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Author Topic: You are a Dungeon  (Read 47228 times)

fillipk

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Re: You are a Dungeon
« Reply #165 on: July 04, 2015, 01:14:31 am »

wait how big does it have to be to crash the servers?
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NullForceOmega

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Re: You are a Dungeon
« Reply #166 on: July 04, 2015, 01:20:33 am »

I think it would have to be pretty stupidly huge to crash the server, that one is getting big enough to cause a tiny hiccup when loading on my browser, so its probably time to snip it.
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H4zardZ1

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Re: You are a Dungeon
« Reply #167 on: July 04, 2015, 01:26:32 am »

We need some traps.
Spoiler: quote pyramid (click to show/hide)
+1
Dungeon point gen is good. Also skeles must know their amount of teammates nearby: If they are outnumbered and/or don't have captain bones with them, they will run away. But if the Captain Bones is dead they will attack near the corpse.
« Last Edit: July 04, 2015, 01:28:05 am by H4zardZ1 »
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Re: You are a Dungeon
« Reply #168 on: July 04, 2015, 01:33:31 am »

The skeletons don't suddenly become reliant on Cap Bones. They're efficient without him. They just get more efficient with him.
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Happerry

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Re: You are a Dungeon
« Reply #169 on: July 04, 2015, 01:57:26 am »

We need some traps.
Spoiler: quote pyramid (click to show/hide)
+1
+1
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Re: You are a Dungeon
« Reply #170 on: July 04, 2015, 02:38:55 am »

We need some traps.
Spoiler: quote pyramid (click to show/hide)
+1
Dungeon point gen is good. Also skeles must know their amount of teammates nearby: If they are outnumbered and/or don't have captain bones with them, they will run away. But if the Captain Bones is dead they will attack near the corpse.
What kind of traps? The crossdressing kind or the maiming kind?
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H4zardZ1

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Re: You are a Dungeon
« Reply #171 on: July 04, 2015, 02:47:03 am »

I'd prever confusion traps, like ever changing mazes.
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hachnslay

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Re: You are a Dungeon
« Reply #172 on: July 04, 2015, 04:47:09 am »

graveyards ... see if we have an underground catacombs section, if not get two skeletons shoveling. traps are pitfalls into a labyrinth of tunnels. It has no exit.
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Re: You are a Dungeon
« Reply #173 on: July 04, 2015, 04:56:02 am »

We're unlocking Dungeon Creation. We'll be able to magic floors into existence.
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Neonivek

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Re: You are a Dungeon
« Reply #174 on: July 04, 2015, 05:22:34 am »

After this Item identification would be nice just because I have a feeling it will be useful soon.
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Re: You are a Dungeon
« Reply #175 on: July 04, 2015, 05:24:30 am »

Item ID is next up on the list.
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Cheesecake

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Re: You are a Dungeon
« Reply #176 on: July 04, 2015, 05:31:30 am »

Can we use ebil magic to speak through our minions? I have a plan to make Captain Bones seem like he's the big bad of it all, get killed in a dramatic, ebil battle and let the humans rejoice that the undead have been stifled!

Meanwhile we make our Labyrinth of Undeath without having to worry about increasing waves of humans.
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Hawk132

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Re: You are a Dungeon
« Reply #177 on: July 04, 2015, 08:27:49 am »

That wouldn't really work.

Adventurers are going to loot everything they can before and after they kill it. That includes our Heart. Not to mention the Guild probably has (most probably incomplete, but still) knowledge on how the dungeons work.

And how would you like to make a proper Labyrinth of Undeath without experience from murdering said humans?
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Tomcost

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Re: You are a Dungeon
« Reply #178 on: July 04, 2015, 08:31:27 am »

Ideally we would need both traps and a means for our minions to ambush the adventurers inside, like hidden passages.

Or, maybe, we can play with the adventurers and make them get into fake hidden passages that end in traps. That would be great.

Cheesecake

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Re: You are a Dungeon
« Reply #179 on: July 04, 2015, 08:40:00 am »

That wouldn't really work.

Adventurers are going to loot everything they can before and after they kill it. That includes our Heart. Not to mention the Guild probably has (most probably incomplete, but still) knowledge on how the dungeons work.

And how would you like to make a proper Labyrinth of Undeath without experience from murdering said humans?

They might not attribute a few skeletons to a Dungeon, unless they were really paranoid about this stuff. Might be some necromancer messing about, simply put. And, before the fight, we can use our dark, menacing voice to ward them off from stealing our loot.

"Beware, mortals! Flee the greed from thine hearts, for the treasure of this place will haunt thee forever!"

Or something like that.

We might be able to send some minions out to kill, loot and get XP away from the Dungeon. All this is based on assumption, so I'm waiting on the GM on his say-so. Until then, you're right.
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