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Thread: Buff Dung

  1. #1

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    Buff Dung

    Username (ingame): Gravity
    Suggestion (short description): Buff Dungeoneering Skill
    Why (explain what this will benefit, and how): Skill very repetitive and slow
    Details (a more thorough explanation of the above): Right now the skill is boring and slow in my opinion and i'm sure others agree. I've thought of a couple of ways to boost dungeoneering in different ways.

    Before I explain a boost want to suggest instead of clicking on the ladder at the end of every dungeon and having it take you outside and upstairs. An option to just simply go to the next floor rather than having to do a bunch of unnecessary clicks. This would indirectly boost xp as you could get to floors faster and more efficient.

    Boost group dungeoneering experience.
    The way dungeoneering would work in pre EOC, the more players you had in your party, the more expereince you earned. This of course made the dungeon itself a little harder but you would receive more XP as a result. On here if you have more players in your party the "dungeon" (boss) gets harder to kill (more hp) but you don't receive any bonus for it. You would also have the option of having the floor not count EVERY player in your party if you wanted to make the floor easier. For example, a party of 5 has 1 maxed players, one at 2200 total, another at 1500, and the other 2 are less than 1000. Before you start the dungeon you get an option to set the number of players in terms of the bonus you would recieve at the end to 1-5 and this would directly affect the difficulty and size of the floor. In this example you would might want to set the number of players a little lower because of the 3 players who probably have a hard time getting through the floor.

    Coding different bosses into the rotation.
    Currently we only have 3 bosses in rotation. Theres nothing wrong with these bosses themselves but seeing the same 3 OVER AND OVER AND OVER again when there are almost 30 different unique bosses that aren't being used. This can also be tied into boosting the amount of experience gained because some bosses at higher levels are going to be harder to kill as well as unlock.

    One way I thought of to rework our CURRENT dung would be to have bosses tied to the number of players in the party. As in if you are running dung solo you would get one boss. If you had a partner you would get two bosses, and if you have three you would get three etc... Each player could spawn in at the normal start and doors could be added in similar fashion to the way it is now. (Click on the door to unlock and behind it is the boss). You could boost experience this way by calculating the number of bosses killed on that floor with the number of players. For example, I'm in a party of 3, the current floor is giving 14k solo exp for completing. We all three kill a boss and end the floor and the exp recieved is 42k. (3x my solo exp. 3 bosses, 3x bonus)

    Another way of reworking our CURRENT dung would be to have the NPC's HP or level tied to the number of players in the party. Same way as before, all players spawn in at start but how it is now there will only be one door with one boss. Lets say you run a solo and get Frostweb and she has 2500 HP and 14k exp for completing. Now let's add a partner and now the boss has 5000 hp. Finish the dungeon and you recieve 28k exp for completing (2x the solo exp)

    One last way of reworking our CURRENT would be having the Skill requirement level of the boss tied to bonus XP for completing. As stated before we only have 3 bosses in rotation that can really be afked. This one is pretty straight foward, harder the boss, better the xp.

    And lastly another SUREFIRE way to buff the skill is to code the skill itself FULLY. Realistically everything I've stated previously is coded into the actually full dung itself with even MORE ways to boost xp you earn or to make to easier/harder. Party experience, complexity of the dung, level of the floor, amount of deaths, how fast did you complete, did you use auto guide, prestige floors etc... This is all included in terms of boosting xp and on the boring side of our current dung, this would add doors that have a requirement (skills, kill all monsters, key), slayer monsters with unique items, bosses that drop dung items (primal), binding weapons, etc... This would also be very beneficial for skillers and the economy as you won't have to do any combat to level up dungeooneering as you could be the person making potions,armor, weapons, opening skill doors etc... And for people who don't like dung or aren't that experience, they can buy floors (leech) which would add another money maker and incentive to do the skill.

    "I'm always stoned, I brought too much weed to smoke on my own, thats why we gotta roll one up, thats why we gotta roll on up." - Wiz

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  3. #2


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    Full support to everything in the thread. Full RS dg is probably unrealistic to replicate but some new bosses would be great. At the very least, the current bosses could be given some variety given that they all just use mage and you tank n spank.

    I also love the idea of being able to sell floor leeches, i might even start mainscape to be a dger
    Last edited by intrances; 03-09-2019 at 01:21 PM.
    Rank 1 HCIM
    First IM 200m Herblore
    8/25 200m skills

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  5. #3
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    Love every idea in this post, full support! Dungeoneering is a brutal grind and having some more variety/higher exp rates would make it a bit more enjoyable.

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    Support this. When doing 200m dung is was super lame. Need to spicy dung up a little.



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