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Old Aug 09, 2006, 10:25 AM // 10:25   #61
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Quote:
Originally Posted by Omega X
I've been waiting for that forever.
Mazes and puzzles?!

Are you guys seriously telling me you find mazes FUN? What part of "oops, this one is a dead-end too, I have to backtrack again" is fun? 'Cause I really don't get it.
Hey, here's a thought: how about a three-dimensional maze? With curving corridors? Which will randomly change when out of view? AND your compass and map doesn't work in it? Doesn't that sound like fun?

Because it sounds like mindless tedium to me. I had all the mazes I'd ever want to see in gold box games and Dungeonmaster, and mazes SUCK.

Puzzles. Again, be careful what you wish for, you might get it. Raise your hand here everyone who feel The Deep would have been a better mission if you on a couple of occasions had two minutes to solve a Towers of Hanoi puzzle, or push 4x4 boxes around in a square with only one space free, to form a word, or the quest would fail. Thank you.

Now everyone who'd solve these puzzles by reading guildwiki or similar sites please raise your hand.
Thank you.
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Old Aug 09, 2006, 11:06 AM // 11:06   #62
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Zelda-like mazes and puzzles would be nice, the hack and slash gets tedious at times.
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Old Aug 09, 2006, 11:26 AM // 11:26   #63
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Quote:
Originally Posted by milias
Mazes and puzzles, those would rock!
If ANET Ever did this it would be awsome have a maze that changed so u never got the same one and have mobs or bosses spawan all over the place. Think about the elite mishes thaey tried to start a puzzle like thing with standing on the pedastuls or whatever to open the gate and if I remember in Urgoz there is what seems to be a maze or so they call it.

Overall good idea
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Old Aug 09, 2006, 11:40 AM // 11:40   #64
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Quote:
Originally Posted by Numa Pompilius
I love that idea. Post it in Sardelac now!
Personally, I would say goodbye to all none-harcore characters. I love the challenge of having to thread carefully through the game, because one little mistake might be the end of all your hard work, but I don't think most GW players will be up to this. I am afraid they will burn me on a stake

You can post it for me. No need to give me credits, since it isn't exactly an unique idea. I am sure that GW has thought about it, but is looking up to the coding.
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Old Aug 09, 2006, 10:43 PM // 22:43   #65
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I agree with the posts suggesting variation in spawn patterns and better AI would give the hard areas better replay value. If it is predictable it is far easier. After a couple of trips you know all spawn points and exactly what you are up against.

I can't say that any of the SF/UW/FoW/ToPK/Urzog/Deep areas was easy the first time you went there with a balanced team and no one in the party had been there before. Actually they were all pretty hard! But after 2-3 times you know all the patterens and it gets much more smooth. If you then start to use the community developed standard high efficient farming builds and strategies, there is of course not much left of the initial difficulties.

What if you landed in UW and instead of meeeting the regular Aatrax groups had to deal with 2 Aatraxes and a Mindblade spawning Dreamrider. Next time a couple of Coldfires and Charged Darknesses. Guess that might ruin the day for the majority of the 55/SS farmers, but would add a lot replay value for us non-farmers.

I'm not saying everything should be made harder, but I would like at least those late game "elite" areas to have a high degree of replay value and not be reduced to tiresome farming grinds.

Regards,
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Old Aug 09, 2006, 10:46 PM // 22:46   #66
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Take off your armor and do droks run. LOL

(Couldn't resist)
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Old Aug 09, 2006, 10:52 PM // 22:52   #67
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puzzles would be cool.. would be funny if nightfall does'nt sell though- then we all login and it says GAME OVER ****FACE with a staff pic with them all mooning
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Old Aug 09, 2006, 10:56 PM // 22:56   #68
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You know what would be really cool...
making GW more Epic...

Lich, Shiro... Kanaxai, Urgoz... not very epic. Iron forgeman... EPIC!

Huge baddies, almost impossible to kill, and bested with smarts. Thats nice.

or maybe another thing...

Have one mission be a "trial by fire" type of thing, each person goes in solo (like ascension...) and depending on the class, each mission is different. These missions would be designed to test the player's skill.

For example, Ranger: Interupt 20 Giant stomps in a row in a mob of 20 Giants.

This way there would be no "cookie cutter" way to get through this mission, and therefore those who DO get past them, are "skilled." enough such that the "harder missions" as suggested, would actually be doable.
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Old Aug 09, 2006, 10:59 PM // 22:59   #69
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Best mission ever: Lich, Shiro, Glint x5 each and you are 60 dp
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Old Aug 09, 2006, 11:00 PM // 23:00   #70
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Quote:
Originally Posted by Avarre
Because of cookiecutter and mission knowledge, the only way to make a truly 'hard' mission would be to introduce the one thing that makes pvp a challenge, unpredictability.

Zone that changes for every group (Bnet D2 style), with changing spawns (class, position, patrol route, etc) so that groups would have to be balanced to be ready for everything.
I've got an idea... Make them "PvP"...

what would occur is, two teams go in together, depending on the opposing side's classes, corresponding monsters will spawn.

Whenever say...the ranger on on team moves, the ranger-type-monster will move for the other team. When the ranger uses distracting shot, the monster uses distracting shot as well...

The players control "monsters" for the opposing team, while also fighting to keep themselves alive...

This way, One team will win, while the other will loose. Unpredictability, and tension to the max!
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Old Aug 10, 2006, 12:17 AM // 00:17   #71
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Note the title said "I want..."

This is your own personal want. Not we, nor need. So why should Anet care about it?
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Old Aug 10, 2006, 01:42 AM // 01:42   #72
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Quote:
Originally Posted by Reikai

This way, One team will win, while the other will loose. Unpredictability, and tension to the max!
If people wanted to PvP they would just PvP. PvE should remain as it is, monsters will always be stupid, but randomizing spawns, group composition and patrols, as well as map structure (change the order of Urgoz rooms at random, as well as their orientation, for example), would add a little more challenge.
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Old Aug 10, 2006, 08:34 AM // 08:34   #73
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I think making the AI smarter, random mobs/skill sets, professions might make things less cookie cutter and more balanced. But thats making it more like PvP. Also more mobs isnt more fun, or harder, it can be just boring. How about 1 mob in a room that can instaport to you, kill you in 2 seconds flat, and then port back into hiding. Something that would scare you to death
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Old Aug 10, 2006, 08:46 AM // 08:46   #74
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/sarcasm with a touch reality

How about if Anet makes the game lag more, so you get to play it like I do.
Whenever you get surounded by a huge damage dealing mob, you lag for about 10 seconds, you get to cast one spell, you lag an other 5 second, you cast a spell again, and from there on, if you are still alive, the fight slowly speeds up.

Most suggestions will just alienate ocassional players with average computers.
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Old Aug 10, 2006, 09:05 AM // 09:05   #75
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Quote:
Originally Posted by Numa Pompilius
Mazes and puzzles?!

Are you guys seriously telling me you find mazes FUN? What part of "oops, this one is a dead-end too, I have to backtrack again" is fun? 'Cause I really don't get it.
Hey, here's a thought: how about a three-dimensional maze? With curving corridors? Which will randomly change when out of view? AND your compass and map doesn't work in it? Doesn't that sound like fun?

Because it sounds like mindless tedium to me. I had all the mazes I'd ever want to see in gold box games and Dungeonmaster, and mazes SUCK.

Puzzles. Again, be careful what you wish for, you might get it. Raise your hand here everyone who feel The Deep would have been a better mission if you on a couple of occasions had two minutes to solve a Towers of Hanoi puzzle, or push 4x4 boxes around in a square with only one space free, to form a word, or the quest would fail. Thank you.

Now everyone who'd solve these puzzles by reading guildwiki or similar sites please raise your hand.
Thank you.
You have absolutely no imagination whatsoever.

It won't hurt you if they threw a puzzle in your path every so often RATHER than fighting glitchy lvl 28 mobs all day everyday. It would actually make some ppl use BRAIN power for once in their Guild Wars lifetime.

Anet drone 1: "We gave him infinite recovery! Oooooooh"
Anet drone 2: "They will never win"
Player: "We will just use this and this"

-5 mins later-

Player: "This mission sucks, the same thing over and over, just like <insert elite area here>"

Rinse and Repeat.

Lvl28 invincimobs can only entertain for so long.

AND if not Puzzles, then what? PvP? Boring. Players are looking for these areas to be unique and epic. Not defeat lvl 28s all day hoping for a drop.
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Old Aug 10, 2006, 09:10 AM // 09:10   #76
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I'm all for huge epic boss battles.
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Old Aug 10, 2006, 09:17 AM // 09:17   #77
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And what comes to the puzzle aspect, I don't believe many would spoil the fun by reading walkthroughs from guildwiki straight away. I mean come on what's the fun with that , or am I being too naive about that.

Forgot to mention,

as many have already mentioned, to make things harder, putting another 100 mob of 28lvl kirbys is easy solution. I'm voting for the 'thinking man's game' side myself. Areas where surroundings itselves are a problem to solve, enemy that requires also something else than massive dmg (so that there could be even greater variety of skills), and list goes on..
Guild Wars has still so much potential to give us great experiences.

Last edited by jackie; Aug 10, 2006 at 09:28 AM // 09:28..
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Old Aug 10, 2006, 10:40 AM // 10:40   #78
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I don't see th point in puzzles in an online game as this, I mean even activating the stupid portals in prophecies was more a pain in the but than anything else.
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Old Aug 10, 2006, 11:34 AM // 11:34   #79
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Quote:
Originally Posted by majoho
I don't see th point in puzzles in an online game as this, I mean even activating the stupid portals in prophecies was more a pain in the but than anything else.
The definition & quality of puzzle plays important role here. I myself wouldn't consider opening Crystal Desert portals nowhere near the definition of a real puzzles.

It doesn't have to be concrete puzzle. It can be for example a riddle from some old man that leads to a hidden oasis in the middle of huge desert or whatever.

I don't see it impossible to add some thinking to the gameplay even if it's an online roleplaying game that has strong PvP focus. (of course this game already has some)

These kind of things certainly would give some spice to many players gaming experience.

Last edited by jackie; Aug 10, 2006 at 11:37 AM // 11:37..
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Old Aug 10, 2006, 11:44 AM // 11:44   #80
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I don't own Factions so I did not play the mission but from what I read here its pretty tough. No I don't want harder missions. I want more intelligent missions and bonus levels. And playable for everyone, so including the solo PvE player who goes alone or with henchies. For all levels.

Oblivion is a good example of how I would like missions and levels to be desigend: A huge variation in objectives and ways to complete the missions. In a range from easy to very hard.

Make missions more individual and profession related, e.g. by forcing the usage of certain skills. Not by endless aggroing but by intelligent figuring what ingredients you need to complete the mission. e.g. a Ranger Mission that requires you to bring a certain pet which has the abillity to search for a lost object, or a Monk mission where you have to deal with disenchantments and where your objective only can be reached by using... an enchantment.

More variation, more individuallity, more intelligent... Get rid of the concept of missions filled with hordes of enemies and aggoing!
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