Dungeons - Dungeon QOL Changes (Kinda effort) (2024)

Hello. Dungeon good, could be better:

Besides being one of the most useful items in the game for secret routes, etherwarp is also incredibly useful for moving around the dungeon due to its range, assuming you can aim it properly. However, since the raycasting algorithm which the etherwarp calculation uses counts all blocks as full blocks, regardless of their hitbox or collision box, it means that blocks like carpet, torches and foliage are counted as full blocks too, making etherwarping through certain areas impossible.

For example, I can't tp to the rock by the portal, because the carpet is blocking it:

Dungeons - Dungeon QOL Changes (Kinda effort) (1)

I think it would be super nice if these blocks were treated as air blocks by the raycasting algorithm, as it would mean that etherwarp could be used more extensively for general traversal, both in and out of dungeons.

For most good parties, the blood room is always the bottleneck which controls how soon you can enter the boss room, and the speed in which the blood room is opened and how good the camp is will end up being the deciding factor in how long each run will take assuming that the party can clear rooms and do secrets fast enough. This means that the speed of the run is solely dependent on the blood rush speed, as the watcher usually takes around 60 seconds to spawn all of its mobs if someone is in there camping, which is why exploits like 0 second blood and door skipping became so widespread.

As a result, virtually every single run done with a good party results in a fast clear, and then a period of waiting for the blood room to finish, and this wait time is lengthened greatly when we start going into lower floors like floor 5 etc. Even in floor 5 party finder, it's very common for the clear to be finished before the blood room has been done, and if you've gone to the trouble of gathering several other good players, you can easily end up waiting over 30 seconds every single run, which is a massive chunk of time when we're talking about runs which don't last longer than two and a half minutes.

So my proposition would be to make the watcher spawn speed proportional to the current dungeon score, ultimately resulting in the clear speed being the thing limiting boss entry. I think that this would be the best solution as 1) people going for completion runs would not have their run speed changed, as the score would never get high enough for the watcher speed to make any meaningful difference, preserving the value of diamond heads and other boss collection items, and 2) it would reward good parties who are already bottlenecked by the blood room by no longer forcing them to wait for blood and letting them finish runs depending on their skill level, not the blood rush and camp rng.

This one is more of a plan B from the last point, but I think it would be cool if there was some kind of perk or talisman (which could be added to the essence shop?) which automatically picks up wither and blood keys when you've killed a mob which drops one.
It's no fun when a wither key goes spelunking inside of a staircase or spawns in the lava in Lava Ravine, or when I pick up the superboom instead of the key.

Something like this would contribute to making blood rushing feel like slightly less of a chore, and make it slightly faster - especially when you are blood rushing with another person.

As it is right now, the score calculation provided in the scoreboard in dungeons is just useless. During the run, it will always display a score around 30 lower than what it actually is, and it just takes forever to update as well. Additionally, the score is also just wrong sometimes. If a 1x1 room is not finished and the actual score is 300, the scoreboard score calc will display a score of 297 all the way up until the run ends, where it will finally jump to the correct score of 300. What's the point of giving players access to this information if it's just not useful whatsoever?

I think that the displayed score should be changed so that it displays the score similarly to how mods score calcs do: Assume that the blood room and boss room are done, and show what the score would be if the run was finished right now. Not only would this make the exact dungeon score accessible to people without mods, it would also remove the uncertainty caused by mods with different score calculations, it would also remove any ambiguity about whether or not to add the mimic bonus score, whether or not the first death had a spirit pet etc, reducing the number of API requests made to check for spirit pets, removing the need to scan the world for mimic entities being killed, and giving everyone - including vanilla users access to what the current score is.

I've been saying this for years now and I'm gonna keep saying it: Terminals being ping depending is f**king horrible and it ruins the floor 7 experience for high ping players. I won't go into too much detail here as I've already explained in depth why terminals aren't pingless currently and what the fix would be in this post, but a TL;DR for those who don't want to read that thread:

Every time you click on an item in a terminal, a new gui is created, and the old one is destroyed. You can't see it happen because it's all done in the same tick, but the server is closing the terminal and then reopening a new one, sending the entire list of updated items. As a result, trying to click faster than your ping means that to the server, you are clicking in a gui which no longer exists, so the click is discarded.

The fix for this would be to keep the terminal in a single gui. Only update the slots which need to be updated (Like enchanting, harp etc already do), instead of creating a whole new gui, and that would fix the issue entirely.
I think it's insulting that after this long, high ping players have been forced to install cheats just so that they can keep up with people who live closer to the server, and then have been banned for using said cheats despite no solution to the core issue being implemented.

I don't like looting chests, and I especially do not like using croesus.
A feature which allows players to set certain rules (kinda like auto pet) for each floor to automatically have chests opened for them would be a super nice QoL feature, especially for parties which enter a new dungeon as soon as the old one is done.
There are a lot of ways that this could go horribly wrong with rng drops not being opened, manipulation of low value items etc, but I think that my proposed system would be fairly robust:

Like the RNG meter, each floor would be configured individually. If the player has not configured a certain floor or has the auto looter disabled for that floor, they will need to open chests the normal way. The gui could look something like this:

Dungeons - Dungeon QOL Changes (Kinda effort) (2)

Dungeons - Dungeon QOL Changes (Kinda effort) (3)

The gui would allow users to pick the items which the chest looter would always open, which ones should be ignored in the profit calculation (Worthless items which can be manipulated), as well as whether or not to use dungeon chest keys, how much profit is required for a chest key to be worth, whether kismets should be used, the required profit for them to be used etc.

The goal here is to give the player as much control over which items are bought as possible, whilst also meaning that once set up, they don't have to worry about missing RNG items or accidentally buying a chest which contains a feather falling 6 book which has been manipulated to be worth 800m.
The items would still spawn in the world and appear in chat as if you had opened the chests yourself, which would mean players could continue doing 0 downtime runs without having to worry about going and opening chests in croesus afterwards (Which is a horrible experience).

For a couple of seconds after Livid spawns, he is invulnerable. To everything. You cannot damage him, you cannot ice spray him, and sometimes getting the timing right to ice spray or hit him after the invulnerability wears off can be a pain, even if he doesn't end up just immediately teleporting away as soon as you go near him.
The Livid AI was changed a few years ago due to a combat XP exploit, and now it just kinda sucks. Not a huge deal, just really annoying.

As a high ping player, I'm pretty often find myself in a situation where I go to grab a secret and then have to sit there and wait for a couple of seconds for the chest or item to spawn, which is made even worse when the server starts to lag. I realize that secrets were probably made this way to prevent people from xraying or using chest esp etc to know their locations, but now that secret waypoints are so widespread (and even more powerful than xray), I don't think there's much of a point having secrets only spawn when you get close to them. Again not a very huge issue, but when we're talking about hundreds of thousands of secrets being found, those couple of seconds every now and then add up quick.

A year or two ago now, a new set of rooms was added, including fan favorites like Altar, Pipes, Pirate and Slime. Besides the secrets in Altar being absolutely horrible, all of these rooms were made to be mob rooms instead of miniboss rooms, and they all just suck to clear. Slime for example has roughly 60 starred mobs (I counted), and the room is so densely packed with them that I wouldn't be surprised if the room started auto clearing itself once Skyblock updates to 1.20 due to entity cramming.
Surely some of these rooms could be converted to miniboss rooms or have their mob count decreased? it's almost comical how unfun these rooms are to play in.

Almost exactly a year ago now, I made this post which explained how the patterns for the Blaze puzzle were not random - they were determined by the rotation of the room and whether it was the higher or lower variant of the puzzle. Most top players subconsciously knew these patterns and would start doing them automatically after the first two or three blazes, and it was always satisfying to predict their order. After the post though, the blaze patterns were made to be completely random (I think) all of a sudden. The actual locations of each blaze in the room is still consistent, but their order isn't.

I don't really see why this change was made. The puzzle was learnable and feasibly doable in a reasonable amount of time without solvers due to the patterns being predictable, and as mentioned earlier, subconsciously being able to predict the next blaze felt rewarding. Along with this update, some other things which could be predicted by room rotation like the location of redstone keys was also made to be random.
Maybe it was part of some bigger issue with how Hypixel handled RNG and discovering the blaze puzzle patterns could have led into something bigger? probably not, but either way, I was not happy to learn about there no longer being patterns.

The Quiz puzzle is BY FAR the single longest puzzle in Dungeons. Every single other puzzle in the game can be done in half the time which quiz can, and that is not an exaggeration. Even the two other worst puzzles in the game; Ice Fill and Water Board, can both be done in 13 seconds or less if done right, whereas quiz is hard locked to around 30 seconds. And for what? All you do in Quiz is click three buttons, answering three questions picked from a pool. There's no reason why you should be forced to wait almost the entire duration of water board just to be able to answer the first question, despite knowing the answer immediately.

So my solution to this: Shorten the animations significantly and let us answer the questions as soon as they appear in chat. If the player answers before the animation finishes then awesome - start the next question. For a puzzle so mechanically simple and which requires virtually no skill at all to complete in the shortest time possible, it should not take this long to do it.

While dungeons was originally designed to be a team game, in practice playing with a team can be a pain in the a**. Generic party finder rant yada yada, I think that solo running should be a viable way to play the game. While I realize that it would be difficult to balance the reward scaling since solo runs are not 5x slower than a full party, getting the same rewards from putting in more time and several times the effort doesn't make a whole lot of sense.
Ideally this would be balanced around making it so that a full party of equally skilled players would still be more efficient in terms of rewards than if they had done solo runs, but I can't think of a good system for this.

This ended up being longer than I expected, but I like dungeons, and I want it to keep getting better. While I'm pretty pessimistic regarding anything I talked about here actually being implemented, I'd still like to know what people think about my proposed changes.

Dungeons - Dungeon QOL Changes (Kinda effort) (2024)
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