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User profile:Librarian

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posted 66 days ago
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Hello there. I've always been curious how Mabinogi creates its dungeons, so this is a pleasant discovery. Thank you for the work you've done on this subject.

posted 335 days ago
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Hi again!

I agree on categories and dungeon features being made more clear, and that's honestly a more-long term project than it first seems. Categories cannot have navboxes, and I intend to create some for specific systems down the line, after I've figured out the best way to handle contents. Stuff like specific mechanics could also just very well be a part of the category page too, but I haven't quite reached that train of thought yet. I don't think we need to separate data from mechanics, it would probably be ill-advised even since it's make navigating through wiki more difficult for the average reader if we went about it that way, I believe. I'd rather keep specific pages about verbose mechanics and link through them all in a navigation box, or create sub-pages to explain some things better. Wiki doesn't use the sub-page system a lot, and we could def use to expand upon it some more.

As for defining an 'instance' I totally get you; the game lore also states that all dungeon difficulties really are just different parts of the same dungeon location. However, when it came to describing what mabi's combat content -is-, other than Raids, Dungeons and Missions, there isn't really an overarching term I could find other than to call all dungeons and missions 'instances', as flawed as it sounds at first. The issue is that mabi doesn't even know how it wants to describe its own content, and often builds up upon previously settled terms (like how Missions are never quite called that, but they were just built off the principles of Shadow Missions)

What we need ultimately I believe is to make sense of this game's terms and whatnot, so that's a tough endeavor to make.

I've also been collecting feedback about this in the wiki's discord server, so if you're in there too, absolutely feel free to chime in too. More heads is better in this case. I get what you mean by the programming-side of instances, and while I know a little of programming, I also come from, well, the library side of things! Actual librarian speaking here. :')

Consider this very early brainstorming and implementation for the time being. I'll give your dungeon overview page one last look to make sure I got everything that matters on the dungeon categ page, then forward your page for deletion, with your blessing.

Thank you very much!

posted 338 days ago
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Hey, I've added the relevant stuff from your Dungeon overview page to the dungeon category, since I believe it fit better there than on a separate page of its own. Do you believe anything else should be on it, or reworded to be better detailed?

I'd like to get your OK to deem that page as properly replaced, and eventually remove it from the wiki's main space. I plan to rework the whole arborescence of Dungeons, Missions and raids, and this would be the first step.

Waiting for your input! --Ivy

posted 818 days ago
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Tiro appearing was never guaranteed before the revamp as far as I recall; there's no need for a 'maybe' option too: Either he appears or he does not. that's why you just leave that field blank if you can't confirm, although you can always insert editor notes as to whether he does/does not appear is uncertain if you choose to use 'No'. -Some- dungeons are going to be easy to figure out whether or not he appears, but the ambiguity should ideally be avoided. At worst, if someone -does- see him in the dungeon, they can edit back the template.

posted 822 days ago
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Ok so since this is a lot, i'll go over this one topic at the time ;;

- This whole dungeon page revamp is a collaboration thing between mostly Lint and me, for the record; I haven't brewed that on my own.

Spawn Patterns: - I don't think it really matters much, since even documenting those spawn patterns is already a chore on its own? I also haven't been the one looking up to fill these, but I can agree it makes some sense to organize it by the number of waves. Double-ordering alphabetically is probably more a hassle than its worth, but if you want, go ahead.

Iria Dungeon: - For now, the focus is only for Uladh dungeons, since those are the ones that were affected by the update(s). Although essentially pillar switches are essentially the same than orb switches, but yeah, there's probably going to be some fine-tuning needed to account for the special rooms those dungeons have.

Mimic pits: Some mimic pits definitely have had more than 3 mimics in them though I wouldn't be able to tell you any specifics. Lint has been doing the documenting of spawns for the time being, maybe they'd be able to give you more insight on the finer details. But overall, I would trust what other contributors have inputted as far as it goes to the mimic count in those pits. Listing off the single treasure chest is unneeded since we're tracking monsters in the first place for that specific part.

...Hope this helps?