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Old Sep 16, 2006, 12:52 AM // 00:52   #1
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Default Camp Area - exploreation quick stop (draft)

I had this idea for while, and just want to put up a less develope brainstorm to see what people think and what else could be modify, befor maybe putting out a more refine version...

Camp Area

Camp area are certain area inside the exploration map. They are not outpost, so you can not map travel to them. The placement of such area will depend on mob location, map layout, etc.

Camp area come about as a need for 2 things, 1) to allow for more flexible built, especially if PvE fighting can be change to be more diverse (see the spotlight concept #4 thread), and 2) to allow the player to player interaction within a PvE area possible.

You would find the camp area by a camp fire/logs, and a special "border" circle around it. Once you enter, your group can set up camp. This action will take few seconds, can only be use when you are not fighting, and can easily be interupted if an outside force attack you. (because you don't want any mob around). Oncee the camp is set up, your group can move freely within the border, but if any cross over, the it will end the camp.
While in the "Camping mode", you can change your skills and re-allocate your attribute points. (again, for reason for it, need to see the spotlight thread)
Also the camp will act like a "worm hole" (assuming the coding would be possible). This mean that it will create a type of mini-district, in which you can see other player who is camping in that camp (thought they are on differnt instanize map) that time. This is to help make GW to have bit more of the MMO-ish social interaction while adventuring. (will also have codes to avoid overcrowding and such.)
Once you exit the camp, you resume your exploration. Unlike outpost, the exploration map will not be reset.


One thing I hope to see is where player can group with another player they meed in the camp area (since it is "fun" to party with a stranger you meed in the wilderness of a dangerous land.....) ... but unsure how the instantization could be handle.

-------------------------------------------------------

Well, that is the idea in a nutshell. Feedback welcome, and would be helpful to point out what problem might be associate with it.
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Old Sep 16, 2006, 01:04 AM // 01:04   #2
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/not signed.

1. dont like the idea of chaging skills in the mid of an area AT ALL. Just learn how to equip yourself for the danger you will face. Most of areas btw have mobs of the same time so you can plan before you rush in. ALSO, if you are not familiar whith the area just run an "all round" build.

2. Areas are not that huge (most of them at least) to handle a campfire. Also, since they are not all that huge running to the next area / city is a breeze. The only downfall is the reset of the mobs, but oo well, this is not a downfall for me

3. I dont think it would be all that easy to be implemented. Expecialy conssidering some special cases dealing whith DP and all. I think it would be a pretty nasty and complex programin.

Latter.
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Old Sep 16, 2006, 01:46 AM // 01:46   #3
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/Signed

I don't think they should be able to switch skills, but I like the idea of creating a mini outpost in the middle of a large area. How about making it available only to the Southern Shiverpeaks area, since that place has the largest areas and most dangerous monsters (besides fire island, but cmon, camp fire in the middle of a volcano?). Shouldn't be usable in missions.

I think they should be able to leave a party in the camp too, I like the ability to leave a party in mid area. I personally, would LOVE to solo all the mountain trolls and tundra giants in the southern part of Snake Dance. Plus you wouldn't lose all your progress from a jerk group.
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Old Sep 16, 2006, 02:06 AM // 02:06   #4
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Don't dare post this at TGH AJ.
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Old Sep 16, 2006, 03:58 AM // 03:58   #5
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Quote:
Originally Posted by Scavenger Rage
/not signed.

1. dont like the idea of chaging skills in the mid of an area AT ALL. Just learn how to equip yourself for the danger you will face. Most of areas btw have mobs of the same time so you can plan before you rush in. ALSO, if you are not familiar whith the area just run an "all round" build.

2. Areas are not that huge (most of them at least) to handle a campfire. Also, since they are not all that huge running to the next area / city is a breeze. The only downfall is the reset of the mobs, but oo well, this is not a downfall for me

3. I dont think it would be all that easy to be implemented. Expecialy conssidering some special cases dealing whith DP and all. I think it would be a pretty nasty and complex programin.

Latter.
I understand your consern.
I will agree, that with the current game, camp area is not needed, especially the skill changing part. But than, the need for skill change partly is result from my version (as well as few other's suggestions) of a more full filling PvE, which have the mobs are more random and to have more appearent weakness/strongpoint. Overall, a more dynamtic map that suppose to give player fresh experence each time they play. If player are stuck with just one build, it cut down much of their function, and would still give player that same old mechanical feel of play.

On the meeting with other player part, I think it is possible with the technology, with some coding change of couse. But again, I am also not a programer... so that is just my guessing. I do hope to hear a better way of giving player the ablity to meet other palyer while on adventuring (assume it is fitted to GW's formate), since it is one of the "excitment" of adventuring.
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Old Sep 16, 2006, 04:03 AM // 04:03   #6
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/signed on the condition skill swapping and attribute resetting is removed
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Old Sep 16, 2006, 10:01 AM // 10:01   #7
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/notsigned

Why? Simply because I don't think Anet should waste their time creating something for PVE players who want to change builds because they came ill prepared. If you want to use a different build, then go back into a town or outpost and change your skills and attributes. Seems really pointless to me, as you may only spend up to an hour or two at max inside an explorable area. Not a big deal. Not even Kind Of A Big Deal.

It also makes the game less of a challenge, If I'm going through the UW and clearing it out, does it seem fair that any high level area becomes worthless because when fighting Aatxes you can go full anti warrior and fighting smites you go full anti caster? You should be leaving the outpost balanced enough to fight back anything that comes your way or... **gulp** you fail and have to start over with different classes or skills or whatever. It's part of playing the game I'm afraid.
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Old Sep 16, 2006, 03:34 PM // 15:34   #8
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Quote:
Originally Posted by Kai Nui
/notsigned

Why? Simply because I don't think Anet should waste their time creating something for PVE players who want to change builds because they came ill prepared. If you want to use a different build, then go back into a town or outpost and change your skills and attributes. Seems really pointless to me, as you may only spend up to an hour or two at max inside an explorable area. Not a big deal. Not even Kind Of A Big Deal.

It also makes the game less of a challenge, If I'm going through the UW and clearing it out, does it seem fair that any high level area becomes worthless because when fighting Aatxes you can go full anti warrior and fighting smites you go full anti caster? You should be leaving the outpost balanced enough to fight back anything that comes your way or... **gulp** you fail and have to start over with different classes or skills or whatever. It's part of playing the game I'm afraid.
Agreed, and...

/not signed
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Old Sep 16, 2006, 05:59 PM // 17:59   #9
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maybe if you can only set up one then /signed


but otherwise /notsigned


I say signed because it'd be fun relaxing while seeing monsters around you.
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