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Dungeoneering - Keying/Game Carrying


Zemus3654

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~ Dungeoneering Keying and Game Carrying ~

Didn't want to make a massive guide going into every detail about dungeoneering as theres already a few of those floating around, this guide, however should hopefully help you with tips on the 2 main roles in Dungeoneering;

Keying and Game Carrying

 

 

Keying

 

The keyer is essentially the "leader" of the team. They guide everyone where to go, what to do and move them around the dungeon with the group gatestone.

A lot of keyers have different techniques and styles, but i'll post some tips which should help.

 

• Key Doors ~ Remember them. Sounds pretty obvious but it seriously slows down the map if you aren't remembering which doors are where so you run around everywhere looking which key goes where. You shouldn't need to write them down just keep a note in your head of approximately where they are.

 

• Gatestoning ~ You need to place your gatestone strategically to access as many doors as fast as possible. As opposed to game carrying try to gate around the center of the map or around a lot of key doors, avoid gating near dead ends. Have a gatestone set 99% of the time so that when you hit a DE you don't have to backtrack. Even gate the base as you start if there are key doors there. Good Gating technique is a very important step.

 

• Leading to GD's. ~ The other 4 people in your teams top priority is to kill GD's. You need to make sure they get from GD to GD quickly and efficiently. Mark all GD's so they know which room it is, drop the GT there then continue on. If there is another GD close by then mark it and tell them to do it next/after their path leads to a DE. While your team is doing the GD you should be 1) Running keys to doors and, 2) Placing your next Gatestone, either at a GD or between key doors.

Try and always have a new path for them ready for when they reach a DE to avoid standing around.

 

• Team Gating ~ If you have a team of Game Carriers then you shouldn't even need to ask, if not, then make sure your team is gating doors. They should be gating doors which are annoying to get to like in corners of the maps, near dead ends which saves you running there for 1 door.

 

 

Game Carrying

 

 

Game Carrying is essentially a Pro Dger/non keyer, someone who "carries the dg", here are a few tips on how to do this.

 

• Gatestoning ~ Again one of the most important thing to game carrying is gating, make sure to have a Gate 90% of the time. Gate doors which are out of the way and are annoying to run to. If theres a door within 3-4 rooms of your gate, consider it your gate as well and place it inbetween the 2. Say which doors you gated as well so the keyer knows, and so it doesn't get 'double gated'. After you open the door you've gated, look for another door to gate.

 

• Calling Keys/Doors ~ If your keyer isn't with you (which will be most of the time unless theres only 1 route). Call every key/door/room you run into so the keyer knows where doors are, which keys you're getting and what you're all doing.

 

• Your Path ~ Run your own path, try to remember where all the key doors are also, so when you get the key you can run it yourself to save your keyer(and essentially everyone else) time. Keep running your own path until you reach a GD or something that requires a group effort, gate it then GT the group after when theres nothing to do.

 

• Looting ~ Loot all herbs incase of 100+ req doors, loot food but don't hoard. If you have enough and others need some let them take it, the keyer especially. If you see chests loot them and drop the GP at base, make an altar when you have enough if theres none close by. On warped floors try and collect blue charms for bloodragers. Most of the bosses have very high def so bloodragers help a ton. For lower floors this isn't really needed.

_____________________________________________________________

 

If you have any questions or comments please post them and i'll try to get back to you, i'd like to hear feedback c:

Thanks for reading and happy dungoofing

zemus.gif

24th to 2496 Overall   ~  29th to 120 Dungeoneering

 

~ Wilderness Guardian since November 2007 ~

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pro yeh as for keying it just takes practice tbh some keyers key in such a way that they dont need anyone to really gate and gate just makes it easier others make everyone gate even the slightest door lol

 

yeh an awake group of players calling doors is better than people that dont tell u nothing

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Isn't it better to have everyone "key"? As in everyone contributes to door opening and stuff. Not just the keyer. I know you mentioned gating doors, but sometimes the dung will have multiple paths...

 

Also you should list priorities in which the keyer should open... key -> skill -> regular -> puzzle imo.

 

Game carriers should also always find at least something to do. Whether it's farming strongpot herbs, mining prom ore for bloodragers, fishing morays, or clearing easy non-gd's for mod, they need to do something ALL THE TIME.

 

Overall nice tips!

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When I key I don't usually have a gate down. That way when I come across a gd or a skill door I can't do then I can just gate and bring gt there quickly.

Yep but have a gate set anyway so if you reach a dead end you don't have to backtrack/reach the door easily, if you get to a GD you can always set a new gate.

 

 

Didn't put too much thought into this guide, just kinda put it together for my clan when I was bored, i'll try and add some stuff to it though.

zemus.gif

24th to 2496 Overall   ~  29th to 120 Dungeoneering

 

~ Wilderness Guardian since November 2007 ~

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When I key I don't usually have a gate down. That way when I come across a gd or a skill door I can't do then I can just gate and bring gt there quickly.

I find it better to have a gate down and run with the GGS. That way if I run into a GD I can drop the GGS and continue with the other doors.

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When I key I don't usually have a gate down. That way when I come across a gd or a skill door I can't do then I can just gate and bring gt there quickly.

I find it better to have a gate down and run with the GGS. That way if I run into a GD I can drop the GGS and continue with the other doors.

gating home is a good trick tbh for doors at base also if u gate a semifar key door that most likely wont be a de then u can have ggs for gds and drop it instead of finding a gd to gate

 

ifthe gd is close to gd teams doing u can mark it and call the exact location but far dead end doors shuld be gated by other players as if u gate a key door prob shuld be ready to break that if u find a more important part for ur team to do .

 

gating where thiers multiple paths

 

quick gate helps alot

 

id say make sure that u pick up ggs and hae it in invent more often so when u find a gd u dont really have to gate it come back get ggs then come back to gate. - drop ggs if thiers alot of paths for u to do run with ggs if whole group is at gd or joining group at gd.

 

tho often i key and dont have any gate down.

 

 

i really like the term game carrier - these are the people that i like in my teams they turn dgs to 20 mins these people open as much as possible w/o the keyer if no gds and sometimes complete a whole area of dg as group - gating and transporting group to places they needa be also people that come to gds quickly are good teamates as well compared to "gd still not done?"

 

people that make everyone ragers or make everyone alter early is good as well as people that drop food on gt for keyer or base it or at least give more than 2 food if keyer asks for food..

 

a good keyer checks on their team often andm akes sure they know what the paths on map are.

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  • 1 month later...

I like this selection of tips, it'd be fantastic if all players could read and follow them. One thing I'd suggest for game carriers (I like this term) is to have the keyer's invent open in the dungeoneering tab so you can keep track of what keys he has so you can let him know that you're at a door he has the key to (or search it out when you don't have a gd to attend to) and can bring him there if he wants. You can also keep an eye on whether the keyer has the ggs or not (i.e. if you're taking it to your gatestone you can see as soon as he drops it and can tele there before he even tells you).

I also think it's good to commmunicate as much as possible (without spamming). This means if you're with a team of people you don't know and the keyer says he needs someone with 95 smithing to open a door, if everyone says their smithing level (even if they're all below 95) the keyer knows whether to move on and not bother trying to open the door or assign the task of making a potion to someone.

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