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Old Jun 02, 2008, 07:08 AM // 07:08   #1
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Default IF there were dungeons in the other campaigns

If there were dungeons in the other campaigns, what would you want them to be like? Where would they be? Would there be any special loot or challenges?

This isn't a suggestion thread, more a fun 'what if' thread about your dream dungeons or GW lore locations.

I'll start with a few of my own:

Cantha:

Port Kaimu, Cradle of the Crimson Skull:
This is a dungeon in Panjiang peninsula that you can only enter when you are lvl 20. It is indoors but in a traditional Shing Jea style, with lots of red and grey with paper lanterns and such. The passageways are smaller than most dungeons, more enclosed and longer. Occasionally it opens up into vast caverns where the Crimson Skull store their loot or eat.

"Port Kaimu is the Guild Hall of the notorious pirates known only as the Crimson Skull. Master Togo's dying wish was that his single failure in teaching would be arrested and brought to justice for the crimes he had committed. And Thus, adventurers, Shing Jea monastery opens it's doors to you once again. Seek out the Crimson Skull stronghold on our southwest shores and bring Captain Quimang's head back!"

The Cradle of the Crimson Skull is unique in terms of its bosses. It features several bosses, like Sorrow's Furnace, and a non-linear layout. I order to breach the captains quarters you must collect 8 pieces of eight held by his Captains. These Captains are at different points within the fortress, and they represent all of the factions professions. When you have killed them all you can open the door to Captain Quimang's quarters and do justice.



Elona

The Fortress of Jahai

This dungeon is accessed from both sides of the fortress and takes of the form of a series of guardrooms, training rooms and mess halls in a complex maze of passages. The style is like that of other Kournan buildings except darker and more sparsely lit. However as you reach the centre of the building signs of Abbadon's influence are clear, tentacles burst through stone and twisted faces grin out of the darkness.

"Tonight is the night I die. I was a spy, working for the Sunspears on the inside of the Kournan military, but they found me out. My work has not been fruitless however, I ventured deep into the heart of their fortress and saw monstrosities greater than a man can imagine. The stone of this place is warped, cursed in some way. I can feel it staring over my shoulder as I write my last words. I am glad you found this letter, reader. Varesh is summoning a deamonic force of power beyond all imagination and the ritual must be stopped. If she were to complete it somehow then... I shudder to think what become of the world. We face a threat greater than the Scourge of Vabbi, it is time for the Sunspears to act!"


The fortress is divided into 3 main sections. A Margonite wing, a Kournan wing and the deamonicly twisted core. At the end of both wings there are two mini-bosses (still with monster skills, but not as tough as a proper dungeon boss) which drop Rune Fragments. When put together these fragments allow access to the core. The wings can only be accessed from different entrances to the fortress. If you enter the fortress from Yatendi Canyons you end up in the Margonite wing and if you enter from Jahai Bluffs you end up in the Kournan wing. Therefore, in order to kill the boss, you must enter from both sides to get the fragments and then proceed to the core (which is accessible from both wings).

Once the door to the core is opened a timer is started. This counts down to the summoning taking place. There are two possible boss battles: If you reach the boss room before the time is up then you fight General Serll, a human Kournan general who is not particularly tough but summons a lot of adds during the fight. When he's dead a chest containing rare kournan skins, some greens or diamonds spawns.

If you do not reach the boss room before the timer is up then the summoning is completed! This results in a much harder (but only one foe) boss fight against The Famine. This is a ranger deamon (with famine) and energy draining monster skills. When it is dead a chest spawns with rare RoT skins, some greens, a tiny chance for an armbrace of truth or onyx gemstones.

Once you have completed the fortress once then you get a Kournan Military Key allowing quick access from one side of the fortress to the other.

--------------
Ok, that's my ideas. What are yours?

Mazey
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Old Jun 02, 2008, 08:05 AM // 08:05   #2
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I kinda like that Factions one but nah not needed in my opinion
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Old Jun 02, 2008, 08:20 AM // 08:20   #3
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this should be in the sanitarium not in riverside....

and prophecies has dungeons they called it sorrows furnace and tomb of the primeval kings
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Old Jun 02, 2008, 08:24 AM // 08:24   #4
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Quote:
Originally Posted by cosyfiep
this should be in the sanitarium not in riverside....

and prophecies has a dungeon they called it sorrows furnace.
In time, the greatest of all dungeons of all game and the funniest too...so many memorys... tanzits... drago... rago... galigords... ppls still looking for drago, rago and galigords stuff...



sorry my weak english...
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Old Jun 02, 2008, 08:31 AM // 08:31   #5
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the underground is kind of like a dungeon, just add a number of missions + chests
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Old Jun 02, 2008, 09:00 AM // 09:00   #6
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Quote:
this should be in the sanitarium not in riverside....
I intended it to be more of a discussion. Not a 'they should add this to the game' but a brainstorm on what dungeons you would imagine the game having. So not a suggestion as such. however if you feel it is still a suggestion then maybe a mod will move it.
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Old Jun 02, 2008, 09:11 AM // 09:11   #7
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Both campains have dungeons, Sorrows furnace in Prophecies is considered an elite dungeon, Urgoz and the Deep in factions are elite dungeons, and the Domain of Anguish in Elona is the elite dungeon.
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Old Jun 02, 2008, 09:19 AM // 09:19   #8
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One of my favourite dungeons has to be FoW.
(Well next to the fact that it's designed insanely well) Because it's a huge open space.
I do like The Deep - but that's prolly because I am insanely partial to the Jade Sea.

So dungeons that would do it for me - should NOT be these little claustrophobic little coffins. (Especially because the GW engine sucks at it. The camera just goes mental in such places.)
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Old Jun 02, 2008, 01:43 PM // 13:43   #9
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some quick ideas:

Prophecies:

* Catacombs (DUH!)
* Ruins of Moladune (DUH!) (that lore needs to be expanded.)
* Scarab lair (kepkhet & co.)

Factions:

* Dragons Throat accesible as dungeon.
* Undercity accesible as dungeon.

NF:

* Bahdock Caverns, Hidden City & Gandara accesible in dungeon mode.
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Old Jun 02, 2008, 02:00 PM // 14:00   #10
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Great ideas from the OP.

I think all of us would enjoy seeing the Catacombs opened up as a dungeon as it was the 1st place all of us initially went underground and got lost more times than we would like to count. It is another one of those places that just wreaks of gw nostalgia
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Old Jun 02, 2008, 02:28 PM // 14:28   #11
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Pirates Nest

Some form of dungeon accessible from the Corsair area in the Barberous shore.... just think of the Goonies and the fun they had to get to the hidden Pirate Ship and all that loot....

Perhaps the reward there not simply gold items / greens but for once... an actual Cash reward..... 2-5K for example

Fight your way through the pirates nest and the like...

Elemental Vortex

Another one would be to travel to the realms of the elementals to recover something, much like you get the carving in CoF. Imaging fighting through levels of elementals: fire, earth, water and air.... all to get to the elusive reward on the level with all the elementals on and their allies

Ashadim one step further... with a reward of a gems for a reward : 2 from ruby, sapphire, diamond or onyx with no rubbish golds in sight !
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Old Jun 02, 2008, 02:32 PM // 14:32   #12
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Yeah, these aren't bad ideas, but the Canthan one might need to be rethought since there's this quest involving Quimang: Quimang's Last Stand.

Other than that, I had the same thought as zwei2stein with regard to Factions. These are basically set up as dungeons already, they just need a little more.
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Old Jun 02, 2008, 02:41 PM // 14:41   #13
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I'd rather have three more Realms of the God. Dungeons are too short, too cramped, and after you've done them once, there's no need to redo them.

A place with a dozen quests, like UW and FoW, makes me play longer. If it is as hard as those areas where during GW's launch, you would only be able to do a portion of those quests, before getting wiped eventually. Makes you come back again, after changing builds, just to see how far you can progress this time.
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Old Jun 02, 2008, 02:43 PM // 14:43   #14
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Quote:
Ruins of Moladune (DUH!) (that lore needs to be expanded.)
Wow, I just looked that up on Guildwiki. I didn't even know it existed.
You're right, it would be totally awesome to see and explore an ancient cities ruins. I imagine the Stone Summit could be up to no good there...

Lion's Arch Fortress

A castle inside the tower you see from Lion's Arch. Previously a Lionguard barracks, it has been taken over by White Mantel. Your job is to get inside and fight your way to the top to rescue the captive Queen Salma and her Lionguard generals.

This could really expand on the kryta queen and Mursatt lore that will be followed up in GW2.

------

In response to the almost-dungeons in other campaigns such as FoW, UW and The Deep etc. The main difference is that you can take H/H with you into a normal dungeon. I've never done FoW or UW in my 2 years of playing simply because I only play solo with H/H due to my limited bursts of play time. If they allowed henchies in the FoW or let you take 8 henchmen with you into The Deep, believe me. I'd be in there all the time.

Last edited by mazey vorstagg; Jun 02, 2008 at 02:52 PM // 14:52..
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Old Jun 02, 2008, 03:02 PM // 15:02   #15
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Nice ideas OP. But I vote against any permanent key you have to keep in your inventory. =P
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Old Jun 02, 2008, 03:03 PM // 15:03   #16
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Post-Searing Catacombs would be a must for me.
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Old Jun 02, 2008, 04:47 PM // 16:47   #17
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It's as simple as blocking off a few walls, adding some keys and doors, and setting a spawn. And hundreds of hours of playtesting and the design of a new boss. So it's not that simple, but I can make the initial planning look much simpler than it is in reality!



edit: it should be a massive slaughterfest of THOUSANDS of level 10 undead zombies.
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Old Jun 02, 2008, 05:05 PM // 17:05   #18
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I don't think there should be any more dungeons. I hate the dungeon system just because some of them take forever to get through. I am a casual player and don't have the time to spend 2 hours on one area. I think EOTN was fine but the need for any more is not there. I also think the dungeons are very repetitive same thing over and over again just a little different scenery. GW needs something more fresh.
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Old Jun 02, 2008, 07:14 PM // 19:14   #19
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Quote:
Originally Posted by rkubik
I don't think there should be any more dungeons. I hate the dungeon system just because some of them take forever to get through. I am a casual player and don't have the time to spend 2 hours on one area. I think EOTN was fine but the need for any more is not there. I also think the dungeons are very repetitive same thing over and over again just a little different scenery. GW needs something more fresh.
Mmk, so because you wouldn't be able to do the dungeon it shouldn't be implemented? Got ya!
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Old Jun 02, 2008, 07:32 PM // 19:32   #20
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Quote:
Originally Posted by rkubik
I don't think there should be any more dungeons. I hate the dungeon system just because some of them take forever to get through. I am a casual player and don't have the time to spend 2 hours on one area. I think EOTN was fine but the need for any more is not there. I also think the dungeons are very repetitive same thing over and over again just a little different scenery. GW needs something more fresh.
I'm casual too, but that's why I like dungeons. they are the only high end areas with ok loot and good fun that you can take H/H into. If you're like me, and can only play for half an hour at a time then start off in the morning and simply leave yourself logged in all day coming back to the game whenever you've time.
Today I was logged on for 9 hours but I only played about 2 hours in total.
That's why i prefer dungeons to FoW or urgoz. What player is gonna to want to hang around afk for hours waiting for me to change the baby, or have lunch or pick the kids up. Only my trusty heroes.

And I think everyone wants any new dungeons to be 'hand-made' with all new scenery and layouts.

I can envisage Anet doing a "bonus-dungeon-pack" like the BMP, especially if GW2 is delayed.

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

Another idea:

Frostrider's Barrow Den

After the death of the leader of the Shiverpeak centaurs in the Wilds of Maguuma his body was brought back to the centaurs' ancestor tree deep in the shiverpeak mountains. This dungeon is set in the centaur pride's communal tomb, it is a natural cavern (like bogroot growths) but with lots of flickering torches and tribal decorations. The entrance is hidden in the northern part of Deldrimor Bowl and is guarded by a few lvl 20s. A huge and ancient birch grows over the doorway...

At the start of the dungeon you fight centaur of the Modniir tribe mixed with various ice creatures (such as wendigo) which they have tamed. As you venture further into the dark you discover undead centaur (the desolation ones) and ghostly centaur, these are the ancestor spirits of the tribe. Awakened from their eternal sleep to defend the tomb from the warring centaur and you!

Finally as you reach the bottom of the barrow den you witness fights between the centaur, all trying to claim the legendary 'Stave of Horm' (the battlestaff of the Horm Frostrider). Defeating the factions' leaders, the undead and a risen spirit of Horm himself you take the staff for your own and use it to bring peace to the northern shiverpeaks.

This dungeon could have new "tribal" style skins and plently of ritualist greens. The quest would be given in Beacon's Perch.

Last edited by mazey vorstagg; Jun 02, 2008 at 07:49 PM // 19:49..
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