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How would you like random DGs to work
Neural Keysyncs (leave it as is) 55%  55%  [ 83 ]
Kill all AI to move on to next level 38%  38%  [ 58 ]
Other (please post your idea) 5%  5%  [ 8 ]
Total votes : 149

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Post Poll: Dungeons
I'm curious what the player base opinion on this subject is. Personally I would lean towards getting rid of neural keysyncs in DGs to avoid all of the problems that go along with them.


Thu Mar 18, 2010 10:40 am
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Post Re: Poll: Dungeons
only prolem with the kill all ai one is, what if there are 2 gates in the dungeon? could you go do one then go back and do the other one as long as ai haven't spawned?

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Thu Mar 18, 2010 10:44 am
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Post Re: Poll: Dungeons
NattoKillas wrote:
only prolem with the kill all ai one is, what if there are 2 gates in the dungeon? could you go do one then go back and do the other one as long as ai haven't spawned?


Yes.


Thu Mar 18, 2010 10:55 am
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Post Re: Poll: Dungeons
I dont like this for certain thing such as, for example, anni DG. Asteroids drop the keys, not the AI.

Also, for a lot of content that a sniper would do; Often times it's not worth killing all the AI in the level, so I only kill one or 2 and proceed onwards. Level 1000 MF forgies, for example, or MF Bigger greens, just aren't worth the effort of killing a whole DG full of them.

Also, in some circumstances, a seer might not be ABLE to kill all the AI before a new one spawns, lol. Which would suck, a lot.

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Thu Mar 18, 2010 11:06 am
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Post Re: Poll: Dungeons
Demiser of D wrote:
I dont like this for certain thing such as, for example, anni DG. Asteroids drop the keys, not the AI.


I'm only talking about random dgs, like DG Sol 4.532 .


Thu Mar 18, 2010 11:31 am
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Post Re: Poll: Dungeons
oh, right. Whoops. Well, the rest of that still stands.

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Thu Mar 18, 2010 11:51 am
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Post Re: Poll: Dungeons
If it could be done is such a way that "slow-killing" classes like some seers could keep up with the respawn then I'm loving this idea.

I do worry about camping though. How would this idea work with kickout?
From what I understand, this would open up deeper levels if all the ai in one level are dead. So could you have a few people keeping the lower levels clear and just advance someone directly to the boss?


Thu Mar 18, 2010 11:56 am
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Post Re: Poll: Dungeons
I like the idea, but like Jagur said, you would need to account for those classes that dont kill as fast such as seer and sniper. It would be a pain to work up to the fifth level of a dg, come to find out its green battleships and it takes that specific person 10 minutes to kill one of the three just to have the first one killed respawn as the last dies.

If DG's were instanced however :D the AI wouldnt need to respawn in that one and that would fix the branch problem aswell.

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Thu Mar 18, 2010 12:44 pm
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Post Re: Poll: Dungeons
Make it so the re-spawn timer doesn't kick in until all the AI are dead.

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Thu Mar 18, 2010 12:47 pm
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Post Re: Poll: Dungeons
That still doubles the difficulty of what it is atm. Since you only need half the keys atm, but with this you would need the equivalent of all of them.

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Thu Mar 18, 2010 1:08 pm
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Post Re: Poll: Dungeons
How about adding certain "obejctives" to DGs, i.e. kill some kind of structure with massive shields

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Thu Mar 18, 2010 2:01 pm
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Post Re: Poll: Dungeons
Keep the keys for bosses like bana, but normal DG's would be great with "kill all ai's" system.

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Thu Mar 18, 2010 2:52 pm
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Post Re: Poll: Dungeons
How about kill all ai's OR use keys just like they are now? I see no downsides to that :D

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Thu Mar 18, 2010 2:56 pm
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Post Re: Poll: Dungeons
Currently you only have to kill half the ai rounded down for keys. So why not make it where you have to kill half to move along?

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Thu Mar 18, 2010 2:57 pm
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Post Re: Poll: Dungeons
I voted yes because i like the idea however, people could use this to follow in behind you on DGs without actually killing any of it. as it is you warp and the gate locks this will kinda fuck that up.

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Thu Mar 18, 2010 3:00 pm
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