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View Full Version : A Quest to Simplify Game Mechanics - Step Two: Dungeon Alert



Certon
10-01-2013, 12:21 PM
Players almost universally hate Dungeon Alert. It is a contrived mechanic, meant to penalize people who 'zerg' through a majority of the content, so that they can complete the adventure in short order, against the desire of the people who designed it.

Simply put: Dungeon Alert is the result of poor design and implementation.

Instead, if you wish to penalize zergers, apply a flag to alerted monsters which decreases the experience gained in the dungeon. For every mob above 6 (or 8 or whatever number is decided on) that is flagged as alerted, apply a 5% stacking penalty to earned experience. This penalty is reduced for each alerted mob that is killed. I suggest making the mob number before penalty a parameter which could be set by the dungeon designer.

I believe this solution would discourage most people from zerging through dungeons for experience.

redspecter23
10-01-2013, 01:07 PM
Players almost universally hate Dungeon Alert. It is a contrived mechanic, meant to penalize people who 'zerg' through a majority of the content, so that they can complete the adventure in short order, against the desire of the people who designed it.

Simply put: Dungeon Alert is the result of poor design and implementation.

Instead, if you wish to penalize zergers, apply a flag to alerted monsters which decreases the experience gained in the dungeon. For every mob above 6 (or 8 or whatever number is decided on) that is flagged as alerted, apply a 5% stacking penalty to earned experience. This penalty is reduced for each alerted mob that is killed. I suggest making the mob number before penalty a parameter which could be set by the dungeon designer.

I believe this solution would discourage most people from zerging through dungeons for experience.

A theoretically interesting idea. It solves only some of the problems though. If a player is in a dungeon for reasons other than xp, such as favor or loot, then it does nothing to stop that. It also doesn't help reduce lag in those situations. There is also a situation where broken dungeons can have alert in end fights, causing xp loss to stack up perhaps in the final seconds of the last fight. Which also brings us to the griefing aspect. 5 of 6 members are fighting the end boss and some other jerkface decides to run down a corridor with a pile of mobs that weren't fought earlier only to cause red alert just as the boss is killed, destroying the first time xp bonus for 5 other players.

Like I said, theoretically decent idea, but you didn't really think of all the edge cases which must be accounted for.

Certon
10-01-2013, 02:40 PM
A theoretically interesting idea. It solves only some of the problems though. If a player is in a dungeon for reasons other than xp, such as favor or loot, then it does nothing to stop that. It also doesn't help reduce lag in those situations. There is also a situation where broken dungeons can have alert in end fights, causing xp loss to stack up perhaps in the final seconds of the last fight. Which also brings us to the griefing aspect. 5 of 6 members are fighting the end boss and some other jerkface decides to run down a corridor with a pile of mobs that weren't fought earlier only to cause red alert just as the boss is killed, destroying the first time xp bonus for 5 other players.

Like I said, theoretically decent idea, but you didn't really think of all the edge cases which must be accounted for.

The idea is to set the dungeon alert number on a per dungeon basis. If you have a dungeon with a huge encounter, you'd set the number higher for that instance.

Griefers are another problem. There should be a vote to boot system implemented, and a reputation system should be implemented as well, so that people who act like tools can accrue negative rep.

Qaliya
10-01-2013, 02:43 PM
They can start by fixing every single quest where DA is generated even if no mobs are skipped. That's contrary to even the stated purpose of DA, and really inexcusable.

Worldcrafter
10-01-2013, 04:42 PM
What DA should be on any indoor quest with intelligent creatures: they shut and lock a door ahead of the party. Put in "door" spawn points along paths the party needs to go. When you pass a point, it has a one-time check of your current DA.

- None - No effects.

- Green - A locked door spawns ahead of you. It can be beaten down through brute force with a bit of a delay, or picked, with at-level DC.

- Yellow - The door is reinforced, making it harder to beat down. It can still be picked, but the DC is a few points higher then Green. In the next area, if there is a caster mob that has buffs, they start off with those buffs in place since they had time to get ready.

- Orange - The door is barricaded, making it harder to beat down and impossible to pick. If there is a group of mobs around a caster, and the caster has shareable buffs, they are all buffed up and waiting.

- Red - The door is barricaded, making it a little harder to beat down; furthermore, either mines or bear traps have been set up behind the door.

Charononus
10-01-2013, 04:47 PM
They can't get da right now and you want it to take away xp when turbine designs a bug filled quest. It would also introduce griefing etc, this should never ever be done, it's cutting off your arm to remove a splinter from your thumb.