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Old Sep 20, 2006, 10:15 PM // 22:15   #21
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some modification I would suggest might be:

- Allow group of small teams (1, 2, 3 or 4). Possibly include ablity to form groups (add, join, leave) in map as well.
- Include aggro-all Mobs that is randomly spawn
- The "points" should go more toward in-map power ups.
- Have 2 or 3 "sides", in which people of one side are allie, and can not attack each other. What side you will be on will be randomly assign. You could attack your own side, but than you would be "disown".
- Have Guardian type of mob/npc that is spawn, and help guard against player spawn points
- Mutliple ways and exsit from a player spawn point.
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Old Sep 20, 2006, 11:04 PM // 23:04   #22
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Quote:
Originally Posted by JustSomePigeon
that would just start reminding me of runescape. And then everyone would complain that "ZOMG JOO STOLE MY URGOZ LONGBOW!!!!11!!!1!!1!"
And that would end up being more trouble than its worth.

Thats why its called "Hardcore" noobs not allowed...and see i dont really like the aspect of having different sides....there should be one side where everyone comes from and they all have a common goal to reach the monsters lair but then there would be really hardcore players that would try and prevent it from happening and some of ur teammates could turn on u and kill u if they wanted which would make PuGs suck...i know prob more players would be interested in pking then trying to get to the dragons liar....and as for lag? well anet could prob hook up like 20 or 30 servers all together working flawlessly and mayb have armor textures low res?
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Old Sep 21, 2006, 06:39 AM // 06:39   #23
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i had a similar idea where you have a pvp arena designed to hold 50-100 people at one time where it is a free for all your points are tallied for each kill you get since the last time you dies every time you die you lose all your points then you have a record keeper stationed in the outpost and he shows whomever has longest time not killed then to make this harder you have not just your server but a mix of EVERYONE you gain faction balz faction only because this isnt a faction based place. have the spawn points designated t oeach individual and 3 exits from each point to lessen the spawn camping.
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Old Sep 21, 2006, 07:21 AM // 07:21   #24
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Quote:
Originally Posted by Drithlan
i had a similar idea where you have a pvp arena designed to hold 50-100 people
This, the way GW is set up, is probably impossible. Right now, there at most 24 people at one battle area. What happens when all 24 meet up, along with their minions and spirits? For prople without top-notch connections and equipment, things slow to a crawl. The game is not only sending and recieving data of your charachter, but is recieving every single event to make it appear on your screen. The game has to track every movement, spell cast, animation, traps, etc. and show it on your screen. So, it becomes 24 things + the 24 things it has to send and recieve to each other person, so it does all that sending and recieving like 576 times....each time ANYTHING happens. that isnt counting things not controlled by people, such as spirits, which must be sent to others as well, adding another huge number of outputs to the players computer.

the reason they can manage such large groups of NPC's, is that everything that happens has only one real direction, out. As a npc does something, the system doesnt need to read a users input, because the input is already generated by the game, and not an outside source. And it still laggs on NPC mobs, trust me



Just my thoughts on this, i cant really say its totally accurate not knowing how the game is set up internally
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Old Sep 21, 2006, 09:15 AM // 09:15   #25
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Quote:
Originally Posted by actionjack
some modification I would suggest might be:

- Allow group of small teams (1, 2, 3 or 4). Possibly include ablity to form groups (add, join, leave) in map as well.
- Include aggro-all Mobs that is randomly spawn
- The "points" should go more toward in-map power ups.
- Have 2 or 3 "sides", in which people of one side are allie, and can not attack each other. What side you will be on will be randomly assign. You could attack your own side, but than you would be "disown".
- Have Guardian type of mob/npc that is spawn, and help guard against player spawn points
- Mutliple ways and exsit from a player spawn point.
-The small groups would defeat the areas idea of a free for all!
-Mobs could work but shouldn't be farmable... meaning no points from them.
- Perhaps the points to power ups idea would work, I'm undecided
-Sides Again! its just like groups. The original idea was for a free for all arena!
- NPC wouldn't be required if spawn points were random, and if not perhaps a period where your un-attackable would be nice.
-not bad spawn point are a defining part of the idea.

Wrath Of Dragons
24 people is Alliance max, for real players. Factor in NPC's and the cap points and there different effects, also figure spirits and minions.
And then realise they all ready have a arena for this called AB, which dial up players play fine with the extra factors you spoke of.

This idea is for an area that may not require NPC's, I'm unsure how the game factor the tech side but a character cap might be a good thing.

So a 24 + say 15-24 extra (Minions and petsor spirits -remember their static) character area wouldn't be too different to AB


But a 50-100 person area would either be to small and clogged, too big and at non-peak times all most empty. maybe a character cap ftw

But you could have different districst

The Guild team idea is another problem, but there could be counters. Random Districts. Only supply faction to the player that kills the other.
Disable chat features. With out a team feature they would need outside source like TS or Vent, you can't ping attacks. Health would require you to actively select each player you teaming with or have the scream it over vent TS.

Its not 100% unteamable. But why would you team if only a single player got faction?
I wouldn't. Plus backstabbing FTW,
Your attacking a player.
Monk B takes dmg. Leaving 20hps
Guild player with Monk B, Ranger A.
Pwns Monk B for 10 balt faction! :P


More bad ideas posted, include the item drops! Like Runescape
Go in with a PvP character with only PvP weapons, Customised to players. Then see the Hardcore ranting about no drops! PFFT. And if they dropped PvP weapons, you can't use them!
Your already getting Faction for a kill, do you need someones Ascalon blade of charrslaying?

Yet another bad idea! Team!
WTF people its about a free for all area! We all ready have
-Random Arena: Random team selection arena
-Team Arena, Alliance battles: Team PvP arena.
-HA, GvG, AB ect: Guild PvP areas with team areas

Do we have a Random Free for all arena? with more then 2 people?

My thoughts would be,

-Include a bonus for killing a player thats has amounted a high lvl of faction, from kills in game. Only limited to that battle. The more you kill the more you earn, the more you earn, the more people get for killing you.

-Chests, Keyless chests. Use Free-for-all faction to open. Recieve power ups, improved speed, Timed mending, moral, Added limited AR lvl!
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Old Sep 21, 2006, 04:29 PM // 16:29   #26
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the problem with a free for all is this game is ALL ABOUT teamwork, there would be a few niche builds that would own in this area for the most part, but 1v1 combat in guild wars is advanced paper rock scissors. And the lag wouldn't be fun either.
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Old Sep 21, 2006, 08:23 PM // 20:23   #27
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The game is all about skill. Especially with the addition of hero battles, I think that a fight like this can be justified. Next chapter should be a pvp chapter, it would be really cool if this was one of the big additions, as it is pretty different from the other types of pvp that we have.
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Old Sep 21, 2006, 08:36 PM // 20:36   #28
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I had an idea similar, however when I posted it in the past it was a little long for people to read through it so I never recieved any feedback. I would like to see what you guys think.

I had an idea for a new game mode after reading about things people like about the game or would like for the game. Here are the thought’s I have gathered from both popular perspectives that I want to implement into this mode.

PvP:

- Would like the ability to attack/kill pver’s that have spent time going through a mission.

- Would enjoy a somewhat big scale type of game play that is enjoyable for everyone

- A pvp mode that is rewarding in a sort of pve aspect.

PvE:

- Love farming cool items.

- Love the feeling of being put through somewhat threatening/difficult situations

Obviously I barely touched base with what everyone would wan't however the above stated are things that I am trying to put into this game mode idea. My idea is to combine this into one big area where everyone can get a little of what they enjoy/would enjoy doing. Here is how I think this could be achieved.


The idea is to have three styles of teams that go after each other to reach their goal, the bounty hunters, the protectors, and the farmers. Here is a description of what each team would do. I am thinking this style of play would be 3 teams of 8 competing/helping each other on one big map.

Bounty hunters: These characters are set out to mainly attack farmers however can attack protectors as well, when a bounty hunter kills a farmer random contents his/her chest will be spilled but not everything, the farmer will be out of the game, and the bounty hunter can pick up anything that may be of interest to him/her. Whenever a bounty hunter kills something a medallion is received which they can redeem for things such as faction, items, and other cool rewards.

- Whenever these bounty hunters kill a farmer they get a point towards the “bounty hunter” title

- Bounty hunters will receive death penalty and will also have a shrine to resurrect at if they die unlike protectors or farmers.

Protectors: The protectors’ purpose is to provide service to the farmers and help them get past the bounty hunters, for every farmer that survived the protector will receive its own rewards based on their performance. So to reiterate this, if the protector team gets all of the farmers to the safe zone the reward will be much greater than if they only get one back. Whenever a bounty hunter is killed by a protector they drop medallions that can be redeemed for rewards as well.

- For each farmer assisted to the location protectors will receive one point towards a “protector” title.

- If a protector dies he/she is out of the game.

Farmers: Farmers attempt to cross the area with protectors that the bounty hunters have set up without dying so they can live to see the items they picked up. Farmers can not use weapons or anything offensive skills but can use defensive skills to help keep the team or themselves alive, unless they choose to drop their chest, in which they can join the protector’s forces in trying to rid the bounty hunters from killing the other farmers and stealing all the goodies, but lose the contents they spent picking up from the chests.

- Every time a farmer carry’s a chest to the safe zone they will receive a point towards a “farmer” title.

- If a farmer dies he/she will be out of the game.

- Items found in chests will of course be bound to the person that picked it up in the area to avoid a situation where farmers and protectors say these x amount of people will drop their items we will gain an unfair number advantage and wipe the bounty hunters.

Pregame before the actual match starts:
Before each match starts there is a 10 minute prep time to give whatever side you choose an advantage in some way.

Bounty hunters: Bounty hunters are given 10 minutes to set up an obstacle course that will make it difficult for the protector/farmer teams to get through. When the pregame timer starts, all bounty hunters will talk to an npc that gives them contraptions that they can choose from and plot around the map to make things difficult for the opposing party’s, these contraptions will take advantage of the maintained enchantment UI and will disappear after the 10 minutes is up, bounty hunters can only carry so many contraptions at on time. an example of the contraptions that the bounty hunters can be given would be crippling turrets (similar to the ones in the elite mission) to put in areas they think will be beneficial, they can also set up catapults that do good damage but not enough to one hit kill that fire in static locations, there will also be ponds that the bounty hunters can use to drop seeds that create effects such as the 50% chance to miss/spell fail spores, or perhaps can knock down protectors/farmers every 3 seconds if they are standing in them.

Protectors: At this point protectors can generate death penalty but not be banished from the game if they die whatever effects they may have gained will not be lost here. Protectors are given 10 minutes to fight bosses that grant them random effects that can help assist farmers on their journey. For example if the protectors decide to kill this certain boss they will be granted the ability to see bounty hunters on their radar. There will also be other random effects that the protectors can gain such as a shout that can negate a set amount of damage, give run buffs, aoe cripples, etc. These type of effects will take place on the maintain enchant bar and when the protector feels the need to unclick them the effect will come out. 10 minutes will obviously not be enough time to get all of the effects so the protectors will have to learn what boss kills grant what effects and try and search for those bosses to set themselves up to be the best protector they can possibly be.

Farmers: Farmers spawn in an area where random mobs are placed everywhere and they can either choose to fight them or run past them, some times bosses that drop rare items will spawn and drop whatever they may be looking for, at this point if a farmer dies they will not be banished from the game but they can generate death penalty, however the contents of the chest at this point will never be lost. Farmers are also given a master key that can be used to open chests for 10 minutes they run around and open up as many chests as they can. They are allowed to open up as many chests as they can in this amount of time and fill up their chest of goodies. Farmers are only allowed to fill up their chest with no more than x items so they have to choose wisely fast. After they have ransacked this area and the timer ends the new gate opens up where they meet up with their team of protectors where the new countdown begins. From this point on they venture out to attempt and make it through assassination attempts and get to a certain point to secure their items.

Actual match:
When the actual match starts bounty hunters will be set up however they may want to be setup around the map. Two gates will open where the farmers meet the team of protectors that will be assisting on their journey. The two teams then venture out through the obstacle course and assassination attempts to try and reach the safe zone where farmers items that they found are secured for theirs to keep, and protectors are rewarded by an npc that spawns and rewards them based on their performance. The bounty hunter team tries to make sure that no farmers ever reach this safe zone since they are rewarded based on the amount of people they kill and get to keep some of the items that are dropped when the farmer decides to either fight or dies. The map design will be a compact enough area so that the farmers actually have to be confronted instead of just being able to make a dash for the safe zone. Here is a picture I made to help make the map layout look clearer.

map.JPG

Random matches: This mode will offer random play if teams don’t feel like forming where people can hit enter and be randomly placed on a team. Random play matches will not drop great items as common as coordinated team matches.

Team matches: When entering a team match you can form your team of 8 and build to fight against whatever you think you may come up against. Team matches also give the team the option of what team they would like to be on whether they prefer to be bounty hunter, protector, or farmer.

Day items:
Each day a certain set of items will be lootable in this style of play. For example on Mondays you will be able to find different types of items than on a Saturday. This will be implemented to keep the rotation fresh and interesting rather than allowing people to find everything right away and getting bored with this game mode. New items will also be added every once in a while to keep this mode fresh.

Types of things that could be found in the chests that the farmers would pick up:

Rare finds: Rare items will obviously have a smaller percentage chance to drop than other items.

- Rare crafting material: you can use at a trader in some hard to get to area that allows you to craft armor that has specific mods to it. Such as "super cool armor - specs (for each piece you can run 5% faster while in towns)"

- Rare dye: These dyes would be rare because they do something more to your armor/weapons than just color it. For example a dye that makes your armor look like a ghostly hero, or dye that gives your armor/weapons an eye candy type glow to it.

- Rare machine parts: There will be a set amount of specific parts that need to be collected, once you have collected all of these parts you get a little machine in your inventory that opens up and when you feed this machine things that you would normally throw away it turns them into items you can use to rid yourself of death penalty. Could also have parts that open up new bag slots in your inventory, storage, etc.

- Rare map pieces: There will be a set amount of specific map pieces that need to be collected, once you have collected all of these pieces you have a map that grants you access to some area (perhaps the area where you craft the rare material armor) In this area there could be some 16 man raid boss that has different forms, is ridiculously hard to kill, and drops some more crazy rare items.

- Weapon parts: You collect a set amount of parts to craft a weapon. These weapons will be the next step above green items as far as pve goes however they will still be available to use in pvp and balanced. For example a new rare weapon could look something like this. “Cool name – hammer 19-35 icy damage +30 health (have a 5% chance to knockdown all adjacent creatures)” the 5% chance would only be available for pve however if you brought this weapon to pvp you would get everything about the hammer but that 5% chance. These weapons would also look very stylish and perhaps bigger than normal weapons and can also be worn while you are in town.

- Green weapons: Nothing much to say here we all know what green weapons are.

Common finds: These items will drop at a better percentage rate than rare items and will be chosen sometimes but not always by the farmer.

- Gold items, purple items, normal dyes, scroll, etc. Anything that people enjoy picking up.

Junk finds: These will drop at a high percentage rate and will most likely be passed up.

- White items
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Old Oct 02, 2006, 03:13 AM // 03:13   #29
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Just A Bump
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Old Oct 02, 2006, 03:49 AM // 03:49   #30
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Agree with the Kurzick / Luxon thing.

/signed
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Old Oct 02, 2006, 03:59 AM // 03:59   #31
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PK Areas.. lol ok. If you want to pk, go play WoW or Conquer Online. If you really want pk areas in this game, they better make it ALL explorable areas pk-able, or it will be horrible, "special pk areas" are already in the game, their called arenas.
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Old Oct 02, 2006, 01:45 PM // 13:45   #32
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Go play WoW. GW isn't designed to work like that; the amount of development it would take to add that sort of functionality would basically require it to be a separate expansion, consisting almost entirely of PK zones. And frankly, not enough people want that for it to sell well enough to justify the expenditure.
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Old Oct 04, 2006, 04:54 AM // 04:54   #33
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If you actually take the time to read the suggestion you will see that it is a competitive area, meaning it would be similar to alliance battles, hall of heros, gvg. I know all the carebears here cringe at the thought of someone killing them while the spend countless hours grinding pointless shit, but if you're going to refer me to wow at least read my post first. Yes it would probably require development in another expansion, but the idea isn't good enough to be part of an expansion? Go to the alliance battles and if you actually find a party, enter the battle, I want to see how many times the no opposing party message pops up, then do me a favor and hit print screen. I wouldn't mind them opening up all the area's to be pkable, but fact of the matter is guildwars caters towards the players with vaginas because thats what drives their revenue.

Last edited by SaosiN17; Oct 04, 2006 at 05:46 AM // 05:46..
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Old Oct 04, 2006, 07:44 AM // 07:44   #34
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Quote:
Originally Posted by Shattered Self
Go play WoW. GW isn't designed to work like that; the amount of development it would take to add that sort of functionality would basically require it to be a separate expansion, consisting almost entirely of PK zones. And frankly, not enough people want that for it to sell well enough to justify the expenditure.
Nothing more to add

/not signed
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Old Oct 05, 2006, 08:19 AM // 08:19   #35
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3 of the last 4 posts haven't even understood the idea.

A pk arena, not an expansion, not a zone. Not a change of game dynamics.

Just a 1vsAll arena!
and the first page and almost the entire second is all /signed!


Anet add this and I'll buy you cookies!
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Old Oct 05, 2006, 09:46 PM // 21:46   #36
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I like the idea but i cant help but think that this going to be a breading ground for "a dime a dozen" builds like the touch ranger and stuff. The green idea is awful. Maybe a reward of extra balthazar's faxion or something would be better. Or, at the end of the game, it ranks you out of everyone else and you can actually view everyone elses score or something.
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Old Oct 06, 2006, 03:50 AM // 03:50   #37
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If this was implemented simply as a ffa mode where one could randomly pop into ongoing games at differnt districts it would be great.
it would take lots of skills to stay alive whiel still scoring some kills.

also i'd like everyone to remeber t hat althoguh some builds like crip shot ranger and touch ranger would own there also would be counters to these two builds. mainly.. the crip shot ranger would counter the touch ranger.
and any cheap condition removal would leave teh ranger wit ha wasted mana pool in an atempt to keep you crippled.

EDIT: whooops almost forgot

/SIGNED
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Old Oct 06, 2006, 05:44 AM // 05:44   #38
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/multi-signed
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Old Oct 06, 2006, 09:11 AM // 09:11   #39
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For those who have played Silkroad Online b4.You should know that in order to PK someone in that game,u need to buy a cape for urself.Now,each cape is different with colours.Each colours represents ur army.So if u have a red cape u cant attack ppl with red capes but only other colours.So ppl from the same army can help each other kill foes.In this case,we got guilds so we cant use capes,so how about scarfs?That wrap arounf ur neck,which can be bought from merchants at a price.You of course can but mutilple-capes from each army but when u put it on u cant change army unless u get out of Tk area.
I want to win balth factions for each kill

/signed with respects
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