Dungeon ridiculous spawn

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Dungeon ridiculous spawn

Postby ElCabron » Tue Dec 12, 2017 2:44 am

So I'm trying to finish my second dungeon but every time I kill one beaver it instantly spawn another one(white), I killed 70~ white beavers in one rooms and it is still closed.
No matter how fast I kill them, they still keep spawning

A room (not cleaned yet)
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Another room, also not cleaned
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Plz Jorb, fix it
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Re: Dungeon ridiculous spawn

Postby azrid » Tue Dec 12, 2017 9:49 am

Make friends.
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Re: Dungeon ridiculous spawn

Postby Myrgard » Tue Dec 12, 2017 1:43 pm

Well jorb makes difficulty balancing for the top 10% of people who also happen to play in factions... and fuck everyone else.
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Re: Dungeon ridiculous spawn

Postby NOOBY93 » Tue Dec 12, 2017 2:09 pm

Myrgard wrote:Well jorb makes difficulty balancing for the top 10% of people who also happen to play in factions... and fuck everyone else.

this could be tackled by reworking the stats system (maybe the upkeep instead of progression idea) but they're not gonna do that.
Jalpha wrote:I believe in my interpretation of things.
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Re: Dungeon ridiculous spawn

Postby ElCabron » Tue Dec 12, 2017 2:50 pm

Like, for real, at least put a counter in each room so you can know if you are close or not to the end of it, or make more rooms, but with less enemies.
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Re: Dungeon ridiculous spawn

Postby azrid » Tue Dec 12, 2017 3:48 pm

I don't think its bad that there is content you can't solo.
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Re: Dungeon ridiculous spawn

Postby jorb » Tue Dec 12, 2017 6:08 pm

Myrgard wrote:Well jorb makes difficulty balancing for the top 10% of people who also happen to play in factions... and fuck everyone else.


How do you think I should handle the oft recurring requests for team content, hard PvE, "endgame", and rare items?

Case in point.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Dungeon ridiculous spawn

Postby ElCabron » Tue Dec 12, 2017 6:55 pm

jorb wrote:
Myrgard wrote:Well jorb makes difficulty balancing for the top 10% of people who also happen to play in factions... and fuck everyone else.


How do you think I should handle the oft recurring requests for team content, hard PvE, "endgame", and rare items?

Case in point.

That's not the point, I'm not saying it needs to be easier, I acctually think that the dungeon should reset everytime you leave it...
I'm saying and I realized that it is the wrong topic, that there should be a better way for the spawn, atm it is bassically russian roulette...
Right now no one care, because everyone have 5k stats, but with a new world...
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Re: Dungeon ridiculous spawn

Postby azrid » Tue Dec 12, 2017 7:27 pm

Dungeon resetting on leaving it wont fix your original problem of you killing them too slowly.
Making spawn finite will make it easier too.
If anything the resources from dungeon monsters(meat/bone/hide/intestine) should be capped not the spawn of them.
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Re: Dungeon ridiculous spawn

Postby skltnk00 » Tue Dec 12, 2017 7:38 pm

jorb wrote:
How do you think I should handle the oft recurring requests for team content, hard PvE, "endgame", and rare items?



Decay for stats and items !
Beaver dungeon really solves none of that.
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