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What do you mean by 40+ dungeon? that its 40+ at E rank?Clearing a dungeon is generally a long term project yes. And high level dungeons tend to sprawl, so clearing one 40+ dungeon generally gives you enough space to start a settlement. After that, yeah, you have to attract lower levels to clear the weaker dungeons and expand.
huh, interesting. this is the method I originally suggested (although hypothesized that eventually they might get so high level that no dungeon in the world exists whose E rank they can do)Well generally it goes. A reasonably high level party goes scouting for a spot they like with a dungeon who's E rank is within their range. And yes, there are dungeons that are very high even at E rank. Anyway they find a dungeon in a zone they like, and set about clearing it one rank at a time. If this is an organized expansion planned by another city they'll have less leveled parties clearing the weaker dungeons immediately nearby as well. Anyway. the original party keeps leveling up by grinding out the dungeon they're trying to clear until they can manage the S-Rank/enough of them die that they give up.
S rank gets cleared, new safe zone gets established and now you're playing Majesty instead of Wizardry.
A group of 4 level 60 accompanies 4 level 50, 4 level 40, 4 level 30, four level 20, five level 10 to the dungeon. The levels ten do the E-rank, the levels 20+one 10 do the D rank, and so on. Assuming three dungeons per day (because they obviously don't care about night encounters given they are so far away from the city), they can try the level 60 dungeon on the tail of the second day.
This is risky because it means they need to keep the level 50 guy in the level 60 dungeon, though of course they could level him up after he has cleared the B-rank dungeon.
cool
that was just round numbers for sake of example.
now i am curiousAs to out leveling every dungeon... not a realistic concern. For reasons.
Clear a Dungeon and have a Governor Job crystal on someone in the party so they can claim the cleared zone as 'safe'. If you don't bring more people it just never grows into a proper town/city.
Honestly I don't much care for claiming this one
Interesting. And dangerousWell, I can give a little hint, since Alice would know, it just hasn't come up for easy exposition. To Alice, the known world. That is the area largely inhabited and controlled by humans despite the dungeons and monster attacks.... is about the size of.... lets say Ireland. Out past the borders is a sort of vague frontier fringe mostly made up of places where cities used to be, and then past that is a whole lot of question marks and notations about 'here be dragons'.
You are unlikely to run out of things to explore.
Claiming a dungeon semi-close to the city is probably one of the things that is done regularly, as it means they can have a place where they can change job/skills without going all the way back to the city.Honestly I don't much care for claiming this one
It is too close to the existing city. and it is too cold. sure its a pretty castle, but meh.
Yeah, since the only way to regain HP\SP outside of potions is inns then establishing rest stops along the way is not only a good idea but practically a necessity. Camping out has got to be nigh suicide beyond the highest levels.Claiming a dungeon semi-close to the city is probably one of the things that is done regularly, as it means they can have a place where they can change job/skills without going all the way back to the city.
I expect there to be quite a lot of 'outposts' that are solely comprised of an inn and a couple of other things for when people are making deep-delving in monster territories.
Except such things don't magically appear out of thin air, you need actual settlers to make things. And you are damaging the city infrastructure by taking away a dungeon they intentionally kept at a low level for people to grind for loot and XP. And QM's latest post suggests that deep delving is actually not a thing. And you are assuming we are a city who borders the wilds instead of surrounded by other city states. And the city would be the one to decide what to do with said dungeons, so any such claiming would be done by the city not random adventurers. And there is no reason you can't build an inn between dungeons rather than in an ex dungeonClaiming a dungeon semi-close to the city is probably one of the things that is done regularly, as it means they can have a place where they can change job/skills without going all the way back to the city.
I expect there to be quite a lot of 'outposts' that are solely comprised of an inn and a couple of other things for when people are making deep-delving in monster territories.
Only the goblin grove is noted as being kept around for newbies. The rest could and should be closed by Branded since they present a constant threat. Leaving a dungeon alone too long starts running the risk of an Event happening.Except such things don't magically appear out of thin air, you need actual settlers to make things. And you are damaging the city infrastructure by taking away a dungeon they intentionally kept at a low level for people to grind for loot and XP. And QM's latest post suggests that deep delving is actually not a thing. And you are assuming we are a city who borders the wilds instead of surrounded by other city states.
You're home is the frontier city of Altkhot. Were those seeking their fortunes in the multitude of dungeons that surround your home come to trade and rest. The City Lord is a pretty mercantile sort though, so newly marked Branded have to make their way on their own after they receive a stipend to purchase their very first job crystal. Better than the more tyrannical cities, but it does mean a certain… increased mortality rate.
other points stand
I am going to ask for confirmation on thatOnly the goblin grove is noted as being kept around for newbies. The rest could and should be closed by Branded since they present a constant threat.
That, and "being able to change jobs/magic" when you are four days away from a city is REALLY nice.Yeah, since the only way to regain HP\SP outside of potions is inns then establishing rest stops along the way is not only a good idea but practically a necessity. Camping out has got to be nigh suicide beyond the highest levels.
What we were told was "People won't like it if you close newbie dungeons, but it quickly becomes ok". "Newbie dungeons", iirc, include all the stuff that's level 1-5 with three people. For example, I asked Yrs "So people won't like it if we close Ogre Den, but Devil's Eyes (lvl12 E-rank dungeon) is ok?", to which he answered yes.
Thank you for confirming that radeath is completely wrong when he said ONLY Goblin Glade is kept as a newbie dungeon that we will upset people if we close."Newbie dungeons", iirc, include all the stuff that's level 1-5 with three people. For example, I asked Yrs "So people won't like it if we close Ogre Den, but Devil's Eyes (lvl12 E-rank dungeon) is ok?", to which he answered yes.
Considering the monsters seem to be escaping? I'd go with 'desirable'.Thank you for confirming that radeath is completely wrong when he said ONLY Goblin Glade is kept as a newbie dungeon that we will upset people if we close.
Also, even if it would be "ok" to close Devil's Eyes, that doesn't mean its desirable to do so.
Mostly just being silly. Though I think everyone who is not a Branded may well be secret robot clones controlled by the lizardmen.
Only for the higher level more dangerous ones.Considering the monsters seem to be escaping? I'd go with 'desirable'.
I was replying to you discussing closing the Devil's Eye, a level 11 dungeon.Only for the higher level more dangerous ones.
The lowbie ones upset people if we close them. but surely there is something between "upset" and "desirable". I am guessing
level 5 or lower - upset at you for closing it
level 6-7ish - preferred it open, not really upset by the loss
level 8-10ish - neutral, doesn't care one way or another
level 11+ - happy you closed it.
note the numbers are just a guess, I don't know if that is the exact figure.