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Old Dec 16, 2006, 04:48 AM // 04:48   #21
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Quote:
Originally Posted by Thom Bangalter
Uh...so just have ANet make warhammer online?

Your pve-only suggestion makes things terrible, btw. So it's guild wars, with massive battles, only it's pve only so you kill npcs? sounds pretty lame to me.
have one, go and do Dajkah Inlet challenge mission

This idea sounds cool but the overall game of Prophecies will be changed around un order to accomidate it, which isnt worth it, prophecies is fine the way it is
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Old Dec 16, 2006, 06:41 AM // 06:41   #22
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No this could never work .It's completely different than the guild wars game and build itself so maybe in another game but not this one .

Besides, what was trhe point of posting this anyway ?I mean come on development has been going on for this game for months and so if ch4 isnt already based on this, they're definitely not going to start from scratch according to what one player thinks is cool .
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Old Dec 16, 2006, 07:07 AM // 07:07   #23
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Quote:
Originally Posted by Thom Bangalter
www.warhammeronline.com. Wait another 9 months or so and you get your game.

Only difference really, between your ideas and theirs is that they don't cater to the pve community exclusively. And what's the point of having a war if you're just killing bots?
Yeah, thanks. If you aren't going to contribute, please bugger off.
Quote:
Originally Posted by Makaelthos Solcry
No this could never work .It's completely different than the guild wars game and build itself so maybe in another game but not this one .

Besides, what was trhe point of posting this anyway ?I mean come on development has been going on for this game for months and so if ch4 isnt already based on this, they're definitely not going to start from scratch according to what one player thinks is cool .
XOMG Y POXT NU IDEAZ?!? TEHY HAV DEIR PLANZ TAHAT DAY WOJNT CHANGE, OMG NUUUU!!!

As with Thom Bangalter, if you're just here to troll or flame, bugger off. If you want to be constructive, please go ahead.

Quote:
Originally Posted by Strider77
This idea sounds cool but the overall game of Prophecies will be changed around un order to accomidate it, which isnt worth it, prophecies is fine the way it is
Finally! A valid criticism/concern! I was just using the Prophecies setting as an example, because I suck at creativity. They could probably come up with something where a "royal summons" from some country arrives at Lions Arch, Kamadan and Kaineng calling us to the defense of x kingdom.

Last edited by Bowman Artemis; Dec 16, 2006 at 07:09 AM // 07:09..
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Old Dec 16, 2006, 08:35 AM // 08:35   #24
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Another Powerful Lich Lord casts a curse on the lands of Elona/Tyria/Cantha..they start to blame each other..war breaks out...u have to choose a side,u help that side in pve..in pvp the war gets funner...enter into a Huge PK Area,u kill players from the other side,u cant kill u own side,if u die u get res,for each kill u earn pts for u side,every 3 hours the side with most pts get favour and players on the favoured side gets a blessing.
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Old Dec 16, 2006, 12:39 PM // 12:39   #25
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Little girl is kidnapped and raised by the Charr army during Searing, being taught the way of the flame. 20 years later, little girl returns as young woman to fight along side the Charr army that the Ascalonians forgot about after defeating the titans.
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Old Dec 16, 2006, 01:41 PM // 13:41   #26
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Originally Posted by Priest Of Sin
Necros would DOMINATE...

MMs, SS, Blood AoE... *drool*
May i salivate with you?


On Topic

What kind of scale are we talking about?

100+ enemies at a time?
50+ players at a time?

Because then we cant even talk about talking about the lag.
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Old Dec 16, 2006, 10:26 PM // 22:26   #27
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Originally Posted by Aegeroth
May i salivate with you?


On Topic

What kind of scale are we talking about?

100+ enemies at a time?
50+ players at a time?

Because then we cant even talk about talking about the lag.
RE: Lag, why not? We have hundreds of players in LA District 1 at a time without too much lag (albeit with reduced texture quality). Also, the servers are constanly calculating thousands of enemies beating up on thousands of players in different zones. That was the kind of scale I was thinking.
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Old Dec 17, 2006, 01:00 AM // 01:00   #28
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Quote:
Originally Posted by Bowman Artemis
Finally! A valid criticism/concern! I was just using the Prophecies setting as an example, because I suck at creativity. They could probably come up with something where a "royal summons" from some country arrives at Lions Arch, Kamadan and Kaineng calling us to the defense of x kingdom.
Well then what do you mean? im confused now, is this supposed to be an event similar to a holiday thing or a new campaign suggestion. I think this would work good as a new sub-map to be added to tyria(in my opinion ), similar to Realm of Torment or Domain of Anguish. It would liven up prophecies again.
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Old Dec 17, 2006, 01:48 AM // 01:48   #29
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Quote:
Originally Posted by DarkWasp
This game is REALLY based on killing mobs and, ... ... killing... more mobs.

Oh yeah, and killing the other mobs, the mobs with greens, the mobs with golds, the mobs with objectives, and also mobs that just get in your way.


SON OF A! I almost forgot!! You're probably going to get to kill mobs in this game, ISNT THAT GREAT!?
This is from another topic, but this is the way the game is played. Why not kill even MORE mobs?
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Old Dec 17, 2006, 02:00 AM // 02:00   #30
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because it gets BORING
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Old Dec 17, 2006, 05:42 AM // 05:42   #31
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Quote:
Originally Posted by Strider77
Well then what do you mean? im confused now, is this supposed to be an event similar to a holiday thing or a new campaign suggestion. I think this would work good as a new sub-map to be added to tyria(in my opinion ), similar to Realm of Torment or Domain of Anguish. It would liven up prophecies again.
I mean:

Replace every instance of "Ascalon" "Tyria" and so on and so forth in my original post with "Xulgquar" and "Fadjlit", then you'll have my idea with sucky names.

You're thinking contradictory things it seems, "don't add it to prophecies, Tyria is fine as it is" then "this would work good as a new sub-map to be added to tyria(in my opinion )".

/nitpick

Quote:
Originally Posted by Strider77
because it gets BORING
Uh... Ok. Take a break and then go back and kill mobs.
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Old Dec 17, 2006, 04:29 PM // 16:29   #32
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Quote:
Originally Posted by Bowman Artemis
I mean:

Replace every instance of "Ascalon" "Tyria" and so on and so forth in my original post with "Xulgquar" and "Fadjlit", then you'll have my idea with sucky names.

You're thinking contradictory things it seems, "don't add it to prophecies, Tyria is fine as it is" then "this would work good as a new sub-map to be added to tyria(in my opinion )".

/nitpick


Uh... Ok. Take a break and then go back and kill mobs.

Making it an add-on is not contradictory. Adding it as a map similar to Realm of Torment or Domain of Anguish will NOT change the prophecies overall mechanics.

And we have been trying to take a break form killing all the mobs and making an attempt to trying it again, but there is only so many times you can kill the same mob over and over and over and over and over and over and over and over and over and over again before it just gets boring and nauseating.
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Old Dec 18, 2006, 12:52 AM // 00:52   #33
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The best way to implement this would be to have it be an expansion or even a new campaign in and of itself. It would be awesome if the battle WAS the town, like what they did for the rift thingy in the dragon festival. Imagine a GIANT THK map with 1000+ people on the inside, and thousands of NPCs attacking... depending on which side won a round, that side would recieve benifits, for instance, if the npcs won, wed have our catapults destroyed foir the next wave, but if we won, we would gain some npcs to replace our fallen. If you are killed, your teleported back to the inside of the town that they cant get into, and then when you hit enter mission you go back..best example would be like that one city in kryta with the undead swarming the walls...that could be the outpost, and then another version of it, exactly the same, but under siege...hmm...

IM LIKING THIS!!
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Old Dec 18, 2006, 01:18 AM // 01:18   #34
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I've always wanted bigger battles. Kinda like dzagonur bastion mission. Only on a bigger scale. But I'm worried about lag too. Larger party size and mass mobs? Cool, but not if its lagged like crazy. And I doubt the game would run a decent framerate with 1000s. Towns couldn't even handle all the ghost in the boxes awhile back. Maybe 100s of npcs and less then 100 real people at most. Maybe 48 real people max actually.
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Old Dec 18, 2006, 01:54 AM // 01:54   #35
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Quote:
Originally Posted by Kendar Muert
The best way to implement this would be to have it be an expansion or even a new campaign in and of itself. It would be awesome if the battle WAS the town, like what they did for the rift thingy in the dragon festival. Imagine a GIANT THK map with 1000+ people on the inside, and thousands of NPCs attacking... depending on which side won a round, that side would recieve benifits, for instance, if the npcs won, wed have our catapults destroyed foir the next wave, but if we won, we would gain some npcs to replace our fallen. If you are killed, your teleported back to the inside of the town that they cant get into, and then when you hit enter mission you go back..best example would be like that one city in kryta with the undead swarming the walls...that could be the outpost, and then another version of it, exactly the same, but under siege...hmm...

IM LIKING THIS!!
Guess who completely forgot about the D'alessio outpost! There's a proof of concept right there, let the players use skills inside said outpost as opposed to only letting NPCs use them. I like your catapult and reinforcement idea too btw.

Quote:
Originally Posted by kazjun
I've always wanted bigger battles. Kinda like dzagonur bastion mission. Only on a bigger scale. But I'm worried about lag too. Larger party size and mass mobs? Cool, but not if its lagged like crazy. And I doubt the game would run a decent framerate with 1000s. Towns couldn't even handle all the ghost in the boxes awhile back. Maybe 100s of npcs and less then 100 real people at most. Maybe 48 real people max actually.
Where I was talking thousands, I meant the thousands of players in different instances that the game has to compute, not thousands in the one zone, I agree, the lag would be terrible! I like your figures that you have come up with.
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Old Dec 18, 2006, 07:46 AM // 07:46   #36
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Quote:
Originally Posted by Bowman Artemis
RE: Lag, why not? We have hundreds of players in LA District 1 at a time without too much lag (albeit with reduced texture quality). Also, the servers are constanly calculating thousands of enemies beating up on thousands of players in different zones. That was the kind of scale I was thinking.
Im not technical, but i'd still say lag would become an issue.
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Old Dec 18, 2006, 10:00 AM // 10:00   #37
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Lag would indeed become an issue, but other than technical issues, there are much more problems surrounding the mindset for this implementation to be successful. Below are my personal though and opinion in regards to the issue:

1) The Defination of the term "Guildwars" is loosely defined in the game. According to the cinematic in the original Game, the description of Devona's fathers death/sacriface in the last Guildwars seems to suggest some sort of large scale struggle. While the Lore seems also to suggest in its history that guilds have a large role to play in the involvement of Politics of the realm. But guilds in reality have no actual impact in the PvE and cash prizes aside, PvP have no real significant impact other than favor for UW/FOW from HoH.

While the word Guildwars often conjures up imagination of widespread conflict of powerful groups against others for gains of either fame or power, we however understand Guildswars as GvG which acts out as sort of a Tournament of 8 individuals against another group of 8 individuals in a balanced location, earning points on a ladder which get reset/locked and i wonder how many actually care about or look at.

2) The closest invovlement of Guilds in playing a significant role in the landscape and political climate of the game came with Alliances through Factions (GWF). The idea seem perfect in conception: guilds forming up to a greater purpose to support a political faction in order to change the political landscape while securing landmarks(towns) as rewards to the most outstanding guilds/Alliance who have won the most glory in battle. But the porblem end with the idea and started with the implementation.

Town control was determined by amount of points the Alliance can garther to "Acquire an Estate" rather than "Fighting for it through brute force" ie Siege. The disillusioned idea of merging the PvE and PvP population resulted in "Faction Points farming" in Alliance battles (12v12) or the "PvE equal" from repeatable quests which were both a blessing and nightmare. Blessing for those who dont want to PvP in ABs to get 1.5 or 15k armours, nightmare for those who dont PvP and forced to contribute a daily quota of 10K factions to the alliance to stay in the guild/alliance. As for the rewards of gaining an "estate on a limited lease" comes basically cheaper keys to contribute towards titles and reprofiting from chest runs. Elite missions in factions.......make your own conclusions.

Factions really had a good idea to work both in terms of concept with the potential to greatly expand on the lore in PvE, yet instead it became grind feast for some, leaving others disgrunted in the sub par PvE of the game. To me Lineage 2 Castle seiges is hard to beat as games goes, of course i will be looking at Warhammer online.But since EA bought over Mystic, i have since lost faith in that game...anyways i digress.

3)Games with large scale combat elements often excel with games such as warcraft and the total war series where strategy and tactics, unit type placement, mobility and specific weakness and strengths of different untits are placed into consideration in the game play. RPGs however focuses on character development and story telling hence such elements of play and consideration are harder to include in a RPG setting. However many good RPGs does the trick by creating an illusion of the characters involvement in a large scale battle while still maintaining focus on the characters and not bog the player down with too much specifics other than the usual questing to improve the player's odds/chances of victory in the war for example.

Dzagonur Bastion is a good example of miniture siege combat mission where the players get to decide unit placement and defend objectives. However it's unimpressiveness lies in the limitations of existing game mechanics which is the crux of this problem/issue of large scale battles.

Before we asked the game to be changed in a certain way, we must take certain points/elements into consideration by asking some simple questions.

How will these changes/addition affect:

a)PvE exclusive players
b)PvP exclusive Players
c)Hardcore and Veterans players
d)Casual and New to game Players
e)The current game limitations:quest and mission(grp of 4,6,8 & 12),AB(12v12),HA(6v6),GvG(8v8),RA(4v4) etc.
f)Time investment for the proposed area/quest/mission(hrs): quest(5-10m),mission(10-40m), tombs(45m), Deep(1.5h), DoA(2-5h)...etc
g)Popularity and economy of time in both design and implementation.
h)advancing instancing technology to accomodate required bandwidth


Hence as such with these considerations in mind, unless the above limitations are addressed, i dont forsee this suggestion becomming a feature anytime soon unless a change in direction and mindset is undertaken in the game design and targeted audience for GW in the future. However i would gladly welcome Anet to prove me and other naysayers wrong to make it a more interesting and fun game for everyone. Cheers.

Last edited by Thallandor; Dec 18, 2006 at 10:08 AM // 10:08..
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