I don't know how well this could be implemented. However, I don't see that many dungeons in Fel utilized outside of the teleporters to get to champ locations, and the occasional weapon exp farmer in Decite.
Fel Dungeons could have "keys" added to their loot tables according to the dungeon you're in. Keys are obtained from a "Unique" Mob that is reskinned and buffed from an existing mob in the theme of that dungeon level. At the top of the Dungeon can be a "Boss Fight" Where you take the keys collected and similar to how the Lady Mel quest line works, you could also open a temporary portal and spawn the boss in a locked down area of the dungeon, summons the boss. As an encouragement to do this the bosses can have a "chance" to drop something cool, like a very low chance of a scroll that adds a random slayer property to a weapon, mostly just something cool and different. The chance of getting the item in question could be tied to the dungeon boss difficulty, enticing players to go to harder difficulty bosses, this allows for scaling the difficulty for newer players so they could do them it as well.
Doing it in Fel also prevents recall farmers.
Make Dungeons Great Again
Re: Make Dungeons Great Again
i know this is kind of resurecting an old thread but i had similar ideas to encourage players to fel dungeons
while there is a bonus to weap XP it's good for leveling, theres no point farming in fel cos theres no real incentive
i had suggested increasing the gold drop, leather and feathers and resource drops are doubled, why not gold
you can run through and clear a whole dungeon just to have to turn around and walk back out the long way and still only leave with the same amount of gold as a trammel run through
the monsters have twice the amount of hit points so you have to work twice as hard for the same of gold, it just isnt worth it
i really would love to see fel dungeons utilised alot more, just make them worthwhile
while there is a bonus to weap XP it's good for leveling, theres no point farming in fel cos theres no real incentive
i had suggested increasing the gold drop, leather and feathers and resource drops are doubled, why not gold
you can run through and clear a whole dungeon just to have to turn around and walk back out the long way and still only leave with the same amount of gold as a trammel run through
the monsters have twice the amount of hit points so you have to work twice as hard for the same of gold, it just isnt worth it
i really would love to see fel dungeons utilised alot more, just make them worthwhile
Re: Make Dungeons Great Again
How about adding temporary stat, luck and skill buffs that increase by hitting milestones of kill count inside the fel dungeons.
For instance if a player cleared all of a level or the entirety of a fel dungeons they would be awarded with +100 luck, +10 less regs, +10 sdi and a stat buff for a few days. Of course the effects would accumulate to a specific limit on each
That way you are not saturating the market with new artifacts/rares but you are also giving players incentive to at least make a couple dungeon runs every few days.
You could do special newb buffs for places like shame, despise or deceit if the account is less than 30 or 45 days. (Or a fel themed newb dungeon). Stuff like +40 dex, +40 less regs, hci, ssi (just an example) for doing dungeon runs or group quests in those fel dungeons.
The extra buffs stay with the toon for a few days.
Just an idea
(Samish)
For instance if a player cleared all of a level or the entirety of a fel dungeons they would be awarded with +100 luck, +10 less regs, +10 sdi and a stat buff for a few days. Of course the effects would accumulate to a specific limit on each
That way you are not saturating the market with new artifacts/rares but you are also giving players incentive to at least make a couple dungeon runs every few days.
You could do special newb buffs for places like shame, despise or deceit if the account is less than 30 or 45 days. (Or a fel themed newb dungeon). Stuff like +40 dex, +40 less regs, hci, ssi (just an example) for doing dungeon runs or group quests in those fel dungeons.
The extra buffs stay with the toon for a few days.
Just an idea
(Samish)
Re: Make Dungeons Great Again
not exactly sure what new artifact/rares would be flooding the market, unless its an ointments thing?
but other than that, not a half bad idea, theres a quest giver standing outside of each fel dungeon, have to kill an X amount of monsters inside the dungeon to get your 10 sdi or 100 luck buff
i dont know if it would be enough of an incentive, maybe if the buffs stack from different dungeons
completing shame,covetous,destard could get you up to 300 luck or something.
but other than that, not a half bad idea, theres a quest giver standing outside of each fel dungeon, have to kill an X amount of monsters inside the dungeon to get your 10 sdi or 100 luck buff
i dont know if it would be enough of an incentive, maybe if the buffs stack from different dungeons
completing shame,covetous,destard could get you up to 300 luck or something.
Re: Make Dungeons Great Again
Yea, stacking is the idea. If it's capped at an enticing clip yet not big enough to cut into relayers.
A +30 dex buf for doing dungeons could mean a lot for mid range players who have iffy armor/resists/luck to reach 220 dex. Granted I would put that kinda buff on places like wrong or destard.
A +30 dex buf for doing dungeons could mean a lot for mid range players who have iffy armor/resists/luck to reach 220 dex. Granted I would put that kinda buff on places like wrong or destard.
Re: Make Dungeons Great Again
wrong is pretty dam hard your gonna need relayers to get through it.
however destard is surprisingly empty because of the champion spawn, theres just some shadow and ancient wyrms to content with, thats about it
however destard is surprisingly empty because of the champion spawn, theres just some shadow and ancient wyrms to content with, thats about it
Re: Make Dungeons Great Again
Destard seems fair enough.
10 AW + 10 SW + 10 dragon kills over 3 quests with each awarding dex that add up to +30 for 72 hours seems fair enough.
Although the leather prices may crash with all those skinned reptiles.
I kinda wish Ilshenar had something too. Sorcerer, rock and blood are too much fun to be that empty.
10 AW + 10 SW + 10 dragon kills over 3 quests with each awarding dex that add up to +30 for 72 hours seems fair enough.
Although the leather prices may crash with all those skinned reptiles.
I kinda wish Ilshenar had something too. Sorcerer, rock and blood are too much fun to be that empty.