Presently? The plant is one of the most beautiful dungeons IG; and all others should hope to measure up to its radiant glory. With the most lore and interractive puzzles of any on the server, it is easily the most immersive dungeon and my favorite. So it made me a little sad that most leveling parties I have won't even consider it due to being subpar mechanically.
Foes are simple; but the XP to time ratio is off par, the loot is laughable in being 10% odds for a gonne slug, and nothing has gold.
In the interest of making it more frequented and viable an option:
>Implement a random chance of more items and trinkets, such as ingots, on mobs.
>While we're adding puzzles, why not make ones that lead to rewards like artifacts?
>Clump a bit of said loot near the dungeon's end! This incentivises exploring.
>Give an XP boost on completion of a puzzle. This comprnsates time taken.
The Minogon Plant
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The Minogon Plant
"Playin' nobody, no how since AR 112"
Griefmaker wrote:Personal choices regarding RP which[..] limit a character in some way[…] should in no way be an argument for changing something on the server
Re: The Minogon Plant
This is so true.DestroyerOTN wrote:Presently? The plant is one of the most beautiful dungeons IG; and all others should hope to measure up to its radiant glory.
...the rest is too. I'll look into making it more worthwhile.