Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
non-static dungeons
WMC51
Member
I hope dungeons aren't static
I know they will changes when influenced but imagine the nodes aren't changed for a long while.
I hate static dungeons where you're always farming the exact things with the exact same mobs in the exact same place every time. Just changing those things can make running the same dungeon feel less like farming. If I remember correctly EQ LDON had somewhat random dungeons or a lease x number of versions.
Would love to see dungeons that have small differences each time.
let's say every dungeon has a few different sets of pathing mobs, a couple different group layouts, and a couple different bosses you can randomly rotate through to make it not the same every time.
I know they will changes when influenced but imagine the nodes aren't changed for a long while.
I hate static dungeons where you're always farming the exact things with the exact same mobs in the exact same place every time. Just changing those things can make running the same dungeon feel less like farming. If I remember correctly EQ LDON had somewhat random dungeons or a lease x number of versions.
Would love to see dungeons that have small differences each time.
let's say every dungeon has a few different sets of pathing mobs, a couple different group layouts, and a couple different bosses you can randomly rotate through to make it not the same every time.
0
Comments
yeah but I wonder if they will patch in changes after a bit when everyone knows all the spots just to change it up from time to time.
If players are inside the dungeon and have made progress, what happens to them? Does that progress get reset? Do they get teleported out?
There are a lot of questions that arrise from the suggestion. It's a cool idea, although i'm not sure how well and safe it can be implemented without screwing people over in one way or another.
But every MMO has been like that so I guess we're stuck with it.
Them being more about getting components than item drops at least makes it so you don't have to run over and over till x sword drops.
Dungeons won't only drop resources and recipes for items. They will drop items as well. The quotes we have on materials and full items have been strictly towards very rare/legendary level items that are very hard to obtain. That doesn't mean a dungeon won't drop lower tiers of items. It hasn't been mentioned explicitely at the very least.
If dungeons are just group resource farming spots that would be really stupid.