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QCF Design Community • View topic - Dungeon of the Day - Master Thread
Page 3 of 7

Re: Dungeon of the Day - Master Thread

PostPosted: Wed Dec 12, 2012 11:57 pm
by The Avatar
Awesome. So that's the official ruling for the next Dungeon of the day thread?

Re: Dungeon of the Day - Master Thread

PostPosted: Thu Dec 13, 2012 12:03 am
by Darvin
That plus class handicaps so that we avoid the berserker/wizard issue that forced us to split the divisions this time around.

Re: Dungeon of the Day - Master Thread

PostPosted: Thu Dec 13, 2012 10:04 pm
by Darvin

Re: Dungeon of the Day - Master Thread

PostPosted: Thu Dec 13, 2012 10:10 pm
by The Avatar
That could work too. Either way it could work.

Re: Dungeon of the Day - Master Thread

PostPosted: Thu Dec 13, 2012 11:53 pm
by Lujo
Whatever we decide upon, I suggest a ban on VICIOUS rewards as preps, and on prepping Reflex, Quicksilver and Whoopaz. Reflex and Quicksilver are the only things there which you're not suposed to find in a dungeon anyway, and for those two you're supposed to worship a suposedly tricky god. All of the listed stuff gives too much power.

Relying on honor to enforce this might look like too much, but if the vets are playing the same dungeons as the casual/mid/newbie people, we can at least know when to raise our eyebrows and inquire as to how someone managed to pull something off when it looks like your or avatars recent victory screens.

Re: Dungeon of the Day - Master Thread

PostPosted: Fri Dec 14, 2012 12:05 am
by Darvin

Re: Dungeon of the Day - Master Thread

PostPosted: Fri Dec 14, 2012 12:10 am
by Lujo
Yeah, all this had me thinking that some way to review run preps after the run would do a world of good when posting run pictures for balance assesments anyway. Most of my lenghtly post run exposition would be completely unnecessary if my preps were obvious...

Re: Dungeon of the Day - Master Thread

PostPosted: Fri Dec 14, 2012 1:18 am
by Dreamdancer
Think a short summary of the important steps of the run, like
Preps, probably what bought / glyphs, which god worshipped (boons?), when boss fight started, how many mid-fight lvlups...
would be great.
From this the other people could learn something, like general tactics, how to use a class...
From the top level region, everybody could learn what is possible (ok, this might be less about learning, but seeing what is possible for a low level player)
But i think in the moderate to low level the other players (i mean the other moderate to low level players) could learn more, since these people are more likely to use preps or buy stuff or use glyphs.
So in the end we would have a huge amount of small annotated playthroughs. Hope you get my idea.

Re: Dungeon of the Day - Master Thread

PostPosted: Fri Dec 14, 2012 1:50 am
by gjaustin
As I suggested in the other thread, I'd really like if we added monster classes to the rotation. They could be their own separate division, but I'd like the opportunity to try this with some of them.

Re: Dungeon of the Day - Master Thread

PostPosted: Fri Dec 14, 2012 5:47 am
by Darvin
Updated master thread for the completion of round #3