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Dungeon Revamp (3 parts)

THICCthighssavelivesTHICCthighssavelives
Mabinogi Rep: 6,855
Posts: 790
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edited April 7, 2018 in Feedback and Suggestions
Part 1: Dungeon difficulty and features based on dropped item

No more discrete dungeon difficulties (Basic, Int, Adv, HM). Instead, the value of the dropped item(s) will determine dungeon difficulty, with the difficulty being on a sliding scale that allows for near infinite variation. If you wish to make an easy dungeon, drop a gathering knife. If you wish to make a very difficult dungeon, drop a big diamond. "Difficulty" means monster type, monster combat power, dungeon length, et cetera.

Furthermore, the type of item will affect the features and content of the dungeon. A weapon dropped at the altar increases the chance of dungeon monsters wielding that particular weapon or weapon type, OR more likely that monsters drop that particular weapon. Some items can increase or decrease the chance of interesting dungeon features, such as gather spots, production props, dead ends, additional floors, visible map, NPCs, mob spawn points, environmental hazards like sulfur, and so on. Certain items will lead to existing special dungeon variants (as is already the case). Possibly allow multiple items to increase the customization potential.

Examples for Alby:
Dagger --> Easy dungeon, monsters might wield dagger if applicable. More chance of enchanted dagger drops.
Bow Weapon --> Difficulty depends on value of bow, useful if you need weak bow enemies in a controlled setting for training.
Chain Blade Weapon --> Difficulty depends on value of chainblade, monsters might wield chain blades.
Any herb --> Increased chance of multiple herb patches.
Gems --> Creates difficult dungeon instance due to high value of gems. Small chance of metallurgy gather spot.
Gold --> monsters may have goldstrike skill. Chance that rewards are replaced with gold (bad for some, good for others).
Spinning Wheel (either housing prop or homestead item) --> Special access to insect themed Alby with Arachne boss.

Hopefully all this creates an elegant and dynamic dungeon instancing system. There will be less passes and no more need for a Hardmode back room, as it will all be covered by the dynamic system. This ability to semi-customize a dungeon using existing items will breathe new life into the dungeon system.
SherriJokersWitch

Comments

  • THICCthighssavelivesTHICCthighssavelives
    Mabinogi Rep: 6,855
    Posts: 790
    Member
    edited April 7, 2018
    Part 2: More interesting and accessible dungeon locations

    Move dungeon locations away from dead ends in the maps and place them in more interesting and accessible locations.

    -For example, put Rabbie dungeon underneath Dunbarton's church. It will encourage more people to find and use the dungeon, and it will make more sense in-game. Rabbie seems to be some sort of abandoned crypt or mausoleum.

    -The current entrance to Rundal is in the middle of a forest. A better location would be under CEO Island (where the water spirit currently lives). Another possibility, place a few sewer entrances around Emain Macha which all lead to Rundal. The dungeon would be easier to get to and the entrance would be more interesting to investigate.

    - Move Ciar dungeon to Silab Cuilin. The stone quarry of Silab is a better fit for the Golem theme of Ciar.

    - Move Peaca's entrance to the bottom of Dragon Ruins excavation site. Peaca is fine where it is now, but I thought the ominous location of Dragon Ruins was a good fit the difficulty of Peaca. Sadly, the dragon theme and death theme don't really mix.

    -Suggestions to make Fiodh and Coill more accessible? They are both very similar forest-themed dungeons.

    Not all dungeons would be inside cities, but most should be carefully folded into the game world rather than tacked onto the edges of maps like an afterthought.
    SherriYangKoeteJokersWitch
  • YangKoeteYangKoete
    Mabinogi Rep: 3,175
    Posts: 266
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    For Part 3, I think some more types of rooms and halls or even decor in some dungeons would be nice. Make the caves look more carved imperfectly, give them more evelation like the forest dungeons! Round rooms, or even rooms with a few walls here and there in them! Makes for more strategy.
  • NegumikoNegumiko
    Mabinogi Rep: 9,775
    Posts: 1,309
    Member
    YangKoete wrote: »
    For Part 3, I think some more types of rooms and halls or even decor in some dungeons would be nice. Make the caves look more carved imperfectly, give them more evelation like the forest dungeons! Round rooms, or even rooms with a few walls here and there in them! Makes for more strategy.

    sort of like castle dungeons, Coil/ Fiodh dungeon, and Rundal dungeon then? castle dungeon halls do have those pillars and I really like how Rundal dungeon has no walls and feels open as it gives a nice view of the water and lets you see where things are in different rooms more easily. oh and Albey dungeon in Tir Na Nog has interesting wall art work. the person that looks trapped in a snake almost like they are wearing a serpent robe or something might mean someone trapped as a dark knight being possessed by the armor. it would be interesting to see more dungeons with those kinds of themes to them.
    YangKoete