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Old Oct 18, 2008, 07:42 PM // 19:42   #81
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Why did you resurrect this thread just to say that, Aubrey?

Anyhoo-

I really love this idea. It would be a fun quest to play through and I think would really have an epic quality that GW misses at times. Instead of making it so the quest isn't repeatable, though, I'd make it so you needed a special item(possibly non tradeable?) to craft the items and once you've crafted it it's gone. Everyone gets one for free, but only once per character.

Also, I'd prefer if they actually made it an outpost at the end (or at least ease up on the enemies after you've completed the original quest), because it is nice to visit places like that.
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Old Oct 18, 2008, 07:58 PM // 19:58   #82
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Lol @ Aubrey. You can't run it cause of the massive quantity of Giants that will stomp you to death. anyways....

/signed. More content = more fun
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Old Oct 18, 2008, 08:32 PM // 20:32   #83
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Quote:
Originally Posted by Nevin View Post
Just an idea, I remember early on in the game I'd go to the weapons merchants and stuff to get what I needed. Because back then they were effective, but towards the end of the game you rely a lot on Gold drops, Greens, and the Collectors stuff. My idea is to bring back the smith for the end game players.

The Journey
(unrepeatable)
The Master Smith would reside at the top of the mountain. To get to the forge you will have to tredge through 3 zones. One North of Mineral Springs (Glingar's Refuge), One West of the New Zone (Ice Golem's Path), then one North again of that zone (Mountain of the Master Smith).

Glingar's Refuge - North of Mineral springs with a landscape identical to Spearhead peek, there would be an outpost in the instance (so no zoning) in which there will be a merchant and collector. (No towns or anything)

Ice Giants's Path - Your journey up the mountain begins here. The freezing temperatures cause the rocks themselves to crack and split in half. Long narrow cracks run through the ground. Hundreds of Ice Giant's and Ice Golems reside here. All ice giants have Giant Stomp (Knock everyone down), and Giant Breath (Reduces speed by 33% for 15 seconds). All mobs here would be 22-24, bosses around 26-28. At any chance the grounds here could crack in which the member of your party walking over the effected area will be knocked down for 3 seconds. There will be one single bridge to get from one half of the Path to the next over a giant canyon, there is a timer for the bridge to break if you do not make it there in time; tough luck try again. Once you make it over the bridge you embark up the mountain.
First issue here is the bridge. I don't think GW is able to have the don't make the timer the bridge falls. And unless the timer is long (or the area to the bridge is short) it won't really be fair. I understand that it should be hard to get to, and I like the idea, but this will bring big time QQ'ing.

Quote:
Originally Posted by Nevin
Mountain of the Master Smith - Narrow paths (4 warriors in width) encircling a steep mountain with winds constantly reducing your parties speed by 33%. There would be a chance of random avalanches in which rocks will tumble down the side of the mountain crushing anyone in their paths (including mobs), encouraging strategic formation of your party. Mobs come from designated caves along side the mountain. Even the mountain itself may attack you, in which golems will break off from the side and attack your party. Near to the top of the mountain you'll fight the big boss of this expedition. A giant Ice Golem named Winder Frist. He will be submerged in the ground with only the upper half of his body showing. His head and both arms will have their own health, you must destroy each to completely kill him. After passing through you will find a large vault-ish door along side a erected rock. Upon opening this door it'll be almost as if you were transferred into a completely different area, the Forge of the Master Smith is decorated regally with gold, flames, and statues of great dwarven hereos. It is said that the Master Smith's forging ability has even been called upon by the God's themselves; legend has it the Master Smith himself forged the giant blade which Balthazar wields. (The Master Smith Forge will be a new zone, but you will not be able to map to it)

Gate of the Stone Summit - North of the Master Smith mountain, the gates to their underground furnace kingdom. Sorrow Furnace type feel, but much more cathedralish and larger. Infront of the gate will be a maze of trenches. You will not go into the Stone Summit kingdom but part of the quest does reside near it. All trees cut down to stumps, the snow itself is covered in ashes and dirt. The sky is black and highlighted with dark red.
Except for the Gate of the Stone Summit, nothing wrong here. I understand with how old the thread is, then it would have worked, but now, it won't, at least from a lore perspective (As the Stone Summit's based was Sorrow's Furnace, and more then likely, things put in now would be based after EN happened, so unless it's an exiled Dwarf, one who, like Odgen, didn't change, or is changed, and you remove the Stone Summit, it cannot work lore-wise *as the Stone Summit are basically gone after EN*).



Quote:
Originally Posted by Nevin
The Master Smith and his Quest
The Master Smith himself will be an old dwarf, larger then usual with a great white beard and heroic styled armor. Though before he forges you a weapon you will have to prove your worthiness to him. This is where he calls for your aid.

No doubt the Stone Summit knows about the Master Smith and his forging abilities, thus they wish to procure him and defile his forge for their own use. The Stone Summit accompanied by Kirkhelth (King of the Ice Giants) have been planning to siege the mountain for their own use. The first part of the quest is to remove the ballista and catapults which are being caravaned up the mountain. You will need to ambush each within a time limit or a new caravan will appear (Think Thirsty River). After removing the siege threat you will have to go deeper fighting off legions of Stone Summit, your goal is to remove Kirkhelth from his command. There will be many obstacles and defense systems your team will have to work around in order to reach the Gate of the Stone Summit. You will be going through trenches almost the entire time. In these trenches will be gates which require the aim of a ranger to open (Buttons at the top of each which will activate the gates upon being fired at). There will be many instant death traps as well, spike pits, flame shooters, spike spitters among other things, That will disable your entire party; in which you will rezone to the Master Smith Forge (I was thinking that Assassins would be able to disable them.. But that brings some problems). These traps will spawn in random locations and there will be multiple entrences, but there will always be a clean cut path for you to get from one side to the end. When you finally reach the Gate of the Stone Summit, you will enter a cinematic in which Kirkhelth's retuine (His bodygaurds) emerge from small doors that are built into the gate. Three will come at you. One wielding an axe and shield, one with a hammer, and one with a sword and shield. Each will have a total of 8 skills and be level 26. After defeating them Kirkhelth himself will emerge from the gate (The gate itself). He will be atleast 3 times the size of his retuine and be level 30. You will have to disable his legs first in which he will then crawl after you. Then at the end of all that hard work there will be a cinematic in which the leader of the party fires at or slashes the head of the great Ice Giant. After the quest you will have to escape from an on coming army of Stone Summit soldiers (Think First mission in Ascalon City), you will run back to the vault and the Master Smith himself will come out and smite down the Stone Summit soldiers with some cool effect. (I'm thinking slamming his hammer on the ground and an avalanche blocking the path)
Same as above, going to need a new enemy besides Stone Summit. Maybe the Avicara Tengu or Modniir Centaur, unless it is made to be the very last strength of the Stone Summit. Also, is there enough room for all these new areas in the Shiverpeaks???

Quote:
Originally Posted by Nevin
Forging your Weapon
[B]
No problem with me in this part.

Quote:
Originally Posted by Nevin
Returning to the Master Smith
After completing the quest you may go back to the Master Smith to forge new items when ever you want. Although he will now charge you gold. Two Handed Weaponss - 35,000 Gold/One Handed Weapons 20,000 Gold/Off Hands 15,000 Gold
Nothing wrong with this either.

For the mod crafting and appearance, keep it simple, stick with materials we have now.


Needs revision since it's old, but still /signed.

Also:
Quote:
Originally Posted by Aubrey View Post
WTS - Aubrey's FTW Blade of Leetness - Only sword like it in the entire game - SUPER RARE!! Perfect Stats for any class!! Only 2500 ectos, act now!!

Goodbye rare weapon economy. Even if it was customized and although you say the quest would be really hard, I think there would become "Master Smith runs - 20k" at some point.

/notsigned but I really like how well thought out this suggestion was and respect the time put into the concept.

By the way, this idea is simliar to this one: http://www.guildwarsguru.com/forum/s...php?t=10155452
Aubery, you moronic baka. This thread is older then the one you linked and why the heck did you rez it for that kind of junk. Yes it would be able to be ran, unless they add in some non-spell enchant removal (SF would be the main runners, with some anti-kd).
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Old Oct 19, 2008, 02:22 AM // 02:22   #84
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at some point almost everything in reason is runnable, its just a matter of time.

/signed, even tho with most of the GW team working on gw2 it wont be implemented
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Old Oct 19, 2008, 02:56 AM // 02:56   #85
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A great thread from 2006 so I will sign. I don't think I read it back then, or if I did I don't remember, so I heartily approve of this idea!
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Old Oct 19, 2008, 04:03 AM // 04:03   #86
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/signed great idea
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Old Oct 19, 2008, 04:43 AM // 04:43   #87
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/signed cause it sounds cool
/not signed due to massive amount of programming.
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Old Oct 19, 2008, 05:53 AM // 05:53   #88
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I like the idea, but I have a few issues with it. Didn't read into all the details, so I may be hitting something already addressed.

- The quest should be repeatable.
- The material costs should be greater.
- Weapons can't be salvaged and are customized.
- If you have a weapon with a skin you'd like to use, you should be able to use that skin for your weapon.

Otherwise, cool idea. /signed
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Old Oct 21, 2008, 05:23 PM // 17:23   #89
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I didn't resurrect this thread, I read it and added an agreement/disagreement on the idea as I was told to do by the sticky that has the index of previously suggested ideas.

God, you people aren't happy with anything on here. If someone comes on here and suggests something that was suggested before, you bitch at them that they should do a search (often with name-calling). And when someone who works for a living and doesn't spend their entire day trying to build rank on a stupid gaming forum actually DOES A SEARCH and reads existing ideas and posts on an old thread, you lambaste them and call them names for THAT!

And a special thanks to Azazel The Assassin: Thanks for making feel like I'm welcome here. Have a nice day, I hope you get hit by an brand new shiny bus so you don't feel like the driver is wasting your precious time!
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Old Oct 21, 2008, 06:25 PM // 18:25   #90
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Worry not. Sardelac Sanitarium is a place were Necromancers can be (if you e there, you'll see two of them)

The problem is theirs, not yours, as long as the suggestion is still valid (and this is somehow) it's not necromancy.
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Old Oct 21, 2008, 07:24 PM // 19:24   #91
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Quote:
Originally Posted by Aubrey View Post
I didn't resurrect this thread, I read it and added an agreement/disagreement on the idea as I was told to do by the sticky that has the index of previously suggested ideas.

God, you people aren't happy with anything on here. If someone comes on here and suggests something that was suggested before, you bitch at them that they should do a search (often with name-calling). And when someone who works for a living and doesn't spend their entire day trying to build rank on a stupid gaming forum actually DOES A SEARCH and reads existing ideas and posts on an old thread, you lambaste them and call them names for THAT!

And a special thanks to Azazel The Assassin: Thanks for making feel like I'm welcome here. Have a nice day, I hope you get hit by an brand new shiny bus so you don't feel like the driver is wasting your precious time!
The problem isn't that you resurrected the thread. The problem is that you resurrected it with, for the most part, a spam post. And then linked to a newer thread saying that it had the idea, therefore implying that the linked thread was older.

I might be wrong with that being a spam post, but it certainly does look it. Imo, if you don't agree with a "dead" thread, don't post in it. If you agree, or want to expand on it, then post.

And you didn't have to call me out alone, because I actually put a post worth reading *not referring to the part where I commented on your post*.

And I don't get why you put in "brand new shiny" before the bus. I think it is very much obvious that you misinterpreted what I said.

You should, and I for one favor, rez old threads if their suggestion is still valid. However, you should not rez threads with spam posts, which yours, for the most part, was.

Don't worry though, I don't hate you.

Last edited by Konig Des Todes; Oct 21, 2008 at 07:35 PM // 19:35..
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Old Oct 21, 2008, 08:04 PM // 20:04   #92
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Yup, but spam for a thread it's still spam.
Resurrection and spam are two different crimes.

Anyways, 'being old' it's not a valid reason against an idea in Sardelact, that's the most important thing.

There is another idea that I like more than this one, the 'unlock armors' idea, though.
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