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Old Jul 31, 2005, 01:34 AM // 01:34   #1
Pre-Searing Cadet
 
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Ok, so we've got this instance system. On paper, it sounds pretty good. No body running up and stealing your mobs, drops, etc. right? Yeah ok.

The problem is, that the instances are always the same, barring a boss or mob that might not appear if he was already defeated and triggered by a quest. So... how fun is that? That's not utilizing the system to it's greatest potential. I'm fairly sure this probably isn't an original request, but I think it's a very important one.

Like, say you've got a quest to save a certain area from the undead hordes. Let's say they kill the people you're trying to save, and kill your party to boot. Now, instead of just respawning and whittling the hordes down, let's say you actually FAIL the quest and the land becomes OVERRRUN with undead. A bit of a scenery change, the water becomes poison water, maybe make some of it barren looking. Add some undead bosses. See, that would be FUN. It would add some accomplishment to doing the quest RIGHT.

Add a new quest where you can redeem the land by destroying some undead Overlord or other. Maybe add in a money sink to help rebuild for the survivors.

If you do the quest RIGHT, maybe a new collector spawns with some nice items. He can do that because his entire family wasn't slaughtered yesterday.

In groups, have the leader of the group determine which instance you get.

As is, the instance system feels very static and somewhat lifeless. Kick it up a notch and show us why the instance option got the nod on the drawing board (aside from the server maintenance cost of going to MMORPG route).

Last edited by Derrick1011; Jul 31, 2005 at 01:36 AM // 01:36..
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Old Jul 31, 2005, 01:40 AM // 01:40   #2
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It would certainly encourage grouping, but it might leave lower level players in the dust as others would be unwilling to take on a possible liability to their own success.
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Old Jul 31, 2005, 01:43 AM // 01:43   #3
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Originally Posted by Commodore_Mcawesome
It would certainly encourage grouping, but it might leave lower level players in the dust as others would be unwilling to take on a possible liability to their own success.
That's not such a terrible thing, IMO. I mean, lvl 5's in Lion's arch is bit much, yeah? I could see how it could be a problem with lvl 20 only elitists, but those are out there right now.

The thing is though, that these areas that "failed" could also be "redeemed." So it wouldn't be a permanent failure.
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Old Jul 31, 2005, 02:34 AM // 02:34   #4
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This sounds like an interesting idea.

Right now two devs are pulling at each others ears and screaming...
"I told you to do it like that!!"

There could be alot of possibilties here...

Fail the northern wall and have lots of charr roaming in old ascalon.

Fail on that first "save gwen from the skale" quest and she reincarnates into a bog skale blighter and ambushes you outside ToA
"Gwen bog blighter"...cool
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Old Jul 31, 2005, 02:40 AM // 02:40   #5
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I like the idea, but I can think of one problem.

Say one person fails that example quest, and the other succeeds, and the zone changes from then on out to depict the outcome of your little journey.

Now say those two people party later on and go into the zone...? We can't really have parties if everyone in the party has a different zone now can we?
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Old Jul 31, 2005, 02:53 AM // 02:53   #6
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Quote:
Originally Posted by PieXags
I like the idea, but I can think of one problem.

Say one person fails that example quest, and the other succeeds, and the zone changes from then on out to depict the outcome of your little journey.

Now say those two people party later on and go into the zone...? We can't really have parties if everyone in the party has a different zone now can we?
The leader of the party (the person who forms it) determines which instance you get.

You can only succeed a mission once the way GW is currently set up. It only stands to reason you could only fail it once too. That way, say you've got your instance and you wanted to "succeed" without rebuilding. Ok, you're done with that quest for yourself. If you want to help other people and they fail, YOUR instance doesn't fail but theirs does, until they redeem it.

This is just one instance of the use. Say you go in a particular instance that has primarily two types of spawns that kill each other. Say you go through and kill a few boss types of only one type of monster, thus weakening that side. Until you restore balance by killing bosses of the other side, the next time you step in the instance there are more spawns of the stronger side to show the difference you've made.

The overall IDEA is that your actions matter, and you impact the instances in a meaningful way.
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Old Jul 31, 2005, 03:04 AM // 03:04   #7
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see what would be cool if we had instances that could have like 100 ppl in em! so then there could be those UBER huge boss fights with like 80ppl on a lvl 497 boss! that would be sooo fun!
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Old Jul 31, 2005, 03:21 AM // 03:21   #8
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Quote:
Originally Posted by Lt.Crumpet
see what would be cool if we had instances that could have like 100 ppl in em! so then there could be those UBER huge boss fights with like 80ppl on a lvl 497 boss! that would be sooo fun!
I think you are looking to troll this thread : http://www.guildwarsguru.com/forum/s...2&page=1&pp=25

My thread has nothing to do with what you describe.
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Old Jul 31, 2005, 12:15 PM // 12:15   #9
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Quote:
Originally Posted by Lt.Crumpet
see what would be cool if we had instances that could have like 100 ppl in em! so then there could be those UBER huge boss fights with like 80ppl on a lvl 497 boss! that would be sooo fun!
go back to WoW
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Old Jul 31, 2005, 03:22 PM // 15:22   #10
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I like the OP's idea. Reward and punsihment for how you play.
I thought it was weird if you would do the quest "Reversing the Scales", but scales would still be there as normal even if the quest was complete.
I hope this idea is developed.
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