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Post Info TOPIC: These idiots make me laugh...


Senior Member

Status: Offline
Posts: 342
Date: Jul 11, 2007
These idiots make me laugh...


http://forums.ddo.com/showthread.php?t=113223

Its an idea that to make existing DDO dungeons more playable there needs to be another favor system on top of what's in place to give people "credits". Yeah, that'll spice things up for sure!

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Mod

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Posts: 2089
Date: Jul 11, 2007

LOL

My favorite things to read are your responses :P

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Senior Member

Status: Offline
Posts: 342
Date: Jul 11, 2007

I get so mad!

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Senior Member

Status: Offline
Posts: 278
Date: Jul 11, 2007

It's amazing how many people actually try to rationalize/justify running the same **** again and again, and then they try to make up reasons to keep on doing it without questioning why Turbine sucks.

Looks like I'm the only one in agreement with you on the forums :) btw, I post as Mourning Star, my pnp WF Juggernaut... but there aren't any of those in DDO *cry*

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4th: Shiny Lvl2 Dragonborn Palladin<LE> - 12 Goblins, 7 Zombies, 1 Wight, 2 NPCs, 2 Q&A, 0 Conversions


Guru

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Posts: 754
Date: Jul 11, 2007

I think that should add a "loot run" concept. Where every time you run the same instance in a row the loot gets better. If you enter any other instance then your run breaks and starts over at the default level of loot. So then we can just run POP forever. and nother else cause it will break our run.. That would be so cool.

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Senior Member

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Posts: 278
Date: Jul 11, 2007

You should post that on the dev forum, they'll think you're a f'n genius for saving DDO!

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4th: Shiny Lvl2 Dragonborn Palladin<LE> - 12 Goblins, 7 Zombies, 1 Wight, 2 NPCs, 2 Q&A, 0 Conversions


Guru

Status: Offline
Posts: 754
Date: Jul 11, 2007

They need to implement a random dungeon generator and have some quests with randon duegeons. D&D DM guide 1st Edition had an appendix with a random duegeon generation system. Other games such as nethack, and diablo have used randomly generated maps.

That would greatly raise the replay level. The hard part is not the map but the random quest aspect. Or it could just be one bottomly hack and slash pit to fight down...

-- Edited by Lodur at 16:05, 2007-07-11

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Senior Member

Status: Offline
Posts: 278
Date: Jul 12, 2007

Lodur wrote:

That would greatly raise the replay level. The hard part is not the map but the random quest aspect. Or it could just be one bottomly hack and slash pit to fight down...


Just take a sampling of quest objectives currently in game and give them some randomness based on length of dungeon.

Kill X# ?creatures
Kill ?named creature
Find X# ?items (random drop or located in boxes etc)
Use/destroy X# ?devices

I think that covers the gist of almost every quest.




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4th: Shiny Lvl2 Dragonborn Palladin<LE> - 12 Goblins, 7 Zombies, 1 Wight, 2 NPCs, 2 Q&A, 0 Conversions
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