Game Development: Princess Thraxyr's Endless Levee of Dreams

Announcements about major changes in Haven & Hearth.

Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby MagicManICT » Fri Dec 08, 2017 8:11 pm

magisticus wrote:
Carnation wrote:what if doing a quest gave you a key and spawned one that only you could enter? and you could lock the door behind so you dont get ganked or some shit.


Would take the teamplay element out of the game, but perhaps something that allowed the quest doer to designate who could come in with them, I suppose you could make slaves of the key, then there wouldn't be the need to search the world before the army of faction alts.

I saw the post from Carnation earlier, but didn't think of this until this post... I saw this sort of thing in a couple of other MMORPGs. The solo dungeons were more or less crap and not worth the xp or the time it took to run them. It's hard to balance proper solo content and rewards with what a typical "full team" can do.

I think the annoying thing so far is that someone that does have the gear and stats can probably solo these... but maybe the timed room clears are enough to prevent that no matter how good the player is. Would like to see what the best players can figure out.

azrid wrote:The danger of meeting others in a dungeon is appealing.
You wont get this sense of extra danger in other mmo's dungeons where its you vs npc only.

EVE, man... EVE... lost more ships in "dungeons" to ganks than in organized PvP...
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby Gensokyo » Fri Dec 08, 2017 8:57 pm

i'm late to this but
we're officially a korean MMO now
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby Granger » Fri Dec 08, 2017 10:01 pm

Lunarius_Haberdash wrote:I believe Jorb and Loftar are better developers than that, though the fact that we've gone down the 'dungeon' path has given me pause to question that.
Same here, I hoped that they would do away with pocket universes so houses would actually be in the world - but instead they added more of them and in the form of a generic dungeon crawler, 'DPS above a threshold wins' style. I'm quite disappointed, to be honest.
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby Carnation » Fri Dec 08, 2017 10:19 pm

With that being said Granger. For quite some time we have needed "things to do" for people who love combat and this helps fill that hole for them.

i dont really like dungeons either but jorb and lofter and their own unique feel to everything they create and that makes it really fun for me. i do wonder though if we will have goblin thieves and such in the future?
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby Razzbane » Fri Dec 08, 2017 11:11 pm

So maybe dungs with mixed animals? :D Like deers and mooses?

Dungeon with trolls riding mammoths.
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby sMartins » Sat Dec 09, 2017 12:27 am

Granger wrote:
Lunarius_Haberdash wrote:I believe Jorb and Loftar are better developers than that, though the fact that we've gone down the 'dungeon' path has given me pause to question that.
Same here, I hoped that they would do away with pocket universes so houses would actually be in the world - but instead they added more of them and in the form of a generic dungeon crawler, 'DPS above a threshold wins' style. I'm quite disappointed, to be honest.


Same feeling ... I mean I don't totally dislike dungeons, they are fine to me if they keep people playing the game, but personally I like more the sandbox aspect of this game, I'm not really interested in quest or dungeons ... I'd like more anything to improve the immersion of the game, seasons, modular building, etc ... but I still hope one doesn't esclude the other.

P.S. Oh also I'd like to suggest that the resources from dungeons should not be regular resources ... I mean, for example, the meat from dungeons creatures should not be the same as the animals you hunt in the world ... but with another use/aim ... same for bones, hides, etc ... maybe magic/obscure stuff ... with potions/alchemy later on ... or whatever but not the same use as regular meat in my opinion.
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby loftar » Sat Dec 09, 2017 1:49 am

Granger wrote:'DPS above a threshold wins' style

I believe this is a critique of the combat system more than anything else, though. Along, for that matter, with most of the other critiques of the beaverdams that I find myself agreeing with.
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby svino » Sat Dec 09, 2017 1:52 am

does the number of players inside the instance affect anything? number of opponent or amount of loot?
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby Razzbane » Sat Dec 09, 2017 2:25 am

#Just#First#Room

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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby falsewall » Sat Dec 09, 2017 8:05 am

What are you using at the moment to design levels jorb? Was wondering what personal tool you whipped up for designing.
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