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Dungeoneering Suggestions


Youmu

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This is my second suggestion up there (first being the long-dead "Balancing Weapons and Armor"), so yeah...

 

Dungeoneering, in my opinion, is THE greatest skill to come in all Runescape, due to its fun factor. However, despite this, there are a lot of improvements that could be made in the skill.

 

Make Skillcapes Wearable in the Dungeons

This is by far one of the most major points that I have to make. Why did I suggest this? Well...

- There are no capes that you can find in the dungeons itself.

- It helps people find teams easier (99 Dung, RC, any combat skill, Smith especially).

- If you have 99/120 Dungeoneering, you deserve to be recognized while in the dungeons.

 

Of course, these skillcapes abilities will carry on to F2P as well, though they are recognized as members' objects.

 

If this can't be possible, AT THE VERY LEAST make the Dungeoneering cape wearable in the dungeons.

 

Make Fletching a F2P Skill

Some people may call me a "greedy F2Per" for this, but it indeed makes sense.

You see, you can already smith all tier 5 melee weapons/armor with smithing, all runes with runecrafting, and all tier 5 armor for ranged/magic.

However, the shop only contains tier 1 bows and staffs, which means the best you can use without binding is the tier 1 longbow and a water staff.

This becomes a disadvantage as offense is vital here. Also, it is needed for one of the puzzles.

 

I suggest that it should become usable as a F2P skill, with the following limitations:

In Daemonheim

- You can only fletch up to tier 5 wood, into bows/staffs/arrow shafts.

- You can only fletch up to tier 5 arrows, and smith up to tier 5 arrowheads.

- Bowstring can be bought from the smuggler.

 

In Runescape

- You can only fletch up to maple bows.

- You can only fletch up to adamant arrows.

- You can only smith up to adamant arrowheads.

- A flax field can be placed in Falador.

 

Changes to the Exp Calculating System

As you guys would know, you really only have to kill most (not all) monsters in the dungeon, and don't have to make resources at all.

This really discourages resource gathering of any kind, and combat is hugely favored.

Therefore, I'm going to suggest a change in which Level Mod works.

 

- As usual, if you kill most monsters you would get the +10%.

- If you use up the resources however, it would increase anywhere from +0% (none) to +5% (made use of your resources).

 

That way, skilling is actually encouraged in the dungeons as it gives you a nice +20% Level Mod bonus at the end.

 

Make Soul Runes Craftable in the Dungeons

I've just noticed, every single rune in the dungeon is craftable except soul runes. Why is this limitation in place?

 

Therefore, I suggest that soul runes can be craftable in the dungeons, with the requirement of 90 Runecrafting.

Of course, if you reach higher levels, you would have the chance of creating 2 souls with 1 ess.

 

Have Forgotten Mages Wield Staffs

I've just noticed, forgotten warriors and rangers use weapons to aid them, but forgotten mages do not.

 

Therefore, they should be wielding a staff corresponding to the spell that they most commonly use (e.g. a salve mage would wield an air staff, a celestial mage would wield a celestial catalytic staff).

That way, it is an easier way to obtain staffs, while making mages harder to kill in the process.

 

Introduce Certain Weapons/Armors into the Dungeons

Some weapons and armor pieces don't seem to make their appearance in Dungeoneering, which kinda saddens me.

Therefore, I say that there should be maces, halberds and crossbows being new appearances, in addition to a shield for ranged/magic.

 

- Mace - Crush/Stab based. Same speed as rapier, slightly stronger with a tiny prayer bonus. Takes 2 bars to make.

- Halberd - Slash/Stab based (?). Same speed as 2H. Ability to hit from 2 squares away. Takes 4 bars to make.

- Crossbow - 1-handed ranged weapon. Same speed as longbows (in dungeon).

- Bolts - 1 bar makes 20 (same as arrowheads). Cannot be poisoned.

- Magic shield - Good defense against magic/melee, not against ranged.

 

How to create:

- Fletching is required for the ranged shield, while runecrafting is required for the magic shield.

- You need 5 levels above the necessary level for the tier. For example, to create a spinebeam shield, you need 45 fletching. To create a bryll shield, you need 45 runecrafting.

- If left unenchanted, it will be a ranged shield. If you enchant it on the runecrafting altar, it will be a magic shield.

 

Expand on the Bind Limit (credit: Dragonlordjl)

The current bind levels are 1 item + a stack of 125 ammos at 1, 2 + ammo at 50, 3 + ammo at 100, and 4 + ammo at 120.

I must say, however, it seems rather unbalanced. I mean, really, a 14M difference and a 90M difference between an extra bind(s)?

So, I'm going to suggest a change in it.

 

1: Bind 1 item + an ammo stack of 125

30: Bind 2 items + an ammo stack of 150

60: Bind 3 items + 2 ammo stacks of 150

90: Bind 4 items + 2 ammo stacks of 175

120: Bind 5 items + 3 ammo stacks of 200

 

Boss Room Warning (credit: will_holmes)

In party dungeoneering, there is this pretty big problem that when 2 people reveal the boss room at the same time, one of them accidentally enters the room, therefore being forced to fight the boss.

Therefore, I shall introduce a confirmation warning that says if you wish to fight the boss or not.

 

That way, if you try clicking on the boss room at the same time as another person, you would just see the warning instead.

 

Sure, it makes things slightly slower, but better slow than dead!

 

Changes to Death Penalties

Recall that dying gives you a big exp deduction from your total exp earned from that floor. I must say though, that is very unfair.

By having an honest effort at trying to kill a boss monster, we get penalized for that?

Therefore, I suggest that the penalty is lessened per death.

 

If you do not die, you don't lose anything.

For every death, you lose 1% of the modifier.

It stops decreasing after 15 deaths (max at 15%, which is equal to the penalty of 1 death atm).

 

Arrows in Deamonheim Should Have Better Ranged Strength

I sometimes wonder why the arrows in Dungeoneering have surprisingly low Ranged strength...

Sagittarian arrows only have +46, which is not even the power of rune arrows.

Fractite arrows only fall between steel and mithril too.

 

The ranged strength of the arrows should be boosted big time. Perhaps something like this:

Novite: +5

Bathus: +10

Marmaros: +22

Kratonite: +35

Fractite: +47

Zephyrium: +58

Argonite: +70

Katagon: +82

Gorgonite: +95

Promethium: +106

Sagittarian: +120

 

(Ok, +120 might be a bit overkill... but other tier 11 items have insanely high bonuses too, so why not ranged?)

 

Have Musicians Be in the Dungeons

In everywhere else of Runescape, there would always be musicians out and about the land. But why isn't there a musician in the dungeons of Daemonheim?

Therefore I suggest this: a Fremmenik musician will be available for use in the Smuggler's room, and any random room elsewhere.

The Fremmenik musician would be playing a bard, just like the one near Draynor.

The tune it will play, however, will be a slight remix of the dungeon themes.

For example, in the Furnished floors, it will play a remix of one of the Adorno songs.

 

Also, on the Daemonheim peninsula itself, should be another musician. It will be located at the ruined castle, near the banker and the tutor.

It will play a remix of "Born to do this".

 

Dungeon Size and Difficulty in the Party Interface

Ever wondered in a team situation, what the size and difficulty is?

Well, with this, it negates the need to ask for these. You can simply refer to the party interface!

Of course, while solo you are unable to change this, and you can never choose a difficulty above the amount of players.

However, in a team, this is very useful as people will be able to know more about their floors.

 

Keep Party Interface open in the Dungeons by Default

It's really annoying that, whenever you enter a dungeon or use home teleport, the quest interface takes its place.

We aren't questing, so why default back to the quest?

 

Therefore, I suggest that the Party Interface is left permanently on while dungeoneering. Or even, add a whole new tab for party interfaces (and another for Summoning).

 

Indicate Where your Gatestone is on the Map

In large dungeons, you might forget where you put your gatestone.

That is why, the world map shall indicate where you placed it!

 

On the map, it will come up exactly like the gatestone inventory icon for easy recognition.

 

Farming Patch in Smuggler Room

This is mainly for convenience purposes, as you can make runes, armor, pouches, bows, weapons and stuff in the main room, but can't use farming to make potions.

 

Having to manually construct one seems stupid either, given the usefulness of the groupstone portal.

 

Therefore, I suggest that the farming patch should be placed next to the exit ladder.

 

Have the Token Cost of Rewards Lowered Equal to Level Requirement

As many players have noticed, the token cost of many rewards are much higher than their actual level requirement, making some things like the bonecrusher extremely long time to get.

Its token cost is something like the amount of tokens you can only receive at the 50's, yet its requirement is level 21.

Therefore, I suggest a lowering of the cost of items.

 

- Bonecrusher: 34000 -> 500

- Gem bag: 2000 -> 750

- Coal bag: 4000 -> 2000

- Arcane pulse necklace: 6500 -> 1250

- Arcane blast necklace: 15500 -> 10000

- Arcane stream necklace: 30500 -> as is.

- Longbow sight: 10000 -> 5500

- Law staff: 10000 -> 6000

- Nature staff: 12500 -> as is.

- Scroll of life: 10000 -> 7500

- Tome of frost: 43000 -> 8300

- Gravite weapons: 40000 -> 6000

- Anti-poison totem: 44000 -> 25000

- Mercenary's gloves: 48000 -> as is.

- Scroll of renewal: 107000 -> 44000

- Scroll of augury: 153000 -> 145000

- Chaotic weapons: 200000 -> 190000

- Dungeoneering shields: 200000 -> 190000

 

Title System

Ever gotten some nice titles at the end of the dungeon, but don't get to keep it?

Then there is something called a "title system" to keep track of which titles you have already gotten.

It works similar to dungeoneering journals, in which you must talk to the tutor to see which titles you have received.

 

In the adventurer's log, you will only get an update per new title gotten so it won't spam up the log. If you already got "Survivor" once, you won't get the message again.

 

Groupstone/Gatestone Shown on Map

Ever wondered where the group's stone is located, but too lazy to teleport to that spot?

Well, here is the suggestion: show the groupstone/gatestone on your map!

For gatestones, the map will only display your own, and will be marked in the room it is put.

Same applies to groupstones, but if it is in a player's inventory, it will be displayed next to that person.

 

Dungeoneering House Themes

Ever loved Daemonheim so much that you want to make your own house that theme?

I suggest the ability to construct houses of each theme, both requiring construction and dungeoneering to build!

 

Frozen: Level 1 Dungeoneering and Construction. Also must have completed 1 frozen floor.

Abandoned: Level 23 Dungeoneering and Construction. Also must have completed 1 abandoned floor.

Furnished: Level 35 Dungeoneering and Construction. Also must have completed 1 furnished floor.

Occult: Level 71 Dungeoneering and Construction. Also must have completed 1 occult floor.

Warped: Level 95 Dungeoneering and Construction. Also must have completed 1 warped floor.

 

---

 

These are all the suggestions that I have for now. I might add more if I have the time.

 

But for now, please take the time to read these. :)

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Sounds good.

 

I also think they should heavily penalize players that leave a medium/large dungeon. The penalty would only apply if several conditions were met:

 

1) 15 minutes have passed inside the dungeon.

 

2) Only the first player to leave is punished.

 

3) The player must either permanently leave the party via the sliding stairs or his party finish the dungeon without him.

 

 

The penalty would be -50% exp the next time that player receives experience for a medium or large dungeon.

 

 

 

 

Another change I would like is for them to give an extra bind at level 75. So you'd have 2 at 50, 3 at 75, 4 at 100, and 5 at 120.

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I support most of these- and MMG has already said about fletching been made f2p *stocks up maple logs* I can see this happening in the near future! especcaly soul runes, they need adding, I cant cast any good curse spells when i'm with my friends :angry:

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@ Dragonlordjl: I really don't think that's a plausible solution. Some people (like me) disconnect in a dungeon, and I want to continue my progress. I like your binding limit idea though.

 

@ Ambler3: I only really said make soul runes craftable in the dungeon (there's no option to atm). Though if they add a soul altar in the future, that would be awesome.

 

Thanks for both of your support, btw!

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Make Skillcapes Wearable in the Dungeons Good Idea :thumbup:

Make Fletching a F2P Skill The thing is, f2p can BUY all the arrows one needs, and as long as one binds a bow by going to complexity 1 there isnt really any need for f2p fletching in dungeoneering.

Changes to the Exp Calculating System There is no need for this, I usually skill in the dungeons anyway, the xp rewards are fine the ay they are (I got 3 fishing levels and 2 crafting levels so far :thumbup: )

Make Soul Runes Craftable in the Dungeons Not a bad idea

Have Forgotten Mages Wield Staffs Yeah +1 :thumbup: I'm getting tired of only being able to make a water staff,it would really inprove the mages

Introduce Certain Weapons/Armors into the Dungeons Yeah! I want a maec s0 Ii can prayr beast teh HORDE s0n

 

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@ RSfreak: Fletching does not only affect bows/arrows, it affects staffs too. You said you were too tired of making water staffs. Well, with fletching, you can make the other 4 types as well, provided you have the runecrafting/fletching levels.

 

I shall update the first post if I have time.

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@ Dragonlordjl: I really don't think that's a plausible solution. Some people (like me) disconnect in a dungeon, and I want to continue my progress. I like your binding limit idea though.

 

Which is why the penalty will only take effect if you slide down the stairs or you are gone long enough for the rest of your party to finish the dungeon. If you disconnect for long enough for them to finish the dungeon without you, it's the same as leaving, imo. 5:5 bosses are extremely difficult (and time consuming) to kill with less than the full party, so even if you disconnect right before the boss, chances are your party will not have finished it by the time you get back.

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Make Skillcapes Wearable in the Dungeons

Maybe. It depends on whether Jagex have plans for this in batch 2, and looking at how determined they were in excluding capes from the design of the skill entirely, I think they do. If they don't, then I support.

 

Make Fletching a F2P Skill

I support. It seems odd that the Ranged equivalent of a weapon making skill was ever P2P when the others were F2P. You don't need to worry about those limitations, the fact that tier 6 and above trees and rocks don't appear in F2P Dungeoneering means that you can't make those items anyway.

 

Changes to the Exp Calculating System

Disagree. Using the right resources allows you to progress through dungeons faster, but you shouldn't be pressured to process a resource when you don't need it. The reward lies in the speed of completion.

 

Make Soul Runes Craftable in the Dungeons

Agree. You can make them in the Ourania altar, so why not in Dungeoneering?

 

Have Forgotten Mages Wield Staffs

Agree.

 

Introduce Certain Weapons/Armors into the Dungeons

Agree, but I'm a bit uncertain regarding the magic shield. How is it going to be made? The Anti-Dragon shield doesn't have any negative bonuses, and the Flameburst defender is, well, a defender, and it also has magic attack bonuses. Do we really need it?

 

Expand on the Bind Limit

Hell yes. Considering I'm level 50 Dungeoneering now, I kinda expected to be able to get another ammo pile. You can only do so much with 125 nature runes.

 

 

Here's mine:

 

Confirmation warning when entering a boss room

If you click on a door that leads to a boss on the other side, a confirmation dialogue appears which you must click to enter. There have been far too many cheap deaths that ruins the atmosphere of the final battle in a dungeon when two people click on a door to 'reveal' a room at the same time. One person actually reveals the room, and the other person gets hurtled into the gaping jaws of Har'lakk the Riftsplitter or something.

~ W ~

 

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@ will_holmes: Nonono, I don't mean that you will be penalized if you don't use resources. This is just a small, added bonus that does not affect base/prestige in any way, unlike bonus rooms.

 

And about the magic shield, it would involve Fletching to create (5 levels above the requirement), and must be enchanted on an altar. For example, to make a bryll shield (?), you need to have a fletching level of 45, and a runecrafting level of 45. If you don't enchant it, it would just be a spinebeam shield, a regular shield used for melee, or even ranged if crossbows were released.

 

And I like your boss warning idea, I'll add this on the front page!

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i like most of your ideas except the bind, 1-25 lvl is very fast, might need some modification.

 

Changes to the Exp Calculating System

Times Bonus

How about a timer stating how long you been in the dungeon on top of Runescape. the faster you complete the dungeon, the more exp you get.

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@ will_holmes: Nonono, I don't mean that you will be penalized if you don't use resources. This is just a small, added bonus that does not affect base/prestige in any way, unlike bonus rooms.

 

And about the magic shield, it would involve Fletching to create (5 levels above the requirement), and must be enchanted on an altar. For example, to make a bryll shield (?), you need to have a fletching level of 45, and a runecrafting level of 45. If you don't enchant it, it would just be a spinebeam shield, a regular shield used for melee, or even ranged if crossbows were released.

 

And I like your boss warning idea, I'll add this on the front page!

 

Oh, it's a fletching/runecrafting thing. I can deal with that, it's a good idea.However, I still have doubts regarding the xp system, although I understand you better now. Dungeoneering is about working with the resources available to you and using the products to progress. Simply gathering the resources might gain you favour in the skill you used to get at the ores/logs/whatever, but not using them afterwards is something that you should be avoiding because it's time wasting. You should use those resources efficiently instead of going about and obliterating every rock or tree or passing dinosaur, expecting a reward when you never used the products.

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@ Zhong: No, I don't think that will work. It can pressure a lot of people to finish dungeons faster, not to mention if you get lots of hard mobs, lots of puzzles, or even a hard boss, it makes the bonus less visible. Thanks for mentioning that idea though.

 

@ will_holmes: Hmm, I guess it should be just +5% addition for resources. Perhaps if you used the materials that you have gathered, to make something useful, you would automatically get that 5% extra. Food in fishing spots would be a good example of this.

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Add a "solo bonus" (that you only get on Complexity 6) when you solo. The formula would be 2% times the current floor you're on. Therefore, if you do F35 solo then you get a 70% exp bonus. This is to help bring soloing closer in exp values to doing 5 man teams, since you not only get huge bonuses at the end but the overall floor and prestige scores in a large map are significantly higher than in a small map.

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@ Dragonlordjl: Nah. Dungeoneering is supposed to be mainly focused on the "team" aspect of the skill. By doing so, it encourages far too much soloing, and it will be really hard to find parties.

 

That reminds me - solo players should have access to medium/large, and 2-3 players should have access to large.

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Add a "solo bonus" (that you only get on Complexity 6) when you solo. The formula would be 2% times the current floor you're on. Therefore, if you do F35 solo then you get a 70% exp bonus. This is to help bring soloing closer in exp values to doing 5 man teams, since you not only get huge bonuses at the end but the overall floor and prestige scores in a large map are significantly higher than in a small map.

 

5 man teams are much harder to do and much more impressive to pull off. I like that this is a skill that works fine if you're on your own but much better if you work as a team.

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Bump as a reminder. I've also put a suggestion to bump up the ranged strength of the arrows to a much higher degree.

 

Arrows in Daemonheim are so underpowered it's not even funny.

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I agree with some of these, such as wearing a Dungeoneering Cape (because it's of the dungeon, I suppose it can't be tainted), making Fletching F2P (there are already enough limitations on F2P range/mage with the absence of farming and hunter), Boss Room Warning, Soul Runes (why not) and Arrow Strength (to make using range mildly competitive in killing monsters).

 

But I think resources should be part of the base xp if it isn't already, rather than a bonus.

Staves on Forgotten Mages is a maybe; I don't know if I want them that much harder to kill, yet it makes sense that they should have staves and should drop them.

Halberd, Crossbow and Bolts would work - not sure about the others. Don't think it's a good idea to make it too similar to overground.

I disagree with giving too many binds though - that ruins the idea of using resources...in a useful way. 4 binds for level 75 is definitely way too much, though I'm tending towards agreeing about the ammo bind. I might even consider giving slayer items a separate bind slot, seeing as it's extremely difficult to acquire, yet aren't quite useful enough in their own rights to merit a bind slot. Granted the fletching, I think just having more resources would also work.

Solo large would take up memory, and create massive complaints when every person who decides to venture in disconnects.

I think the difference between dying and not dying is worth more than 1% xp difference; the idea that you would still get a bonus for dying 14 times is ridiculous. Maybe the penalty should be reduced slightly, but not that much.

 

So I guess I'm half-half in supporting :P

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a better suggestion: remove this crappy [wagon] minigame

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Profiled and support!

 

a better suggestion: remove this crappy [wagon] minigame

 

Removing it will increase the already large amount of rants and decrease the already decreased Jagex reputation.

La Vallett1

 

A.k.a. "Nostalgic Vallett"

 

What's been said must be done.

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@ cuddyboy: Hmm, I guess the binding limit is too much. I'll change it to 30, 60, 90, and 120 then.

 

As for deaths, being penalized for an honest effort at an attempt is ridiculous.

 

And the resources, I'd rather make it a bonus, because making it base exp might make a huge impact on score.

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Profiled and support!

 

a better suggestion: remove this crappy [wagon] minigame

 

Removing it will increase the already large amount of rants and decrease the already decreased Jagex reputation.

 

The game has been crying out for randomly generated dungeons for years. It's a good skill, especially considering that we've got Batch 2 (remember Summoning?) coming up. It only reinforces Jagex's reputation of making some extremely complicated and advanced content from Java. It's mind boggling.

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