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Current state of Dungeoneering

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Zethraxxur
Jan Member 2021

Zethraxxur

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
Dungeoneering has been out for about 13 years by now. It is a long time indeed and like many parts of the game, it is still very much a product of its time with little additions and/or updates during its lifespan.

I myself belong to the few who still really enjoys the content of Daemonheim for reasons being among the setting/theme, feeling of puzzle progression, nostalgia and me still working towards level 120. Yes, I was there when it first launched. Daemonheim has been, and will most likely continue to be a reason why I re-subscribe to the game now and then after breaks.

For most part, I still am enjoying what Daemonheim ha to offer and don't get fatigued as I don't really grind at RuneScape like many other players do. Why I write this today is to highlight issues that has cropped up and that has been around for many years now, and to express a slight sadness over the neglect of Daemonheim and Dungeoneering as a skill in RuneScape.
Most of the bugs are cosmetic, but it really does take away from the overall experience.

My hopes for the coming future is for the dungeons to get some love with bug-fixes, and hopefully some more relevance in the game again at some point.

Misaligned walls

This is the most common problem and is encountered on each floor type. There is a chance for walls to sink down and misalign. This has the additional effect of special features of the wall like fountains and such to also warp and look weird, like the eye lid of the guardian door in the picture.

Z-fighting on water

Less common problem, but in some cases the water is experiencing z-fighting. I do not know if there is a pattern to the shape of the pool and/or location.

Golem's missing limbs/head not appearing

When you repair the golem, the missing body part is not visually attached until the golem is re-activated.

Due to character limit of the post, I will add more points in separate ones.
Dungeon Delver of Daemonheim.

26-Mar-2023 12:33:36 - Last edited on 07-Apr-2023 10:06:00 by Zethraxxur

Zethraxxur
Jan Member 2021

Zethraxxur

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
Combat music context issue

Combat music from monster encounters in the dungeons does not stop when the room is cleared. It used to be (and still is in Sinkholes) that the combat music stops when all hostiles are removed. Currently, the music only shifts to dungeon ambience when you enter a room without enemies, otherwise the music keeps o going (this excludes docile fauna).

Suggestion: Combat difficulty

Combat in the dungeons has been greatly trivialized compared to around launch. I do not know if this is an unaddressed side effect from EoC, but in the current state, no enemies except for a select few boss mechanics inflict any concerning amount of damage to ever require food or tactics.
Dungeon Delver of Daemonheim.

26-Mar-2023 13:19:56 - Last edited on 26-Mar-2023 13:31:10 by Zethraxxur

Tenebri
Jan Member 2015

Tenebri

Posts: 39,167 Sapphire Posts by user Forum Profile RuneMetrics Profile
Immortalized said :
truthfully I have neglected dg for many years, but I remember when it came out that bosses required lots of food and preparation. I wouldn't mind an optional buff for more tokens to return to the old way. these days I do not even carry food to dg but I only do dailies anyway


i do miss the old days of dging, even though i did do 200m dg during that time. it was golden days of dg, when bosses were actually challenging.
200m all RS3 on 7/3/19
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27-Mar-2023 17:23:07 - Last edited on 27-Mar-2023 17:23:25 by Tenebri

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