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Dev Blog - Beyond the Release
  Mod�Liono
Jagex Mod

28-May-2010 15:22:52
Last edited on 01-Jun-2010 12:08:17 by Mod�Liono
Hey there!

Since the release of Dungeoneering, we've been having a think about how we can make it even better.

Me and the other Daemonheim developers, Mod Trick and Mod Chris L, have been working tirelessly on some awesome ideas we're sure you'll like. You can read about them here.

Mod 'Better at Dungeoneering than Mod Trick' Liono

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Frequently Asked Questions

Q: In the blog it's said you would like to reward the players for playing in a class, does this mean more tokens for that player if they did well in their class?

A: There won't be any additional rewards in terms of Dungeoneering XP or tokens or anything like that. The rewards are the bonuses that the upgraded rings confer, such as improved combat prowess in your chosen field, or greater skilling potential.

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Q: Will the extra dungeons be made f2p or members only?

A: Some will be members only, but I can confirm that many of the extra dungeons will be free to play.

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Q: How much will the upgraded rings cost and will they require a Dungeoneering level?

A: There will be no set skill requirements on the ring upgrades, and the rings will have multiple tiers of upgrade that will cost increasing amounts of tokens towards the higher tiers.

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Q: Will the gatestone still be available or will the groupstone portal replace it?

A: The groupstone is an addition to the Dungeon. The create gatestone and gatestone teleport spells will still be available as well as the new groupstone.

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Q: Do the Ring of Kinship upgrade abilities work if you're solo, or are they just for team use?

A: The Ring of Kinship upgrades will work regardless of whether you are solo or in a team. The bonuses are personal to you.

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Q: Will each ring new ring upgrade require tokens or will there be one ring upgrade that gives you access to all upgrades?

A: Every upgrade will require tokens to purchase. So, if you spend the tokens to upgrade one of your Melee specialisations to level 2 on a ring, then switch to a different specialisation, you will need to purchase the upgrades for the new specialisation to be as effective as the first one.

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Q: How does the multiple upgrades system work? Are the upgrades all active at once?

A: You can purchase all of the upgrades at once if you desire, and have the maximum tier in every possible specialisation. However, you can only have one specialisation active at any one time, and can only change your specialisation inside Daemonheim while you are not in combat.

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Q: What happens if I die on the surface with my upgraded Ring of Kinship? Will I lose it?

A: No! The bonuses are applied inside the dungeon and chosen inside the dungeon. Once you have bought an upgrade, you will always have access to it within Daemonheim.

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Q: Will the upgraded Rings of Kinship confer bonuses outside of Daemonheim?

A: No, the Ring of Kinship is tied to Daemonheim, and will only confer its bonuses inside a Daemonheim dungeon.

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Q: Are the surface reward dungeons going to be randomly generated, or will one dungeon always contain some monsters, and another dungeon always contain some mining rocks etc.?

A: The surface reward dungeons will be static locations that only players of a high enough Dungeoneering level can enter. They will not be procedurally generated - the same dungeon will have the same contents every time you enter it.
Melvinkooi

28-May-2010 15:32:25
Last edited on 28-May-2010 15:32:45 by Melvinkooi
Nice, Batch 2 is going to be awesome!
Minish�Sage

28-May-2010 15:32:48
Last edited on 31-May-2010 21:02:36 by Minish�Sage
Wow! Looks great!

And wewt Construction benefits and surface dungeons (bit of an oxymoron there...)!


Quick question:

Are you going to be speeding up processes like making armour/gathering resources/cooking food/growing plants since most people prefer to avoid them due to doing well enough without the need for wasting time doing such?



Just some suggestions (while I'm here):

-Stealing creation-speed processing
-Interfaces that work in a tabs system and don't automatically close out
-Monsters drop a variety of tools more frequently
-Stackable potatoes that don't need to be cooked to add food to
-Make-20, make-50, and make-100 Runes
-Slayer drops can be bound individually from other bound items (Like ammo and weapons/armour can be bound separately)
-More potion boost clarification on the in-game Herblore skill guide interface (similarly to the Farming guide for farmer payments and Construction guide for required materials)
-Increased Altar frequency
-Increased utility frequency, or perhaps just add Construction hotspots where players can build furnaces/looms/Runecrafting Altars/etc
-Ability to show the floor size and difficulty ratio desired when recruiting parties for raids.

Potential quest rewards:
-Ability to smith Adzes
-Ability to craft a toolkit that works as a Hammer, Knife, and Needle
-Ability to craft torn bags from hides
-Ability to use Barbarian Fishing, Firemaking, and Smithing
-Ability to use higher level charms to make lower level Summoning pouches, provided they have the level to use that charm (for example, a blue charm can be used in all pouches, provided the player has 80 Summoning)
Wip�Race

28-May-2010 15:37:01
This looks amazing! I can't wait for it to come out. Thanks for the blog. :)
XzarDragon

28-May-2010 15:43:03
lookz h0t
Royiel

28-May-2010 15:49:26
Last edited on 28-May-2010 15:57:35 by Royiel
Wow nice, this is kinda like a batch 3 in some resepcts.

I see the images so does that mean that some of this update is ready? :P And I'm glad to see that Dungeoneering will be of use on the main world. :)

Also you talked a bout a Photobooth will this come out with this update or batch 2 if you can say?
Triclydesdal

28-May-2010 15:53:47
Last edited on 28-May-2010 15:57:29 by Triclydesdal
Looks great - nice to see some suggestions being incorporated and it is encouraging to see that some things will come soon.

As someone who likes to solo dungeoneer I was disappointed with the omission of anything related to the xp penalty for solo play. I hope you consider giving more xp for solo players along with the ability to rejoin a raid after disconnection. To me the ability to get more xp is of equal importance to saving a raid to rejoin later. If you don't fix the xp then I wouldn't spend time on giving us the ability to save a dungeon. Thats my opinion.

Thanks for the blog - really like dungeoneer, its revitalized the game IMHO.
Mikturtle

28-May-2010 15:54:11
A well-made blog.

This update is sure to make Dungeoneering more of a skill.
Preist4Seren

28-May-2010 15:56:30
Im glad you can reenter a dungeon on solo cause that mostly what I do.
Sir�Vent

28-May-2010 15:59:10
Last edited on 28-May-2010 16:00:10 by Sir�Vent
great ideas guys espiecally the portal edit: yay first page
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