Andrew Fuchs wrote: > On 5/29/05, Mark Wedel < mwedel at sonic.net > wrote: > >> The random maps are probably popular simply because they are so deep. I think >> as long as these high density/easy to get to maps are around, the players are >> going to look for them simply for that reason. I don't have a good solution on >> how to fix those problems. > > > Increase what has to be "payed" at the alter to get in. Such as > instead of just a dragon scale, to get into the draogn tc, require a > few quested items, and a few different parts of dragons (eyes, scale, > heart brain, etc). IMO the items should be availble in multiple > dungeons. Perhaps that would be good for the training tower type of maps. However, on a larger scale, I'm a little concerned. If this is done on a large scale, and getting those items is actually difficult, what now results in that players go to other maps. One of the reasons behind random maps was to provide effectively more maps to adventure on, because players were targetting certain maps and just hitting those repeatedly (which basically means you had to see what was available when you logged in). So we have to be careful in that regard - if all we do is end up driving players from one map to another, I don't know if that really fixes the problem. Another possibility of course is to add some more style maps, and put some custom monsters on them that are _really_ tough. Such that a player surround by 5 of them could be in for some serious hurt. One other reason here is that as the dungeons levels get deeper, the treasure gets better. If at some point the monster difficulty maxes out (top according to style map, map at 100% monster density), it just means the players get better and better items. All that said, I don't have a problem with reducing the exp for some of the tougher monsters on the style maps. I know from my own experience that the titans quest was a good place to pick up quite a bit of exp if I had the right spells.