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12-Apr-2010 - Dungeoneering Skill!


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Lol I just discovered the unlimited money trick. Me and my friends made 3m coins in one game... it was very fun. We were all decked out in full kata with promethian spears with full inventories of cave morays.

 

Expect it to be nerfed soon. I doubt it counts as a bug exploit, but I also doubt Jagex wants people able to spend a little time in one dungeon making enough cash to max out their bound weapons. That's the only real benefit to infinite cash in dungeoneering (well, loads of "free" cooking, crafting and smithing experience on top of it but that's just tediously slow).

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Lol I just discovered the unlimited money trick. Me and my friends made 3m coins in one game... it was very fun. We were all decked out in full kata with promethian spears with full inventories of cave morays.

 

Expect it to be nerfed soon. I doubt it counts as a bug exploit, but I also doubt Jagex wants people able to spend a little time in one dungeon making enough cash to max out their bound weapons. That's the only real benefit to infinite cash in dungeoneering (well, loads of "free" cooking, crafting and smithing experience on top of it but that's just tediously slow).

I'd like to know it though, I've wanted this promethium spear for a while now -,-. Care to pm me, mario?

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DId anyone else notice fishing exp is nerfed in the dungeon? :thumbdown:

Yep, I think salve eels were over 200 xp in thebeginning;

 

Just another example of just how poorly integrated Dung is to the rest of the game.

 

Many pages ago, training of the other skills was one of the cool points about Dung. HA FREAKING HA.

 

The developers keep finding new ways to distance Dung from the rest of RS.

 

I fully expect all the runes to be renamed in Dung 2.0, and for any skill you train in the hole other that Dung to give negative XP.

 

/sarcasm

To be fair, it's easy to see Jagex would like Dungeoneering to be easier if you HAVE the other skills, not to be the place to train the other skills. What they're likely doing is monitoring XP gain in all other skills while in the dungeon. If something pops up as leveling pretty high in a dungeon, they'll investigate and see if it's unbalanced. As time goes on, expect to see XP nerfed as players unintentionally reveal to Jagex the exploits.

 

PS: I really like the Tier level for the fires. That's something Jagex should implement with firemaking skill in real Runescape. I'd cook on a Magic log if it reduced my shark burn rates at least 2 per load.

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HAlching seeping elm staves (made to earth staves) seems to be profitable (infinity branches at the smuggler so there is no limitation) but it's slow. I still can't figure a better way =/ (may be making those fancy foods using the seeds from the smuggler ?)

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It seems like they have tried to correct their previous mistakes (firemaking being useless, combat styles being unimportant, etc...) and put it in a small "runescape as it should be", and then called it a skill. :-)

Indeedo =)

 

From the Dung Q&A:

WarScythes:

 

"I am going to be brief

 

One) In reward batch 2, will the armor/weapon skins be released? They just look so cool and it feels like waste of development time if players can only use them in D'eering.

 

 

Two) The combat triangle is very balanced in D'eering, warhammers have same speed as longswords etc etc. Are you using Daemonhelm as a beta test area for future combat triangle balances?"

 

---

 

1. The armour in dungeons have been designed in isolation from the rest of RuneScape, so using it outside of Daemonheim would result in a lot of very bad clipping issues.

 

2. I'll take that as a compliment, thank you. From a personal point of view, it was great to be able to just rebalance all armour and weapons in the dungeons and NPCs along with them. However, doing so outside of Daemonheim would have a massive impact on the rest of the game. So no, this was not meant to be a beta test, but more of a wonderful opportunity to ignore everything that already existed and start with a clean sheet.

"There are only two strategies in war. Move forward or change. The victor is the first to realise that when he cannot move forward he must change."

 

~ Mod Mark H ~

 

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It seems like they have tried to correct their previous mistakes (firemaking being useless, combat styles being unimportant, etc...) and put it in a small "runescape as it should be", and then called it a skill. :-)

Indeedo =)

 

From the Dung Q&A:

WarScythes:

 

"I am going to be brief

 

One) In reward batch 2, will the armor/weapon skins be released? They just look so cool and it feels like waste of development time if players can only use them in D'eering.

 

 

Two) The combat triangle is very balanced in D'eering, warhammers have same speed as longswords etc etc. Are you using Daemonhelm as a beta test area for future combat triangle balances?"

 

---

 

1. The armour in dungeons have been designed in isolation from the rest of RuneScape, so using it outside of Daemonheim would result in a lot of very bad clipping issues.

 

2. I'll take that as a compliment, thank you. From a personal point of view, it was great to be able to just rebalance all armour and weapons in the dungeons and NPCs along with them. However, doing so outside of Daemonheim would have a massive impact on the rest of the game. So no, this was not meant to be a beta test, but more of a wonderful opportunity to ignore everything that already existed and start with a clean sheet.

That's incredibly unfortunate, as I was just thinking the exact same thing - "RuneScape as it should be..."

If this is not what they meant about balancing the combat triangle, then what did they mean?

Maybe we can hope for a PvP version of Dungeoneering or something.

 

Unrelated:

Has anyone obtained that level 98 Ranged Hex Bow (or whatever it's called)?

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Rcing air runes.

That's slow too since you can only sell in 50's.

If you move the runes to the bottom left corner and click both the left and the right mouse keys at the same time .. it doesn't take a lot of time to sell them.

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Rcing air runes.

That's slow too since you can only sell in 50's.

If you move the runes to the bottom left corner and click both the left and the right mouse keys at the same time .. it doesn't take a lot of time to sell them.

Crafting them still does though.

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Rcing air runes.

That's slow too since you can only sell in 50's.

If you move the runes to the bottom left corner and click both the left and the right mouse keys at the same time .. it doesn't take a lot of time to sell them.

Crafting them still does though.

Cost me like 10 minutes for a prom spear starting with ~30k.

Indeed not a good thing to do every floor but it's a nice way to get a good weapon.

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Cost me like 10 minutes for a prom spear starting with ~30k.

Indeed not a good thing to do every floor but it's a nice way to get a good weapon.

 

Indeed, seeing how slow this is, I doubt many will use it outside of binding a weapon, chest armor (at level 50), and poisoned arrows. The dungeoneering equivalent of low level merchanting. Wonder if players will "sell" their services to help players get level 10 bound weapons and arrows though?

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My main gripe with the skill is the way xp is dealt. It's extremely annoying knowing that I can get more xp in a group then completeing a floor by myself. One would think that it would be the other way around, since you are getting aide in a group... and then when you are by yourself... well... you're on your own. Accessing all rooms, killing all monsters, and beating a boss without losing a life should give better experience then what it does. Especially in solos. If that meant deaths came with greater penalties in solos... I would be fine with that. Right now, it's hard to find decent people to group with, and other players have different agendas.

 

Quite frankly.... some people just don't understand the concept, or meaning, of teamwork. People sell off commodities that other's may be able to use, before asking. Just yesterday I had someone sell a herb that I probably could have used to eventually make tier 8 armor, but just because it was left on the ground, they picked it up, and sold it to the trader... only to later get tier 1 armor. Talk about counter productive... In the same group I also noticed that the other two people in my group weren't bothered with clearing rooms. Heading to an altar to restore prayer I ran into such a room, where I get ambushed and killed. The annoying part about that is... it was a room that led to the boss. Which even if you don't need to clear a room... one would think that clearing a room that leads to a boss would be a priority. Not to mention that they were low on food and were then complaining about it. Guess they didn't realize that most NPCs drop plentiful amounts of food. :???:

 

Don't get me wrong... I've had decent experiences in some groups. Most of which have been just duos. Groups of three or more seem to be when I run into the most trouble. It's actually made me want to solo more, despite the slower xp (which I absolutely do not agree with, especially against lvl 171 bosses).

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DId anyone else notice fishing exp is nerfed in the dungeon? :thumbdown:

Yep, I think salve eels were over 200 xp in thebeginning;

 

Just another example of just how poorly integrated Dung is to the rest of the game.

 

Many pages ago, training of the other skills was one of the cool points about Dung. HA FREAKING HA.

 

The developers keep finding new ways to distance Dung from the rest of RS.

 

I fully expect all the runes to be renamed in Dung 2.0, and for any skill you train in the hole other that Dung to give negative XP.

 

/sarcasm

To be fair, it's easy to see Jagex would like Dungeoneering to be easier if you HAVE the other skills, not to be the place to train the other skills. What they're likely doing is monitoring XP gain in all other skills while in the dungeon. If something pops up as leveling pretty high in a dungeon, they'll investigate and see if it's unbalanced. As time goes on, expect to see XP nerfed as players unintentionally reveal to Jagex the exploits.

 

PS: I really like the Tier level for the fires. That's something Jagex should implement with firemaking skill in real Runescape. I'd cook on a Magic log if it reduced my shark burn rates at least 2 per load.

 

 

At the moment spending time in the dungeon nets me negative experience and negative coins.

 

The experience for most skills is so badly nerfed that it's a joke.

 

There is no point in training rc at the dungeon it's nearly impossible. Even a new character will barely level now with how badly it's been nerfed.

Runes should just directly be sold by the trader.

 

Fishing was a nice little bonus as there is such limited stock the fish run out quickly and some maps don't even have fishing spots.

 

I liked seeing that while I spent time in the dungeon (who willingly spends time in a dungeon anyhow?) I was at least compensating for the poor dungeon exp by levelling other skills a bit.

 

And when the skill/minigame came out wasn't one of it's selling points that it will integrate skills AND allow new ways to level existing skills?

 

 

Anyhow I just hate that basically I'm getting negative experience and negative coins while levelling dungeon.

In the time I spent dungeoning I could have been earning gp and levelling other skills at a decent rate.

 

Some of the dungeoning token rewards are interesting but at the moment I think their true cost is far too high.

 

I don't see how it would have been difficult to implement a cash loot reward system after killing the bosses that is directly deposited to your bank. As it is most boss monster drops aren't that great. So many other skills earn you gp, this skill is such a neutral skill that almost loses you coins because of opportunity costs.

 

This minigame/skill is so distant from the rest of rs it's like a self-contained bubble, complete with untradeable rewards.

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My main gripe with the skill is the way xp is dealt. It's extremely annoying knowing that I can get more xp in a group then completeing a floor by myself. One would think that it would be the other way around, since you are getting aide in a group... and then when you are by yourself... well... you're on your own. Accessing all rooms, killing all monsters, and beating a boss without losing a life should give better experience then what it does. Especially in solos. If that meant deaths came with greater penalties in solos... I would be fine with that. Right now, it's hard to find decent people to group with, and other players have different agendas.

 

Quite frankly.... some people just don't understand the concept, or meaning, of teamwork. People sell off commodities that other's may be able to use, before asking. Just yesterday I had someone sell a herb that I probably could have used to eventually make tier 8 armor, but just because it was left on the ground, they picked it up, and sold it to the trader... only to later get tier 1 armor. Talk about counter productive... In the same group I also noticed that the other two people in my group weren't bothered with clearing rooms. Heading to an altar to restore prayer I ran into such a room, where I get ambushed and killed. The annoying part about that is... it was a room that led to the boss. Which even if you don't need to clear a room... one would think that clearing a room that leads to a boss would be a priority. Not to mention that they were low on food and were then complaining about it. Guess they didn't realize that most NPCs drop plentiful amounts of food. :???:

 

Don't get me wrong... I've had decent experiences in some groups. Most of which have been just duos. Groups of three or more seem to be when I run into the most trouble. It's actually made me want to solo more, despite the slower xp (which I absolutely do not agree with, especially against lvl 171 bosses).

 

This is what I hate about some groups. Pretty early when I started this skill, I got paired up with another beginner and a guy who just hoarded every item he found. As I was maging, I needed lots of runes and didn't have almost anything because the guy had basically taken everything, even the runes (he was meleeing)! I told him to give me the runes if he doesn't need them, but he just didn't answer. Then, he started making melee equipment and asking us if we needed melee stuff, still not responding to my requests. Then, when I had one of the keys but didn' want to progress before he atleast somehow responded to me, he said something like "you suck, I'm getting out". Yeah, what a way to start a new skill. -.-

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[bleep] this, I had 470k by doing air runes, and was heading for 900 + for prome plate + spear, but I forgot you log out after 5 min of inactivity (those last package of air runes took that long -,-). Had to start over, damn. This round I couldn't find lycopus so I'll just make a spear.

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The way it is right now, it's intended as a playground for players to mess around with their other skills without the usual grind, rather than something that gets you money and stuff.

 

Too bad money and stuff outrank having fun.

 

If that sounds dumb to you (and the words "not mutually exclusive" come to mind), well, we've come to the heart of the problem that is Runescape!

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DId anyone else notice fishing exp is nerfed in the dungeon? :thumbdown:

Yep, I think salve eels were over 200 xp in thebeginning;

 

Just another example of just how poorly integrated Dung is to the rest of the game.

 

Many pages ago, training of the other skills was one of the cool points about Dung. HA FREAKING HA.

 

The developers keep finding new ways to distance Dung from the rest of RS.

 

I fully expect all the runes to be renamed in Dung 2.0, and for any skill you train in the hole other that Dung to give negative XP.

 

/sarcasm

To be fair, it's easy to see Jagex would like Dungeoneering to be easier if you HAVE the other skills, not to be the place to train the other skills. What they're likely doing is monitoring XP gain in all other skills while in the dungeon. If something pops up as leveling pretty high in a dungeon, they'll investigate and see if it's unbalanced. As time goes on, expect to see XP nerfed as players unintentionally reveal to Jagex the exploits.

 

PS: I really like the Tier level for the fires. That's something Jagex should implement with firemaking skill in real Runescape. I'd cook on a Magic log if it reduced my shark burn rates at least 2 per load.

 

 

At the moment spending time in the dungeon nets me negative experience and negative coins.

 

The experience for most skills is so badly nerfed that it's a joke.

 

There is no point in training rc at the dungeon it's nearly impossible. Even a new character will barely level now with how badly it's been nerfed.

Runes should just directly be sold by the trader.

 

Fishing was a nice little bonus as there is such limited stock the fish run out quickly and some maps don't even have fishing spots.

 

I liked seeing that while I spent time in the dungeon (who willingly spends time in a dungeon anyhow?) I was at least compensating for the poor dungeon exp by levelling other skills a bit.

 

And when the skill/minigame came out wasn't one of it's selling points that it will integrate skills AND allow new ways to level existing skills?

 

 

Anyhow I just hate that basically I'm getting negative experience and negative coins while levelling dungeon.

In the time I spent dungeoning I could have been earning gp and levelling other skills at a decent rate.

 

Some of the dungeoning token rewards are interesting but at the moment I think their true cost is far too high.

 

I don't see how it would have been difficult to implement a cash loot reward system after killing the bosses that is directly deposited to your bank. As it is most boss monster drops aren't that great. So many other skills earn you gp, this skill is such a neutral skill that almost loses you coins because of opportunity costs.

 

This minigame/skill is so distant from the rest of rs it's like a self-contained bubble, complete with untradeable rewards.

Oh yes, you could have grinded A LOT instead of playing something that actually requires skill, is very fun IMO and isn't just braindead clicking.

Of course you dont get much xp in the dungeon, you're training Dungeoneering! Not rc -_-

"There are only two strategies in war. Move forward or change. The victor is the first to realise that when he cannot move forward he must change."

 

~ Mod Mark H ~

 

100000players-2.jpg

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My main gripe with the skill is the way xp is dealt. It's extremely annoying knowing that I can get more xp in a group then completeing a floor by myself. One would think that it would be the other way around, since you are getting aide in a group... and then when you are by yourself... well... you're on your own. Accessing all rooms, killing all monsters, and beating a boss without losing a life should give better experience then what it does. Especially in solos. If that meant deaths came with greater penalties in solos... I would be fine with that. Right now, it's hard to find decent people to group with, and other players have different agendas.

 

Quite frankly.... some people just don't understand the concept, or meaning, of teamwork. People sell off commodities that other's may be able to use, before asking. Just yesterday I had someone sell a herb that I probably could have used to eventually make tier 8 armor, but just because it was left on the ground, they picked it up, and sold it to the trader... only to later get tier 1 armor. Talk about counter productive... In the same group I also noticed that the other two people in my group weren't bothered with clearing rooms. Heading to an altar to restore prayer I ran into such a room, where I get ambushed and killed. The annoying part about that is... it was a room that led to the boss. Which even if you don't need to clear a room... one would think that clearing a room that leads to a boss would be a priority. Not to mention that they were low on food and were then complaining about it. Guess they didn't realize that most NPCs drop plentiful amounts of food. :???:

 

Don't get me wrong... I've had decent experiences in some groups. Most of which have been just duos. Groups of three or more seem to be when I run into the most trouble. It's actually made me want to solo more, despite the slower xp (which I absolutely do not agree with, especially against lvl 171 bosses).

This is what I hate about some groups. Pretty early when I started this skill, I got paired up with another beginner and a guy who just hoarded every item he found. As I was maging, I needed lots of runes and didn't have almost anything because the guy had basically taken everything, even the runes (he was meleeing)! I told him to give me the runes if he doesn't need them, but he just didn't answer. Then, he started making melee equipment and asking us if we needed melee stuff, still not responding to my requests. Then, when I had one of the keys but didn' want to progress before he atleast somehow responded to me, he said something like "you suck, I'm getting out". Yeah, what a way to start a new skill. -.-

 

Erm, why the hell would Jagex want to give less XP to people who bothered to go through the trouble of partying with other players? If you're soloing and find that you can't overcome some of the obstacles, the idea of getting aid is to get more XP out of your trip, instead of getting yourself penalised. And like both of you mentioned, getting a good group is hard. Jagex would be crazy if they think along the mentality of "you got help from people to open more rooms, therefore you shall get even lesser XP than what you would've gotten if you soloed the floor with those rooms left unlocked!".

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"Do you really want to go back to the time when Falador was grey, lesser demon look like goats, dragons look like cows, hellhound look like cats and your character stands as stiff as a statue?"

 

-F1775

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At the moment spending time in the dungeon nets me negative experience and negative coins.

 

The experience for most skills is so badly nerfed that it's a joke.

 

There is no point in training rc at the dungeon it's nearly impossible. Even a new character will barely level now with how badly it's been nerfed.

Runes should just directly be sold by the trader.

 

Fishing was a nice little bonus as there is such limited stock the fish run out quickly and some maps don't even have fishing spots.

 

I liked seeing that while I spent time in the dungeon (who willingly spends time in a dungeon anyhow?) I was at least compensating for the poor dungeon exp by levelling other skills a bit.

 

And when the skill/minigame came out wasn't one of it's selling points that it will integrate skills AND allow new ways to level existing skills?

 

Anyhow I just hate that basically I'm getting negative experience and negative coins while levelling dungeon.

In the time I spent dungeoning I could have been earning gp and levelling other skills at a decent rate.

 

Stop Right there. Your argument may be valid if this was a mini-game, but it is a SKILL., If you classify it as skill or not doesn't matter, because it adds to the total overall level, so its a skill.

 

So lets compare it to a skill of the same leveling speed: Mining. Mining and Dungeoneering are both about 40k xp an hour. In that hour of mining gold I get 40k xp and GP. In that hour of dung I get 40k xp and 10k+ bonus xp in other skills.

 

Better yet, you could even compare it to skills such as agility to which you get nothing but agility XP from it. I'm sure you don't expect to get 20k runecrafting xp an hour while you get 50k agility xp/hr.

 

The only way you can get less xp per hour is if you take the extra time to go and fish/RC in the dungeon after your boss is complete. The "skilling" spots are not designed to be used this way and will decrease your XP/hr you could be getting.

 

If you play the games as they were intended and make "skilling xp" a bonus XP for making things to complete your dungeon your overall XP will be far better. Save the fish and RC grinding for outside of the dungeon and just do them inside when you need them to complete the level.

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