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TOPIC: End the Combat and Puzzle Variations in 2014?

Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #85

I wonder if Jeff has data on how often a full run is purchased v. multiple people buying them, to provide a baseline. I think someone suggested having the first run of each hour be a full block run. My guess is that they would all sell out.

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Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #86

Yes, I suggested a Top of the Hour, suggestion. Or even Every other hour. At the top of the hour.
Sweet a combat room, we won't take damage!

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Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #87

  • Xavon
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Brad Mortensen wrote:

Xavon wrote: Question.

In removing the puzzle/combat split, would there still be four dungeons (two copies of each) or would there only be two dungeons?

Either way, my two SP would be three different nine room dungeons, 12 minutes per room. And one of the three should have a branch point, but don't announce which one in advance. Probably not possible, but just throwing it out there.


If I understand Jeff's concern, the variation is precisely what he's trying to eliminate, to reduce the demand from the veterans to make more room for the newbies.


That's why I said make it only one dungeon, and don't announce in advance. I don't think most players would buy three extra tickets so that they can have a chance to take the alternate route in one dungeon. I could be wrong. In that case, just don't let it be known at all.

I'm not sure about everyone else here, but I would probably still do multiple runs of each dungeon. Both to play multiple difficulties, and to play as different classes.
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Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #88

Xavon wrote:

Brad Mortensen wrote:

Xavon wrote: Question.

In removing the puzzle/combat split, would there still be four dungeons (two copies of each) or would there only be two dungeons?

Either way, my two SP would be three different nine room dungeons, 12 minutes per room. And one of the three should have a branch point, but don't announce which one in advance. Probably not possible, but just throwing it out there.


If I understand Jeff's concern, the variation is precisely what he's trying to eliminate, to reduce the demand from the veterans to make more room for the newbies.


That's why I said make it only one dungeon, and don't announce in advance. I don't think most players would buy three extra tickets so that they can have a chance to take the alternate route in one dungeon. I could be wrong. In that case, just don't let it be known at all.

I'm not sure about everyone else here, but I would probably still do multiple runs of each dungeon. Both to play multiple difficulties, and to play as different classes.


I guess I won't have to do 14 runs this year like last year :)
You don't have to outrun the monster, just the guy next to you - The buddy system.

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Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #89

Out of cureiosity what draws you to 14 runs?
There is no wrong answer here I'm just curious.

I can understand why would go a couple times on each run.
I can certainly understand wanting enough True Dungeon time to use all the tokens you spend money on. But I'm wonder yours.
Sweet a combat room, we won't take damage!

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Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #90

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Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #91

My ideal number would be 5. Two with son and friends on normal - that's what we have gear for. Two with a nightmare group - I have gear for that. (Hellooo Team Synergy!). And a grind, which I have not yet been able to do.
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Last edit: by Harlax.

Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #92

valetutto wrote: Out of cureiosity what draws you to 14 runs?
There is no wrong answer here I'm just curious.

I can understand why would go a couple times on each run.
I can certainly understand wanting enough True Dungeon time to use all the tokens you spend money on. But I'm wonder yours.


Well it was my second year of doing TD and I have 2 runs with friends a gt run and there were about 8 DDA runs. I Grabbed a few filler runs as well.

The reason why was two fold. One to get surviver pins for all 4 and because I really had a fun time the first year with only 3. This year we are cutting back on runs as we didn't have much time to even think. But also one of the best runs we had was Sunday morning with 8 new people helping them have fun and just nudging them in the right direction was a blast and they thanked us for helping them and not just carrying them through the dungeon.
You don't have to outrun the monster, just the guy next to you - The buddy system.

Cranston's Character Generator for iDevices or Character Generator for Android

Amorgen's Excellent Excel Character Generator

Have you checked the Token DataBase ?

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Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #93

magic number of runs here is 6

one of each type, one with the volunteers group and one GT (I hope!)
*mental note* always listen to Jeff

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Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #94

In my first year at Gen Con 2009 I ran I think 13th I loved TD and went in a binge. I played and skipped other events just to sit by the waiting list for a ticket spot that opened. But now I would say four is the number. Two scouting runs with me and just one or two other member's of my party. Followed by our full group run with all my friends.
Paladin of the one true God.

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Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #95

ive settled in to 4 dungeon runs and 2 grinds...basically, everything twice (except those few rooms that are only on combat xor puzzle, not both).
this has let me see everything at least once (though, some of the rooms I would have liked a second shot at, while others I didn't need a 2nd time).
this lets me run both dungeons at NIGHTMARE level for the challenge, while also having a hardcore/2nd try to guarantee XP (though, to be fair, I haven't needed this insurance as I do have a pouch of ~10 potion of deaths door, just in case).
with a total of 4 dungeon runs, I get to spend time with a variety of DDA members, have a few slots for local friends to come along, and of course get my wife on one of each and my best friend (also in DDA) on all of them.
and I like to get in 2 grinds because, despite all the drama and frustration with prepping, I have always had a ton of fun during grind.

my reason for not doing more runs has actually been an issue with time. it is tough enough to schedule those runs. I now help run a booth in the exhibit hall (check out Zombie Fried ) and I like to check out other booths. also, I wont do runs back-to-back; I am stressed enough in the coaching room since I equip 3 people and also loan various things to others, I don't want to make that worse.
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Re: End the Combat and Puzzle Variations in 2014? 10 years 10 months ago #96

I agree with the general consensus, ending puzzle/combat variation wouldn't be a major concern. I love TD, but sometimes it can be hard to get in all 4 dungeons around the volunteer schedule, if there are only 2 types then it would be much easier. That being said, just because there are only 2 types doesn't mean I wouldn't try and run them more than once, I have spent a good sum on tokens over the years and like to get my moneys worth out of them.

I do like the idea that's been brought up about a room that could go either way, solve the puzzle or fight the monster, that way the group could decide, also I can't remember who brought it up but I like the idea of the last room being a fight, a climactic battle with the boss to end the dungeon.

I'm not sure I like the idea of a 10 ticket block at $440, I'm sure it would sell, but it can be hard enough to get tickets, and what if some noob buys it and doesn't realize what it is, they could think its some special VIP run and show up alone and wonder where everyone else is.

I'm sure someone will argue it would be in the description, but how many people bought tickets for nightmare specific runs and didn't realize it (they didn't cost $440 I know).

There have been a lot of suggestions up to this point; epic 20 player battles, choose your own adventure, choice of final room, and many others; all of which sound cool and some might be feasible but others sound like logistical headaches.

For now, IMO, ending combat/puzzle variants is a good first step, there are probably some first timers who didn't understand what the designations meant anyway. And from the volunteer side of it, people got confused last year they were suppose to in be Golembane - Puzzle - Room 1 (Combat) and they would end up in Golembane - Combat - Room 1 (Combat) barely got that one sorted out before the first groups came in.
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