3-man Dungeons | Thoughts?

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Vernalsole1355
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Location: Tennessee, United States of America

3-man Dungeons | Thoughts?

Post by Vernalsole1355 » Tue Feb 23, 2021 5:45 pm

Alright, so, I've got a suggestion I'd like some feedback on.

Turtle WoW has a small population. I'd say average 150-200, peak ~250. It's cross-faction. So there should be enough people to run dungeons with. Yes, but there's a slight problem. Certain dungeons, such as the Ragefire Chasm or the Stockades are within a faction's capital city, which is enemy territory, and to get to the dungeon as the other faction, your gonna have to dodge the AI guards, which assuming your in the level range of the dungeons, will get you one shot. And no, corpse running does not work.

This severely interferes with players like myself who want to run Dungeons. Yes, I have a group of friends who I can run with, but others may not, and may not necessarily have the time to try and organize a 5-man group. Everyone's time has to line up, they have to be able to get to the dungeon, and then spend a minimum hour & a half in the dungeon itself. A 5-man group is somewhat difficult to get, especially for low to mid level dungeons.

So this is my proposal: What if Turtle WoW was to add a 3-man dungeon system. Similarly to how raids have 10-man variants instead of 25-man variants (or 40 in the case of Vanilla, unsure if they are here), Dungeons could have 5-man variants, and 3-man variants. The 3-man variants could compose a "standard" lineup of 1 Tank-1 DPS-1 Heal. This would make it a lot easier for players who are low to mid level to complete some of the dungeons.

Now like with the raids, not all of them could have 3-man variants, but at least some of them could. What are everyone's thoughts on this?
"We are not called to save others; we are called to point them in the direction of salvation."

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Mikeloss
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Location: Portugal

Re: 3-man Dungeons | Thoughts?

Post by Mikeloss » Tue Feb 23, 2021 7:07 pm

I find this a good idea! I sometimes find myself in this situation. I am a casual player who loves the Turtle-Wow server and its community and although I use the LFT Addon (Looking for turtles :D) 4 people around my level are hard to come by, specially because I am a very slow paced player.
I think this might be possible using the same solution on dynamic raids. But only the Devs have the final say in the word (If it is possible I mean).

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Bazou
Posts: 21

Re: 3-man Dungeons | Thoughts?

Post by Bazou » Tue Feb 23, 2021 9:09 pm

It seems interesting. How about the dungeon loot , Same or different from 5 men version?

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Vernalsole1355
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Location: Tennessee, United States of America

Re: 3-man Dungeons | Thoughts?

Post by Vernalsole1355 » Wed Feb 24, 2021 12:19 am

Maybe the loot could be slightly less powerful than the 5-man groups as an incentive to try to get a 5-man group? Or would that be too unfair to those who cant get a 5-man but only a 3-man? Seems high-risk-high-rewardy to me.
"We are not called to save others; we are called to point them in the direction of salvation."

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Unangwata
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Re: 3-man Dungeons | Thoughts?

Post by Unangwata » Wed Feb 24, 2021 1:39 pm

My idea of solo dungeons was better...

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Mikeloss
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Location: Portugal

Re: 3-man Dungeons | Thoughts?

Post by Mikeloss » Wed Feb 24, 2021 1:58 pm

I read your Solo dungeon idea and its implementation could be very effortful.
One could technically tweak the server numbers like Mob Health, Damage, and Agroo range for existent 5-man dungeons but there is no real way to reach optimal balance without sacrificing difficulty and enjoyment.

I mean no disrespect but solo dungeons make it possible to completely disregard community challenge and social envelopment.

Sorry Unangwata, but you can always quickly deploy a mangosZERO emulator on your favorite operating system and tweak the whole server for optimal solo-play.

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Unangwata
Posts: 234

Re: 3-man Dungeons | Thoughts?

Post by Unangwata » Wed Feb 24, 2021 2:43 pm

Mikeloss wrote:
Wed Feb 24, 2021 1:58 pm
I read your Solo dungeon idea and its implementation could be very effortful.
One could technically tweak the server numbers like Mob Health, Damage, and Agroo range for existent 5-man dungeons but there is no real way to reach optimal balance without sacrificing difficulty and enjoyment.

I mean no disrespect but solo dungeons make it possible to completely disregard community challenge and social envelopment.

Sorry Unangwata, but you can always quickly deploy a mangosZERO emulator on your favorite operating system and tweak the whole server for optimal solo-play.
No problem. That's the way you see it. Truth is I don't have enough information to say if it is possible or not. However I believe it is.

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Mikeloss
Posts: 16
Location: Portugal

Re: 3-man Dungeons | Thoughts?

Post by Mikeloss » Wed Feb 24, 2021 3:43 pm

Unangwata wrote:
Wed Feb 24, 2021 2:43 pm
No problem. That's the way you see it. Truth is I don't have enough information to say if it is possible or not. However I believe it is.
Like I said, You could technically Rollout your own MangosZERO emualtor (It is really not that hard) and tweak the Realm / World settings in the configurations files to have rough idea of how this could be implemented.

I did this myself and I have my own Wrath of the Lich King Server tweaked for Single player experience.

Some dungeons it does not work because of the mechanics of some Bosses (You might get stunned for 5 secs) and have no Healer to keep you alive).

Or sometimes some dungeons have so many Enemies that your tweaking might be good for one dungeon but not for another one. (One gets way to easy for example)

But these are very few examples. I really encourge you to try your own server to play around with some ideas you might have! If you come up with something you really like, and, you got it working maybe the Devs here might give it a chance!

PS: I actually gave myself another time to think of Solo dungeons in vanilla and do like the idea I just do not know how it could be balanced on a Server with more people. (Like a Grind Master takes advantage of Solo dungeon dynamics to very quickly finish quests and get really good gear)

Starkobjekt
Posts: 12

Re: 3-man Dungeons | Thoughts?

Post by Starkobjekt » Thu Feb 25, 2021 7:36 am

Big no. You are suggesting a tremendous amout of work to rebalance a system that is already working fine, you can do most low level dungeons as 3 players, maybe not a full clear on some but still not hard. Bring pots and engineering and you can. At high level this would be exploited to solo farm gold unless you make a new loot table- tremendous work.

Either way I think a massive change to the very playstyle of the game on non custom content is out of the question from dev side.

New short custom dungeons or world quests, with the feeling of a dungeon, to be made 3 man content, that I can get behind.

Starkobjekt
Posts: 12

Re: 3-man Dungeons | Thoughts?

Post by Starkobjekt » Thu Feb 25, 2021 8:43 am

Also, if you want to run a lot of dungeons there is a leveling guild running multiple dungeons across all level ranges daily. I left to join a raiding guild but I will level all my alts in there <Philanthropy>

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Kazgrim
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Re: 3-man Dungeons | Thoughts?

Post by Kazgrim » Thu Feb 25, 2021 5:42 pm

Considering raids are scaled, I don't see the problem for scaling down dungeons.
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Bazou
Posts: 21

Re: 3-man Dungeons | Thoughts?

Post by Bazou » Thu Feb 25, 2021 8:10 pm

My suggestion is that the loot should be 3/5 in 3-men mode. Otherwise few would like to run a dungeon in a standard 5-men group. Or 5-men could be rewarded twice, 2 pieces loot drop for each boss for example, to encourage the more interaction among players.

Anyway it’s a good idea and I love it!

Turtles move on!

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