Dungeons' Chat Lair

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    Default Dungeons' Chat Lair

    Any questions, suggestions, or general chat regarding the Dungeons should go here!

    @WinterVines ; @ChainReaction01 ; @WebMaster ;

    I think the Dungeons should be cut down to just one floor, for now anyway. They'll never get completed otherwise and require a lot of work. Not to mention potential tediousness, in both the Test Runs and when it is actually established.

    Opinions/suggestions?

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    Angry about Outer Heavens ChainReaction01's Avatar
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    Default Re: Dungeons' Chat Lair

    I'm for this. We can have longer runs once we get the basic stuff figured out.
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    Virbank Gym Leader WinterVines's Avatar
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    Default Re: Dungeons' Chat Lair

    I'm okay with one floor. If we do that, maybe we could make it larger and not in a square? Then it'd be like exploring an area instead of a straightforward battle-consecutive-rooms thing.
    ChainReaction 6:09 pm
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    Default Re: Dungeons' Chat Lair

    Yeah, I like the idea of a larger, non-square grid. How about 4x4 Grid, 10 spaces can be enterred, 9 have battles, 1 is Pokemon Center, four possible keys but only need 3?

    This is just a rough example:

    XXOX
    XOOO
    O*OX
    OOOX

    X = can't enter
    O = can enter
    O = key
    * = PC

    To be honest, I prefer this already, but say if we go with 9 battles, that'd be completely boring. Perhaps 6 or 7 of the 9 can be battles, 2 or 3 can be some sort of trap-esque thing. If you've played Emerald, think of the random rooms where the man has a Kirlia/Dusclops and inflicts a Pokemon with a status condition.

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    Virbank Gym Leader WinterVines's Avatar
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    Default Re: Dungeons' Chat Lair

    Yeah I think some rooms could be blank/with traps. That would add some flavor to it.
    ChainReaction 6:09 pm
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    Beast Mode!!! WebMaster's Avatar
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    Default Re: Dungeons' Chat Lair

    Quote Originally Posted by Synthesis View Post
    Yeah, I like the idea of a larger, non-square grid. How about 4x4 Grid, 10 spaces can be enterred, 9 have battles, 1 is Pokemon Center, four possible keys but only need 3?

    This is just a rough example:

    XXOX
    XOOO
    O*OX
    OOOX

    X = can't enter
    O = can enter
    O = key
    * = PC

    To be honest, I prefer this already, but say if we go with 9 battles, that'd be completely boring. Perhaps 6 or 7 of the 9 can be battles, 2 or 3 can be some sort of trap-esque thing. If you've played Emerald, think of the random rooms where the man has a Kirlia/Dusclops and inflicts a Pokemon with a status condition.
    As long as the "can't enter" squares aren't near the middle. For trap ideas, how about these?

    Swinging pendulums - One Pokemon loses 25% HP

    Floor Master (see Legend of Zelda for info) - You lose one of your keys and it's placed in a different room

    Mini-boss - I don't think this needs description :p

    Bottomless Pit - You can try to swing across or turn back. 75% you swing successfully; 25% your adventure ends.

    Weather Switch - Accidently stepping on this turns on Sandstorm or Hail for the rest of the floor (you may put another weather condition up alongside it but SS or Hail may not be removed)

    Spinning Concourse - the Dungeon Master decides which way you travel next

    Dusclops's Lair - Inflicts a random status condition on a random Pokemon


    Also, I'd be willing to DM another test with the 4x4 mechanics. Just let me know



    EDIT: I'm not really sure about the Pokemon center on each floor. That would kinda give a handicap and items would kinda be useless
    Last edited by WebMaster; 7th May 2012 at 12:32 AM.
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    Default Re: Dungeons' Chat Lair

    I think we're gonna cut it down to just the one-floor, for now anyway, but I still think a PC is reasonable if you consider how tough the bosses can be. Besides, they aren't even gauranteed to find it, or they could find it near the start of their run so it'd be pretty much redundant to their run.

    The trap suggestions look fine to me, except for the Bottomless Pit. I don't like the idea of luck out-right ending your run - I think it should just be a prominent element to the run. It'd be cool if we could think of some other things to add, whether they're traps or just an alternative to battling as much.

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    Default Re: Dungeons' Chat Lair

    So, yeah, been a while. Some things about Dungeons though

    -It's a combination of the actual calculations from reffing (hence why a reffing license is required) and the RP aspects of the Park. Do not need to be a ranger though. Edit: Just to clarify: since done on AIM for the most part, no RPing is actually necessary. Feel free to RP if you want to though!
    -AIM based for the most part
    -Much quicker than a Park run - Approx 1-3 hours in the tests. Could be quicker too.
    -Each floor has 8 rooms and a Boss room in the center, so for example:

    Room A | Room B | Room C
    Room D | Boss Room | Room E
    Room F | Room G | Room H

    -Battle stats look similar to that of FFAs, for example:

    Sneasel 42% burn [329]
    Togekiss 87% par [259]
    Swampert 53% [219]

    -Three of the eight rooms contain keys. Some contain wild Pokemon to battle, while others contain healing rooms or rooms where you get free items. You pick which rooms you enter, with hints for what's behind each door purchaseable/randomly given (rolled for this). You need all three keys to enter the Boss Room. The Boss Room needs to be beaten to clear a floor.
    -Each Dungeon has an infinite amount of floors, increasing in difficulty as you progress. The first floor awards three gems/rupees, the second four, the third five, and so on. If you lose mid-floor, you retain all gems gathered up to last completed floor.
    -The first floor is meant to be relatively simple. It's designed so that getting higher than floor three would be quite difficult for someone who isn't both tactical and an experienced battler familiar with Dungeons.
    -Before entering each floor, a type is rolled by Dungeon Master, and the Pokemon in this floor will be of that type. Dungeon Master chooses what Pokemon your Pokemon face in battle rooms, as well as bosses. Boss Pokemon can be Legendary Pokemon and have accompanying Pokemon if the DM deems fit. For example, one Boss Room could have Alakazam and two Kadabra, while another could have Latios and Latias.
    -Dungeon runs can be done singularly or as part of a team of any size, with all players receiving pay equal to where they got obliterated in the Dungeon. If two people lost mid-floor three, they both get 4 gems/rupees, whereas the two who lost mid-floor one get no gems/rupees.
    -Can buy items in Bazaar (shop) for URPG money and rarer items/Pokemon for Gems (or rupees, whichever the currency is. Gems fit Dungeon theme better though)
    -The Goal is to have fun, challenge yourself (and others), set records for highest floor/quickest time/monotype/etc, collect Gems and use them to buy some un-obtainable items, and Pokemon too.

    The Encyclopedia and Bazaar are not updated to reflect a lot of things btw. Very preliminary!
    Last edited by Synthesis; 2nd September 2013 at 04:26 PM.
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    Default Re: Dungeons' Chat Lair

    Read that ^

    Gonna be doing a test run through, potentially with a few changes in 3.5 hours in the blast chat. Hoping to have a team of about 4 or 5 to test out the larger group runs.

    Something that could potentially be included in Dungeons is titles or ranks that can be purchased for Gems to help in Dungeons. An example could be a "Lucky" person could have a 10% chance to find a Gem after each battle room, or a "Healer" that has their Pokemon healed by 10% after each battle room.

    Would it be a good addition or not? Suggestions?

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