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Jan 17th, 2019
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  1. - General comments: Way too low gold in most areas. The areas with good gold (many 900 gp mobs) are too thin and too spread apart.
  2. - The dungeon is very long and winding, could consider adding shortcuts.
  3. - In general the spawns need to be thickened up and made a bit cooler - no pun intended.
  4. - add two more acarids at lvl 1 at same spot - spider effect
  5. - add way more frozen remains and have them work such: they are in the dead animation state until you move close, at which point they will wake up and come for you. Their aggro range is very short, and you could basically run over them without triggering them. So it's like waking up an army of the dead if you stand around for too long. Could reduce their gold drops slightly.
  6. - way more stuff in the big opean area - it will be packed - keep some safe areas but thicken it up where there is spawn
  7. - some hole in the ground/way to drop down from the opillon center piece in lvl 1
  8. - LOS issues at opilion bridge
  9. - Suggestion: A 2nd way to lvl 2 at the centerpiece @ opilion bridge
  10. - Suggestion: You need a per dungeon setting that allows you a % chance for the next spawn to be doubled on each spawner. Cavernam needs to be set to 100% for the first week, there are too few mobs to suppor the players that are there. After that, tuning it down slightly might be alright.
  11. - Expected some way cooler mob at the sword in the stone. Perhaps some variant of the fen worshipers that summon demons -> something that summons a big frozen Gronch to bonk you when you double click the sword?
  12. - Trap suggestion for sword: 1/4 of the time it will buff you, 3/4 of the time it will cut you and cause a big bleed
  13. - The entrance to level 3 looks so bland, it needs to be way cooler / located in a cooler spot with nice mobs
  14. - Suggestion: Make some areas with deep snow that you have to dig through, almost like a trap, it respawns pretty fast and you have to dig a path by double clicking on it -> lots of snow is thrown into the air and the snow is dug away.
  15. - I didnt get why there were undead style mobs at the entrance of level 3.
  16. - Suggestion: On the theme of breakable objects in Cavernam: Have breakable crystals spawn in the crystal cavern at level 3 that players can break by dealing damage to it, and when it breaks there is a chance for a mob spawn and always some loot drops.
  17. - Mob density at the Crystal cavern is way too low.
  18. - Suggestion: For crystal cavern have a tiered spawning system. Have a ton of small *neutral* crystalline critters spawn (>25-30) and each of them have a % chance to spawn a higher level creature on death, who in turn have a % chance to spawn a higher level creature. So there will always be a ton of small crystal beings on there and a portion of them will be worked up to the real big mobs. The highest tier mob would be demon tier and drop 1,2k ish.
  19. - Ditch the ursur/living human mobs and replace them with something else, even though keep the shouting ability that was great. Give the shouting ability to the wendigo and have a few more of the prowl around and have them always do it upon unstealthing.
  20. - The rime humanoids look super cool.
  21. - Rime humanoids should not flee (!) and they should shatter upon death into a million ice shards. Or perhaps leave an area of destructible snow on the ground for you to dig through.
  22. - Ditch the air dragons from Cavernam and put in white wyrms.
  23. - White wyrm should be a beefy demon level mob with 1,2k+ loot. Have it summon slow moving homing ice-projectiles that decay after 3 seconds and move towards your position.
  24. - General comment: The mob tether is a bad thing that makes dungeons seem artifical and dead.
  25. - Replace frost demon with a new demon type: Rime demon.
  26. - Suggestion: Have the rime demon be summoned by putting 3x of the rime giant's coldfire inside of a pentagram -> when you do that, 3x rime daemons spawn
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