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Old Jul 08, 2009, 03:29 AM // 03:29   #1
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Default Quests that Alter Terrain

Today as attempting to do DNKP, I realized what had made the Titan quests so enjoyable... they completely altered the mobs and spawned different/slightly exclusive enemies. This makes the quests a truly different experience from "go kill 10 etc..., collect 10 etc..."

Taking this idea one step further, I'd suggest new quests for GW, more likely to have a chance at implementation in GW2, that completely alter terrain, aswell as enemies and mobs.

For example, In DNKP there could perhaps be craters and some of the mountains levelled. Other quests would have villages on fire/destroyed. However, as much as this adds a deeper level of roleplay to GW, it is just that, eye candy.

For GW2, this would seem to have a much greater effect, since apparently skills will be affected by terrain/situation.

What do you think about truly interactive quests that leave a lasting effect? Instead of those that are a simply one time do and be done?
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Old Jul 08, 2009, 03:42 AM // 03:42   #2
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would be a neat idea to see implemented. only question i have is what if i have a different quest then you do and both quests change the environment in different ways. might not be pretty. neat idea tho
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Old Jul 08, 2009, 03:48 AM // 03:48   #3
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Would probally be as it is now in some areas, the party leader will be the deciding factor on the spawns/effects of the area. Can't bring any to mind this instant but I'll come up with some if you want.
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Old Jul 08, 2009, 04:02 AM // 04:02   #4
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We have that in GW1 already with Nightfall, for example Nightfallen Jahai that is a shadow world of Jahai Bluffs etc.
Even Pre Sear Ascalon, and Old Ascalon, although you can't return to how it used to be.

Last edited by Bristlebane; Jul 08, 2009 at 04:08 AM // 04:08..
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Old Jul 08, 2009, 04:20 AM // 04:20   #5
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but isnt the world in GW2 supposed be like WoW and other mmo's? towns and outposts arent seperate from the explorable areas.
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Old Jul 08, 2009, 04:49 AM // 04:49   #6
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Quote:
Originally Posted by Bristlebane View Post
We have that in GW1 already with Nightfall, for example Nightfallen Jahai that is a shadow world of Jahai Bluffs etc.
Even Pre Sear Ascalon, and Old Ascalon, although you can't return to how it used to be.
As I was putting up the post, I was thinking I knew this was present in some form in GW, i just couldn't remember, thanks.

However, the Nightfallen areas are simply dark mirror versions of the same areas, I'm not talking about a total reskin, but small affects of it on the environment. And yes, the main idea of this comes from the stark contrast between pre and post.

In fact, I'm pretty sure this will have a place somehow in GW2, but of course anything such as to what extent is unknown. I remember a quote somewhere about affecting the world for other players by performing an action such as killing a dragon...
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Old Jul 08, 2009, 05:00 AM // 05:00   #7
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Quote:
Originally Posted by thetechx View Post
but isnt the world in GW2 supposed be like WoW and other mmo's? towns and outposts arent seperate from the explorable areas.
As far as I know, not completely. It will be a mix between instanced and non-instanced maps, so I'm sure there will still be outposts.
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Old Jul 08, 2009, 05:41 AM // 05:41   #8
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Yes from what I have pieced together, there will still be instances, but they will not be "private" in the sense they are now,I think people can still opt to enter one you are already in at any time. I could be wrong, but hey, a good bit of GW2 is still just speculation at this point. I'm sure the end result will be pretty different from what we are currently told about it, as some games can be upon final release.
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Old Jul 08, 2009, 06:52 AM // 06:52   #9
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Quote:
Originally Posted by thetechx View Post
but isnt the world in GW2 supposed be like WoW and other mmo's? towns and outposts arent seperate from the explorable areas.
LOL dont say that> judging by what i've seen in gw 1 if this happens with anet servers it will be massive lagfest.
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