I like this idea!Sirrocco wrote:Alternately, put it on an intensity counter. As walls turn into slimes, things get hotter down there. At first, it's basically the same as it is now. Someone who's just tryign to run in and out should be able to find the stairs down, kill the boss, and scoot without a notable change in difficulty. As you grind through the place, though ,it starts to get testy. The number of rares goes up. The effective level of the dungeon (and thus of the monsters, and thus of the rares, but also of the loot) goes up. Boss monsters start showing up. Boss monsters start showing up frequently. Eventually, you're left dealing with monstrosities the likes of High Peak guardians, and likely more than one of them at once - and then you get an achievement at the end if your survive that. Possibly (just to be kind), include occasional messages indicating the rising intensity. Sludgenest as a domesticated, low-risk, moderate-reward grinding dungeon is pretty bleh, after you've learned it well enough to do the domestication thing. Sludgenest as a potentially starkly lethal high-risk high-reward challenge dungeon could be pretty awesome.
Nerf Sludgenest
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- Uruivellas
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Re: Nerf Sludgenest
Re: Nerf Sludgenest
Sirrocco wrote:Personally, I'd like to see it higher than that. Sludgenest is a sidequest. Other than the first time through to unlock, the only things that are there are exp, loot, and the boss at the bottom. Making it into the sort of place where you have to kill this boss soon because otherwise another one might show up at any time could be pretty awesome.
Alternately, put it on an intensity counter. As walls turn into slimes, things get hotter down there. At first, it's basically the same as it is now. Someone who's just tryign to run in and out should be able to find the stairs down, kill the boss, and scoot without a notable change in difficulty. As you grind through the place, though ,it starts to get testy. The number of rares goes up. The effective level of the dungeon (and thus of the monsters, and thus of the rares, but also of the loot) goes up. Boss monsters start showing up. Boss monsters start showing up frequently. Eventually, you're left dealing with monstrosities the likes of High Peak guardians, and likely more than one of them at once - and then you get an achievement at the end if your survive that. Possibly (just to be kind), include occasional messages indicating the rising intensity. Sludgenest as a domesticated, low-risk, moderate-reward grinding dungeon is pretty bleh, after you've learned it well enough to do the domestication thing. Sludgenest as a potentially starkly lethal high-risk high-reward challenge dungeon could be pretty awesome.
Oooh - and instead of having it show up randomly when you hit high enough level (except automatically for Thaloren) we could have it showing up be a quest reward for a quest in Shatur. We have a need for interesting quest rewards that don't just inflate character power, and I think this one would fit right in.
This is an awesome idea, it would add a really interesting dungeon to the starting zone that would make you think twice about how ready you are to risk it. Though would have this a version unlocked after getting the unlockable from this Sludenest, otherwise it would make it too hard for anyone other than highly experienced players to unlock.
Re: Nerf Sludgenest
Ah, see, that's part of the point. It starts out at the same level of intensity it is now. If all you're doing is heading in, finding the staircase, killing off the boss (and grabbing his loot, and getting the unlock) and recalling out of there, the counter won't have time to kick in, and it'll be just as difficult as it is now. It's only the folks that stay around to grind that start seeing the tough stuff.Legion666 wrote: This is an awesome idea, it would add a really interesting dungeon to the starting zone that would make you think twice about how ready you are to risk it. Though would have this a version unlocked after getting the unlockable from this Sludenest, otherwise it would make it too hard for anyone other than highly experienced players to unlock.
Re: Nerf Sludgenest
Unless people don't realise they need to go straight for the boss and/or don't have trouble getting there.
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- Thalore
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Re: Nerf Sludgenest
Yeah, for example I had to search literally the whole level several times while constantly fighting spawning slimes before I noticed the one tiny spot of the map that had the hallway I missed with the stairs in it. The disappearing walls makes the minimap more chaotic and harder to read, and autoexplore does you less good. If this'd been implemented, I likely would've encountered at least one annoying boss in addition to the assorted annoying slime spawns (annoying because of their constant splitting). I think a better fix would just be making the item drops unextractable and leaving it at that.HousePet wrote:Unless people don't realise they need to go straight for the boss and/or don't have trouble getting there.
Re: Nerf Sludgenest
A few thoughts...
- This is not an early dungeon. It's not going to be demoralizing newbies.
- The stairs may be confusing the first time or two, but once you figure out what's going on, you'll know from then on in.
- Given that the people who quit the game early on will almost certainly have quit before hitting the sludgenest in the first place, the average player who encounters it will run into it far more times knowing how it works than they will being all confused.
As such, I'd argue that it's better to go for "awesome, if potentially vicious the first few times" than "still a bit impenetrable the first few times, but mostly just kind of lame after that"
Currently, the sludgenest isn't a real threat, if you know what you're doing. It's a grind, which isn't actually all that much fun. Reducing the payout can make it a less rewarding grind, which is even less fun. Eventually, reducing the payout enough can make it so that people don't bother, which isn't any more fun than just turning the effect off ater a while, and what's the point of that? Alternately, introducing a scaling difficulty actually makes it new and interesting and potentially challenging, and there's an interesting strategic question of how far you want to push your luck, and at the end there's even an interesting alternate challenge of seeing if you can actually clear the place, when that involves, by the end, fighting multiple bosses back to back, and even potentially at the same time.
- This is not an early dungeon. It's not going to be demoralizing newbies.
- The stairs may be confusing the first time or two, but once you figure out what's going on, you'll know from then on in.
- Given that the people who quit the game early on will almost certainly have quit before hitting the sludgenest in the first place, the average player who encounters it will run into it far more times knowing how it works than they will being all confused.
As such, I'd argue that it's better to go for "awesome, if potentially vicious the first few times" than "still a bit impenetrable the first few times, but mostly just kind of lame after that"
Currently, the sludgenest isn't a real threat, if you know what you're doing. It's a grind, which isn't actually all that much fun. Reducing the payout can make it a less rewarding grind, which is even less fun. Eventually, reducing the payout enough can make it so that people don't bother, which isn't any more fun than just turning the effect off ater a while, and what's the point of that? Alternately, introducing a scaling difficulty actually makes it new and interesting and potentially challenging, and there's an interesting strategic question of how far you want to push your luck, and at the end there's even an interesting alternate challenge of seeing if you can actually clear the place, when that involves, by the end, fighting multiple bosses back to back, and even potentially at the same time.
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- Sher'Tul Godslayer
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Re: Nerf Sludgenest
And of course, challenges like that also add the way for new achievements. And those of us who can't play nightmare and up due to lack of achievements need more gimmick stuff to aim for.
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Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.