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  1. #1
    Community Member Damionic's Avatar
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    Lightbulb Wandering Monsters

    This game needs a little...spice.

    My suggestion for Elite and Epic Difficulty's is to allow monsters to open door etc and actually search for us players in the quests.


    This will.
    • Add a new edge to the game.
    • Give us the "random" element that keeps things interesting.
    • Be great for setting up ambushes (You open one of three doors and monsters hear you opening the other two doors).
    • Instantly give Scout type characters a use in the party.
    Housekeeping

    The Wandering Monsters will have the same spot,search,listen checks we do but against us.

    ...casts Protection of elements and deathward
    Last edited by Damionic; 09-13-2010 at 06:42 PM.
    I'm here because your not WISHING HARD ENOUGH!!

  2. 09-14-2010, 06:14 AM


  3. #2
    Community Member Dingdongtudelu's Avatar
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    I would love to see patrolling mobs yeah, making it a bad idea to fight on crossroads for example, or luring stuff into a dark corner before you assassinate it. I'm all for that. Having a whole instance hunt you could perhaps be an idea for a single quest, but with DA, that might suck bigtime in some existing dungeons.

  4. #3
    Community Member Hardehar's Avatar
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    I love this idea. In pen and paper it's the wandering monster element which can really make a party think on it's feet.
    The overriding quibble I have with DDO (and it's only a small one) is that it is easy to learn quests so that you know where every mob, trap or lever is located, so it becomes less of a quest and more of a chore to complete. Zergers can take over and to be honest a large portion of fun is taken away for those of us who like to experience the game rather than just get their toon to 20 as soon as possible. More random elements would really liven things up.
    Wandering Monsters.
    Random and/or variable located traps
    Random hidden rooms
    Variable size and make up of mob groups in established locations
    Dungeon layout variability

    I love it when a new quest comes out and suddenly people have to really pay attention rather than charge through a dungeon with one eye on the action and chatting about their next character build. They never know if a trap is going to open up in their face, suddenly the rogue is a popular guy.
    This would probably involve a hell of a lot of code changes but I'd say it'd be worth it.
    Once tried opening a shoe shop for beholders, when that didn't work out I decided to hit stuff with lumps of sharpened metal instead.

  5. #4
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    this probably doesnt work with the lag issue; dev said that dungeon alert is there to reduce overall lag, because when too many mob (with their IA) are aware of one's presence, it makes tremendous lag for the server.

    I imagine the point behind is that patroling mobs would meet the same fate and would have to be controled in some way by the only fact they exist unlike a mob "that is there but that you havent met yet and thus is not there"


    i would also like that scounting takes a better place in game, with (why not) spot or listen alert, saying that a good amount of patroling mob are comming your way.

    dont think it can work, though

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