One thing I always got annoyed with, (except for Dungeon Seige), was the limit on what you could hold. When you ran out of room, you had to drop the items which normally destroyed it. DS had transmute which could at least turn it into gold.
One idea is that any item on you can be transported to the dungeon. That way if you fill up your bags, you can send a few items to the dungeon.
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Well if part of the penalty for dying was a huge hit to durability of all items, which need to be repaired, the money for repairing goes to the DM. basically it would work as once the player dies, a calculation is done on durability and the cost to repair. That gold is immediately deposited to the DM and it's up to the player if they want to repair the item.
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Quote:Original post by Anonymous Poster
The aspect of having the DM (player) actually run a dungeon is generally impractical in the MMORPG games. 99% of dungeons will HAVE to be self executing as most DMs wont be around to run their dungeons (and many wont feel like running their dungeons all the time they are online). |
I think I stated that the dungeons may have DM's control certain aspects, but it's not necessary. I do envision that dungeons are self automated.
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Quote:Guest hosting of the 'dungeon'. There may be yet another 'skill' mechanism -- that of running a dungeon (seperate from creating one). |
Intriguing...
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Quote:A system of letting players play monsters (and/or direct monsters) in a game would go a long way to improving the game. A pool of players would get assigned roles on an as needed basis to dungeons or random encounters. They would control the monsters and be restricted to only what the monster could do. Flexibility in assignment will be needed because of the freedom the players have to decide on their actions (many dungeons will be inactive at any point in time and suddenly a scenario with a multitude of monsters will become activated). |
I had something similar in mind but it was unrelated to dungeons. It would have been a selected few chosen by Game Moderators who would get a chance at being a super elite monster which could terrorize communities until it was defeated. But having just the regular mobs in a dungeon, let alone a player created dungeon, it something I over looked.
I'm thinking of this:
Sort of like in ghost form which could possess mobs. A monster which doesn't attack could "reject" the possessor which would incure a penalty to the ghost like inability to play for a few minutes. Deaths or leaving a mob also incurs penalties but are much smaller than rejection. (At least leaving a mob). This ensures that the player makes it easy for the adventurers by not attacking. And also having multiple mobs rush in because they were all controlled by players.
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I think the loot is the thing that must be controlled well. As far as gold drops, it shouldn't come from the DM. taking the Dungeon Keeper view, all gold dropped is the product of the gold the DM used to buy or rent out a mob. Since in DK, all mobs came and were paid, the gold they drop could be their own.
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Quote:What you want to look for is a system that will reward dungeon masters by creating interesting, rewarding dungeons that are challenging and FUN. Give rewards to the DM based on how many people play his dungeons. Reward the DM for dungeons that are challenging, but not too hard. A possible system would be to reward the DM according to the percentage of deaths/failures his dungeon causes. Too many and it´s not fun, too few and it´s to easy. |
I'm wondering if having the rewards to DM's take at least a month or so before the return is evident. After that the rewards are huge. But if a dungeon doesn't last that long, all the investment goes away. They lose a huge chunk of money. I remember playing Roller Coaster Tycoon. One of my favourite things to do was to build amazing rollercoasters. The challenge was to make it exciting, while making sure it's not too nauseating or too intense for people to go on. Same should apply here. If a dungeon is too difficult or looks to be intended as just killing dungeons, people won't go, and the dungeon collapses. Too easy and either people stop going cause it's not a challenge, or it's a drain on the DM.
Tying the DM's reward to an increased variety of mobs or dungeon options is definitely an option. I don't really want players who have tons of gold to just instantly create the largest known dungeon.
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It seems the biggest controversy over this system seems to be having uber levels walk into easy dungeons and drain everything from the DM. To reclarify, Gear is not necessarily a huge loss. I'm hoping a sword is a sword is a sword. There are no bad swords. I want all level's stripped from items. Just make using the item class available / unavailable. Good swords have a few extra stats than a plain sword. Plain weapons are available for free as the "army" will supply them. The rarer items are the ones that could give that extra edge and therefore sought after. But should it be lost, it doesn't mean the player is now useless without it. It is my goal that a skilled player can use a toon with plain equipment and beat another player who isn't necessarily skilled but has uber items. But in most cases, two equally skilled players, one with plain one with epic items, the epic will win most of the time.
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Quote:Original post by Anonymous Poster
Now you can have some small 'secret' place (bank) to stash small items (keepsakes, weird artifacts, dungeon momentos). |
hidden walls... I even wondered if having artifacts that would release the item if the riddle was answered.
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Quote:Original post by Steadtler
Third, to prevent *impossible* dungeons, you must walk from the begining to the vault of your own dungeon before opening it. With the exception that your own minions will not attack you. Most of them. |
that would do the trick. but what about dungeons which require a group? The Dm would have to find a group and walk them through... which could give away secrets on how to beat it. Another way to defeat the impossible dungeon is if there's an advertising / rating that players can look through. If a dungeon is rated as impossible and has bad comments about it, players may stay away which should be enough to collapse the dungeon.
FYI. Dungeon Keeper and Evil Genius worked on a similar matter. You didn't really control the minions. You could pick them up and place them elsewhere... or slap them :) You directly affected the environment, carved tunnels and rooms. In DK you could control a minion if you researched Possession. By doing so, you controlled the minion but lost all knowledge of anything else. You couldn't see what was going on elsewhere. And when you released the minion, there was a time penalty before you could do things again.