SnuggleSnail wrote:Every single dungeon's layout makes them insanely easily blockable, and small enough that player skill barely matters at all if you're getting dunked on by a bunch of people. Being put in situations where your options are either do a bunch of tedious shit with alts to be completely safe, or risk 100% dying with no recourse if ganked seems like awful gameplay to me.
Well even regardless of this the people inside will likely get dunked due to almost definitely being low health if someone else enters the dungeon. I think high risk or almost certain death situations like this aren't horrible considering how unlikely it is to actually get fucked by people entering your dungeon (has happened less than a handful of times to pvpers in 4 worlds now). Death isn't necessarily a horrible experience now either. Everything that was annoying to regain can be easily done with numen and the stat loss isn't so huge that it'd make a person who enjoys the game quit.
SnuggleSnail wrote:It's rly easy to say "hahayes add more time consuming dungeon shit that's necessary for competitive PVP" when you're playing a fuckload and in a village with 100 people, but if the game wants to at least somewhat accommodate average players it should rly go in the opposite direction of making less things mandatory/time consuming.
I would rly liike to get to the point where things are accessible enough that I don't know the name and voice of literally every vaguely competent PVPer
I'm not suggesting that they make it so the rewards for the dungeons are absolutely mandatory necessarily. I think in any MMO though people who spend a shit ton of time doing something to better their character should be rewarded for this effort. Obviously this reward shouldn't be so OP that not spending a ton of time doing this puts other players at a severe disadvantage though. I also love the idea of one time dungeon rewards that you get like the bat dungeon one where they don't aggro you anymore. I'd love to see similar dungeon ideas such as slimes for example (no longer spawn slimes while mining), etc.
DDDsDD999 wrote:Edit: Also, outlaw being such a high risk of death if you get surrounded by mobs, or someone invades you is pretty out of whack with everything else in the game besides water. Being incentivized to use crime alts to maintain character progression bad. Baiting people to leave scents and make them unable to do dungeons or risk dying would be prime griefing.
I was actually doing a bat dungeon on an outlawed character 2 days ago and I hit a room with like 6 pink bats basically infinitely spawning more bats and it was a respawn room so these pink bats were also respawning xd. I got fully surrounded of course and couldn't get free and ended up getting KOed twice before making it out of the dungeon. I also had a similar experience yesterday in a bat dungeon where I got koed twice but without outlaw. I think something as simple as the bats or dungeon animals kind of dispersing more from the body after the person is koed as well as a small window before they reaggro once you get up again is enough to solve this problem. It'd also be nice if these pink bats weren't part of the rooms that did the mass respawning, however, these rooms are still doable and I was getting cucked because we were doing the dungeon with only 2-3 people.