Group dungeons and the fixed group levelling together (test bench, not deployed yet)
First real dungeon runs played end to end by autonomous players on the test server: Ragefire Chasm cleared without a death, Deadmines and Scarlet Monastery completed, and a fixed group that now quests together.
- Commit
- ecd352d
- Build
- Build success · Target worldserver (serveur de test)
Dungeons
- Run log: bosses killed, wipes, deaths per role, duration, loot and stalls for every run.
- Tank: waits for the group (health, healer mana, stricter before a big pack), pulls one pack at a time at range and backs off toward the healer, lets patrols pass, moves from boss to boss (guards first), asks for polymorph and sap on big packs.
- Damage dealers: give the tank 2 s, kill a boss's adds first, melee from behind, no fear in dungeons.
- Healer: tank first, heal rank matched to missing health, short rests between packs.
- After a wipe: resurrection by the healer or a ghost run to the entrance (underground Deadmines included).
- Loot: need only for a real upgrade of one's own armor type, upgrades equipped.
- Deadmines: the gunpowder and the cove cannon are used.
Bench results: Ragefire level 16, two completed runs with no death (38 and 43 min); Deadmines level 20, two completed runs (1 and 3 wipes); Scarlet Monastery level 32, Library completed with a single death.
Fixed group
Outside dungeons the leader picks the zone for the lowest member, shares quests and waits for the group; the others join him (zeppelins, orb), follow, assist and heal. On the bench: no deaths in group versus about 2 to 5 deaths per hour per character solo, but experience per hour still 2 to 4 times lower (shared kill XP, low-level zone quests).
Thresholds can be tuned live (dungeon.* keys).