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5ir_Phobos

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Posts posted by 5ir_Phobos

  1. As you can see I can login to the forum board but not the main site.  Has anyone else had this trouble?  I also get that it is not a https site like it says.  The certificate is outdated or something... Can anyone help me in getting my beta key?  I am eager to play!

  2. 1) I want fast travel portals on every floor so I don't have to hump up 15 levels to rest.

    2) Epic loot and don't be shy dishing it out. Preferably including some item that allows travel from where I was, back to town, then back to where I was. Think D3's portal. This is a carryable item and is different from the static fast travel portals described above. Also should include some mysterious gizmo that allows healing without resting.

    3) Megaboss on the last floor.

    4) Maybe some puzzles but nothing I have to lookup the answer too.

    5) A lever on the first floor that enables kill XP.

     

    1. Instead of fast travel, have a ladder leading to the top every couple of floors that you have to find.

    2. Epic loot for bosses on certain levels, and at least 1 drop before the bottom level

    3. Yes, of course

    4. like maybe to last floor, but like a lever nothing fancy

    5. that works, I understand that if you want to do it and not gain XP.

  3. I think you can get the best of all worlds: in some levels you can come and go but in others you are locked into hard-core survival / spelunking.

     

    Definitely. for the huge mega multileveled dungeon with the 13 levels, I agree that dungeon should be hardcore and have some real challenge too it.  Maybe a couple entrances few exits. Some monster respawns like patrols and such.  Go all out and make that almost a raid dungeon and companions are encouraged to be recruited to help you clear it.  Stock up on pots and such.  Real challenge yields real rewards with recipes, items and rare spawns. 

     

    For the normal dungeons I agree with others, some empty, some choked with monsters and mobs.  But give dungeons different dynamics.

    Diablo II and III all had the same mechanic.  Monsters,  one entrance, one exit, and one rare monster per dungeon.

     

    Eternity needs all kinds of dungeons to explore to add depth and curiosity. If i know that its full of monsters every time and I dont need XP i wont go in.

  4. I'm partial to respawns too, especially because with objective XP they can't be farmed. Now dynamic population of the dungeon like you describe would be great too.

     

    If there are going to be respawns those dungeons better be circular design. last thing i want to after spending 30 minutes clearing a dungeon, is spending 10 more minutes fighting way out if I am running low on potions, something breaks, or etc

    • Like 1
  5. Quest markers take away from the game.  Directions or relating to landmarks are the bread and butter of RPG's.  I learned about directions and finding things IRL by wondering around dungeons endlessly looking for the next level down. and then running back up the dungeon brutally chasing down monsters and hacking away at them.  Quest markers take away from exploring all the nooks and crannies and caves because you get focused on the quests and never actually explore and find things.  Having convienence does not spur people to go off the path and slash your way through monsters

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