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View Full Version : Randomness keeps us on our toes! Satine :)


Mordaki
12-03-2006, 01:33 PM
Reading these forums it seems the one thing most people are crying out for and which would make the content (which is great) more enjoyable for everyone would be to make monster spawn points and/or trap locations and disarm spots random. I realise it would probably be easier to make the monsters spawn at different locations than random traps although this is what rouges want most of all to make there class feel needed. I have seen no one disagree with this point (it must be the only one). Do the developers have any intention to add a random element Satine?

Mordi x x

Please bump this thread if you agree.

Gordon Ramsey
12-03-2006, 01:55 PM
Completely agree- traps are probably the most differentiating feature of the game - making them random would be brilliant.

PS - "An eye for an eye makes us all blind" Beholder Jim - wasn't that Ghandi ;P

Mordaki
12-03-2006, 02:05 PM
It was, but that was a different multiverse ;) it is more relevant to beholders...

MoxArken
12-03-2006, 04:02 PM
ROGUE!! ITS ROGUE, Rouge is Makeup, Rogues are the trap diabling, lock picking, backstabbing little killers we all know and love.

One of the core party members of any group i'm in is the humble rogue, I usually let him set the pace of the group, choose the route, and effectively call the shots.

AngelOmnipotent
12-03-2006, 04:17 PM
I play as a Rogue and I love it, but only when the party hasn't been in the dungeon before coz otherwise I may aswell dump spot, throw it out of the window and wait for the others to scream at me where a trap is.

Now making traps random apart from ones in strategic places like Shan To Kor Fire/Spike room would make life more meaningful for a Rogue, coz as it is it's almost like forcing a Rogue to move more into combat rather than skills to feel useful.

Mordaki
12-03-2006, 05:36 PM
I hate typos but will not edit it to keep your post valid Mox. Maybe a bit of Random typing never hurt anyone. ;) unless you are in france and mistake poisson for poison.
Back to OP. More randomness please Satine.

Naryas
12-03-2006, 06:00 PM
Agree '''''

Gordon Ramsey
12-03-2006, 07:46 PM
It was, but that was a different multiverse ;) it is more relevant to beholders...

Hehe nice!

Shadow83
13-03-2006, 11:23 AM
What they could do is to create lots of traps in a dungeon and then have a random amount of them be active in one instance. That way unless someone played the same level loads of times they wouldn't know where all the traps are.

Amarynth Firehand
13-03-2006, 12:36 PM
I would LOVE for them to add randomness to the dungeons.

Random trap placement, encounters & barrel/chest locations would help keep the quests that much fresher for when you run them with another character.

Mordaki
14-03-2006, 02:56 PM
It could save on the amount of content they would have to output as well.
PnP has many random encounters. I wonder how hard it would be to code for in DDO.

silencerius
14-03-2006, 03:08 PM
+1 to that idea, it sounds great and it is a must, adds to the realism as well.

Meervraat
14-03-2006, 03:10 PM
I wonder how hard it would be to code for in DDO.

Kudos for randomness! Every well-designed quest will be well-known in a few days, that's just a fact in computer games a lot of players play and comment about on the nets.

I guess programming it gives difficulties. As an example, in Asheron's Call 2, there were random mines for the crafters. You'd have to search for such a random mine, then ride to it and use it to get resources. Now, some mines were created on unreachable places on mountains.

Random things might be unbalanced or weird, for example, the system could make a trap with an unreachable control box. Hard to make a program that always works.

You could make several chunks of dungeon, or several traps, and randomly activate one per instance. But this would increase developing time.

I'd pay for that, though, if put up the choice!

silencerius
14-03-2006, 06:38 PM
we're just posting ideas that will eventually make the game better.

if they can or can't be done it's up for the programmers to tell i think.

dungeon quest randomness is one of the best suggestions around here.

AngelOmnipotent
14-03-2006, 08:48 PM
I agree.

It doesn't even have to be a huge random generation either. For example: Waterworks Part 1, you have to find a key to one room (that can spawn in one of two rooms, and the chest appears in random places within the selected room, so randomness is there to some extent), then once you unlock the door with the key you found, you get another key which leads to another room with a switch.

Suggestion: The rooms themselves stay the same, the locations of things within these rooms stays the same, just that the important room layout is jumbled around on the map itself, but still in a way that is workable. It makes people explore more and stumble upon that additional XP that is lying around in some dungeons instead of making a beeline for the switch from the start.

I think the main problem about dungeon randomness in this game is that each quest does have such a specific task, it isn't just "kill all the monsters" or "collects all the gems" for 90% of the time, so the Dungeons themselves do have to remain somewhat the same so if you come to repeat the dungeon it isn't so drastically different that it makes the small plot attached to the dungeon become somewhat redundant.

Just randomizing some of the room locations on the map, making some doors locked on one day and not on others, shifting locations of traps for example having a 4-way fire trap on random 4-way juncitons within the dungeon.

The quests themselves don't need to change, just the placement of a few key things within the quest to keep people on their toes.

Talarn
15-03-2006, 09:46 AM
I can add my name to the list for this would indeed make this game alot better then it already is. :)

Satine
15-03-2006, 11:51 AM
We had a brainstorming session to do with improvements and additions to the game which we think you guys will like. We already had a big list from feedback from the community and also came up with some new ones.

I just wanted to let you know that randomness of game features was on the list too, so it's being thought about :)

Amarynth Firehand
15-03-2006, 12:31 PM
Woo-hoo,

Thanks for that new's Satine, looking forward to whenever the patch is out.

Is it ready yet?

Is it ready yet?

Is it ready yet?

;-)

Duar Hini
15-03-2006, 01:21 PM
Is it ready yet?

;-)

Im genorous, I dont mind if it isnt ready yet as long as its ready on Friday when I m at last able to rejoin you in Stormreach on the new servers :D

OK devs you have exactly 34 hours, the clock is ticking.


Nah, serious if theyd manage to randomize the dungeons it d be one of the most important aspects to make the quests interesting even if you re playing them more then once.

silencerius
15-03-2006, 02:36 PM
Wee, that's great news!
It would add a lot to the game. :thumbsup:

Mordaki
15-03-2006, 05:54 PM
I just wanted to let you know that randomness of game features was on the list too, so it's being thought about :)

Thanks for the reply! Variety is the spice of life! (or is that coriander?)

DermieEU
16-03-2006, 04:43 PM
I agree fully!

Random trap/chest locations, variations in trap layout, boss location spawns etc. All will help role play feel of game and stop the 'can you find the trap which I know is here, and 'ready for the big boss through the next door'...surprise is a great stimulator!

RavenDeBlade
16-03-2006, 07:33 PM
Totally agree, randomness makes it alot more playable, even add som new monsters now and then, even really nasty ones for those spine chilling meetings... =)

Stitcher
18-03-2006, 11:23 AM
"You hear up ahead 'BUMP BUMP'!"

matisamd
18-03-2006, 11:43 AM
Reading these forums it seems the one thing most people are crying out for and which would make the content (which is great) more enjoyable for everyone would be to make monster spawn points and/or trap locations and disarm spots random. I realise it would probably be easier to make the monsters spawn at different locations than random traps although this is what rouges want most of all to make there class feel needed. I have seen no one disagree with this point (it must be the only one). Do the developers have any intention to add a random element Satine?

Mordi x x

Please bump this thread if you agree.

This is how it should be!

Heck the hole dungeon needs to be randonly generated including the shape length etc it would be so nice to watch those people who rush ahead die horribly! yea we need more grusome traps and more dismemberment make the rogue earn his keep :).

Carel
21-03-2006, 08:31 PM
ROGUE!! ITS ROGUE, Rouge is Makeup, Rogues are the trap diabling, lock picking, backstabbing little killers we all know and love.



HEY!!!! Read the signature mate!!

:D

Sternenkind
21-03-2006, 10:40 PM
You know, I am pretty sure they have planned random dungeons all along, but were not able to implement it cause they had to rush the game to release. So I guess it will be coming when they finish it.

They already put in randomized spawn points for some items and monsters, so it's not like they did not have randomness on their minds. They probably just couldn't quite get the random traps and dungeons working yet.

Mordaki
23-03-2006, 08:51 PM
You know, I am pretty sure they have planned random dungeons all along, but were not able to implement it cause they had to rush the game to release. So I guess it will be coming when they finish it.

They already put in randomized spawn points for some items and monsters, so it's not like they did not have randomness on their minds. They probably just couldn't quite get the random traps and dungeons working yet.

Man/Woman you are really down on this game and its creators Stern, go be a troll on the WoW forums please. :bw:

Sternenkind
24-03-2006, 07:40 AM
Man/Woman you are really down on this game and its creators Stern, go be a troll on the WoW forums please. :bw:

The only troll I see here is you.... my posts always have some content in them. Yours do not. So YOU please go and troll somewhere else, thx.

FYI, writing negative posts (not like this post here was even negative) does not constitute trolling, it's not like I am repeating the same text over and over.

Amarynth Firehand
24-03-2006, 10:55 AM
The only troll I see here is you.... my posts always have some content in them. Yours do not. So YOU please go and troll somewhere else, thx.

FYI, writing negative posts (not like this post here was even negative) does not constitute trolling, it's not like I am repeating the same text over and over.

Also, writing negative post's does not mean you are down on the game.

It can mean that you are trying to get the games creator's to pull their finger out and shape this game into what you know it can/could be if they had just held off on the release date and worked on it some more.

If all you do is feed the creator's of a game praise, even whilst it has bug's from beta stages (waterworks for instance) then you will not get the game fixed any time soon.

As long as the playerbase appears to be happy to play with bug's, little content, lower level's than mentioned, missing classes (Druid/monk) then they won't add them anytime soon.

They'll be delayed, held back as 'In Dev' .. maybe released in a Module or Expansion to save on creating other content.

scytale2
24-03-2006, 11:06 AM
Remember all this is a "suggestions" forum, not a "slag off the creators because they're too slow" or "I think you're a troll, no I'm not, yes you are". All recent posters have contributed decent stuff before, which the ceators appear to be taking notice of - let's be thankful for that, as we get what we want.

In fact we don't really need to post on this subject any more, as Satine has said he/she is already looking at it! Good on her/him...

Now, about my other suggestions, Satine....:p

Nathan Mimble
24-03-2006, 11:15 AM
Man/Woman you are really down on this game and its creators Stern, go be a troll on the WoW forums please.


I can't smell the troll in Stern's post;


You know, I am pretty sure they have planned random dungeons all along, but were not able to implement it cause they had to rush the game to release. So I guess it will be coming when they finish it.

They already put in randomized spawn points for some items and monsters, so it's not like they did not have randomness on their minds. They probably just couldn't quite get the random traps and dungeons working yet.

Just because someone has a negative view doesn't make them a troll.... I love the game, I had a bad night last night, I don't fully agree with Stren, but once again I find myself defending Stern, who it has to be said usually has content to her posts.

Stern if you are a bloke, sorry I am assuming gender based on your icon.

Mordaki
24-03-2006, 04:02 PM
Yup he/she is all sweetness and light, full of constructve comments like Here (http://community.codemasters.com/forum/showthread.php?t=90747)
Here (http://community.codemasters.com/forum/showthread.php?t=91123)
Here (ttp://community.codemasters.com/forum/showthread.php?t=91371)
Here (http://community.codemasters.com/forum/showthread.php?t=91446)
Not the only one to have mentioned the T word in relation to S
Here (http://community.codemasters.com/forum/showthread.php?t=87530)
and also
Here (http://community.codemasters.com/forum/showthread.php?t=91554)

But hey, what do I know?
n.b Everyone is entitled to their opinion, I just prefer constructive posts.

Sternenkind
24-03-2006, 11:33 PM
Yup he/she is all sweetness and light, full of constructve comments like Here (http://community.codemasters.com/forum/showthread.php?t=90747)
Here (http://community.codemasters.com/forum/showthread.php?t=91123)
Here (ttp://community.codemasters.com/forum/showthread.php?t=91371)
Here (http://community.codemasters.com/forum/showthread.php?t=91446)
Not the only one to have mentioned the T word in relation to S
Here (http://community.codemasters.com/forum/showthread.php?t=87530)
and also
Here (http://community.codemasters.com/forum/showthread.php?t=91554)
But hey, what do I know?
n.b Everyone is entitled to their opinion, I just prefer constructive posts.

Then why did you post that last one? I did not find anything constructive in it.

Well, I like constructive posts, posts that create useful discussions, posts that serve a certain purpose, fun posts, and any post at all, if it isn't insulting to people that do not need to be insulted.

But that's just me, if you don't find here what you like, you can always not read the posts and go read another forum or thread.

Mordaki
25-03-2006, 03:49 PM
I see a thread like a garden that needs to be tended and nurtured, of course moderators can alwaysdrop some Agent Orange on it :( (beware the cube). Anyhow the OP has been long answered by Satine, so I am happy ;)

Mordi xxx

Dracyrio
25-03-2006, 08:15 PM
I didn't bother reading more than the first page, so if I repeat someone by saying this you'll just have to see it as another vouch in that direction.

While I agree to randomness, under no circumstances should randomness be allowed to deteriorate the quality of the dungeons makeup! Many games have random elements, but few implement them in such a fashion as to acually improve the game in my opinion.

To specify..I don't see them making a random trap generator that allways put traps in an intelligent location. A better idea would be the one mentioned on page one with a number of premade trap locations that where all hand placed, but shifted each time on random.

However one thing that is more important than how you implement the random function is how it eventually ends up feeling in the game.
The way I percive the game to date, every dungeon feels sound and proper. It feels like someone acually crafted those sewers and built that building which ruins I now explore. I would really miss that feeling if randomness where to destroy it.

I guess what I'm saying is that I agree with the suggestion, but much tought and effort should be put into it and it should be playtested before implemented. It has the potential to ruin the game, in my opinion.

Amarynth Firehand
27-03-2006, 11:44 AM
It has the potential to ruin the game, in my opinion.

You mean like those players who tell you where every single object is becuase the dungeon is static?

Wolfspite
29-03-2006, 08:39 AM
The one trap I especially like in the game atm is the one in the ww with 2 control boxes. Everyone assumed that this trap was bugged in the beta, but it turned out you need to disable 2 control boxes, not 1 to knock out the trap.

I would like to see more of this. For high end traps that are almost insta killers, they should have complicated mechanisms, so add more control boxes, even make it so that 3 or even 4 boxes need to be disabled.

Not only does this add randomness for the party in trap placement, but also a lot of uncertainty as to whether the trap is even disabled!!

People could come out of dungeons with all sorts of silly haircuts from nasty blade traps!!

Oh btw, did I mention that Arsenal beat Juve 2-0 last night!!!

Amarynth Firehand
29-03-2006, 11:03 AM
I like that idea...

How about some of those trap's work like

You have 4 seperate, well hidden control boxes and they can be used to Disarm 4 interlocking traps.

CB 1 disarms Trap 3
CB4 disarms Trap 2

etc etc

Make the difficulty on the CB's so that the Trap's furthest from you are the hardest to Disarm and also the worst to encounter.

MoxArken
29-03-2006, 11:22 AM
could also have it that if you disarm one of the traps in the wrong order it resets the other traps

Amarynth Firehand
29-03-2006, 11:36 AM
That's a great idea!!

Also make the order the random feature on that trap, the amount of 'picks a rogue could go through with that would make it a trap from hell.

If they were of about the same level as the quest anyway.

Evolore
30-03-2006, 03:26 PM
Just found this in my 'slow day at work' browsing...


The Rocking Dead: Random elements like these are some of the things we have been looking at in the past few months. While I can not guarantee that we will retrofit every existing dungeon with random spawns/traps/etc, I can say that we hope to include more of these going forward. My advice to players: don't run off without the rogue, unless you're looking for an impromptu haircut from a nasty blade trap that wasn't there the last time!


original page is here:

http://ddo.warcry.com/

Danelle
30-03-2006, 03:29 PM
That is really great news :D I hope it is something that may arrive in the next few months.

Danelle