Beyond the Release

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Beyond the Release

Post by Dark Avorian on Sun May 30, 2010 10:07 pm

Since the release of Dungeoneering, a plethora of adventurers have been delving the depths of Daemonheim and uncovering its many secrets. As we’ve watched and listened to the feedback of these adventurers and observed how they’ve been reacting, we came up with a bunch of cool ideas of how we could improve the Dungeoneering experience, and so, alongside building the new content for the batch 2 release, we’ve been working on doing them! These updates are in addition to the new floors, challenge rooms and bosses that we’ll be adding to Daemonheim as part of Dungeoneering batch 2, and are likely to be added to the game before batch 2 comes out.



That takes class

Spoiler:
One thing we’ve noticed when watching people play together in parties is that they often specialise in certain roles to help each other out - things like warriors in heavy armour protecting the more vulnerable mages and rangers while also dealing damage, or other players preventing skillers from being attacked while they’re providing their party with tasty fish, protective gear and sharp sticks to poke their enemies with.
We thought it would be nice to encourage and reward these player-created classes, so we’ve been hard at work designing a system to upgrade your Ring of Kinship (using Dungeoneering tokens) for use inside a dungeon.
These upgrades will allow you to specialise in a role, and will provide unique benefits for doing so. There will be specialisations available for each type of player in Daemonheim - be you a noble warrior, an archer extraordinaire, a prodigal mage or an artisan of non-combat skills, there’s a Ring of Kinship for you!
Are you constantly slaving over a hot furnace to make items, and wish you could waste less material, and maybe squeeze an extra dagger out of those five bars you made into a platebody? There’s a Ring of Kinship for that! Do you spend a lot of time behind a kiteshield, taking all the attacks that would otherwise smush your magic-wielding partner, and wish you could take less damage to make your food last longer? There’s a Ring of Kinship for that! Or perhaps you simply spend a lot of time sniping enemies from a distance, and wish your arrows would fly straighter and truer to deal your maximum potential damage more often? There’s a Ring of kinship for that, too!


Building the future

Spoiler:
We noticed that one of the most common things said is that getting around dungeons could be easier. This is what we originally introduced the Gatestone spell for, but it soon became evident that it wasn’t sufficient. For a start, it has a Magic level requirement, plus it takes quite a few different runes.
We also noticed that a few skills - namely Herblore, Farming and Construction - weren’t being used as much as we had anticipated within Daemonheim. We deduced that this too was because of accessibility - most skills can be performed within the start room, but Farming and, therefore, Herblore could not, and you can’t make potions if you don’t have herbs!
On top of this, we realised that the only use for Construction in Daemonheim is in skill challenges. While these do benefit the party by allowing progress, there’s nothing that a high Construction level can do for you unless you happen to come across a very specific challenge.
With these issues in mind we came up with something pretty nifty: a Construction hotspot in the start room!
This hotspot will start life as a ‘Groupstone portal’, a conduit anyone can use to teleport to the new Groupstone (which is similar to the Gatestone, except that everyone in the group can use it and it will never shatter on use). The hotspot can be replaced with various other states, including a Farming patch or a Cooking range. We’ve also had a second look at the rune cost of the Create Gatestone spell to make it more accessible.


Daemonheim and beyond

Spoiler:
We’ve taken some time to consider the surface world applications of Dungeoneering - things your character can do outside of Daemonheim thanks to their hard work at levelling the new skill. We’ve come up with the concept of reward dungeons.
Several places across RuneScape will have extra nooks and crannies added that only those skilled in delving the depths of Daemonheim will fathom how to enter. These areas may contain a few extra spawns of that over-camped monster you’re trying to kill; or perhaps some additional resources for you to collect with less competition from other players; or maybe, just maybe, a fearsome creature new to the surface of RuneScape, freshly escaped from the frozen depths of Daemonheim itself!


What's in a name?

Spoiler:
We’ve also been wracking our brains to come up with some new awards for the dungeon end interface (or, as we affectionately call it, the 'WIN-terface'), so that you can have all new reasons to show off to your friends (or hang your head in shame) after a bout of Dungeoneering.

Here I go again on my own

Spoiler:
And, last but not least, we haven’t forgotten the plight of all you solo adventurers. From a technical standpoint, we’ve been making a fair bit of progress with allowing single players to re-enter dungeons after disconnecting; however, this is a very big project and is technically very costly, so it will still take us some time to perfect the system. As such, this particular update may not be released at the same time as everything else covered in this blog. All we can do is thank you for your patience and assure you that we are definitely working on it .

We'd best get coding...



Well, that’s enough blogging for now. All this awesome stuff isn’t going to code itself!
Visit this forum thread if you want to discuss the 'Beyond the Release' blog.
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Re: Beyond the Release

Post by 3mptylord on Mon May 31, 2010 12:38 am

So Much Win

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Re: Beyond the Release

Post by trixtor on Mon May 31, 2010 1:06 am

Finally! A non-Daemonheim use for Dungeoneering! I told you it wasn't the "end-game" of RS!
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Re: Beyond the Release

Post by 3mptylord on Mon May 31, 2010 2:41 am

It hardly casts any doubt on the end-game theory, and it's also scarcely a use for it. Or don't you remember those Agility locations that were pretty much designed for the same reason but failed miserably because no-one can be bothered to use them? The updates to the activi-skill sound good though. Smile


Last edited by 3mptylord on Mon May 31, 2010 2:42 am; edited 1 time in total

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Re: Beyond the Release

Post by Ruy112 on Mon May 31, 2010 2:42 am

"This is what we originally introduced the Gatestone spell for, but it soon became evident that it wasn’t sufficient. For a start, it has a Magic level requirement, plus it takes quite a few different runes."

God forbid it! A spell, that requires a magic level of 32, and a few different runes! Different runes! Tongue
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Re: Beyond the Release

Post by Blaze FF8 on Mon May 31, 2010 3:41 am

To be fair Ruy, the fact that it required runes was what
made me think "meh." whenever I contemplated making one. It didn’t
seem worth using up a few of my invaluable inventory-slots to carry runes which
were only going to be used for an ultimately unnecessary shortcut. Tongue
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Re: Beyond the Release

Post by 3mptylord on Mon May 31, 2010 3:42 am

Except for small-teams against the bohemouth. Tongue

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Re: Beyond the Release

Post by trixtor on Mon May 31, 2010 3:56 am

Don't remind me about the behemoth... it has a bug (for me at least) that, whenever I'm standing in front of the carcass and I attack the behemoth, I move away from the carcass and then attack. It annoys the hell out of me. Sad
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Re: Beyond the Release

Post by Ruy112 on Mon May 31, 2010 3:57 am

The fact you could only make one at a time sucked, but apart from that, it was fine Tongue
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Re: Beyond the Release

Post by Blaze FF8 on Mon May 31, 2010 4:01 am

That bloody behemoth nearly prompted me to suggest the ability to make nooses for when our characters lost their minds! Angry Losing to that thing once your resourses are used up, your money's gone and your food supplies are exhausted pretty much means game over.
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Re: Beyond the Release

Post by trixtor on Mon May 31, 2010 4:05 am

maybe the ability to build barricades could be used? the higher your construction level, the longer it will last (if it takes the max amount of damage for it, it will go away, no matter how long its been standing). Higher crafting could make it look fancier, and higher smithing could increase the amount of damage it can take. maybe a gatestone could be installed in it as well.
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Re: Beyond the Release

Post by TATORZ on Mon May 31, 2010 11:38 pm

*is reminded of all the Angry's of dungeoneering*
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Re: Beyond the Release

Post by trixtor on Tue Jun 01, 2010 2:08 am

*has long known(and despaired) of the problems with the new minig- err... skill*
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Re: Beyond the Release

Post by Dark Avorian on Tue Jun 01, 2010 3:28 am

*get's mildly pissed, although he know it's a joke. Also has long known about problems with new minig- errr acti- err skill*
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Re: Beyond the Release

Post by 3mptylord on Tue Jun 01, 2010 4:36 am

It's an activiskill. Tongue

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Re: Beyond the Release

Post by 2---2-5 on Tue Jun 01, 2010 12:02 pm

I am very interested in the 'class system'.

For how it work...and possibility how it could be implemented outside...
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Re: Beyond the Release

Post by 3mptylord on Tue Jun 01, 2010 10:11 pm

Agreed.

Far too much of what we've been suggesting for general game content is being produced and released but solely in some little huge minigame-thing and is completely wasted on the game as a whole. Shock

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Re: Beyond the Release

Post by 2---2-5 on Wed Jun 02, 2010 1:31 am

3mptylord wrote:Agreed.

Far too much of what we've been suggesting for general game content is being produced and released but solely in some little huge minigame-thing and is completely wasted on the game as a whole. Shock



It may be better that way.

If players like it what they see, its better to support something they like then it would be 'in theory' on how it would work. Its also less likely to cause 'riots' in a sense. If players see how it works before hand in a 'controlled' area, they may be more open to the idea of it being implemented universal.

Dungeonering could work as a 'testing grounds' in a sense....
Think about it...

The combat system seems to be balanced, at least magic, range and melee have the same level gear.
Since there is No pvp, its hard to say that with absoulte confidence.

One of my combat thread's goals seem to have made it into this area, that is crush, stab, etc have a real purpose there. The armor and weapons the NPC use do infact reflect what you have to use against them.

Of course, along with my idea of taking the items out, I want to take this with it.



This of course assumes Jagex would be willing, with support of course, transfer said content.
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Re: Beyond the Release

Post by 3mptylord on Wed Jun 02, 2010 2:23 am

I understand the benefits of doing it this way, and I agree it should. But Jagex hasn't said anywhere about due to popularity of *insert feature* we're gonna try working it into the game. People have been asking for the magic armour in particular to be released outside... nothing's being done to assure players it's possible. Confuse

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Re: Beyond the Release

Post by 2---2-5 on Wed Jun 02, 2010 8:40 am

Yea that is true, but I am attempting to be optimistic for once
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Re: Beyond the Release

Post by TATORZ on Wed Jun 02, 2010 12:12 pm

lol
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Re: Beyond the Release

Post by Dragon78114 on Thu Jun 03, 2010 7:10 am

About your 'building the future' section...

I think Jagex is still planning to have a HUGE release of new Daemonheim stuff once people get more situated with the skill
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