u/Azaldir

Warped Lootbeam SFX

Warped Lootbeam SFX

https://preview.redd.it/y6aoulpbd11h1.png?width=340&format=png&auto=webp&s=0e1d021be1cce218007d81c7e55b933ca1d31ee0

I thought it fitting, what with the whole Dungeoneering thing going on now, to request for the warped lootbeam to get some thematic SFX added to it 😃 right now it's entirely silent ☹️

As a sidenote, I have noticed that a lot of lootbeams in general lack sound effects, most don't even have the "whispery/windy" sound of the default one, for lack of a better description, and I think that's really unfortunate!

The audio cues can be really helpful to bring attention when you might be semi-AFK and give you a heads up that you got something.. I know it can be technically achieved by having a luck-ring effect active to trigger the "jingle" of those, but since there's already sound effects on some lootbeams, it'd be nice if all of them had SFX, *at least* the default one if not unique, thematic ones.

Absolute most awesome would be for all of them to have their unique little thematic "on-drop" sound effect the way some already do of course, but at the very least I think they should all have the default SFX if not a unique one😅 whilst I admittedly have very limited knowledge on gamedevving and such, I speculate that it shouldn't be all that much time/effort needed to add the default sound to all lootbeam overrides? 😃

Quickly! Someone, summon a sneaky Jmod to ninjafix 👀

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u/Azaldir — 18 hours ago

Dungeoneering Remaster Skilling door thoughts

I'm super excited for almost everything that's to come with the dungeoneering refresh! I do hope that we'll see some more TLC given to it in the not-too-distant future (proper graphical updates to the floors, some new room types/puzzle rooms etc..) but I understand that the scope of such an update is significant and hardly a priority right now.

There's one thing I'm apprehensive about with this update though, and it's got to do with the skill-doors and how they are going to work.

Previously, it felt nice to actually have to utilise and work with your skills such as farming, herblore, divination etc. in order to bypass certain doors, whereas now it'll almost certainly never be worth detouring and doing those things rather than just letting it continue to attempt to unlock the door until it succeeds.
On top of this, unless I misunderstood something, fail damage has been entirely removed and the character will keep trying automatically until successful, even further removing any and all reason to .
I think this is one situation in which they've seriously overshot the "QoL" and removed *too much* friction, because I can't really imagine there's a way to balance it with the upcoming iteration that wouldn't be either

A: More frustrating than before because you keep failing over and over and over rather than just being thrown a hard "nope, can't do it without the level, get some boosts".

or

B: Far less interesting and a case of "never worth bothering making potions/portents" because the process of getting the materials, making the potions etc is going to be significantly longer than just brute-forcing the door.

I don't think having the optional doors be gated behind skills were a bad thing inherently. What *did* feel bad was when the doors required a level that was so much higher than yours that even if you were to boost with the best potion you could make, and have the best portent you could get, it still wouldn't be enough to reach the requirements.
I think a better change would've been to have the doors still hard-require levels, but instead make it so that the doors can never require a level than you can reach by using the boosts available to you at your levels.
That way, you'd retain the idea and concept of making these supportive skills feel like they have a legitimate purpose to exist in the dungeons, whilst removing the issue of ridiculously overleveled doors being 100% hard stops.

I enjoy DG for it's gameplay, and I always enjoyed encountering optional doors that required a higher level than I had, but was within reach through use of boosts. It really made me get that sense of "the time/effort I spent leveling these other skills is bearing fruit!"

The coming change to skilling doors will realistically kill any meaning for skills like herblore or divination within the dungeons themselves, aside from being niche training methods of the skills, and I fear that this move is more of a "let's just remove all the obvious friction and forget about Dungeoneering for another 10 years".

reddit.com
u/Azaldir — 6 days ago