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Dungeoneering Suggestion

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Imagine this: a large DG map. Now double its size, and put two five man teams in opposite corners, racing to find the boss in the middle. Whichever team kills the boss first and unlocks the most rooms gets double experience what they would have gotten. The losing team would get regular experience. Now, throw in some ancient spells, unlockable with tokens from the trader, and enable pvp combat. Experience penalty from deaths would still apply.

 

Thoughts?

5v5 might be too small though, considering that there's PvP. Interesting suggestion though.

Keeping the death penalty for PvP kills would make a lot of people not do it, I think :/

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  • Author

Keeping the death penalty for PvP kills would make a lot of people not do it, I think :/

 

They could lessen the pvp death experience penalty, but maybe keep the npc death penalty the same

Keeping the death penalty for PvP kills would make a lot of people not do it, I think :/

wait, isn't the point of PVP that you stay dead when you die? :P

Perhaps I didn't make that clear.

 

But the point of PVP was essentially elimination of the other team.

Kill all 5 members of the opposing team.

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No offense, I have trouble imagining a way this would work. Unless it's more of an arena, with a starting room filled with a crapload of resources, you have 5 minutes to make what you can and battle. PVP DG wouldn't work with death penalties; the only NPC kills count gets confusing if you have monsters AND players fighting at the same time; biggest issue I see is lvl 3s coming to P2P DG in order to leech. They form one opposing group, the other 5:5 group of say 130+ does the rest of the DG. They get double exp for having the skillers and the monsters are a much lower level because of the level 3s.

 

Omg. That wasn't intentional, but where have I heard that before? rofl.

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your article was the equivalent of a circumcized porcupine

The only thing wrong with it is the lack of a percentage for when you need to stroke it.

 


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No offense, I have trouble imagining a way this would work. Unless it's more of an arena, with a starting room filled with a crapload of resources, you have 5 minutes to make what you can and battle. PVP DG wouldn't work with death penalties; the only NPC kills count gets confusing if you have monsters AND players fighting at the same time; biggest issue I see is lvl 3s coming to P2P DG in order to leech. They form one opposing group, the other 5:5 group of say 130+ does the rest of the DG. They get double exp for having the skillers and the monsters are a much lower level because of the level 3s.

 

Omg. That wasn't intentional, but where have I heard that before? rofl.

So the premise of PVP dg wasn't to gain xp.

It's just a fun minigame.

 

like I said in the suggestion, it might not even give experience.

It could, but that's not the important part of the suggestion.

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I'm sorry, but I don't see how PvP and dungeoneering can fit together...

 

I am in support of a "race dungeon" though.

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120s: Dungeoneering | Invention

If the winning team gets double exp, and the losing team regular, I could see this turning into 50:50 games of GoP; then Dungeoneering exp gets too fast, then all the people who "wasted" their time getting their DG level up high the normal way will rant that JaGeX made it too easy.

If the winning team gets double exp, and the losing team regular, I could see this turning into 50:50 games of GoP; then Dungeoneering exp gets too fast, then all the people who "wasted" their time getting their DG level up high the normal way will rant that JaGeX made it too easy.

It doesn't need to give XP though. It can. Or it can give 0 xp, or anything in between.

That's not the important point of the suggestion.

People could set up 50:50 Castle wars too, but they don't because the reward isn't that important.

I've said this like 5 times already, but the point of PVP dungeoneering isn't for the sake of XP.

It's for the sake of having fun, PVPing.

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  • Author

Dungeoneering combines all skills, bossing, and teamwork, why not include pvp?

Imo, if a player kills you, you lose no xp, but you lose all unbound items.

 

If an npc kills you, you lose xp, but you keep all your items.

 

Sounds fair to me.

  • Author

Imo, if a player kills you, you lose no xp, but you lose all unbound items.

 

If an npc kills you, you lose xp, but you keep all your items.

 

Sounds fair to me.

 

Sounds about right to me too

I take back everything i said in this thread.

I thought it's the one i posted a while back.

 

no wonder I was so confused.

 

Pro tip alex, don't name ur threads the exact same as mine minus a letter :P

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