Candyland Rework/Fixes


#1

There are many old dungeons in RotMG that have been changed for a variety of reasons. They have been changed to prevent griefing (Lair of Draconis), to make it more enjoyable (Manor of Immortals), or to remove abused mechanics that gave the player an unfair edge (Toxic Sewers). These dungeons had some sort of problem that was fixed with a simple change.

So, why skip over the Candyland when all three of the aforementioned changes are applicable to it?


Candy Gnome

Thanks to keys the Candyland dungeon is far more common than the creatures who drop it, Candy Gnome. Also, searching several realms only to find one gnome who doesn’t drop the dungeon you’re looking for isn’t enjoyable.

That is why I suggest to simply make the dungeon drop rate from Candy Gnomes be 100% of the time.


Minion Spawning

The current spawning algorithm that is used in the Candyland has had some unintended side effects that can either be abused or make the dungeon not as enjoyable.

This includes the invisible status effect and teleporting to another player at the same time that they teleport.

Both of these things trick the game into thinking that there are no players around, which results in all of the enemies despawning and respawning. It makes the Rogue unable to use his cloak ability when alone and allows players to force monsters to respawn in the room they are in.

This can be fixed by using the same spawning algorithm used in the Realm, although it may need to be tweaked in order to be perfect.


Boss Spawning

Players can grief (intentionally or unintentionally) in this dungeon by simply being in the boss room when there is no boss present. Bosses will only spawn if their room is void of players, or if the methods mentioned in Minion Spawning are used. This can also pose a threat to Rogues as they are able to spawn a boss on top of them when cloaked and alone.

That is why I suggest that the bosses are invulnerable for 5 seconds while also being paralyzed and stunned for 3 seconds when they spawn. This will also need to be a separate phase to prevent the bosses who reproduce from spawning monsters during this time. The invulnerability lasts two extra seconds to prevent the bosses from being insta popped by players when they activate.


Boss Stacking

Allow bosses to spawn on top of each other, but not bosses of the same type.

While not necessarily fixing anything, this concept would give the dungeon a reason to stack bosses and to not stack bosses.

This idea is mainly a result of my desire to fight all of the Candyland bosses at once, even if it isn’t more rewarding. It think it’d be a fun challenge to take, especially with a group.


Which of these changes would you like to see in the game?

  • Candy Gnome
  • Minion Spawning
  • Boss Spawning
  • Boss Stacking
  • None of the above
  • Other (Post Reasoning)

0 voters


#2

What were the reworks for manor and sew?


#3

Can’t break bookshelves in the Manor if they don’t lead to the treasure rooms anymore and the Toxic Sewers fixed the Cloak’s ability to negate sickness from the sewer water.


#4

There’s multiple cland ideas of making the bosses spawn in all rooms which eliminates the need for 1 boss room.

That’s literally all we need.


#5

That concept can work fine on its own too, but It doesn’t address the spawning algorithm issue.
Doesn’t surprise me that nearly the majority of players thus far want to keep it as is though. Same reason we’d want to keep the hazmat Rogue in the Toxic Sewers.

Boss room or no boss room though, something needs to change.


#6

This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.