(2012-04-03 01:13:45)Exbajalator Wrote: The dungeoneering sounds sick, just during the dg event the other day I think I missed every call that Dreggstar made about picking up a key lol, so it's going to be good, but I don't know how it works yet. You're still going to need to know you have the keys to use them so it'll still be more efficient to have one keyer hold onto all of them, but will allow much quicker floors. Plus with the toolbelt, I'm interested in seeing if you actually keep the better tools eg prom pickaxe, in your toolkit for future dg floors or not, probably not, but I'm also interested in seeing if it means we'll have to still buy the toolkit at the start of every dg and it just allows the benefit of having more inventory space or what.
It says the keys are connected to the dungeoneering toolbelt. Presumably you pick up a key and it goes right to the toolbelt and from there anyone can use it when they find the door it goes to. It would be ideal if everyone got a game message that the key is available, but otherwise you'll just have to call what you find.
I am also wondering whether or not items added to the toolbelt would persist in between dungeons, but I honestly don't think it makes a difference either way. The tools are all easily obtainable from the start, and nobody cares to use a higher level tool when they don't get to keep it. Letting you keep the tools permanently streamline the beginning of a dungeon a little, and we would all grab a promethium hatchet/pickaxe if they were permanent, but that's about it.
Anyway, I think it looks like a good solid month, ignoring the SoF update which I abhor. Dungeoneering and runecrafting are my two least favorite skills, so anything that might improve them is fine with me. I don't think we get nearly enough quests, but Fremennik Sagas are close enough to satisfy me, plus they're replayable if I wish.
"The only thing an adult can give a child is a yellow cape." - Chuck Jones