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Thread: Instanced Dungeons

  1. #1

    Instanced Dungeons

    This is not the ideal solution but its designed so the devs can do with not to much effort


    The problem with ao now is that everyone lvls to fast. I cant blame them for doing it cause there is lack of content or its not worth stopping for.
    The main problem though is that there isnt much difference between a lot of lvl ranges in terms of skills or ip. for example lvl 70-100, 160-200 etc.
    Because it may not be practical to increase the difference between the lvls, so a higher lvl has a much greater advantage.


    I propose (ofc slowing the speed of lvling and adding more content but untill then) creating instanced dungeons, or instancing the ones we already have but adding a quest guy at the start of each that gives a missions like DR. the bosses drop mini boc, shoulder pads etc like items, or even some new designed social items.


    There would be 3 classes of the dungeon you can choose, 1. Walk in the park, 2. Know your team, 3. Your gonna die. Where monsters hit harder have more specials and mind control for the higher level dungeon. This way everyone get something.
    There will be one for each final lvl range or title range level 10, 25, 60, 100, 150, 170, 200, 210
    You can just copy and paste the dungeon just increase hp and damage for higher lvls if you want.
    Rewards can include nodrop armours, and weapons 10 for easy, 20 for hard and 30 levels higher than the dungeon level for expert. Maybe drop a symb also. and a Special Token you can turn in for rewards everything you finish one

    Mini boc with only 1 tail for an example, basically the reward has to be something flashy that makes people want to do them. So they can show off how far they got and how good they are. Make it worth the effort and millions/ billions of creds it takes to twink these days.

    Another good one is Traderjill post
    http://forums.anarchy-online.com/sho...d.php?t=602589

  2. #2
    A copy of LE alien missions then. What this game definitely doesn't need is another repetitive way of leveling through most levels though.

    What this game needs is a 10x increased xp reward on normal outdoor mobs and improved camp numbers (except the few that don't suck, like mortiigs, hecklers etc. at low lvls). Dungeon crawling in the same dungeon over and over gets really boring really fast. On the other hand approximately 99.8% of RK and SL outdoor mobs are simply useless. Fixing their xp reward and loot tables such as adding dynaloot to normal mobs but with lower droprate would do a lot of good. Just by doing that and disabling outside tanks by making grey mobs run away from players fc would make AO a newb friendly game again.

  3. #3
    A 10 time increase in the xp reward of mobs will make you level faster. Which means that you can finish your PvP twink projects faster. Which means that you can start another PvP twink project sooner and go through the same fast boring content once more.

  4. #4
    Quote Originally Posted by Pafpuf View Post
    A copy of LE alien missions then. What this game definitely doesn't need is another repetitive way of leveling through most levels though.

    What this game needs is a 10x increased xp reward on normal outdoor mobs and improved camp numbers (except the few that don't suck, like mortiigs, hecklers etc. at low lvls). Dungeon crawling in the same dungeon over and over gets really boring really fast. On the other hand approximately 99.8% of RK and SL outdoor mobs are simply useless. Fixing their xp reward and loot tables such as adding dynaloot to normal mobs but with lower droprate would do a lot of good. Just by doing that and disabling outside tanks by making grey mobs run away from players fc would make AO a newb friendly game again.
    LE missions already have 3 scales but bad loot, if they fixed that then yeah.

    Basically its lvl locked areas with unique rewards depending on how hard it is, as well as useful Armour and weapons at least 10 lvls higher than the dungeon. As well as you collect tokens and barges for every completed run. Which can be used to get premier social items.

    Leaving the areas like the sub, totw and foremans alone but adding similar but not better items so they dont become obsolete.

  5. #5
    Quote Originally Posted by Gimpynoob View Post
    A 10 time increase in the xp reward of mobs will make you level faster. Which means that you can finish your PvP twink projects faster. Which means that you can start another PvP twink project sooner and go through the same fast boring content once more.
    It won't make leveling faster, just less tedious and more dynamic. As it is you can level extremely fast in AO.

    The point is half of the leveling process is sitting in a medsuit with an outside tank and other other half is /follow a 220 in inf missions.

    Quote Originally Posted by edmaster3 View Post
    LE missions already have 3 scales but bad loot, if they fixed that then yeah.

    Basically its lvl locked areas with unique rewards depending on how hard it is, as well as useful Armour and weapons at least 10 lvls higher than the dungeon. As well as you collect tokens and barges for every completed run. Which can be used to get premier social items.

    Leaving the areas like the sub, totw and foremans alone but adding similar but not better items so they dont become obsolete.
    That sounds like a lot of work, and lets face it funcom's AO department aren't really famous for their effort. It's a better idea to edit/update existing content since most of it is just sitting there obsolete for a very long time.
    Last edited by Pafpuf; Apr 21st, 2014 at 19:14:13.

  6. #6
    Quote Originally Posted by Pafpuf View Post
    That sounds like a lot of work, and lets face it funcom's AO department aren't really famous for their effort. It's a better idea to edit/update existing content since most of it is just sitting there obsolete for a very long time.
    The biggest example of this are the RK missions. There are some pretty neat layouts (and a lot of them) all over rubi'ka that have basically been turned into either 'blitz to the boss' or 'mezz and loot chests'. They could take some of those layouts and turn them into storyline based content with mini bosses (with decent loot tables), traps, puzzles, etc and just have the entrances be all over RK. It would revitalize the map in addition to giving people more stuff to do during the leveling process.

    Anyway, I'm curious to see what Genele posts in the next monthly update regarding their plans for the new SL missions.
    You can find me at:
    Battlenet @ Marilata#1680
    Steam @ http://steamcommunity.com/id/marilata

  7. #7
    I like dungeons, just not instance ones. I love how people congregated around totw and Subway, would like to see that again.

  8. #8
    Quote Originally Posted by edmaster3 View Post
    I propose (ofc slowing the speed of lvling and adding more content but untill then) creating instanced dungeons, or instancing the ones we already have but adding a quest guy at the start of each that gives a missions like DR. the bosses drop mini boc, shoulder pads etc like items, or even some new designed social items.


    There would be 3 classes of the dungeon you can choose, 1. Walk in the park, 2. Know your team, 3. Your gonna die. Where monsters hit harder have more specials and mind control for the higher level dungeon. This way everyone get something.
    I hope you realise that this system has been in AO since the very beginning: it is called "Mission Terminals".

    It has nearly everything you propose:

    * a "quest guy" (aka the mission)
    * loot
    * a boss (for team missions)
    * 11 difficulty grades (instead of 3)

    It only depends on the loot and the amount of xp you'll get. At the moment the amount of xp you get when you solve the mission is laughable.
    First small fat Engi on RK1 who danced ballet in Red Twil Thigh High Boots in front of an Advy and got pronounced to greatness almost instantly.


    Afreng (220/30/70 engineer) Alfora
    Keepitsimple Exploratia Malpora Osmosa Tunneleffect Eccegratia Littleboy

    Quote Originally Posted by Kintaii View Post
    Or, well, that's how it's supposed to work. ;P

  9. #9
    kind of tired if "instance" dungeon..AO used to be more unique...but Now everyone wear "Beast & Zodiac" stuff/armor. Hecklor! everyone's grandma wears "Beast" armor now!

    /glance at Kitchen sink running by with full "Beast Armor" on and other "instance" dungeon wear..

    /sighs
    "Don't think...feel, it's like a finger pointing towards the moon"

  10. #10
    Quote Originally Posted by MachSchau View Post
    I like dungeons, just not instance ones. I love how people congregated around totw and Subway, would like to see that again.
    ^ This.
    :E

  11. #11
    Quote Originally Posted by alfora View Post
    I hope you realise that this system has been in AO since the very beginning: it is called "Mission Terminals".

    It has nearly everything you propose:

    * a "quest guy" (aka the mission)
    * loot
    * a boss (for team missions)
    * 11 difficulty grades (instead of 3)

    It only depends on the loot and the amount of xp you'll get. At the moment the amount of xp you get when you solve the mission is laughable.
    Lol while you do have a point, I was meaning specific long Dungeons. With an other type of token/ barge reward. Also specific loot rewards that people can actually use, not random garbage.
    I am considering the work load for the devs, increasing the xp for rk missions and changing the loot table for all the missions (which will take a hell of a long time and a lot of work) will be good but people will still be lazy. Pocketing kiting will still be faster lvling and they can easily duck the frustrating of having to actually twink, untill lvl 200+ when symbs are cheaper.
    These will be places that offers pvm/social gear, you can not get at any other level or any other dungeon. As well as bragging rights.

    Why do people lvl to 220 fast?\
    1. Symbs are a lot cheaper and easy to get
    2. Everything is cheaper and easier to get.
    3. They can finally solo ado type missions/ quest
    4. They dont have to waste a lot of creds and time twinking just to stay in a lvl range for a couple hours maybe a day.
    5. You can skip having to deal with supped out low lvl twinks, you cant even damage.
    6. Everyone else is doing it, and rarely anyone does the team stuff, even DR team.

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