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Challenge Dungeon MK 3


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#1 Campitor

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Posted 16 March 2015 - 05:02 PM

One of the tougher things we have with the classic server is adding new and polished content to the server.

 

We want to be able to put some of the newer content we are receiving from kRO in the game on at least a temp basis. 

 

Concept:

 

Introduce new instance dungeons by reusing an old instance.

 

Remove the Orc Memory Dungeon from the game. From there we use that instance ID and monster IDs to once a month Rotate between newer instances from the Chaos Renewal Server.

 

Monster HP/Lvls/EXP would be reduced to a classic setting.

Skills can be preserved and the stats on drops would need to be revisited.

 

Proposed Instance Rotation

1: Sara's Memory

2: Glast Heim Memorial

3: Faceworm

D: Ghost Palace

E: Geffen Magic Tournament

01100110: Demon's Tower


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#2 Divine

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Posted 16 March 2015 - 05:43 PM

Sounds neat. Keep the foods from Sara's Memory! I want lots and lots of fooooods


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#3 zerowon

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Posted 16 March 2015 - 05:45 PM

Sounds very good I'll have to see all the renewal instances so holding this spot till I give my full opinion.
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#4 Xellie

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Posted 16 March 2015 - 08:49 PM

bio4 bio4 bio4 bio4?

 

I also like the malaya instances (Bakonawa mainly)


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#5 darkabe

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Posted 16 March 2015 - 10:19 PM

Can we make these items available through the various challenge dungeons :

 

Monsters drops:
1925.png Cello

1544.png Lunakaligo

2138.png Bradium Shield

5399.png Mandragora Cap

1926.png Harp of Nepenthes

1740.png Nepenthes Bow

1979.png Stem of Nepenthes

1825.png Horn of Hillslion

2440.png Sprint Shoes

2747.png Black Cat

2746.png Cold Heart

1741.png Cursed Lyre

1485.png Battle Fork

2134.png Shield of Naga

2389.png Armor of Naga

2744.png Sprint Ring

2387.png Sprint Mail

2743.png Angelic Ring

 

"Bosses" with short respawn time drops:

1188.png Veteran Sword

1384.pngVeteran Axe

1548.pngVeteran Hammer

 

Bosses drops:

1483.png Ivory Lance

13039.png Ivory Knife

2133.png Tournament Shield

5398.png Bone Head

1637.png Eraser

1186.png Death Guidance

2544.png Leather of Tendrilion

 

Note: wth Camp you can't just make your own iterator rules like that!


Edited by darkabe, 16 March 2015 - 10:22 PM.

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#6 Themes

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Posted 17 March 2015 - 01:11 PM

This sounds pretty great.

 

I assume all of the items posted above are from New World and other content we're yet to see here. After looking at the list of monsterIDs Hans posted in the Roadmap thread (http://forums.warppo...dmap/?p=2065372) I dont actually see why we cant make New World work as intended, we havent really missed the Izlude Arena and there's enough stuff in there for us to populate the New World and probably another Challenge Dungeon or two.

 

I dont recommend putting in the items from Renewal (at least without a wide range of community input) and I'd focus on mostly experience to start with. Give people an option to go do your instances with their friends instead of going to Thors or Abyss Lake for a while. There's obviously going to need to be a reason to go for people who dont need to level, but you can look at including parts of the KVM introduction.

 

It'd be cool if you guys had these rotating in monthly with a 3-4 month schedule for the other challenge dungeon. You could probably consider alternating them between easy/hard and encourage people to use both. For example lining up 2-3 months worth of easy instances aimed at people from 70-95 with a brutally hard challenge dungeon followed by 2-3 months of very hard instances with an easy challenge dungeon for lower leveled players. 


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#7 Gn1ydnu

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Posted 17 March 2015 - 01:23 PM

I dont recommend putting in the items from Renewal (at least without a wide range of community input) and I'd focus on mostly experience to start with.
.


I think those heroic backpacks would be great here. We also don't have the infinite refine thing like renewal. Things like cd in mouth would be sweet too.

I like the challenge dung ideas. Look forward to seeing them.
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#8 Themes

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Posted 17 March 2015 - 01:32 PM

I think those heroic backpacks would be great here. We also don't have the infinite refine thing like renewal. Things like cd in mouth would be sweet too.

I like the challenge dung ideas. Look forward to seeing them.

 

Yeah I'm certainly open to ideas, there's probably some fun stuff to implement. But I think we should have a chance to talk about stuff before it's introduced and look at ways to make sure that they're available for the future. Things have a habit of getting introduced for a short period of time then just not showing up again, which really punishes people starting from scratch.


Edited by Themes, 17 March 2015 - 01:32 PM.

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#9 Xellie

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Posted 17 March 2015 - 02:19 PM

could the booking system be used for pseudo-instances?


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#10 HansLowell

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Posted 18 March 2015 - 02:01 AM

Guess you stil dont look at player working on a monster ID list that can work, I wish I could help the server but feel like is completely useless overall. Some of my friend got disinterested with the server since.

 

Start by removing the usless Gonryun Battle Arena, youll gain like 50 mob ID.

 

 
This is based on, https://www.dropbox....unity.xlsx?dl=0 , http://rode.doddlerc...=3&monster=1512 , And about 3 more database + in game experiment. 
 
List of unused Ghost mob + Ghost mob to not use.
 
-- EVENT MONSTER --
 
-- St Patrick 2008 ---
 1841 Snake lord minion
1842, Snake Lord minion 
1843, Snake lord minion
1844 Snake Lord minion
 
Christmas 2005 -  
 
 
Christmas 2008 -
 1245 Christmas Goblin (summoned by stormy knight)
 1247 Antonio.
1244 Christmas Jakk
 1588. Christmas Orc
 
Dumplingfestival - 
1520,  Dumpling
1518 , Special White lady
 1519, Special Green Maiden
 
Halloween2006 -
 Lude 1812
 
 
- Izlude Arena -
-Acolyte Challenge-
1579 Hydra, 
1441 Penomena
1597 Gargoyle ** Can be used Chimera spawn real Gargoyle.
 
Mob listed in izlude battle arena acolyte challenge that can't be used + reason
1474 Mimic (Summoned by Amon Ra )
1566 Wraith Dead (Summoned by Drake and Sign Quest)
1605 Dark Illusion (Summoned by Dark Lord and Sign Quest)
1438 Khalizburg (Summoned by Amon Ra)
1394 Zombie (used in rogue quest)
 1462 Orc skeleton (summoned by a spirit in niffleim)
1423 Ghoul (Sign Quest)
1522 Ancient Mummy (Summoned by Osiris and Sign Quest)
1475 Wraith (Sign Quest)
1435 Evil Druid (Sign Quest)
1479 Skeleton Prisoner (Sign Quest + Z Gang Quest)
1480 Zombie Prisoner, (Sign Quest)
 
 
- Lvl 50 challenge -
1572 Drops
1556 Poisonous Toad
1561 Smokie
1393 Mummy
1551 Marse
1544 Karakasa
1575 Flora
1547 Mace Kobold ** Kobold leader spawn real kobolds. So it can be used
1545 Axe Kobold  ** Kobold leader spawn real kobolds. So it can be used
1452 Orc Lady
1540 Golem
1469 Skel Worker
1559 Scorpion
1558 Sandman
1481 Punk
1581 Vocal
 
Mob listed in lvl 50 Izlude battle Arena that can't be used + Reason:
1419 Familiar (Summoned by Dracula)
 
- LVL 60 Challenge -
1577 Goblin Archer ** Goblin Leader spawn real goblins so this can be used
1534 Goblin ** Goblin Leader spawn real goblins so this can be used
1536 Goblin ** Goblin Leader spawn real goblins so this can be used
1535 Goblin ** Goblin Leader spawn real goblins so this can be used
1434 Drainliar
1468 Requiem
1470 Zerom
1463 Orc Zombie
1460 Matyr
1457 Mantis ** Can be used Killer Mantis spawn real mantis
1442 Sasquatch ** Can be used Leib Olmai and Haiti spawn real Sasquatchs
1524 Baby Leopard
1553 Myst
1445 Raggler
1541 Greatest General
1424 Side Winder
1565 Hermit Plant
1443 Cruiser
1552 Miyabi Doll ** Baphomet Event spawn real Miyabi Doll so this can be used
1436 Jakk
1421 Isis ** Can be used Osiris and Baphomet Event spawn real isis
1578 Horong
1444 Chepet ** Baphomet Event spawn real Chepet so this can be used
 
List of Mob that can't be used in lvl 60 Challenge + Reason
1491 Dokebi ** Can't be used, summoned by Poring the Conquerer aka Bring it On
1425 Obeaune (Moscovia Quest)
 
 
- Lvl 70 Challenge -
1545 Kobold ** Can be used Kobold Leader spawn real kobold
1546 Kobold ** Can be used Kobold leader spawn real kobold
1547 Kobold ** Canbe used Kobold leader spawn real kobold
1420 Archer Skeleton **can be used, skeleton general spawn real skeleton, and archer skel is removed from rogue quest
1550 Enchanted Peach Tree
1555 Parasite
1526 Bloody Butterfly
1525 Bathory
1440 Stem Worm ** For some reason its written Stalactic Golem in your DB?
1429 Argiope ** Ancient Worm spawn real argiope so this can be used
1538 Goblin ** Goblin Leader spawn real goblin so this can be used
1453 Raydric
1548 Kobold Leader
 
Mob that can't be used in lvl 70 challenge + Reason
1427 Nightmare (Summoned by Doppelganger)
 
- Level 80 Challenge -
1422 Hunter Fly
1459 Marionette
1453 Raydric Archer
1527 Clock tower Manager
1461 Minorous ** Can be used Majoruros spawn real minorous
1549 Lava Golem
1466 Petit
1465 Petit
1521 Alice ** Can be used Baphomet Event spawn real alice.
1533 Fur Seal
1430 Argos ** Can be used Giant spider spawn real argos.
 
List of mob that can't be used in lvl 80 izlude arena + reason 
1431 Baphomet Jr (Can't be used summoned by Baphomet and Poring the Conquerer Aka Bring it on.
1471 Ninetails (Can't be used summoned by Moonlight Flower)
1464 Pasana (can't be used summoned by Pharaoh)
1433 Deviruchi (Can't be used summoned by Poring the Conquerer Aka Bring it on)
1451 Merman (Moscovia Quest)
 
- Party Group Challenge -
1528 Clock
1476 Alarm
1437 Joker
1450 Wind Ghost
1490 Wanderer
1489 Sting (why its listed as Stem worm your db is really messed up GM)
1570 Cramp
1563 Tengu
1487 Executionner
1456 Chimera
1576 Ghostring
1573 Elder 
1532 Explosion
1549 Lava Golem
1488 Anolian
1472 Bon Gun 
1562 Soldier Skeleton ** Skeleton General spawn real soldier skeleton so this can be used
1428 Poison spore
1542 Samurai Specter
1529 Evil Sanke Lord
1530 Dracula
 
 
Mob that can't be used in Party Challenge + reason
1560 Shinobi (Can't be used summoned by Samurai Specter and Rebirth skill from Shinobi)
1364 Assaulter (Can't be used summoned by Turtle General and assaulter)
1478 Rideword (Can't be used summoned by a spirit in niffleim)
1477 Arclouse (Can't be used summoned by Maya)
1564 Wicked Nymph (Can't be used summoned by Evil Snake Lord)
1531 Taoist Hermit (can't be used summoned by Evil Snake Lord)
1580 Incubus (Sign Quest)
1446 Injustice (Sign Quest)
1543 Kapha (Moscovia Quest)
 
 
Gonryun Arena aka PowerNPC. 
You should remove it from the game but ill list the mob anyway
 
1419 Familiar (dracula)
1428 Poison spore
1434 Drainliar
1430 Argos
1457 Mantis
1432 Desert Wolf
1462 Orc skeleton (niffleim spirit)
1442 Sasquatch
1469 Skel Worker
1460 Matyr
1425 Obeaune (Moscovia Quest)
1472 Bon gun
1454 Tri joint
1455 Kobold
1443 Cruiser
1426 Marc (Moscovia quest)
1436 Jakk
1423 Ghoul (used in sign quest)
1458 Marduk (pharaoh)
1440 Stem Worm
1429 Argiope
1459 Marionette
1444 Chepet
1422 Hunter Fly
1421 Isis
1481 Punk
1424 Side winder
1465 Petit
1466 Petite
1433 Deviruchi (Poring the conquerer)
1427 Nightmare (doppelganger)
1473 Orc Archer (Orc Lord)
1431 Baphomet jr (Baphomet and Poring the conquerer)
1474 Mimic (Amon Ra)
1471 Nine tails (Moonlight Flower)
1450 Wind Ghost
1439 High Orc (Orc Hero)
1461 Minorous
1467 Raydric
1453 Raydric Archer
1479 Skel Prisoner (Sign Quest)
1451 Merman (Moscovia Quest)
1475 Wraith (Sign Quest)
1437 Joker
1441 Penomena
1476 Alarm
1435 Evil Druid (Sign Quest)
1477 Arclouse (Maya)
1448 Dark Frame
1478 RideWord (Niffleim spirit)
1489 Sting
1488 Anolian
1438 Khalizburg (Amon ra)
1482 Zealotus
1464 Pasana (Pharaoh)
1487 Executionner
1449 Mutant Dragonoid
1456 Chimera
1486 Ogretooth
1447 Gryphon
1483 Rybio
1490 Wanderer (Lord of the death)
1484 Phendark
1485 Mysteltainn
 
 
Turbo Track Monsters
1610 Munak
1611 Bon gun
1612 Yao Jun
 
Kiel Quest ghost monsters  (Do not use)
1745 Constant (Satan Morroc)
1739 Alicel (Kiel)
1740 Aliot (Kiel)
 
Okolnir use Ghost version of all mob in bio2 I dont think I need to list them really
 
Juperos ghost mob (Do not use)
1674 Monemus
 
Moscovia Quest unique mob (Dont use unless remove)
1887 Freezer
1888 Baby Hatii
1889 Hatii
 
Namelesss episode quest ghost mob
1523 Firelock Soldier (Z Gang Quest)
 
 
Mob that can't be used that are in job change.
 
Swordman test - 1184 (special fabre), 1183 (special chonchon)
Thief Test - 1182 Orange mushroom, 1184 (special fabre), 1183 (special chonchon)
Sage quest - 1183 (special chonchon) 1184 (special fabre) 1185 (special whisper)
 
Mob that can't be used that are in hugel race 
 
(yeah thats a bit stupid but whatever) If you want a real sugestion I would say remove that whole race thing and make another way to get hugel medal cause this is one of the biggest bull-_- in the game.
1725 Poring (R_poring)
1726 Lunatic (R_lunatic)
1727 Savage (R_Savage)
1728 Baby desert wolf (R_DESERT_WOLF_  B)
1730 Deviruchi (R_Deviruchi)
1729 Baphomet JR (R_Baphomet_)

Edited by HansLowell, 18 March 2015 - 03:11 AM.

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#11 HansLowell

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Posted 18 March 2015 - 02:08 AM

There is more ID you can use, I asked for some mob to be spawned last event and it seem everything is in there. Look at the amount of bloody knight ID you have its quite ridiculous. I believe there is more than 100 monster ID you can use without changing stuff already in game.


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#12 Themes

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Posted 02 June 2015 - 07:58 PM

Ok so I dont think the patch notes threads are going to be a good place to discuss any changes to the current challenge dungeon, going to drop my two big posts from last weeks thread here.

 

Yeah I agree with a lot of what you're saying Undying. I think no consumable would actually be really fun, having to rely on support for 100% of your curse/silence/whatever else is awesome. However I think right now it may be better to aim for something a little simpler that people can get used to having the challenge dungeon as a thing to do. Theoretically if Hans list is accurate we could even create a few tiered dungeons, imaging having pre-trans, trans and hardcore challenge dungeons to choose from.

 

I think it'd be a good opportunity for us to investigate the turnins for exp or job exp or <item>. Assuming we add relevant monster skills it'd encourage moving parties meaning there's no real dead weight so people are bringing things that get played etc.

 

If you look at Bio3 for monster skills, we have 6 monsters. 1 ranged, 1 support/healer, 1 caster, 3 melee. Among them are two with high defense, 3 with high hit requirements, 4 demihuman, 2 demon and a wide range of elements. There's a couple of defense piercing neutral attacks to discourage mental strength mobbing as well as freeze from Wizards to offset GR defaulting etc. There's a lot going on with spawns meaning you can sit in one spot and fairly safely farm one of two types with the occasional stray or stay somewhere neutral and pull things towards you.

 

Right now we've got 3 trash monsters to outfit (gear and drops).

 

Two of them are these: http://db.irowiki.or...ster-info/1641/

One of them is this: http://db.irowiki.or...ster-info/1640/

 

In terms of stats, they're all boss/demi and those elements with the same HP. It may pay to turn one of the SinX guys into something else, they have a very slightly smaller model? But it's fairly hard to tell them apart right now. But we'd really need the variation IMO, we dont need to make it Biolabs 2.0 but just having two different monster types is really not a proper dungeon.

 

If you wanted to add something ranged you could find something that fits with the theme and use that (maybe a Nepenthes?).

 

As for skills I'd like to see some of these types of things:

  • AoE status effects, silence/stun/curse/sleep
  • Elemental attacks, either single target or something like magnum break to encourage armor swapping
  • Defense ignoring skills, Spiral Pierce, Critical Slash, discourage endless mobbing with mental strength
  • Ranged attacks to discourage infinite tanking via Safety Wall
  • Melee attacks ^ except Pneuma
  • AoE abilities, magic like SG/LoV/Heavens Drive or something like Fire Breath which requires monster positioning to avoid the damage even Magnetic Earth could really ruin someone tanking something in SW/Pneuma or something mildly annoying like an Evil Land
  • Position modification skills, Pulse Strike, Spear Stab, Storm Gust, Arrow Shower, Fiberlock (I particularly like pulse strike because it works differently in melee/ranged)
  • Weapon/armor divest/breaking, I'd lean heavily towards short divests but breaking if you want to make smiths feel useful if there's no Biochem (lol) but Bomb or Acid Terror are okay too
  • Things with cast times, Nidhogg has a long cast time full heal, we're just killing lots of small stuff, but I think we can make monsters emote when they cast something specific right? Give them the ability to charge up something scary that requires players to react (run away, spell break, hide in sw/pneuma, get ready to dispel or swap to <gear>) and if they dont manage to get it make it hurt hard enough to severely hurt the party. This could be a low level earthquake (like the golem incarnation) or a suicide effect.
  • Do different things at different health percentages, you could give things larger amounts of HP and then soon as they start to get below some value have them unlock some scary abilities discouraging huge amounts of mobbing and encouraging you to single target things
  • Traps these are awkward because sometimes they bug out and you just cant see them, but having a very scary Fire Pillar or any of the Hunter traps that you could potentially walk/get knocked into are pretty amazing
  • Skill disabling, we've done the icewall/eske thing to death, why not disable assumptio 

Now obviously you dont really want to use all of these, they're just some ideas of the sorts of gameplay elements we could combine together to make some interesting content with. You would want to make sure that any Challenge Dungeon ticked off maybe 7-8 things off that list? While also meeting some kind of experience/loot reward based on difficulty.

 

It's hard to talk about specific drop rates for some things because with all our server rates/vip/gum and not knowing the current drop rates of something like GSB we cant really give specifics. But looking at it this way, if you have 5 players doing the Challenge Dungeon who can alone farm up x GSBs an hour. Do you reward them with loot equivalent to x*5? Do you give them extra experience to compensate for a smaller reward? Do you give each player an option from a turnin quest they complete in the hour? There'll obviously be more interest from people who are not that interested in mindlessly farming as group stuff is way more fun, but where do you set the bar?

 

Thats a lot of words so I'm going to stop now, but those are the sorts of things I think about when I look at the Challenge Dungeon and what we can do to make it more fun/harder/something anyone would want to visit.

 

Edit: added in some more things

 

So in a continuation of my previous post here's a few examples. The idea behind these is a slightly emptier dungeon with scarier monsters, they would have higher drop rates but are also not something you would expect to solo. I'd also like to add that these are a first attempt and could be any or all of the following: easy, hard, very hard or dumb. They're not supposed to be put in on their own as they're both melee type things and you can SW tank them to some success, so you'd want ranged/magic to help balance that out.

 

SinX monster (you'd want to increase its HP above lex fist range possibly other changes to agi/dex/vit) - http://db.irowiki.or...ster-info/1641/
Idle

  • Level 5 Grimtooth player 100% 0 delay

Chasing

  • Level 10 Soul Destroyer player 20% 5s delay
  • Level 5 Pulse Strike 20% 30 second delay

Attacking

  • Level 10 Meteor Assault player 20% 10s delay if more than 2 players nearby
  • Level 10 Sonic Blow player 20% 5s delay
  • Level 1 Pulse Strike 20% 30 second delay
  • Level 5 Agility Up 50% 25s delay if under 30% hp
  • Level 10 Poison Attack player 10% 5s delay
  • Level 2 Dispel player 1% 30s delay

LK monster (make aggressive, increase hp above 1 hit fist possibly by a lot due to its on hp% mods, lower its attack to offset power up, maybe boost int to ~110? depending on meteor storm/fire breath damage possibly lower vit) - http://db.irowiki.or...ster-info/1640/
Idle

  • Level 5 Spear Boom player 100%

Chasing

  • Level 10 Fire Breath player 20% 1.5s cast 15s delay
  • Level 10 Meteor Storm player 30% 1s cast 10s delay

Attacking

  • Level 10 Twohand Quicken 100% 120s delay has under 60% hp
  • level 5 Power Up 20% 30s delay has under 30% hp
  • Level 10 Fire Breath player 20% 1.5s cast 15s delay
  • Level 1 Critical Slash 25% 5s delay if under 15%
  • Level 10 Sightrasher 10% 20s delay if more than 2 players nearby

Possibly have it swap to meteor storm spamming at low health instead of firebreath auto attacking as an alternative to the weird Crit Knight that's going on here.

 

These would basically be one of maybe four monsters in the dungeon each with a sort of theme and some counters to each other making sure that people are moving forward with caution eg doing damage to the LK before being ready could cause problems and while its fairly tame before being attacked (lower attack, no 2hq etc), it still has a fairly hard hitting fire breath that requires positioning or a fire armor. You'd probably increase their experience slightly maybe aiming to award players with <an amount> of exp per hour and have a turnin available outside that rewards players with one of the following: base exp, job exp, <item/s> (item could be a GSB or two, seeds/berries or any of the stuff isamu suggested earlier really).

 

The main issue here is we have no real way of testing them right now, you could put things in from player suggestions and they could end up a breeze with people finding weird ways, stupidly hard that nobody ever wants to go there or finds AI mechanics to exploit and just start working their way towards very easy rewards especially with increased drop rates for all the stuff. It's hard to tell how hard some of these monsters will be and how much damage their abilities do and even how often some of their things go off, you can probably theorycraft a lot of it but that's a bit much even for me.

 

Edit: There's also a bunch of possible trap/icewall/fiber things as there's no rude teleport, but it's fairly open now and I think it'd be cool to be forced to deal with things instead of the usual hey lets just leave it there cause its harmless or we have too many lets teleport any extras. You could maybe make it Gan itself on idle to remove anything holding it in place. There's actually a lot of really cool things you can do across the board, we could make some truly scary/fun/engaging dungeons if we had the chance.

 

If anyone else has any ideas of their own or criticism please speak up, the last Challenge Dungeon was a lot of fun and I'd like to see there be enough interest for it to be an ongoing event for Classic.

 

What do people think? There's a lot of different ways it can be done, it'd be really dumb to put in content people are not engaged or interested in.


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#13 Themes

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Posted 08 June 2015 - 12:31 AM

Seems like nobody but me really wants to see Challenge Dungeon 2.0.

 

I was speaking with Doddler the other night and he had a few different things to consider when designing monsters:

  • AI state isnt something we've played with, but there's potential to play with some unused monster types/states that could give us new behaviours
  • Aggro ranges, we can increase/decrease these for some interesting interactions
  • Map size/monster density

The one thing I really liked was map sizes, he talked a bit about how jRO removed spawn timers from the higher Thanatos Tower maps and specifically this one. What happened was that because the size of the map was so small there was roughly room for three groups that each group stuck to a third of the map and just did small pulls. Because of the lack of space and number of quickly respawning monsters it was pretty hectic and a lot of fun.

 

I'm not really sure how that would go down here as we're much more willing to grief each other than people on jRO as there's no real punishment for it, so you couldnt really use a map so small. But it'd be an interesting way to design something around easier, quickly spawning things that are moderately hard and focused into smaller tighter areas.

 

Also here's a ranged dude I was kicking around the other night:

 

Ranged guy (new dude based on 99 sniper, lots more health, maybe reduce its agi to make it hittable) http://db.irowiki.or...ster-info/1644/
Idle
Level 1 Cloaking 20% 0.2s cast 10s delay
Level 5 Skid Trap 20% 30s delay
Level 5 Ankle Snare 20% 30s delay

Chasing

Attacking
Level 10 Double Strafe player 20% 3s delay
Level 5 Power Up 20% 1min 40s delay
Level 5 Power Up 20% 25s delay below 60%
Level 1 Life Stream 30% 6s cast 60s delay below 40%
Level 5 Focused Arrow Strike player 20% 0.5s 1.5s delay
Level 5 Area Curse 50% 0.8s 5s delay
Level 5 Random Attack 10% 5s delay


Edited by Themes, 08 June 2015 - 12:32 AM.

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#14 Xellie

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Posted 08 June 2015 - 12:35 AM

I really want to see more challenge dungeon but unfortunately running the guild has been > my RO time recently. Hopefully this week I'll get to put some thoughts into writing.


Edited by Xellie, 08 June 2015 - 12:35 AM.

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#15 Gn1ydnu

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Posted 08 June 2015 - 09:05 AM

Seems like nobody but me really wants to see Challenge Dungeon 2.0.

 

It is actually quite hard. We do not know exactly what the staff is looking for here. Do not know what is possible and not possible. Add in the "random" factor of ninja changes once implemented (no offense!).

 

It's almost like too much. I would rather see more perminate updates (like we use to have) come along. I guess DB issues is preventing that or QQ from vanilla RO (search/read my post on problems with vanilla, basically it has a predetermined death).

 

Edit: I should probably add that I know what I want (perm new "updates" like we use to or no consumable dung with TI of exp or gsb). However, that might not be on point or even close to what others are looking for.


Edited by Gn1ydnu, 08 June 2015 - 09:07 AM.

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#16 Themes

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Posted 08 June 2015 - 09:02 PM

Oh I agree that it's hard. But it's also hard for the GMs, because they also have no idea what we want. Saying "I want a hard dungeon that requires group play" just isnt enough for them to go on due to how much they understand about the content designed for group play. It's also quite hard for them to figure out specific stats/skills/elements which is the key, until now they've based all their new content on stats from other monsters.

 

The first Byalan dungeon was basically New World monsters (all the same element, hp, stats) with the sprites and behaviour of Byalan monsters, they changed elements around a bit later but it was very much a beginners effort. The second go around was the first time they've dabbled into something new, these could be based off things but it was reasonably well done, a very interesting mix of monsters with different stats focused around a theme. They had a couple of skills but not enough to compliment each other totally. Then with the third I think we sort of forced their hand and we got a hurried implementation that really just wasnt finished.

 

I agree that permanent updates would be really good to see. But we're still not even done with the content we're supposed to have yet. I'd like to see New World put in before we look at getting permanent new content. They've got the monster IDs for it thanks to the huge list above, it just requires a bit of time to move the monster stats/drops to the new IDs.

 

What you want is always going to be something different from what other people want, there's nothing wrong with that. I really enjoyed the last Challenge Dungeon on my TU Priest, but I totally get that it was pretty dull and unexciting for almost all the other classes and people want some group content. As long as the people who want something different are voicing their opinions we can work on developing something they might enjoy.

 

It would be really nice to have access to a test server where we could suggest some monster skill/stat combos and in the middle of the week the GMs could throw them up there for us to check it out. Because that's what we really need to make sure that there's no weird changes or easy/impossible dungeons. Right now if you threw drops into the current dungeon it would be an absolute joke, but if you threw some skills and drops on there it could be just as much of a joke because who's to tell how scary some new skill combos would be, having an opportunity to test it without needing to wait another week to tweak it or add drops is important for the development of new content IMO.


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#17 Oda

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Posted 24 June 2015 - 07:56 AM

Beta Testing for Mk. 3 starting today! 

 

New map: bif_fild02

 

Monsters theme: Geffen Magic Tournament

 

Spawn amounts: 

 

Melee 50--->100

Ranged: 20--->40

Caster: 10---->20

MVP: 1

 

Ranged

GEFFEN_MAGE_10.gif

 

Caster

GEFFEN_MAGE_5.gif

 

Melee

GEFFEN_MAGE_3_1.gif

 

MVP

FENRIR.gif

 


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#18 Rang

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Posted 24 June 2015 - 09:01 AM

Those spawns are very little and sparse for such a large and vast map.

 

Double it.


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#19 Necrohealiac

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Posted 24 June 2015 - 09:13 AM

i hope they won't be named Geffen mage 3/5 in the actual game.
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#20 Themes

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Posted 24 June 2015 - 01:30 PM

So what sort of a difficulty are you aiming towards here? For example I'd consider the last (working) challenge dungeon as moderate to easy and most of the stuff I've been talking about above as hard to very hard. Can you come up with some examples of current content you'd like to emulate there?

 

What size groups are you aiming for players to bring? Solo? 2-4? 6+?

 

How do you expect them to kill? Are they pulling many/few monsters to a stationary group? Is it a moving party only killing a couple of scarier things at a time? Do you want multiple damage dealers or will one be enough? Are there any types of play you want to discourage or avoid? eg Lex Fisting, WIzards SGing all over


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#21 Campitor

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Posted 24 June 2015 - 02:32 PM

Proposed AI Skill List

MVP

Spoiler

 

Melee

Spoiler

 

Caster

Spoiler

 

Ranged

Spoiler

 

 

 


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#22 Gn1ydnu

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Posted 24 June 2015 - 02:39 PM

Fiber on ranged might be taking annoying to a new level. I would put that on melee. Could put "hide level 1" on ranged though. Rest looks good though. Interesting to know there stats and drop ideas as well.

Edit: or drop either fire ball, fire bolt, or lightning bolt (I would recommend fire ball) from caster and put fiber lock on the caster. Would give it an extra kick for sure due to fiber lock + firebolt/meteor (fiber lock doubles damage from fire).

Credit for thinking of fire and lightning bolt on caster so that defaulting 1 elemental armor will only reduce part of the damage well not instantly killing you at the same time (example of what would be "too much" would be fire and cold bolt on regular caster).

Edit edit, could drop soul strike or something and put earthquake in on mvp to either reward players with great gear or force party play. Not 100% nessesary though.

Apologizes for short post, phone sucks.

Edited by Gn1ydnu, 24 June 2015 - 02:45 PM.

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#23 Themes

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Posted 24 June 2015 - 02:51 PM

Yeah these are solid.

 

You could also add Dazzler to the ranged, it'd be cool to see at least one curse/stun/silence going off on the party.

 

I do like the prospect of combos between monsters, with the MVP freeze and wind attacks as well as fiber + fire caster.


Edited by Themes, 24 June 2015 - 02:56 PM.

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#24 Campitor

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Posted 24 June 2015 - 02:51 PM

Fiber on ranged might be taking annoying to a new level. I would put that on melee. Could put "hide level 1" on ranged though. Rest looks good though. Interesting to know there stats and drop ideas as well.

Edit: or drop either fire ball, fire bolt, or lightning bolt (I would recommend fire ball) from caster and put fiber lock on the caster. Would give it an extra kick for sure due to fiber lock + firebolt/meteor (fiber lock doubles damage from fire).

Credit for thinking of fire and lightning bolt on caster so that defaulting 1 elemental armor will only reduce part of the damage well not instantly killing you at the same time (example of what would be "too much" would be fire and cold bolt on regular caster).

Edit edit, could drop soul strike or something and put earthquake in on mvp to either reward players with great gear or force party play. Not 100% nessesary though.

Apologizes for short post, phone sucks.

The Fiber is set to only go off at low HP. I was toying around with the idea of trying to setup a low HP combo of Fiber / Backslide.


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#25 Campitor

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Posted 24 June 2015 - 02:56 PM

So what sort of a difficulty are you aiming towards here? For example I'd consider the last (working) challenge dungeon as moderate to easy and most of the stuff I've been talking about above as hard to very hard. Can you come up with some examples of current content you'd like to emulate there?

 

What size groups are you aiming for players to bring? Solo? 2-4? 6+?

 

How do you expect them to kill? Are they pulling many/few monsters to a stationary group? Is it a moving party only killing a couple of scarier things at a time? Do you want multiple damage dealers or will one be enough? Are there any types of play you want to discourage or avoid? eg Lex Fisting, WIzards SGing all over

1. Somewhere just below/around Biolabs

2. 2-4 Small Groups. Larger parties would be a bit to ask more.

3. I would like it if they roamed. With a mixed balanced group.


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