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Old May 11, 2006, 03:53 AM // 03:53   #21
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i think we should def. steer away from the gunpowder/more modern things.
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Old May 11, 2006, 04:51 AM // 04:51   #22
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Actually I wouldn't mind something pseudo-modern... not like too modern, but maybe a chapter where the focus is on scientific technology rather than magic and mythology. Perhaps an engineer class that uses explosives and gas bombs and such... other various gadgets. Pistols may too much, but I think an auto crossbow or something would be cool. Like a bow, but with very fast projectile that mostly travels in a straight line (can't fire over obstacles very well)
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Old May 11, 2006, 04:58 AM // 04:58   #23
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I want a chapter with huge palaces and castles and be able fight IN them.
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Old May 11, 2006, 05:39 AM // 05:39   #24
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Guild War: Dungeon
Journey downward, deep into the heart of the earth, and explore the mystery that hides within the shadow.


New Lands:

Various Tunnels, Mines, Caves, and Dungeon Rooms.

EverDark: The grand underground city, EverDark. The capital of Elroph’s Kingdom. Located in the middle of a large under ground sea, it’s the home to the Elroph’s four great ruling family. Build around a giant Stagsima, the city spiral upward. And the lower level is filled with channels that people use as roads and pathway (like Venetians). The middle level is fill with sloppy roads and building that were dig into the stone. Family gangs fighting on the street are often a common sight to see. The upper level holds the home to the 4 families, with towering towers and large fortified palace/mansions.

Everdark, and its surround sea/land, lies all under the Sun-shard Crystal Roof. It’s a glassy reflective crystal cover cave roof, with one giant Sun Crystal that lights up all around.

Falling Tear: Also know as The Hanging City. This Elroph city is build by carving into the large stalagtites that hang from the cave ceilings, inter connected by network of bridges.

Crystal Mine: A crystal mine, with its tunnel walls lined with crystals. Cause various effect to those who walk in it.

Hunted Drawven Halls: A once prosper Deep Drawf’s Hall, now empty and hunted. Fowl Undead Dwarfs now Linger in its Hall.

And More…


Story:

Sal’ Nobic, the once prime son to the monarch of the most powerful ruling house of Elroph Kindgom, along with his faction, was stripe of his power, and exiled in an inner family Coup de tat. He as come above the ground, seeking the help of guild machineries, to help him install back his power. Journey with him through the treacherous tunnels and deep caves and forgeten mines, making new friends and powerful enemies along the way, to reach the grand underground city of EverDark, where you can make new alliance with the other ruling houses, and play their game of intrigue and backstabbing. You will also find out about Sal’Nobic’s hidden agenda, as well as the secret enemies behind it all.

Family Feud: One of the major theme to the story of this chapter. You can part take quest and missions for each of the families, that earn you favors which you can unlock for specialize stuff, as well as more missions as you slowly gain their trust. In the end, you could even be “made” into the family. This means the stories, will play out with more of a “Mafia“ theme. Murder, Assassination, Shady Businesses deals, Kidnapping, Backstabbing, Betrayal, Intrigue, Turf War, Trust of the Family, Reputation, and Saving Face, all could be the motivations for quest and missions.

None Linear Story: While the Core plot line will stay much the same, should see several key points in the game where you could make choice, and its decision will effect you later on what you can do or not do in the game. This encourages more replay. Also can introduce in-mission decisions, where what you do in middle of a mission would effect its later outcome and ending to that mission.


New Profession:

- Heretic/Warlock - Dark magic and Demon summoner type

(unsure what other class would fit... but maybe...)
- Fencer/Duelist - Spaming melee, Area Control, Taunting type
- Engineer - bombs and muskets
(suggestions?)

New Race:
Elrophs: Gray-blueish skin, pupils-less eyes, silver white hairs, with small streaking horns and un-rounded ear, usually have a smaller frame body. Very much like a Dark Elf.


New Pets:
Giant Rat, Deep Lizard (bipedal, like a Raptor), Vampire Bat, Panther.



New Features:
  • Dynamic Lighting Effect: Learn the fear of darkness. In the depth of earth, the darkness often become one of the biggest enemy that a surface dweller would face. Limited sight add on to the surprise factors when facing enemies and monsters in such environments. (would also cover the mini maps) However, you (or a team mate) can carry torches or lamps to allow you to see better (but don’t go too far from the light), and magical means could also give you constant lights or night vision eyes.
    Also many locations in the Deeps are also well lighted by glowing Mushrooms, Sparkling Crystals, illuminating Light-Flies, floating lavas, and the Sun-shard Crystal Roof.
  • Play as Elrophs: Allow you to play as a Elroph Character. (with its own mix of professions and attributes)
  • Random Door Ways, Entrance, and Openings: With the countless tunnels and caveways that exisit in the Deep, its no wonder that some are bound to be forgotten. In certain part of the exploration areas, you could encounter randomly appeared passage ways (that is not there before, nor would be there again) that would lead to rooms and dungeons and different events. (something like http://www.guildwarsguru.com/forum/s....php?t=3007106)
  • Massive Environmental Scripted Boss Battle: Bosses will be bigger and meaner, with more scripts that ensure more unique battles. (more on it later)
  • Randomly Generated Dungeon: A special area (not mission or exploration or arena) that will generate different type of dungeon each you and your group enters.
  • Additional utilization of Character’s skill/attributes in a none combat situation: (more on that later)
  • PvPvE Dungeon Game:
    http://www.guildwarsguru.com/forum/s...d.php?t=136314
--------------------------------------------------

Yes, I know my writing suck, and this is done without revision too (too lazy to re-read it) so just bare with it if you see bad spelling or grammar. Just trying to get the point cross. Also holding back some idea's details, which I might elaborate more on later...

Anyhow, enjoy the reading.
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Old May 11, 2006, 06:03 AM // 06:03   #25
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ORR definetley gets my vote,

Maybe the Seer finds a way to harnesss the power of time travel and sends u back with the task of stopping the cataclismic events which buried Orr?
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Old May 11, 2006, 11:52 AM // 11:52   #26
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Quote:
Originally Posted by Juk3n
ORR definetley gets my vote,

Maybe the Seer finds a way to harnesss the power of time travel and sends u back with the task of stopping the cataclismic events which buried Orr?
Like I said before. I want to see Orr too before the Cataclysm. The only true visual proof is the login screen, that all.

HoH gates. Each gates goes to a continent from a part of the world. What happens if we open the wrong gates. Don't mention the Darknesses here.

Last edited by Francis Demeules; May 11, 2006 at 12:00 PM // 12:00..
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Old May 11, 2006, 11:56 AM // 11:56   #27
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I think its already been decided that chapter 3 will have a north african theme, though not really Egyptian. On new races, I think if we ever play a new race it will be a new class.
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Old May 11, 2006, 01:10 PM // 13:10   #28
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Quote:
Originally Posted by Glitched
I think its already been decided that chapter 3 will have a north african theme, though not really Egyptian. On new races, I think if we ever play a new race it will be a new class.
That's impossible, you can't switch secundaries and just also switch races.
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Old May 11, 2006, 02:35 PM // 14:35   #29
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Quote:
Originally Posted by actionjack
Guild War: Dungeon
Journey downward, deep into the heart of the earth, and explore the mystery that hides within the shadow.


New Lands:

Various Tunnels, Mines, Caves, and Dungeon Rooms.

EverDark: The grand underground city, EverDark. The capital of Elroph’s Kingdom. Located in the middle of a large under ground sea, it’s the home to the Elroph’s four great ruling family. Build around a giant Stagsima, the city spiral upward. And the lower level is filled with channels that people use as roads and pathway (like Venetians). The middle level is fill with sloppy roads and building that were dig into the stone. Family gangs fighting on the street are often a common sight to see. The upper level holds the home to the 4 families, with towering towers and large fortified palace/mansions.

Everdark, and its surround sea/land, lies all under the Sun-shard Crystal Roof. It’s a glassy reflective crystal cover cave roof, with one giant Sun Crystal that lights up all around.

Falling Tear: Also know as The Hanging City. This Elroph city is build by carving into the large stalagtites that hang from the cave ceilings, inter connected by network of bridges.

Crystal Mine: A crystal mine, with its tunnel walls lined with crystals. Cause various effect to those who walk in it.

Hunted Drawven Halls: A once prosper Deep Drawf’s Hall, now empty and hunted. Fowl Undead Dwarfs now Linger in its Hall.
Cool

Quote:
Originally Posted by actionjack
New Features:
  • Dynamic Lighting Effect: Learn the fear of darkness. In the depth of earth, the darkness often become one of the biggest enemy that a surface dweller would face. Limited sight add on to the surprise factors when facing enemies and monsters in such environments. (would also cover the mini maps) However, you (or a team mate) can carry torches or lamps to allow you to see better (but don’t go too far from the light), and magical means could also give you constant lights or night vision eyes.
    Also many locations in the Deeps are also well lighted by glowing Mushrooms, Sparkling Crystals, illuminating Light-Flies, floating lavas, and the Sun-shard Crystal Roof.
  • Play as Elrophs: Allow you to play as a Elroph Character. (with its own mix of professions and attributes)
  • Random Door Ways, Entrance, and Openings: With the countless tunnels and caveways that exisit in the Deep, its no wonder that some are bound to be forgotten. In certain part of the exploration areas, you could encounter randomly appeared passage ways (that is not there before, nor would be there again) that would lead to rooms and dungeons and different events. (something like http://www.guildwarsguru.com/forum/s....php?t=3007106)
  • Massive Environmental Scripted Boss Battle: Bosses will be bigger and meaner, with more scripts that ensure more unique battles. (more on it later)
  • Randomly Generated Dungeon: A special area (not mission or exploration or arena) that will generate different type of dungeon each you and your group enters.
  • Additional utilization of Character’s skill/attributes in a none combat situation: (more on that later)
Please no more of this merging. Anet has promised a "New Dynamic with each chapter" - let's push for more of what you stated above and stay away from the contentless (ie players bring the content ala PvP) game play.

BTW, dynamic lighting would be awesome to see.

As for new themes; I would love to see some areas inspired by the Prince of Persia games. The Caribean and Nordic themes would also be really sweet to see.
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