Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old May 14, 2005, 01:20 PM // 13:20   #1
Wilds Pathfinder
 
Silmor's Avatar
 
Join Date: Mar 2005
Advertisement

Disable Ads
Default Removing or limiting resurrection shrines in explorable areas.

This probably won't be a very popular suggestion, but I find that the resurrection shrines in explorable areas take away a lot of the challenge the game offered. Getting wiped out as a party should be the end of your adventure, not just a temporary setback; it means you failed as a team, and should rethink your builds, equipment and tactics before attempting again (or to return at a later time when your character levelled a bit).

Right now most explorable areas can be entirely cleared by simply hurtling yourself at a group of opponents - as long as you take one down before you die yourself, you'll get there eventually. This gives the opportunity to brute-force your way through quests and areas, instead of encouraging you to improve as a player.

Also, since players get transported to the nearest resurrection shrine, it can be used to skip across areas that would otherwise prove too difficult. A simple example of this is the explorable area outside Lion's Arch - coming from the Gates of Kryta mission, people can suicide in the Tengu field and pop up nearby Lion's Arch, even though they failed to meet the challenge of the road leading to it. A simple fix for this would be to limit resurrecting only to shrines you explored to previously, perhaps even limiting it to shrines you visited in the course of the current instance (this would also address issues with mobs placed too near resurrection points, possibly causing never-ending deaths on respawned people).

Personally I'd prefer to see them go entirely: if players get a chance to resurrect, so should monsters.
Silmor is offline   Reply With Quote
Old May 14, 2005, 02:06 PM // 14:06   #2
Underworld Spelunker
 
Join Date: Feb 2005
Default

after a few rez the dp is big enough that i start over

taking them out would make it impossibly difficult for some people so they will stay

they are catering to the brute force market as well as the strategy side

if you dont want to use the shrine map back to the town and reset everything

just because other people *cheat* does not mean you are required to also
Loviatar is offline   Reply With Quote
Old May 14, 2005, 02:42 PM // 14:42   #3
Krytan Explorer
 
Jackell's Avatar
 
Join Date: Apr 2005
Location: Buffalo NY
Guild: None at the moment
Profession: R/E
Default

I acutally have to disagree with this idea.

I can't count how many times I've been so close to a town, and have a henchman run off for some god knows why reason and attack a group of 800000 mobs *yeah, I'm lookin at you Stefan* in which we all get party wiped 2 feet from the door.
Jackell is offline   Reply With Quote
Old May 14, 2005, 02:54 PM // 14:54   #4
Ascalonian Squire
 
Red Memory's Avatar
 
Join Date: Apr 2005
Location: Holstebro, Denmark
Smile

This is indeed a good idea.

I must admit that I have used this 'exploit' to get to new areas. I just rush through the zone, hopefully getting close enough to the other shrine before I die. With I have succes with almost all the time.

I've also 'fought' my way through otherwise too hard areas for me at the time. I charge a huge group of mobs, in hope of killing at least one maybe two. This takes a bit longer, but even with 60dp I can take them down after a while. One by one.

This has been my way of 'exploring' new areas. I've done it to get to new, cooler areas, but I admit it takes away the fun.

My vote would be to remove the shrines completely. Except near towns. But I know a lot of people would protest loudly. Therefor please implement the 'explore-shrines' suggestion. You can only get ressed at a shrine, if you have previously been there. THAT would make GW much more exciting.

My two cents..
Red Memory is offline   Reply With Quote
Old May 14, 2005, 03:55 PM // 15:55   #5
Lion's Arch Merchant
 
Dubby's Avatar
 
Join Date: May 2005
Profession: D/
Default

Why not just make a "hard mode" where the shrines are limited, or gone. Then everyone's happy.
Dubby is offline   Reply With Quote
Old May 14, 2005, 04:40 PM // 16:40   #6
Academy Page
 
dro_china town's Avatar
 
Join Date: May 2005
Location: an igaloo in hawaii
Default

i get wiped out any ways man.. this game is to challaneging.. i wanna bite you for saying this..
~

my morale went to -60% ~~ i couldnt continue.. ive been doing missions to get to yaks bend for so long but i keep getting mess ups..
dro_china town is offline   Reply With Quote
Old May 14, 2005, 05:36 PM // 17:36   #7
Krytan Explorer
 
Jackell's Avatar
 
Join Date: Apr 2005
Location: Buffalo NY
Guild: None at the moment
Profession: R/E
Default

Quote:
Originally Posted by Red Memory
This is indeed a good idea.

I must admit that I have used this 'exploit' to get to new areas. I just rush through the zone, hopefully getting close enough to the other shrine before I die. With I have succes with almost all the time.

I've also 'fought' my way through otherwise too hard areas for me at the time. I charge a huge group of mobs, in hope of killing at least one maybe two. This takes a bit longer, but even with 60dp I can take them down after a while. One by one.

This has been my way of 'exploring' new areas. I've done it to get to new, cooler areas, but I admit it takes away the fun.

My vote would be to remove the shrines completely. Except near towns. But I know a lot of people would protest loudly. Therefor please implement the 'explore-shrines' suggestion. You can only get ressed at a shrine, if you have previously been there. THAT would make GW much more exciting.

My two cents..
But... but... but....

How are we going to keep Stefan from screwin us?
Jackell is offline   Reply With Quote
Old May 14, 2005, 05:54 PM // 17:54   #8
Wilds Pathfinder
 
Silmor's Avatar
 
Join Date: Mar 2005
Default

Quote:
But... but... but....

How are we going to keep Stefan from screwin us?
That's a seperate problem, isn't it? I doubt these resurrection shrines were put in as a 'fix' to incidental wipes due to pets or henchmen.

I'm just worried Guild Wars is gradually being made easier and easier because the least competent players keep complaining it's "impossibly difficult" - for example, the Charr Flame Temple where you go for the Althea's Ashes quest was 'rebalanced' recently and although it was an exciting and interesting challenge before, now it's a boring Charr-slaying fest that requires little more than a pulse to finish. The resurrection shrine being right next to the platform where you find the ashes apparently wasn't helpful enough for some people.

If a quest is too hard, you can always come back later and finish it with a better character or group. If a quest is too easy, there's only disappointment (except for the people only staring at their experience gauge, but I thought this game didn't cater to those).
Silmor is offline   Reply With Quote
Old May 14, 2005, 06:05 PM // 18:05   #9
Krytan Explorer
 
Jackell's Avatar
 
Join Date: Apr 2005
Location: Buffalo NY
Guild: None at the moment
Profession: R/E
Default

Wait, they n00berized Altheas Ashes?

Dammit. STUPID NOOBS LEARN HOW TO PLAY THE GAME BEFORE YOU COMPLAIN ABOUT IT!

I know I'm usually a nice guy, but that pisses me off.
Jackell is offline   Reply With Quote
Old May 14, 2005, 06:30 PM // 18:30   #10
Frost Gate Guardian
 
 
Join Date: Mar 2005
Default

Altheas ashes was a lot *lot* harder than any other quest in ascalon and its rewards are minimal.

I have to vehemently disagree with any suggestion to weaken resurrection shrines. You die 3 times and you're essentially worthless as is.

Laz
Lazarous is offline   Reply With Quote
Old May 14, 2005, 06:38 PM // 18:38   #11
Wilds Pathfinder
 
Silmor's Avatar
 
Join Date: Mar 2005
Default

Yep. The level 28 beastmaster boss in Shiverpeaks as well, he's been reduced to a teensy level 14 wimp. So much for players learning about interrupting, or special distinctions between quests.

Althea's Ashes was difficult, but at 2000 experience was also as numerically rewarding as doing a full mission and sidequest. The place also had (has, actually) excellent drops for that early in the game. But the best reward was the feeling of bliss when you were able to clear it without a single death in your party. I saw a thread on doing Althea's Ashes on the previous difficulty, and it had people saying they could solo it with their warrior. At continual 60% DP. By repeatedly lunging themselves at one Charr, bringing it down before they died.

If that's the sort of solution people come up with, I can understand why they consider it 'impossibly difficult'.

Last edited by Silmor; May 14, 2005 at 06:41 PM // 18:41..
Silmor is offline   Reply With Quote
Old May 15, 2005, 07:05 AM // 07:05   #12
Ascalonian Squire
 
Red Memory's Avatar
 
Join Date: Apr 2005
Location: Holstebro, Denmark
Default

Quote:
Originally Posted by Silmor
That's a seperate problem, isn't it? I doubt these resurrection shrines were put in as a 'fix' to incidental wipes due to pets or henchmen.

I'm just worried Guild Wars is gradually being made easier and easier because the least competent players keep complaining it's "impossibly difficult" - for example, the Charr Flame Temple where you go for the Althea's Ashes quest was 'rebalanced' recently and although it was an exciting and interesting challenge before, now it's a boring Charr-slaying fest that requires little more than a pulse to finish. The resurrection shrine being right next to the platform where you find the ashes apparently wasn't helpful enough for some people.

If a quest is too hard, you can always come back later and finish it with a better character or group. If a quest is too easy, there's only disappointment (except for the people only staring at their experience gauge, but I thought this game didn't cater to those).
I completely agree here.. There's no fun in doing easy quests..
And about putting in a 'hard mode' is no sollution. Then you will have players going 'easy' to get the best rewards, creating a complete unbalance. Except if you had different server-worlds: Easy/Hard.. But that's a whole other issue.

Still voting: Remove Ress Shrines.
Red Memory is offline   Reply With Quote
Old May 15, 2005, 07:59 AM // 07:59   #13
Pre-Searing Cadet
 
Join Date: May 2005
Default

That's what missions are for. Wipe = restart.
DavisMarkin is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
2 New Explorable Areas R F O X Questions & Answers 7 Jun 19, 2005 02:12 PM // 14:12
Ranks and explorable areas Metal Wing Sardelac Sanitarium 4 May 09, 2005 08:02 PM // 20:02
Explorable areas of map jbspahn Questions & Answers 1 May 06, 2005 10:07 AM // 10:07
Explorable Areas for Fun and Profit Spooky The Riverside Inn 3 Apr 13, 2005 09:20 PM // 21:20
Explorable AREAS gangguard Questions & Answers 9 Apr 10, 2005 12:00 PM // 12:00


All times are GMT. The time now is 08:00 AM // 08:00.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("