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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.
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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.
Mega Dungeons
Kyskei
Member, Alpha Two
what level do you think should be the minimum to enter a mega dungeon?
should they be available for all level ranges?
what party sizes do you think should be for these dungeons?
I'm really excited to go dungoneering and to test it in alpha 2 I hope I get to do that as soon as Rogue becomes available.
should they be available for all level ranges?
what party sizes do you think should be for these dungeons?
I'm really excited to go dungoneering and to test it in alpha 2 I hope I get to do that as soon as Rogue becomes available.
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Comments
I'm just bringing up that a mega dungeon can be anything, what will Intrepid and the community want?
I don't know because I have no idea which systems and how many systems AoC will have, we literally don't have a list with the systems the game will have in regard of populating a dungeon and it's mechanics
I never played Everquest but that sounds great!
Lower Guk was split between Frog-loks and undead Frog-loks and went from 35 to 50.
Kind of the way original WoW Blackrock Depths went 46-58+.
Much love
I like that
The ground floor and 2nd floor ranged from lvl 8-15 higher floors are 12-20 and basement is lvl 20-28 and a couple fun elements of this zone was there were a few places where the floor was fake and walking over them would result in a one way trip to the basement which changing thenentire feeling of the dungeon to ohh shit where the exit out of here and ohh god challenging mobs gotta be realy carful with pulls now :P
tbh everquest 1 had some rather well designed dungeons that designed to support multiple groups they somewhat primitive with traps and things however the concept is decent just primitive since 1999 game would be iinteresting to see how these dungeons could be made in this day and age which tbh might be what AoC is kinda going with.
alot of the EQ dungeons were for a wide level range https://eqatlas.ca/ (for maps if your curious) uper guck for example as above poster is level 4-25 and lower guk was 30-50
Some other dungeons like blackburrow (gnoll dungeon) were low level 5-20 for example however every X amount of time i think it was 30 minutes or something a gnol courier would spawn which was lvl 30 at the start ofthe zone and run to the commander room and despawn (would drop items for a gnoll slaying club so there were reasonto come back to farm it) this was to simulate communication between the 2 gnoll tribes in dungeons splitpaw a few zones over(lvl 26+ dungeon)with blackburrow.
Some dungeons ezits mainly higher level ones were also not next to the entrance so you had to fight ur way to the exit :P others had invisable floor pitfall traps leading to higher level parts of the dungeon.
that sounds dope!
This forum is filled with many old school MMOers that love many of the things IS is doing.
good. those things needs doing, especially in this day and age
Many people remember EQ Guk because for the longest time there were no other expansions and the player population was crammed into a just a few zones, as I remember it...
player funneled to certain zones mainly cause zones had XP modifiers so people chased the zone that gave most XP at the time, guk was one of those zones that had a realy high XP modifier because of how quickly things can go wrong, tight density of mobs with alot of patrols along with alot of mobs fleeing when low causing more mobs to agro. And with the maze like layout so when thing go wrong they go very wrong very quickly hence why it had more XP modifiers risk vs reward i guess (also something going wrong for one group can cause thing to go wrong in your group too due to trains depending where your group set up camp which kept people on their toes) I honostly like the train mechanics and kinda hoping mobs will pursue further in dungeons atleast, having thing reset after like 50m kinda takes alot of the danger out of things.
Guk was basicly one of the 2 hardest dungeons on antonica (Nagafen leair i think was the other), i beleive it was one of the more memorable experiences for players due to how hectic that zone could be more than anything else