delving is the first step in archeology.

I still don't like those big resource dungeon doors either, just put up some better-looking entrances to them, and that way more resource dungeons could be added to further justify the skill without continuing to be an eyesore.


It could work well with Archeaology :)
200m Dunge, Rc, Mage and invention accomplished, + 120 Constitution/Slayer/Range/Summoning/Woodcutting/Mining/Defence/Strength and 110m fishing, got comp/MQC and 200m Fishing/Woodcutting/Mining as well as 120 herb/Farming/Cooking most 120s just Agility, Theiving, Hunter and Prayer left

18-May-2023 19:45:54

Glenn7lhy
Feb Member 2007

Glenn7lhy

Posts: 225 Silver Posts by user Forum Profile RuneMetrics Profile
Personally I quite enjoy Dungeoneering - I'd say to those who don't: the support of a good team is essential to potentially adjust your mindset going forward.

Anyways, here are the few things that I think need a little work:
- A lot of the
doors are very clunky
, whether it's approaching skill doors to do, but you're at the wrong angle or if you're trying to get through a door, but it just isn't working because a bat is attacking you.
- The
room with the changing flower colours
including that red & purple are quite similar, probably causing issues for some with colour blindness. I'd make the red redder rather than the pink that it is, or change it to green. Also that room is pretty clunky too.
-
BLINK
- I don't know a single person who likes him!
- It would be pretty good if you could add key or gatestone
markers onto your map
as you go.
- Maybe an auto-bank for if you get a strange or golden rock inbetween floors?

I might add to this list in the future, but that's all I can think of for now :)
It's not ogre yet.

25-May-2023 16:43:50 - Last edited on 25-May-2023 16:44:37 by Glenn7lhy

Crone924
Sep Member 2006

Crone924

Posts: 217 Silver Posts by user Forum Profile RuneMetrics Profile
"there is more skill required for this skill than there is in any other skill"

I agree with this in that you need ALL skills to do it well.

That said, I 100% agree it is not a skill at all, but a minigame.

I think it was added to try to force "community", and have heard some say it was a dry run for introduction of clans content.

I think this because of the very issues raised by the OP in terms of people leaving a team screwing the whole floor/rest of the team. It was designed to force something that should be organic--people playing together in common cause.

Anything forced never seems to end well.

I remember shortly after it debuted, seeing someone with a dung cape, and being really impressed, UNTIL I looked them up and saw they were maxed at one skill other than dung, and very low at all others. I think herb? Anyway, what it said to me was that the person was part of an organic team of friends, and was their pharmacist on raids, and benefited from that team xp.

That's not being maxed at dung and using all skills to win, it's being an asset to a team with one maxxed skill.

Any "improvements" to this minigame, please don't make it worse! I'm 118, and can't wait to be done with it, lol!

03-Nov-2023 17:47:59

Dilbert2001
Jun Member 2006

Dilbert2001

Posts: 30,176 Sapphire Posts by user Forum Profile RuneMetrics Profile
Dungeoneering is very useful but I won't say it is a "great skill". I definitely want all the items but it is too minigamish with all the grinding and problems with human interactions within group members in other minigames.

Fortunately, we have other far more non-grindy ways to be rewarded from this "skill" like Sinkholes. So overall it is still a very good activity because it has diversities and gives us choices to take part in it, as well as high xp rates from all those choices.

05-Nov-2023 16:28:19

Crone924
Sep Member 2006

Crone924

Posts: 217 Silver Posts by user Forum Profile RuneMetrics Profile
I don't understand why it should penalize an entire team if someone leaves; that is poor design IMO.

That is the forced "community" aspect that fails. Again, just my opinion.

That said, I DO like my charming imp!

05-Nov-2023 16:44:00

Dilbert2001
Jun Member 2006

Dilbert2001

Posts: 30,176 Sapphire Posts by user Forum Profile RuneMetrics Profile
Crone924 said :
I don't understand why it should penalize an entire team if someone leaves; that is poor design IMO.

That is the forced "community" aspect that fails. Again, just my opinion.

That said, I DO like my charming imp!


Because it was designed like 15 years ago and released over 13 years ago. Most games were like this in mid to late 2000's.

Games changed now. Most group oriented games have deserter penalties and other less rewarding ways for a group to compete an encounter after some members left. In RS3's case, we also see items that can unlocks doors for players with much lower levels. If DG was to be modernized today, it probably would let new members joining in a group midway after it started. They aren't doing things like that because far more players rather spend 5 minutes to do a Sinkholes than waste 30 minutes forming a group and grinding a floor.

06-Nov-2023 20:51:14 - Last edited on 06-Nov-2023 20:55:33 by Dilbert2001

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