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Old Mar 21, 2006, 06:55 PM // 18:55   #21
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Just to clearfy it up a bit :

On the "Reward".. see the selection in OP for more about it. But I do think it would be fun to have a real rewards, where you can trade in your D-coins for gold, exp, and even special items (like they do in Chucky Cheese). However, I would make those "better" trade in NPCs be roaming/teleporting, where you have to look for them.

To some extend, there would still be a lv cap on Dungeon Levels. (say lv 30). You could get lots ubers armors and weapons and high levels (thing you would never get in regular GW, thus the part of the fun), of couse you probly also need to stay in there for long time. (once you leave, all will be gone and rested next time you go in) Of couse, should one become too powerful, you can start getting groups band together to fight them (and to take their drops), or just simply try another dungeon map/district.

On group finding, it might be hard indeed if everyone is already in there for long time... but than... that would also need lots hardcord player who would spend 8+hours in there all the time for that to happen.....


-also... not sure if it is needed... but for reason of balance, might add the dreaded "Map Reset Timer"... (you will see a little clock on your UI) Where it could be after certain hour (like 8hrs?), it will reset everyon back to zero. Of couse, if you just go in to a new dungeon, comp will most likly find the best one for you (the one with most time left)

Last edited by actionjack; Mar 21, 2006 at 07:03 PM // 19:03..
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Old Mar 21, 2006, 10:30 PM // 22:30   #22
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well you made this dungeon sound a bit complicated, maybe do it a little more simple, great idea anyway, but shouldn't be able to switch team inside the dungeon (would rather see it as a survival arena instead of a match where everyone is looking for the strongest teamto switch to) !!!

If this ever would be made i think it should be an update like sorrow's, and not as an new expasion pack!

but great idea /signed
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Old Mar 21, 2006, 10:41 PM // 22:41   #23
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Quote:
Originally Posted by bulletsmile
well you made this dungeon sound a bit complicated, maybe do it a little more simple, great idea anyway, but shouldn't be able to switch team inside the dungeon (would rather see it as a survival arena instead of a match where everyone is looking for the strongest teamto switch to) !!!

If this ever would be made i think it should be an update like sorrow's, and not as an new expasion pack!

but great idea /signed
Well.. since I only see it as 4 player per team.... but yes.. what you say is true, that we need nake lesbian in the game... it would make things more simple. While everyone would switch team to nake lesbians... as long as there are alot of them, and nake, all should be good.
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Old Mar 21, 2006, 11:36 PM // 23:36   #24
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Originally Posted by actionjack
Dungeon War

This is a further extension of my previous PvPvE idea. It will be a large Dungeon not just for mob killing, but Player killing. And a place where you can get uber items and satisfy the wish of breaking the level caps*! It is a MMO amusement park in GW.

KEY NOTE: A lot of things (will have more detail description later) are like things in Vegas. Whatever happen in the Dungeon, stay in the dungeon. Keep that in mind.

Setting:
A large Dungeon map with intersecting corridors, maze like pathways, and larger room here and there. Much like the Catacombs or Sorrow’s Furnace.

Player:
A Map can support max of 40 players and up to 10 different teams. A team/group is up to 4 people max. You can pre-made your team before you spawn in (in its outpost), or make an uneven team (1,2, or 3) and search for team mates in the dungeon. One can choose to leave or join a team/group anytime, if there is room.
When join in, player will be randomly spawn in to one of several place in the map. An AI will do its best to check where would be the best place as to avoid other player camping in the spawn points.

Monsters:
Unlike other GW maps, the monsters are randomly spawn in the map. There will be a “Dungeon Master AI” that would check where and how many mob to spawn at what time, so to discourage camping and to adjust depend on the players’ action. There will be several different type of mob group that can be spawn, and have different action patterns, such as some will guard, patrol, roam, or hunt.

Team Match:
While each group is its own independent team, they can still choose to be one of the 2 alignment in the map (Dark, Light,) I am still unsure when to declare your alignments (in the beginning, or when finding/killing certain NPC/mob in the game) . For now, will assume this, that when you first spawn in, you will be treated as light. However, if you choose to attack other player or NPC of light (a choice window will ask you yes or no before you do so) or take quest to NPC of dark, you will become Dark. Light player can not attack other player (unless choose Yes on that choice window) but the Dark player, but Dark player can attack all players. Choosing sides will also change how you play in the rest of the dungeon map (like some mob will help or attack you, different dungeon item drop, different quest, etc etc)

Death:
Will likely treat death as so. That when you die, you will be a body on the ground for 1 minute. If no one revive you (your team, or other player of same alignment), you will be kick of from your current team, and be spawn in at a random spot by your self. You than have to find a way to join back or with other teams. You also get DPs.

Safe Zone:
Will add several Safe Zones inside the Map, where you can not be attack by mobs and is allow to change your skills (like a small outpost)

Specials:
Dungeon is a very special place, and is play by a very different rules.

D-Coin
In dungeons, beside getting the regular factions and exp, you will get so call Dungeon Coins from killing Mob and players and dungeon quest. You can than trade your D-Coin to some NPC to get buffs and stuff. HOWEVER, DXP only exist per-map base, so it means if you got 100DXP in this playing, and you exit out of the maps, the next time you join/enter the map, you will have DXP. They are not Persistent. They are also not an item, but just a counter number (more like the xps). This will be the same for most of Dungeon Items. You can trade your D-Coin for dungeon items, short time buffs, dungeon armors, reduce DP, Morals, or even level up pass lv 20! (but that exist only in the dungeon of course)

Dungeon Items
Pretty much all Dungeon Items are not persistent, and only exist for that map. (will be gone once you leave the map) They also does not take up place in your inventory. (like the book, or gears, they are hand held items, that can be drop. A extra inventory window will keep track of them, but at start, you can only carry max of 2 such items in this inventory. Can purchase backpacks to carry more)

But because of this nature, they can be extremely powerful. They range from one time use (use when drop), to weapons, to additional armors. They can be found in chest, some mob drops, and purchase with D-Coin. If a character holding them dies, (and if it was drop and leave on the ground too long,

Some examples:

- one time use-Jar of Life – Once Drop, Heal all ally’s hp to max.
Charming Lure – once drop, all argo mob does not attack your team for X seconds.
Mine Trap – Once drop, when trigger, will deal X damage to enemies.
Beserker’s Rage – Once drop, will increase all allies’ AL and attack by X.

- Weapons –Flaming Dungeon Sword – 20-30 damage, and have 50% of causing Bunning
Staff of Wisdom - +10 more energy to wielder.

- Armors – (the armors will be like a aura/glowie in form of armor that covers your body. Several different type and level of it with different effect and provide more AL)

- Mercs-You can also buy additional Henchman to fight for you.

NPC:
Several NPC’s in the map. Will do different things depend on your Alignment. They also have different functions, from D-Coin merchant, D-Coin Blacksmith, quest giver, roaming soldiers, and more. Some will be attackable, some not. If kill, they will spawn at different places. Also some will be stationary, some not.

Goal:
The Player’s goal is of course to survive in the Dungeons, making friends, doing quest, finding loots and killing things, to make them the most powerful one in that map.
The Overall goal is to introduce the “fun” from a MMO dungeon into GW. This mean the social aspect, the treasure hunting, and fighting mobs and players.

Reward:
Aww, that is the tricky part. As much I would say the reward is in the fun itself, most player still want some carrot to go with that. I would say for mob kill, will drop NO-REAL word goods (no golds or items). Will still get very small XP and faction points (maybe like 20 XP and 1 Faction Points per kill, depend on mob level or if it is a player). This is not a place to farm or level up, but more like a PvP zone. Also since with the overpowering Dungeon Items, the mob will be come easier to kill at “Higher” Levels, giving them too much of reward is not needed.

However, would still make it where one certain NPC (who will roam around) will be able to trade your D-Coins for gold or some special collector items. (but will be balance enough where it is not much)
Im assuming the following:

-THIS is sort of an Amusement Park within GW, therefore DXP is the fuel of the whole thing. IF you die you lose DXP.

-DXP is used to activate/buy all the stuff that can be obtained within the Dungeon be it extra levels, new weapons, maybe even skills your class shouldn't possess.

I have doubts on the following:
-If you log out and log in... are you taken out of the dunegon? Or do you remain inside dungeon but losing all DXP and equipment/buffs/levels and put in an available group?

-Is this considered a gold sink? As in needing actual Gold to go in?

-Could there not be a sort of light can attack all dark but if attack light or do dark quest they go dark and vice versa? That way Light can also PK dark characters. Dark pking dark will lead them to light.

-There should be certain advantages of being in light or dark.

I think this is a cool idea since its actually a "magical and mystical amusement park" kind of place.
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Old Mar 21, 2006, 11:53 PM // 23:53   #25
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Quote:
Originally Posted by Zhou Feng
Im assuming the following:

-THIS is sort of an Amusement Park within GW, therefore DXP is the fuel of the whole thing. IF you die you lose DXP.

-DXP is used to activate/buy all the stuff that can be obtained within the Dungeon be it extra levels, new weapons, maybe even skills your class shouldn't possess.

I have doubts on the following:
-If you log out and log in... are you taken out of the dunegon? Or do you remain inside dungeon but losing all DXP and equipment/buffs/levels and put in an available group?

-Is this considered a gold sink? As in needing actual Gold to go in?

-Could there not be a sort of light can attack all dark but if attack light or do dark quest they go dark and vice versa? That way Light can also PK dark characters. Dark pking dark will lead them to light.

-There should be certain advantages of being in light or dark.

I think this is a cool idea since its actually a "magical and mystical amusement park" kind of place.
thx for your reply.

Since this is just a concept, lots things are open to mod and change, and would really have to tested to know what is the best.

- There are several way to do death. (some suggest if all you team die, you will be kick out back to the outpost) I would just have them re-spawn inside the dungeon, with some DXP lost and DPs, as well as drop D-items.

- I would treat it much like a exploration map, so when you log out, next time you come back, you will be back to its outpost and out of Dungeon (alone with all that you earn before in the dungeon)

- Not sure if need to make it a gold sink. It could be, but I would think allowing as many to play would be better.

- Light/Dark thing still need some mods. Yes, I think allowing change of side is good (under conditions). Also differnt side would gain differnt bonus (they have differnt DXP Traders) In theory, the Dark side would get the better stuff, for they are more aggresive, and face enemy both Dark and Light. (where light team is encourage more to group together to defend)

- Yes on top nake Lesbian making up with each other.

It does look complex, but I am just trying to include more details in it. I think it won't be that bad if played once. (of couse, I am also not expect this type of thing to be added anytime soon) It will be another type of zone in addtions to mission, exploration, and arena.
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Old Mar 22, 2006, 12:07 AM // 00:07   #26
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Quote:
Originally Posted by actionjack
thx for your reply.

Since this is just a concept, lots things are open to mod and change, and would really have to tested to know what is the best.

- There are several way to do death. (some suggest if all you team die, you will be kick out back to the outpost) I would just have them re-spawn inside the dungeon, with some DXP lost and DPs, as well as drop D-items.

- I would treat it much like a exploration map, so when you log out, next time you come back, you will be back to its outpost and out of Dungeon (alone with all that you earn before in the dungeon)

- Not sure if need to make it a gold sink. It could be, but I would think allowing as many to play would be better.

- Light/Dark thing still need some mods. Yes, I think allowing change of side is good (under conditions). Also differnt side would gain differnt bonus (they have differnt DXP Traders) In theory, the Dark side would get the better stuff, for they are more aggresive, and face enemy both Dark and Light. (where light team is encourage more to group together to defend)

- Yes on top nake Lesbian making up with each other.

It does look complex, but I am just trying to include more details in it. I think it won't be that bad if played once. (of couse, I am also not expect this type of thing to be added anytime soon) It will be another type of zone in addtions to mission, exploration, and arena.
I digress with dark being better. Instead they should be balanced out.

Dark has more offense less healing power, less defense, less surivability within their items and dark speicific skills. Dark can attack Light and Neutrals.

Light has more defense, more staying power, more survivability within their items and light specific skills. Light can attack Dark and Neutrals.

(Youd be surprised how powerful "light" really is from a novel I read heh heh heh)

Neutral have none of the advantages or disadvantages. Neutral can attack anyone.

You choose at the beginning which Alignment to be off. Depending on your actions you begin to either remain within your alignment or descend towards the opposite path. Benefits of Light/Dark when descending are less and less. Hitting Neutral all benefits are lost until alignment is retaken.

When you log off and log in you remain with all DXP and DXP Enhancements you may have aquired (buffs, light/dark skills, etc.)

- Im working on an idea here to make it as when you leave dungeon and return your "character's alter ego" is saved with whatever he/she has.

-Im working on an idea to make this a suitable gold sink. Maybe a sort of real life amusement park: you buy a pass for a time limit paying gold. You buy extra pass time by paying gold.

Dunegon should have its own level cap. Around 60 or so. And not so easy to reach.

Light/Dark Specific skills/items/weapons/armor can only be bought/used if of proper alignment. They use up slots just as normal skills do.

There should be no "real" reward for the moment. This is an amusement park. The "reward" alone is doing all the things you can do which are not GW specific.

The character inside the dungeon could rather be an "alter ego" instead of the normal one so when a character comes he/she has access to whatever he/she has acquired in dungeon. He/She could also assume diffrent classes perhaps(?)
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Old Mar 22, 2006, 12:23 AM // 00:23   #27
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Originally Posted by Zhou Feng
I digress with dark being better. Instead they should be balanced out.

Dark has more offense less healing power, less defense, less surivability within their items and dark speicific skills. Dark can attack Light and Neutrals.

Light has more defense, more staying power, more survivability within their items and light specific skills. Light can attack Dark and Neutrals.

(Youd be surprised how powerful "light" really is from a novel I read heh heh heh)

Neutral have none of the advantages or disadvantages. Neutral can attack anyone.

You choose at the beginning which Alignment to be off. Depending on your actions you begin to either remain within your alignment or descend towards the opposite path. Benefits of Light/Dark when descending are less and less. Hitting Neutral all benefits are lost until alignment is retaken.

When you log off and log in you remain with all DXP and DXP Enhancements you may have aquired (buffs, light/dark skills, etc.)

- Im working on an idea here to make it as when you leave dungeon and return your "character's alter ego" is saved with whatever he/she has.

-Im working on an idea to make this a suitable gold sink. Maybe a sort of real life amusement park: you buy a pass for a time limit paying gold. You buy extra pass time by paying gold.

Dunegon should have its own level cap. Around 60 or so. And not so easy to reach.

Light/Dark Specific skills/items/weapons/armor can only be bought/used if of proper alignment. They use up slots just as normal skills do.

There should be no "real" reward for the moment. This is an amusement park. The "reward" alone is doing all the things you can do which are not GW specific.

The character inside the dungeon could rather be an "alter ego" instead of the normal one so when a character comes he/she has access to whatever he/she has acquired in dungeon. He/She could also assume diffrent classes perhaps(?)
Unless it was back up by another system to make it balance, I don't agree with saving your progress in the Dungeon Area. Doing so would creat lots problems, such as one over dominating other, caming, grouping issues, and pretty much them killing all other noob and lower monster with easie.
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Old Mar 22, 2006, 05:20 AM // 05:20   #28
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It would only work if it had a set max number of teams to enter each personal world.
Maybe 4-6 teams max, with monsters
but what would other players drop? gold? (Inventory? that would suck)
if no drops would it even be worth playing with all of the other people?
when u could just play PvP for quicker test of skills
if drops? sounds easily exploitable to me...
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Old Mar 23, 2006, 11:44 PM // 23:44   #29
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Unless it was back up by another system to make it balance, I don't agree with saving your progress in the Dungeon Area. Doing so would creat lots problems, such as one over dominating other, caming, grouping issues, and pretty much them killing all other noob and lower monster with easie.
True I hadnt thought of that at the moment.

What then happens when a person logs out then logs in? They appear at the Dungeons "camp site" but does that mean they lose all their DXP Stuff?

You know I was thinking all DXP stuff should be rather "temporary". In other words getting killed makes you lose a good amount of DXP stuff/skills/weapons and such. That kind of levels out the playing field I guess.
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Old Mar 23, 2006, 11:55 PM // 23:55   #30
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Originally Posted by Zhou Feng
True I hadnt thought of that at the moment.

What then happens when a person logs out then logs in? They appear at the Dungeons "camp site" but does that mean they lose all their DXP Stuff?

You know I was thinking all DXP stuff should be rather "temporary". In other words getting killed makes you lose a good amount of DXP stuff/skills/weapons and such. That kind of levels out the playing field I guess.
yes. when log out (or exit of map) all DXP is lost. That is one point of DXP, where it is only as transitional temporary counter. You are really suppose to care too much about it, knowing you will lose it all eventurally... thus allow you more degree of freedoms, and worry about saving it up and such. (its is afterall, a game. And beside, there are still XP and gold and other stuff in the "real GW world" for you to grind on)

Yes, you are suppose to loose DXP when you die.
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Old Mar 24, 2006, 12:22 AM // 00:22   #31
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Quote:
Originally Posted by actionjack
yes. when log out (or exit of map) all DXP is lost. That is one point of DXP, where it is only as transitional temporary counter. You are really suppose to care too much about it, knowing you will lose it all eventurally... thus allow you more degree of freedoms, and worry about saving it up and such. (its is afterall, a game. And beside, there are still XP and gold and other stuff in the "real GW world" for you to grind on)

Yes, you are suppose to loose DXP when you die.
Sounds cool. Can you rework the mechanics a bit though. Id like to see Light only advantages/disavantage/items/skills as well as Dark only advantages/disavantage/items/skills Imagine Dark Monks with dark skills and healing heh heh.
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