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12-Apr-2010 - Dungeoneering Skill!


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Floor 13 Boss

The dungeons seem to be semi-random based on the players of the level. I've just completed floor-13 there and I had the Skinweaver as the boss room, whereas most of the previous floors were the Bulwark.

 

What I'm not so fond of is getting Member's based skill-doors in the F2P dungeons. I know that things are generated, but I don't think F2P players should be limited to not getting bonus rooms because they don't have Members.

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It's not fun. It's dull and repetitive

 

Back to Slayer. :thumbup:

Cmon, is this serious or are you just [bleep]ing with us? Dungeoneering is dull and boring, so you go back to Slayer?

It sounds kind'a ironic doesnt it xD. Since Runescape is based on dull and repeating ... (THE WHOLE EFFIN GAME ... but it seems that some people just don't accept that fact)

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Floor 13 Boss

The dungeons seem to be semi-random based on the players of the level. I've just completed floor-13 there and I had the Skinweaver as the boss room, whereas most of the previous floors were the Bulwark.

 

Yeah I know, it was just the easiest way to label it.

 

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'Tis I, 'tis Vindice, 'tis I!

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So.. guys. What'd your dung level? :D

 

On topic: I don't know what to say about this skill. Indeed unique, but not what I would define as 'awsome' or 'amazing'.

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Change to dungeoneering xp on a f2p world.

 

Hi

 

We have made a change that will affect the rate of dungeoneering xp obtained on a free (f2p) world. This change will mainly effect players with a combat level above 90. 95% of f2p players will not notice any difference.

 

To better explain this change, I need to first explain the differences between high-level f2p and members (p2p) dungeoneering.

 

Within the dungeon, a f2p player only has access to equipment up to tier 5, whereas a member has access to all the tiers of equipment. Because the f2p dungeon contains lower levelled gear, we only allow lower levelled monsters to be used on f2p worlds, including the final boss. We call this a monster cap. All dungeoneering dungeons use a monster cap of some sort, based on your partys estimated combat level.

 

As you know, a high level player in RuneScape has the ability to hit hard because of a high strength skill, and can defend well due to a high defence stat. If youre a high level player in a free to play dungeon, even though you only have access to tier 5 gear, youll still hack through the monsters very fast because of your high levels, meaning youre completing your dungeons faster than anyone else. This is where our issue comes in: It was intended that our dungeon xp calculations would take account of this reduction in time, however this was not the case. The changes we have made will simply re-introduce the system we had intended to release with.

 

In summary, we just werent capping the xp in the same way we were capping the strength of the monsters. This meant it was actually faster for a member to train the skill on a free world which was not the intention on launch. Members have access to a greater range of monster levels and therefore harder dungeons, and so should have access to a faster rate of xp.

 

We have now changed this as it was intended to be and have capped the xp that high level players can gain on a f2p world.

 

We are aware that players who trained the skill over the last 24 hours have gained additional xp because of this mistake. We apologise for the short term effect of this on the high scores. In the long term, this has only effected 0.2% of the total xp needed to max out the skill - a tiny effect on the race to lvl 99.... Or indeed to 120.

 

High level F2P players gets the screw on this one.

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For the people saying its repetitive. I do not see how it can be repetitive when every dungeon is completely randomly generated. A random boss is selected, random rooms, random monsters. I have had a 5 room floor 11 dungeon that was extremely easy and a 12 room floor 6 dungeon that I found difficult. It is ALL COMPLETELY random. that is what makes this skill like nothing I have seen before.

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ahhh i was wondering what the update timer was for today now i know

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Damnit, I tripped over Magzar's half inflated blow-up doll and hurt myself. I wish he wouldn't leave that thing lying around. -.-

[/hide]

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High level F2P players gets the screw on this one.

So what exactly is the cap now? Like, 5k max or something?

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High level F2P players gets the screw on this one.

So what exactly is the cap now? Like, 5k max or something?

 

I have no idea.

11-1.jpg[

Guild Wars 2-In game screenshot, the MMORPG you are waiting for. Click for thread.

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[hide]
Change to dungeoneering xp on a f2p world.

 

Hi

 

We have made a change that will affect the rate of dungeoneering xp obtained on a free (f2p) world. This change will mainly effect players with a combat level above 90. 95% of f2p players will not notice any difference.

 

To better explain this change, I need to first explain the differences between high-level f2p and members (p2p) dungeoneering.

 

Within the dungeon, a f2p player only has access to equipment up to tier 5, whereas a member has access to all the tiers of equipment. Because the f2p dungeon contains lower levelled gear, we only allow lower levelled monsters to be used on f2p worlds, including the final boss. We call this a monster cap. All dungeoneering dungeons use a monster cap of some sort, based on your partys estimated combat level.

 

As you know, a high level player in RuneScape has the ability to hit hard because of a high strength skill, and can defend well due to a high defence stat. If youre a high level player in a free to play dungeon, even though you only have access to tier 5 gear, youll still hack through the monsters very fast because of your high levels, meaning youre completing your dungeons faster than anyone else. This is where our issue comes in: It was intended that our dungeon xp calculations would take account of this reduction in time, however this was not the case. The changes we have made will simply re-introduce the system we had intended to release with.

 

In summary, we just werent capping the xp in the same way we were capping the strength of the monsters. This meant it was actually faster for a member to train the skill on a free world which was not the intention on launch. Members have access to a greater range of monster levels and therefore harder dungeons, and so should have access to a faster rate of xp.

 

We have now changed this as it was intended to be and have capped the xp that high level players can gain on a f2p world.

 

We are aware that players who trained the skill over the last 24 hours have gained additional xp because of this mistake. We apologise for the short term effect of this on the high scores. In the long term, this has only effected 0.2% of the total xp needed to max out the skill - a tiny effect on the race to lvl 99.... Or indeed to 120.

[/hide]

High level F2P players gets the screw on this one.

Hey wait a minute... I'm a high level F2P player! Or at least semi-high level...

 

Does this mean you only encounter really easy monsters in F2P?

Due to my epic stats, I have now started WGS (but I still hate spoilers).

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Hey wait a minute... I'm a high level F2P player! Or at least semi-high level...

 

Does this mean you only encounter really easy monsters in F2P?

Nope, only the exp per game is nerfed.

 

This sucks. Jagex should have given P2P more exp per game, not lower the F2P game.

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120s: Dungeoneering | Invention

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Change to dungeoneering xp on a f2p world.

 

Hi

 

We have made a change that will affect the rate of dungeoneering xp obtained on a free (f2p) world. This change will mainly effect players with a combat level above 90. 95% of f2p players will not notice any difference.

 

To better explain this change, I need to first explain the differences between high-level f2p and members (p2p) dungeoneering.

 

Within the dungeon, a f2p player only has access to equipment up to tier 5, whereas a member has access to all the tiers of equipment. Because the f2p dungeon contains lower levelled gear, we only allow lower levelled monsters to be used on f2p worlds, including the final boss. We call this a “monster cap”. All dungeoneering dungeons use a monster cap of some sort, based on your party’s estimated combat level.

 

As you know, a high level player in RuneScape has the ability to hit hard because of a high strength skill, and can defend well due to a high defence stat. If you’re a high level player in a free to play dungeon, even though you only have access to tier 5 gear, you’ll still hack through the monsters very fast because of your high levels, meaning you’re completing your dungeons faster than anyone else. This is where our issue comes in: It was intended that our dungeon xp calculations would take account of this reduction in time, however this was not the case. The changes we have made will simply re-introduce the system we had intended to release with.

 

In summary, we just weren’t capping the xp in the same way we were capping the strength of the monsters. This meant it was actually faster for a member to train the skill on a free world – which was not the intention on launch. Members have access to a greater range of monster levels and therefore harder dungeons, and so should have access to a faster rate of xp.

 

We have now changed this as it was intended to be and have capped the xp that high level players can gain on a f2p world.

 

We are aware that players who trained the skill over the last 24 hours have gained additional xp because of this mistake. We apologise for the short term effect of this on the high scores. In the long term, this has only effected 0.2% of the total xp needed to max out the skill - a tiny effect on the race to lvl 99.... Or indeed to 120.

 

High level F2P players gets the screw on this one.

 

WTF!

I read this as "F2P trains too quickly in this new skill, so we're going to make it slower again".

I wonder if I take longer clearing out dungeons if it'll give me more xp?

99 dungeoneering achieved, thanks to everyone that celebrated with me!

 

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Yeah, i still haven't found a good method for the 5 lever room, which really bugs me. Are there really no clues at all as to what we should be doing?

 

most of the time i don't even get a lever pull animation, and i don't understand when i do.

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Yeah, i still haven't found a good method for the 5 lever room, which really bugs me. Are there really no clues at all as to what we should be doing?

 

if you're solo you flip them all really quickly. if not each person flips a lever simultaneously

[hide]

Damnit, I tripped over Magzar's half inflated blow-up doll and hurt myself. I wish he wouldn't leave that thing lying around. -.-

[/hide]

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Yeah, i still haven't found a good method for the 5 lever room, which really bugs me. Are there really no clues at all as to what we should be doing?

 

if you're solo you flip them all really quickly. if not each person flips a lever simultaneously

 

Yeah, i get all 5 levers every time. nothing happens though, even in different orders.

 

 

 

actually, i still haven't undrestood the colored lodestone rooms yet either. i must just be slow at puzzles.

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WTF!

I read this as "F2P trains too quickly in this new skill, so we're going to make it slower again".

I wonder if I take longer clearing out dungeons if it'll give me more xp?

It's just that the exp that you get in a game in F2P has a certain cap (you can't get any more than that).

 

This is stupid imo, as I mentioned earlier, they should have buffed P2P's exp per game.

douvdFX.jpg


 


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Boss pets: Bombi | Shrimpy | Ellie | Tz-Rek Jad | Karil the Bobbled | Mega Ducklings


120s: Dungeoneering | Invention

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Lodestone, you need to get the lights on the same tile correspondingly. Each tick you're standing on a pressure pad holds that current light stationary for that tick.

 

thanks! that was easy now :P I've been activating the unpowered ones along the edges trying to move them in some way or other.

 

 

How're your strategies on resetting? I assume fastest xp means not doing the lower level ones too often, so how many levels do you do before a reset?

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So with everyone complaining about how slow the skill is, and the obvious fact that you can't get any rewards until you've gotten to way above the nominal level of the rewards, Jagex responds to an XP imbalance (that any competent QA team would have found) by nerfing the XP on F2P. What a surprise.

 

Jagex could well be the most out-of-touch company with respect to their customers that I've experienced in many years.

 

I used to think those who said this were being too harsh or exaggerating, but these recent updates prove it. They have NO CLUE how people use their content until after it is released. And they are too damned pompous to actually involve players before putting out their "uber game changing releases" which actually suck because their design teams never actually interact with their customers.

 

This has been going on for a long, LONG time. Anyone remember the first week after Fremmenik Isles came out, when after completing the quest you could go to a multicombat "war zone" and get millions in drops without taking any damage? Somehow they developed that entire area and NOT ONE PERSON thought about what would happen after the quest was done?

 

Then there was Summoning 1, which ANY long term player could have done a better job on. And the thing with the quest that let you bypass the doors to the Waterbirth Dungeon. And the extreme potions in PvP. And now this debacle.

 

It's truly amazing. They spend hundreds of hours on these things, and ROUTINELY miss obvious flaws that players find in an hour. And yet they still maintain that they don't need beta testing.

 

Would make an interesting case study of incompetency at a B school somewhere.

 

There's still hope for them, though. Even Microsoft, after getting hit on the head a few million times, finally got the message. But it won't happen until they take a major hit in the pocketbook.

Qeltar, aka Charles Kozierok

Webmaster, RuneScoop - Premium RuneScape Information for Expert Players -- Now Free!

Featuring the Ultimate Guide to Dungeoneering -- everything you need to know to get the most of the new skill!

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Well, don't tell anyone what you're doing then, or it'll get nerfed. ;)

Qeltar, aka Charles Kozierok

Webmaster, RuneScoop - Premium RuneScape Information for Expert Players -- Now Free!

Featuring the Ultimate Guide to Dungeoneering -- everything you need to know to get the most of the new skill!

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Haven't people been moaning that RuneScape has been getting easier? And now Jagex introduce a skill that takes a while to train and is at least partially complicated, and it's the apocalypse?

'Tis I, 'tis Vindice, 'tis I!

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Haven't people been moaning that RuneScape has been getting easier? And now Jagex introduce a skill that takes a while to train and is at least partially complicated, and it's the apocalypse?

 

This is a good point, but Qeltar's point that the rewards are obtainable way before you have enough tokkens to buy them is also a very valid one.

 

I mean, getting 200 xp for 15-20 minutes work is very frustrating, even though the team-play is very cool even when playing with complete strangers and one of them seems to be afk. I'm also gonna reserve judgement for when I reach higher levels.

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