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HAL
Dev Team
Team:
Main: HAL 9000
Level: 1002 Class:
Berserker
Joined: Mon Dec 13, 2004 11:00 pm
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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.
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Thu Mar 18, 2010 10:40 am |
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NattoKillas
Team:
Main: Nathaniel Lighting
Level: 2061 Class:
Shield Monkey
Joined: Tue Jan 22, 2008 12:39 pm Location: Planet Neptune, Colonized by Natha Empire
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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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HAL
Dev Team
Team:
Main: HAL 9000
Level: 1002 Class:
Berserker
Joined: Mon Dec 13, 2004 11:00 pm
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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.
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Thu Mar 18, 2010 10:55 am |
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Demiser of D
Team:
Main: Demiser of D
Level: 20 Class:
None
Joined: Tue Jun 07, 2005 6:46 pm Location: Listening to Fire On High, best song ever.
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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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HAL
Dev Team
Team:
Main: HAL 9000
Level: 1002 Class:
Berserker
Joined: Mon Dec 13, 2004 11:00 pm
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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 .
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Thu Mar 18, 2010 11:31 am |
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Demiser of D
Team:
Main: Demiser of D
Level: 20 Class:
None
Joined: Tue Jun 07, 2005 6:46 pm Location: Listening to Fire On High, best song ever.
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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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Jagur4
Team:
Main: Jagur4
Level: 1459 Class:
Speed Demon
Joined: Sun May 15, 2005 6:37 am
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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?
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Thu Mar 18, 2010 11:56 am |
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LethalLoki
Member
Team:
Main: Getsuga Tenshou
Level: 1799 Class:
Berserker
Joined: Tue May 19, 2009 7:25 pm
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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 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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MasterTrader
Team:
Main: Hober Mallow
Level: 1203 Class:
Shield Monkey
Joined: Wed Apr 09, 2008 3:08 pm Location: Berkeley, CA
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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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Demiser of D
Team:
Main: Demiser of D
Level: 20 Class:
None
Joined: Tue Jun 07, 2005 6:46 pm Location: Listening to Fire On High, best song ever.
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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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JeffL wrote: That's it. I quit!
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Thu Mar 18, 2010 1:08 pm |
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longname
Team:
Main: Ingendum
Level: 1364 Class:
Shield Monkey
Joined: Thu Jul 13, 2006 2:29 am
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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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Markoz
Team:
Main: Pure Evil
Level: 2837 Class:
Shield Monkey
Joined: Fri Dec 31, 2004 7:20 am Location: UK > Wales > Bin+ computer with boardband :p
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Re: Poll: Dungeons
Keep the keys for bosses like bana, but normal DG's would be great with "kill all ai's" system.
/signed
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Thu Mar 18, 2010 2:52 pm |
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FracOMac
Team:
Main: FracOMac
Level: 3361 Class:
Engineer
Joined: Wed Mar 23, 2005 12:50 am Location: Boulder, CO
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Re: Poll: Dungeons
How about kill all ai's OR use keys just like they are now? I see no downsides to that
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Thu Mar 18, 2010 2:56 pm |
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trevor54
Team:
Main: Trevor50
Level: 4503 Class:
Shield Monkey
Joined: Wed Jul 12, 2006 10:01 pm Location: Alabama
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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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shawn_mccall
Team:
Main: shawn - mccall
Level: 2411 Class:
Fleet Commander
Joined: Sun Jan 06, 2008 12:53 am
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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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