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The "Spice up the Infinite Dungeon" thread
Posted: Sun Aug 05, 2012 7:57 pm
by Parcae2
Basically, this is meant to be a compendium of a bunch of ideas for improving the Infinite Dungeon - preferably quick, fairly simple ideas that don't take too much of the devs' time from other areas of the game.
I would like to see:
1. A warning when you are about to leave a level with an artifact that hasn't been picked up. You can't go back in the ID, and some artifacts (like the new Combat Training potion) are irreplaceable. Given that some vaults and areas are entirely walled off (so that autoexplore can't find them), I always worry about leaving something valuable behind.
2. Events (graves, pedestals, etc) in the ID.
Re: The "Spice up the Infinite Dungeon" thread
Posted: Sun Aug 05, 2012 9:14 pm
by AlexMdle
What about "special" levels with a preset layout and X monster placement plans, picked at random. Plus possible events inside those.
Re: The "Spice up the Infinite Dungeon" thread
Posted: Sun Aug 05, 2012 10:04 pm
by SageAcrin
Randomized unlockable categories, picked from a larger/less sane than usual list, and more category points than usual(I'd suggest 1 per 10 levels, with no end to them ever.).
One of the bigger appeals of the Infinite Dungeon is that it allows for things that the maingame doesn't(like breaking skill levels), and reports have been that you're unlikely as hell to survive past a certain point under any circumstances.
This is less fun. Let's give people a sporting chance, albiet a small one. Let them learn five different awesome defensive categories(Or offensive, and just oneshot everything for a while!) some .01% of the time and make it to D200 with good play. The enemies consistently gain power indefinitely, so let's let the player inconsistently and unreliably-and strategically-gain power indefinitely.
At the very least, some way of gaining standard Escort categories would be a start, but it really is a good place to have more than that. The fastest way would just be a huge selection of random potions, of course.
Re: The "Spice up the Infinite Dungeon" thread
Posted: Sun Aug 05, 2012 10:20 pm
by PureQuestion
Let stats increase past 100 :I
Including phys/mind/spellpower and etc
Re: The "Spice up the Infinite Dungeon" thread
Posted: Sun Aug 05, 2012 11:15 pm
by Sradac
themes themes themes
themed floors, themed vaults, themed loot, everything!
I find nothing more silly than opening a vault and finding a mixture of orcs, undead, humans, elves, and trolls all hanging out together like they're best friends.
Orc fortress floors (You could use that one megavault from the forest for a template), undead crypts, thief hideouts, slimepits, anything cool like that.
The ability to level past 50 if you enter the ID after beating the main campaign. My first winner was really disappointed to enter ID just to find out he was capped at 50.
Something to do with all that $ too. I liked infinite road, but it was pretty unbalanced. Maybe ever 5 or 10 dungeon levels you can find a merchant shop, some trainers to unlock some trees, something.
Re: The "Spice up the Infinite Dungeon" thread
Posted: Mon Aug 06, 2012 12:29 am
by bricks
Small chance of generating a non-dungeon style/themed level would be cool, as well as potions that grant any generic category that makes sense, locked. Shops and special levels seem more appropriate for a different game mode.
Re: The "Spice up the Infinite Dungeon" thread
Posted: Sun Aug 19, 2012 5:02 am
by thanatopsis6
I know my golem didnt level up past 50 in the infinite dungeon

He ended up being too soft to survive

Re: The "Spice up the Infinite Dungeon" thread
Posted: Sun Aug 19, 2012 10:25 pm
by darkgod
fixed
Re: The "Spice up the Infinite Dungeon" thread
Posted: Tue Aug 21, 2012 12:59 am
by thanatopsis6
Awesomeness

This probably isnt the post to ask in, but is there any way we could get the ability to equip items from the transmog chest instead of having to move to inventory and then equip it??

Seems like it'd make transmog more fluid by removing a middle-man step

Re: The "Spice up the Infinite Dungeon" thread
Posted: Tue Aug 21, 2012 2:12 am
by lukep
thanatopsis6 wrote:Awesomeness

This probably isnt the post to ask in, but is there any way we could get the ability to equip items from the transmog chest instead of having to move to inventory and then equip it??

Seems like it'd make transmog more fluid by removing a middle-man step

You can already do it, although it may be a bit inconvenient. Just use the "w" menu instead of the "i" one. (It doesn't work at the ends of levels)
Re: The "Spice up the Infinite Dungeon" thread
Posted: Tue Aug 21, 2012 3:50 am
by Grey
Or drag items onto your playerdoll figure - it'll automatically equip them.
Re: The "Spice up the Infinite Dungeon" thread
Posted: Tue Aug 21, 2012 3:58 am
by PureQuestion
Which still means it ought to be in the drop down list
Re: The "Spice up the Infinite Dungeon" thread
Posted: Tue Aug 21, 2012 4:11 am
by Grey
Yes, true, though this is the wrong thread for that :P
Re: The "Spice up the Infinite Dungeon" thread
Posted: Thu Aug 23, 2012 3:39 am
by thanatopsis6
Been peeking into the infinite dungeon a bit for brainstorming.. There are never any shopkeepers or ways to spend gold inside?? Some random shops could help.. Also there are no escort missions inside so you miss out on the possibilities of scoring different skill trees/stat point unlocks.. Then the potions from the sidequest arent available and it'd add spice if you could get them as very rare rewards somehow..
And both those equip options are handy and quicker than what I've been doing, thanks
EDIT: Just hit floor 23 as a rogue and besides the rogue's stealth effect making the screen pale and washed out, the whole Infinite Dungeon is pale and washed out

Bright gray walls and dark gray floors, would be awesome to incorporate some of the other terrains, or even five or ten recolors of the gray generic walls..
Best shielding rune I've found in 23 floors was a 65 shielding for 5 turns, and it also took me til around floor 15 or so before I found a phase door/tele/movement infusion to save my soul with

Challenging, yet brutal, and could be fixed by adding stores..
Also for everyone but alchemists and imbue item folks gems are useless in the dungeon, was thinking about a shop that traded gems for loot (like the unidentified stores in diablo, maybe).. I also thought a nice way to pick a fight (get in trouble) would be some kind of object (vending machine!) that you pay money into and it spits out a rare monster

just trying to think of uses for gold in the ID besides dwarves racial skill boosting..
Could the dungeon use access to the Nur stronghold?? Maybe by placing a random portal to it on each floor, or an item that teleports you there (could load it on dungeon level 10 or so)..
Another thing is that I had the worst time finding daggers for my rogue

Ended up with Unerring Scalpel and another unique weapon as my daggers (which was nice, just seemed like the only way to find a dagger was as a unique).. Found maybe 15 different daggers from floor 1 to 23, while finding probably 25 slings/bows, 50 staves, 20+ longswords, probably over 50 each of greatswords and mauls/clubs

Seemed like besides daggers it was hard to find longswords too.. Also found tons and tons of metal/heavy armor versus a much smaller pool of leather/mage armor.. Probably 1 piece of leather to every 3 heavy armor pieces found.. This could just be terrible luck at work, though..
And its always sad to find a unique weapon you can't use even against your better judgement (slings/bows).. Could some preference code be written for weapon/armor spawning to either lower the rate you find unusable stuff, or at least raise the rate you find the stuff you need? Not saying as a rogue all I want to find is daggers and leather, of course, but most rogues really dont need mauls and armor-training-5-required platemails

Most warriors are going to skip on robes and staves, but I wouldn't want to lose the ability to dress him like a mage
And I'm rambling now

Re: The "Spice up the Infinite Dungeon" thread
Posted: Sun Aug 26, 2012 3:20 am
by Mewtarthio
How about giving us some sort of escape inscription from the get-go? The vaults range from "tough but fun" to "you will die no questions asked," and I feel like any class without the Conveyance tree has to either play Russian Roulette or miss out. A reliable panic button would make a lot of classes more worthwhile.