Post by 3bo admin on Oct 8, 2012 15:57:39 GMT -5
Hello and welcome to my Map Prediction guide!
The goal of this guide is to assist you in your Dungeoneering so that you are capable of predicting how the map might be generated under certain conditions. Specifically, I'll attempt to outline how the critical path affects the dungeon, and other miscellaneous things such as challenge rooms and general trends.
I will also attempt to explain how paths tend to act in relation to each other.
Remember that I am not an employee of Jagex, and if you see anything you suspect might not be entirely true, PLEASE respond and tell me! I'll investigate the issue and probably fix it so that this guide remains as factual and accurate as possible.
Before you can fully appreciate the complexity of the map and how it's generated, you're going to need to know some basic things.
PREFACE
1) The critical path is a connected line of 19-24 rooms.
2) Doors which need to be boosted by a potion are always bonus.
3) The boss is usually the door closer to home. If there are two (or more) possible places that the boss could be hidden, the general rule of thumb is that the boss will be the door closest to the base.
4) All bonus paths diverge from the critical path.
5) It is important to keep the GGS on the critical path as much as possible, because due to its nature (the fact that it is a connected line of rooms) it cannot randomly hit a dead end, and since all bonus branches diverge off of it, it's nice to have the GGS there so that these paths can be opened and ran.
6) The experience yielded by skill-doors is the level of the door multiplied by 5 with 10 added to it. The equation would be: experience yielded = 5(level of door)+10.
PATHS
The Dungeon can be seen as a complex relationship of individual paths. For this reason it is important to understand how paths work in relation to one another.
Obviously there is no broad rule which encompasses how paths will always act. Paths do not follow any rule 100% of the time. Nonetheless, there are ways they tend to act most of the time.
Parallel paths tend to fight. If there are two paths that are running alongside each other, one will normally cut off the other one. The one which will dominate will usually be the critical path.
Observe the following picture where the top path is bonus.
Paths tend to go straight as much as possible. Where the is a seemingly equal probability of a path going one way or the other, the path will tend to go the way it's already going. The trajectory of a path tends to be fairly consistent throughout the entire floor.
For example: in the following map, east looks much more likely to comprise a larger portion of the map. However, paths like to go straight, and so the map turns out to go north instead.
CRITICAL V. BONUS[/b]
The easiest way to predict how a map will turn out is by analyzing which parts of the dungeon are critical and which are bonus. Bonus paths are not required to find the boss, whereas critical paths are.
The implications of understanding which path is critical are as follows:
Below is the picture of the critical path of a large dungeon:
Jagex designed Dungeoneering so that the team would work communally as a unit. Though in the metagame of Dungeoneering we rarely do this, map generation reflects this ideal.
Jagex designed it so that the critical path- the path needed to finish the dungeon, would have all of the high leveled skill doors. They did this so that teammates would have to put in a team effort in order to finish the map. Even though we don't do that, we can use this design plan to predict critical vs. bonus paths.
It is impossible to have low level skill doors on the critical path. If you have a door more than 9 levels below the maximum level of the team, it is unequivocally bonus. If you have a maxed player on the team, or a player with 99 in the skill of the door... if the door yields less than 460 experience, it is bonus. You can figure out the level of the door you opened by the formula listen in the preface, subsection 6.
(note: it is important to note that the converse of this rule is not true. If you receive more than 460 experience (or whatever), that does not necessarily make the path critical- it just means that the path might not be bonus)
Jagex also made it so that only high-leveled resources spawn along the critical path. To be clear, high-leveled resources spawn in abundance on bonus paths. It's just that, low-leveled resources will NEVER spawn on the critical path. Resources include: fishing spots, mining spots, woodcutting spots, dinomastices, and farming spots.
This is where our knowledge gets murky. If you have a maxed player on your team, a resource 2 teirs below the maximum resource will denote bonus. However, if there is no maxed player on the team, it's much more difficult to know exactly how many tiers below maxed might be critical. Therefore, it's prudent to wait for extreme examples before acting on this rule if you do not have a maxed player on your team, i.e. bathus ore.
It is also very important to turn off your xp-share. This is because xp-share forces all players with the required level of a door to share it (unequally I might add). Even if only one person has it on, the experience will be shared. This means that the 460 rule will not work.
Crit Room Count[/b]
We know that the critical path is only 19-23 rooms. This means if you've been on the critical path for a long time, you're likely going to find the boss soon.
There is nothing much to add, really. If you've been 1 wayed for a long time, then you'll find the boss soon.
For example:
Since the team was 1-wayed for a long time, you'd expect them to find the boss very early. And, they did!
This is all for now. Feel free to suggest and critique things. Thanks for reading!
The goal of this guide is to assist you in your Dungeoneering so that you are capable of predicting how the map might be generated under certain conditions. Specifically, I'll attempt to outline how the critical path affects the dungeon, and other miscellaneous things such as challenge rooms and general trends.
I will also attempt to explain how paths tend to act in relation to each other.
Remember that I am not an employee of Jagex, and if you see anything you suspect might not be entirely true, PLEASE respond and tell me! I'll investigate the issue and probably fix it so that this guide remains as factual and accurate as possible.
Before you can fully appreciate the complexity of the map and how it's generated, you're going to need to know some basic things.
PREFACE
1) The critical path is a connected line of 19-24 rooms.
2) Doors which need to be boosted by a potion are always bonus.
3) The boss is usually the door closer to home. If there are two (or more) possible places that the boss could be hidden, the general rule of thumb is that the boss will be the door closest to the base.
4) All bonus paths diverge from the critical path.
5) It is important to keep the GGS on the critical path as much as possible, because due to its nature (the fact that it is a connected line of rooms) it cannot randomly hit a dead end, and since all bonus branches diverge off of it, it's nice to have the GGS there so that these paths can be opened and ran.
6) The experience yielded by skill-doors is the level of the door multiplied by 5 with 10 added to it. The equation would be: experience yielded = 5(level of door)+10.
PATHS
The Dungeon can be seen as a complex relationship of individual paths. For this reason it is important to understand how paths work in relation to one another.
Obviously there is no broad rule which encompasses how paths will always act. Paths do not follow any rule 100% of the time. Nonetheless, there are ways they tend to act most of the time.
Parallel paths tend to fight. If there are two paths that are running alongside each other, one will normally cut off the other one. The one which will dominate will usually be the critical path.
Observe the following picture where the top path is bonus.
Paths tend to go straight as much as possible. Where the is a seemingly equal probability of a path going one way or the other, the path will tend to go the way it's already going. The trajectory of a path tends to be fairly consistent throughout the entire floor.
For example: in the following map, east looks much more likely to comprise a larger portion of the map. However, paths like to go straight, and so the map turns out to go north instead.
CRITICAL V. BONUS[/b]
The easiest way to predict how a map will turn out is by analyzing which parts of the dungeon are critical and which are bonus. Bonus paths are not required to find the boss, whereas critical paths are.
The implications of understanding which path is critical are as follows:
- On the critical path, it is impossible to randomly hit a dead end. This means that if you're carrying the group gatestone along the critical path, you won't have to backtrack suddenly.
- As a keyer/dungeoneer, your goal is to keep the GT on the main path as much as possible. The critical path usually leads to the most amount of doors and having the gt there will allow players to easily run branches.
Below is the picture of the critical path of a large dungeon:
Jagex designed Dungeoneering so that the team would work communally as a unit. Though in the metagame of Dungeoneering we rarely do this, map generation reflects this ideal.
Jagex designed it so that the critical path- the path needed to finish the dungeon, would have all of the high leveled skill doors. They did this so that teammates would have to put in a team effort in order to finish the map. Even though we don't do that, we can use this design plan to predict critical vs. bonus paths.
It is impossible to have low level skill doors on the critical path. If you have a door more than 9 levels below the maximum level of the team, it is unequivocally bonus. If you have a maxed player on the team, or a player with 99 in the skill of the door... if the door yields less than 460 experience, it is bonus. You can figure out the level of the door you opened by the formula listen in the preface, subsection 6.
(note: it is important to note that the converse of this rule is not true. If you receive more than 460 experience (or whatever), that does not necessarily make the path critical- it just means that the path might not be bonus)
Jagex also made it so that only high-leveled resources spawn along the critical path. To be clear, high-leveled resources spawn in abundance on bonus paths. It's just that, low-leveled resources will NEVER spawn on the critical path. Resources include: fishing spots, mining spots, woodcutting spots, dinomastices, and farming spots.
This is where our knowledge gets murky. If you have a maxed player on your team, a resource 2 teirs below the maximum resource will denote bonus. However, if there is no maxed player on the team, it's much more difficult to know exactly how many tiers below maxed might be critical. Therefore, it's prudent to wait for extreme examples before acting on this rule if you do not have a maxed player on your team, i.e. bathus ore.
It is also very important to turn off your xp-share. This is because xp-share forces all players with the required level of a door to share it (unequally I might add). Even if only one person has it on, the experience will be shared. This means that the 460 rule will not work.
Crit Room Count[/b]
We know that the critical path is only 19-23 rooms. This means if you've been on the critical path for a long time, you're likely going to find the boss soon.
There is nothing much to add, really. If you've been 1 wayed for a long time, then you'll find the boss soon.
For example:
Since the team was 1-wayed for a long time, you'd expect them to find the boss very early. And, they did!
This is all for now. Feel free to suggest and critique things. Thanks for reading!