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Dungeoneering map improvement

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Thesims201
Jan Member 2007

Thesims201

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While I can see the point of view of it being meant to train your brain, this update would solve the problem of constantly going to the same door that can't be opened yet (usually not having the key just yet) while finding somewhere to take the Group Gatestone to (having done it a lot myself, I should know :P ) 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

05-Aug-2017 09:47:14

QueenNam

QueenNam

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I think the main thing maps in dg should show are gatestones. You can type out which door you left it at but you probably don't remember where you left it...that will solve most problems. Seeing as so many people go into a door which is already gatestoned, such as me. The most gorgeous and the prettiest

28-Feb-2018 12:06:10

Thesims201
Jan Member 2007

Thesims201

Posts: 9,909 Rune Posts by user Forum Profile RuneMetrics Profile
Mario x_x said :
I would wish, if the triangles on the minimap would highlight you, so it'd be easier to know which one is you.


would be handy :)
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

17-Mar-2018 22:12:59

Aidanm

Aidanm

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I could support some tags being on the map like that. Or perhaps rather than them having tags, it would be nice if we had a system where we could add our own little marks to it, out of a selection.

I definitely don't want it to be text-chat activated, if that is even possible. Because not everyone plays with that team mentality, and lots of people solo. It's silly to have it be activated by some arbitrary text line.

Even more than this, though, the improvement I desperately want for Dungeoneering is this:

Stop making the menus close every time anyone else in the dungeon does anything!


Like holy crap. Want to buy something from the smuggler in a 5-player party? Too bad. Someone goes through a door or discovers a new room? All menus for all players are closed. It's not just the smuggler either. The menu for my ring customization opens with a needlessly slow and fancy animation, so most of the time I can't even click the right button before someone opens a door and closes my menu. Nor can I craft anything properly. By the time I choose what I want to craft while waiting for the slow tick system to catch up to my clicks (so that it actually crafts what I just told it to craft), someone opens a door.

21-Mar-2018 02:24:01

Thesims201
Jan Member 2007

Thesims201

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yes that bug is long overdue for fixing, think I brought it up ages ago 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

08-Apr-2018 22:25:24

WarmongerJ
Jan Member 2021

WarmongerJ

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Saphire said :
The idea behind Dungeoneering is so it can train your brain and require your concentration/focus, you need to work together as a team and memorize what doors are what, it's the entire point.
I agree with the sentiment above. Dungeoneering is fun as it is a memorization/ pathfinding/ optimization problem. It requires skill, critical thinking, and teamwork to achieve fast floor times. The fun in the skill is primarily derived from the 'optimization problem' concept. If they added what you suggested in your original post, I could hardly see it being fun anymore (personal opinion). It would turn into another brain-dead, boring skill.

In my opinion, the core dungeoneering code is fine as is. I would love to see them add more dungeoneering content, but they should leave the existing dungeoneering as is. I understand your opinion & sentiment for wanting these changes and I hope you can understand mine.
"The first and greatest victory is to conquer yourself; to be conquered by yourself is of all things most shameful and vile." ~Plato~

26-Jun-2018 01:15:09

Thesims201
Jan Member 2007

Thesims201

Posts: 9,909 Rune Posts by user Forum Profile RuneMetrics Profile
WarmongerJ said :
Saphire said :
The idea behind Dungeoneering is so it can train your brain and require your concentration/focus, you need to work together as a team and memorize what doors are what, it's the entire point.
I agree with the sentiment above. Dungeoneering is fun as it is a memorization/ pathfinding/ optimization problem. It requires skill, critical thinking, and teamwork to achieve fast floor times. The fun in the skill is primarily derived from the 'optimization problem' concept. If they added what you suggested in your original post, I could hardly see it being fun anymore (personal opinion). It would turn into another brain-dead, boring skill.

In my opinion, the core dungeoneering code is fine as is. I would love to see them add more dungeoneering content, but they should leave the existing dungeoneering as is. I understand your opinion & sentiment for wanting these changes and I hope you can understand mine.


just something as small as being able to mark a room with all doors that can't be opened yet, without it specifying what is in the room, could work ok :)
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

13-Sep-2018 08:36:38

Uncle Pob

Uncle Pob

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I can't support the specific ideas in the OP for reasons already given by others in the thread. However, there are some small improvements to the map that should be made, for the sake of consistency.

1) There should be a Thieving icon indicating locations where there are chests. The majority of skilling spots are already pointed out on the map, after a brief delay. Why should the chests be an exception to that?

2) There should be a Hunter icon indicating locations where there are mastyx. This might not seem so crucial (you can't really miss a mastyx), however it's also not obvious that mastyx can be caught by the Hunter skill: it *seems* obvious when you know already, but how many other Hunter creatures can you kill in regular combat? It took me a few months where I was happily slaying those for big bones before I happened to stumble upon the Wiki page which told me I was supposed to trap them.

13-Sep-2018 10:42:45 - Last edited on 13-Sep-2018 10:43:41 by Uncle Pob

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