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Old Oct 30, 2007, 02:28 PM // 14:28   #1
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Default Natural Elites.

Signet of Capture. We're all familiar with this copious copper marvel. Kill a boss, use the signet. Get an Elite. Do a dance. But looking at it from an in-game perspective, doesn't this seem like little more than simply fleecing the reward from someone else's hard work? Yes, that said person may have just tried to kill you with an axe, but nonetheless. It seems like the 'hero' takes the easy route all too often.

My idea/suggestion is that a PvE Character be able to undergo a quest from the appropriate NPC after a few pre-requisites are met:

1.) Character has reached level 20
2.) Character has been played for at least 5 hours. *
3.) Character has completed at least 5 missions in the Campaign it was created in.*
4.) Available only once per character.

*: Why these requirements you ask? Simple. To prevent easy/cheap unlocks by simply rushing a char to 20, and claiming the reward without putting in any relevant time on the character itself. The other requirements should be self-explanatory.

(Example to elaborate on the idea)

Monk: (For the sake of the example let's say Monk A wants to earn [wiki]Restore Condition[/wiki].) Monk A goes to the Dwayna's Servant (Random name) NPC. After an introductory dialogue, Monk A accepts the quest and selects the Elite he/she wishes to earn. Since RC is a Protection Prayers skill, the quest would reflect it. Monk A would be pitted against another NPC Protection Monk, and the two would compete in a mini-quest to protect a group of townfolk against a rampaging yeti/dragon/Gwen/whatever. After the time limit had expired or the player had failed the quest (Player or objectives all die) they would be brought back to the outpost, and based on the success of the task, they would either be rewarded the chosen Elite and experience, or attempt to repeat with better results.

I know it's not the best idea ever, but it would help newer PvE players who don't have the money/faction to unlock the skill and gain it with an Elite tome. It would also help players who didn't want to go all the way through a certain storyline just to get a skill that only one boss has.

So, thoughts?
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Old Oct 30, 2007, 02:40 PM // 14:40   #2
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Quote:
Originally Posted by Sister Rosette
Signet of Capture. We're all familiar with this copious copper marvel. Kill a boss, use the signet. Get an Elite. Do a dance. But looking at it from an in-game perspective, doesn't this seem like little more than simply fleecing the reward from someone else's hard work? Yes, that said person may have just tried to kill you with an axe, but nonetheless. It seems like the 'hero' takes the easy route all too often.

My idea/suggestion is that a PvE Character be able to undergo a quest from the appropriate NPC after a few pre-requisites are met:

1.) Character has reached level 20
2.) Character has been played for at least 5 hours. *
3.) Character has completed at least 5 missions in the Campaign it was created in.*
4.) Available only once per character.

*: Why these requirements you ask? Simple. To prevent easy/cheap unlocks by simply rushing a char to 20, and claiming the reward without putting in any relevant time on the character itself. The other requirements should be self-explanatory.

(Example to elaborate on the idea)

Monk: (For the sake of the example let's say Monk A wants to earn [wiki]Restore Condition[/wiki].) Monk A goes to the Dwayna's Servant (Random name) NPC. After an introductory dialogue, Monk A accepts the quest and selects the Elite he/she wishes to earn. Since RC is a Protection Prayers skill, the quest would reflect it. Monk A would be pitted against another NPC Protection Monk, and the two would compete in a mini-quest to protect a group of townfolk against a rampaging yeti/dragon/Gwen/whatever. After the time limit had expired or the player had failed the quest (Player or objectives all die) they would be brought back to the outpost, and based on the success of the task, they would either be rewarded the chosen Elite and experience, or attempt to repeat with better results.

I know it's not the best idea ever, but it would help newer PvE players who don't have the money/faction to unlock the skill and gain it with an Elite tome. It would also help players who didn't want to go all the way through a certain storyline just to get a skill that only one boss has.

So, thoughts?
its a nice idea but isnt it making tihngs linear?

also people having trouble with the elite skill challange may find it hard, and builds would ocme in soon to beat it, like the norn areana.

i may have misread it.
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Old Oct 30, 2007, 02:44 PM // 14:44   #3
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Count me in.
/Signed.

More Roleplaying = Win.
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Old Oct 31, 2007, 02:04 PM // 14:04   #4
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Quote:
Originally Posted by Talach_Ninneed
its a nice idea but isnt it making tihngs linear?

also people having trouble with the elite skill challange may find it hard, and builds would ocme in soon to beat it, like the norn areana.

i may have misread it.
Bad spelling aside, your post doesn't make a lot of sense. Why not make the idea linear? Is it any more cut and dry than just killing something and using a Signet with no thought involved whatsoever? Also, I don't know why you mentioned the bit about 'builds would come in and beat it.' If it's only doable once per character, why bother wasting skill points and money to make a farming build that you can only do once anyway?

Sorry, but I think you have misread it.
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Old Oct 31, 2007, 02:32 PM // 14:32   #5
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The skill cap system is fine as is.

/notsigned.

<----Feels like this is another "let's make this game for 3 year olds!" thread.
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Old Oct 31, 2007, 06:13 PM // 18:13   #6
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Quote:
Originally Posted by Sister Rosette
Bad spelling aside
3 words mistyped, didn't see the need for that tone

Is it any more cut and dry than just killing something and using a Signet with no thought involved whatsoever?

Quote:
Also, I don't know why you mentioned the bit about 'builds would come in and beat it.' If it's only doable once per character, why bother wasting skill points and money to make a farming build that you can only do once anyway?
When the norn arena was released in the preview/launch weekend there was topics all over guru asking how to beat the boss, Some found him hard and soon after builds were made to make it easier, some nerfed but all classes have a build that can beat him.

Same may happen to this idea unless it was a fixed skillbar. But still it seems like the easy way out imo,i Would prob liek to do a X min challange then spend an hour looking for random spawns in hells or 40 min in the springs, even if it was one char. (as you said).

i wouldn't mind the idea but i would see it mainly as being used to get the long skills, so it would be nearly a free elite kind of thing. i know challange and all but its how good a challange anet makes it.

+ it may take some time to code when it can only be used once per char and around 40 differant quests,(10 profs, 4 sub specs each, as in monk,protection).
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Old Oct 31, 2007, 09:08 PM // 21:08   #7
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First, is SotiCoto ever not banned? Second, your concern for the newer player is offset by the fact that:
A. Cap Sig's don't start at 1K a pop, only if you buy up a bunch of skills from the trainers first, and if you do that than you can afford the Cap Sigs anyway.
B. With the sheer number of elite skills that are now in the game (3 chapters worth), they would have to come up with several hundred of these little mini quests and in no way do I see A-Net putting that much effort into an unbroken game dynamic.
C. *snip*"But looking at it from an in-game perspective, doesn't this seem like little more than simply fleecing the reward from someone else's hard work?" Do not forget, your hard work is in the fact that you just killed that boss. It's not like your just creeping your aggro bubble up close to him and capping from a distance, you do have to kill the boss and anything aroung him, and leading up to him.
I have Legendary Skill Hunter, not a major title, but a hard and expensive one all the same. It's fine the way it is.
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Old Oct 31, 2007, 09:33 PM // 21:33   #8
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its a good idea but the lvl 20 thing i dont like mainly because caping skills is an extent way of getting xp for a low lvl ch that eather got ran to a higher place or is 15+ and is able to be at that area.
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Old Oct 31, 2007, 09:37 PM // 21:37   #9
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i had a very similar idea to this.

in the same vain, although mine was more boring, just a repeatable quest where you'd receive one skill from your primary profession since buying them at 1k a pop is a bit of a bitch if you want the lot, and if you dont pvp a whole lot then using tomes isnt that much of a better option.

personally i think elites are happy as they are, although i agree it can be annoying (i want RC on my monk lol) but i think they should be left, but an idea like this should be implemented for regular skills. either that or reduce skill prices, it was alright before loot scaling but now many of my guildies struggle to get skills let alone armor. so i teach em to UW farm lol...
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Old Oct 31, 2007, 10:52 PM // 22:52   #10
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Seems interesting but I don't favor it.
/notsigned
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Old Nov 01, 2007, 12:17 AM // 00:17   #11
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/notsigned

how about elite tomes? and personally i like to have elites before lvl 20....
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Old Nov 01, 2007, 10:12 AM // 10:12   #12
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*Shrug* Like I said, not the best idea in the world. Thanks to those who put reasoning and thought behind their answer, be it yea or nay. If someone wants to lock this feel free.
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Old Nov 01, 2007, 10:19 AM // 10:19   #13
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the capping system is fine but it's true that adding a very few quests with a tome/elite as a reward could be fun. But like said above it shouldnt make things any easier, just a lil change instead of always doing that "skill checklist" thingy
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Old Nov 01, 2007, 09:11 PM // 21:11   #14
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Not GW-ish.

Remember the tomes?

I won't mind it if it war a way to get elites that are availabl later in the game, and the Signet of Capture stays.

By the way, I would change the Signet for NOT to work until the character has made the Signet Quest. And then make it appear in all trainers.
I hate haing to map travel all over the plac or to the guild hall to get a signet when I'm in an outpost with trainer.
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Old Nov 01, 2007, 09:25 PM // 21:25   #15
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Once per character makes it pointless. It would be a fun alternative to current capping, but only once? Also, this would allow someone whoonly owns Prophecies to cap a skill like Hundred Blades before they even finish THK. Although it can be argued to the merit of it, there is a reason why some elites are in far off places.

One free elite, with no requirement on locations you have visited makes it too easy to get the 'hard' elites. Only letting it happen once makes it pointless.

I love the idea of the challenge, but not the method you suggest they implement it. If ALL elites were gained this way, and no ability to choose which ones, then it would be an amazingly fun, new, story driven method of gaining elites.
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Old Nov 01, 2007, 10:32 PM // 22:32   #16
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I would be all for this if it has already been unlocked on your account and you are say for the 4th or 5 th time rerolling a char because you can't edit it looks.I don't see why this can't happen in or another sort of Faction PvE related say Dwayna just add a certian amount of faction to quests.

I like the examble as RC is not and easy skill to cap and it is an important one at that one of the best in the Protection line.Who wants to cap this after doing it 2 or 3 times.

It is either this or bring back skill rings or charms along with SoCs.

Last edited by Age; Nov 01, 2007 at 10:35 PM // 22:35..
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Old Nov 02, 2007, 12:00 AM // 00:00   #17
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Quote:
Originally Posted by Sister Rosette
and claiming the reward without putting in any relevant time on the character itself.
when you mentioned time, it discouraged me. i do not agree with you because i play GW mainly because of its support of "skill rather than time spent". therefore, that guy that rushed to get it did it with skill (no doubt very minimal) and did not need to waste time playing/running the mission
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