Talk:Free-to-play Dungeoneering training
- 1 Merging of Articles
- 2 Complexity Advice
- 3 Is this method any good
- 4 Intelligence and Teamwork
- 5 level mod
- 6 Incredibly Pointless
- 7 Rush/No-Rush/Fastest
- 8 Level 90+ team average
- 9 Recommended skill levels before dungeoneering
- 10 Edits like this should be avoided (excessively redundant formatting)
- 11 The DG Solo XP Update??
Merging of Articles[edit source]
Since it seems nobody has opposed to the removal of the article Maximising Dungeoneering Experience (discussed in the Discussion section) I'm going to start copy/pasting relevant information from that article to this (and editing out redundancy of course), so don't start making comments about the two articles looking more and more similar XD. I will probably not finish this until a few days have past since I'm meant to be busy with studying for my exams >.<.Anincent 14:54, May 5, 2010 (UTC)
Complexity Advice[edit source]
Since players are advised to bind weapons (and hence would not need to make a weapon), choosing Complexity 3 over Complexity 2 will lead to a smaller penalty, without any loss in combat abilty. So there is really no point in choosing Complexity 2 over Complexity 3. I'm changing it back to suggest Complexity 3 minimum.
EDIT: Forgot to sign X).Anincent 14:47, May 5, 2010 (UTC)
Is this method any good[edit source]
Have many people tried this? This weekend will see a lot of the weekend players coming here for tips, it would be great if our training methods were really the best. And we should add how to reset the prestige counter. Write it for people who have not been there. I will add if I learn anything but I have been not having luck myself yet.--Degenret01 12:32, April 14, 2010 (UTC)
Intelligence and Teamwork[edit source]
I'm happy to see that this guide is starting to stress the importance of intelligent gameplay and communication. Expect these to be the skills which eventually separate the winners from the losers. :D --Sw0rd1804 15:26, April 16, 2010 (UTC)
level mod[edit source]
as you have probably noticed when you complete a dungeon at the end screen one of the bonuses i ocassionally get is level mod. I have no idea how to get it and there is no mention of it on any dungeonerring related page. I think ways to gain extra experience should be included in both training guides plus we need to figure out what level mod is. Briod the Bean 19:35, April 19, 2010 (UTC)
Level Mod is referred to as Points Mod in the Knowledge Base. The way you increase it is to kill every monster you see. According to the Knowledge Base, it is also based on your total level, although I've been able to get it to the seemingly maximum value of +10% on a high total level character (1800+), and a low total level character (<500).Anincent 19:51, April 21, 2010 (UTC)
Incredibly Pointless[edit source]
Training Dungeoneering on F2P is incredibly pointless for several reasons:
1) Exp is half of what you get on P2P
2) The monsters are similar in level to their P2P counterparts, have nearly the same amount of health, and hit nearly just as hard, except instead of being able to heal 220-250 per bite of normal fish, you heal 50-120, so you die A LOT more, and do A LOT less damage, even though the monsters are still just as hard to kill
3) Beyond about level 14, half the dungeon becomes unexplorable because it's behind liquid lock doors or padlock doors, so in addition to the 50% xp reduction, you get a significant base xp and bonus rooms penalty.
4) I've noticed that when I open skill doors, I tend to get much less xp on F2P for this as well (i.e. 380 xp on P2P vs 150 on F2P for a crafting door)
5) There are doors with requirements higher than 99, and there are no skill boosts in the F2P dungeons, so these doors are unopenable in all circumstances. —The preceding unsigned comment was added by 184.108.40.206 (talk).
- So you mean we need to pay Jagex? Rewlf2 04:33, August 1, 2010 (UTC)
Added more information on what a "rush" is and what it means when you see that prefix added to an advertisement for a dungeoneering party.
Also information on what a normal party means. Its kinda obvious but added a little information on how to spot them such as how "no-rush" typically means a normal game.
Then I added what the term "fastest" means when you see it advertised. Typically a 2:1 - 5:1 setting, small dungeon, and paired with a level 3 skiller. Makes it so all puzzles are solo-able (for a maximized split up), and of course all monsters are 1-hitable by high levels (Typically level 1-3). Also when the boss is found, the player that finds it can instantly go in and start fighting it due to its extremely low level. Results in the fastest possible speed in which a dungeon can be done, I suppose thats why its been named "fastest". Usually done with very low floors by high level dungeoneers. Such as 1-10 or even 1-20 just to get the low xp dungeons out of the way so a player can get to 30-35 on large 5:5. Again I think ive seen 1-10 the most since I would think 11-29 would want a 5:5 small just because the xp is to a point where its decent enough to work with.
I am quite terrible at explaining these things on wiki, so if someone wants to clean it up or move it. Its apreciated! Oh, just realized I think I added this to the f2p article. So if someone wants to write it (better than I did) for the p2p that would be great!
- I have only seen one 5:1 and experience is terrible. If this is meant to be true meaning of rush the experience over time should not be better than 5:5 anyway. Rewlf2 04:33, August 1, 2010 (UTC)
Level 90+ team average[edit source]
Apperently they round up because my team had an average of 89.5 and had 12k base xp on a large 5:5 with all doors and almost all monsters killed.
Recommended skill levels before dungeoneering[edit source]
I think we should list down the recommended skill levels before going dungeoneering, as this will allow lower skilled players to train on their skills before they do something "dangerous(?). By the way, can any dungeoneering expert tell me the recommended levels (just for interest)? 220.127.116.11 17:35, August 9, 2012 (UTC)
Evolution of Combat is here. So is the xp penalty for f2p players removed?18.104.22.168 16:48, November 22, 2012 (UTC)shadowfax1
Edits like this should be avoided (excessively redundant formatting)[edit source]
Not sure if it's done by poor use of the HTML / WYSIWYG editor, failed copy-pasting, or intentionally... I've fixed it for now, but this inefficient code was part of the article for over six years and nobody noticed. (Since 2010 November 17) 3ICE (talk) 07:30, January 6, 2017 (UTC)
- That's code from this seven-year-old edit caused by a bug in the (terrible) Rich Text Editor. We voted to disable it last year. -- 07:40, January 6, 2017 (UTC)
The DG Solo XP Update??[edit source]
Article is out of date, reason: T60 items for F2P.