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Old Nov 18, 2005, 01:16 PM // 13:16   #1
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I have throw in some ideas, but have changed the presentation of them to look like an update.

Imagine this update!

Added new dyes into the loot table including white, varnish and metallic overcoat. Dyes can now also be used to create simple patterns on armour, such as stripes and spots from a drop down menu.

Added a rare chance that monsters will drop identification and salvage kits.

Decreased the chance of a poor weapon dropping and increased the chance of an animal part dropping. Uncommon and rare drop rates remain the same.
You should now see less non-stackable "junk" while out exploring.

Added a small chance that crafting materials will drop from all monsters to offset the reduction in common weapon drops/salvageable materials.

Added the ability to craft mud bricks at certain crafters. This will now enable you to craft clay bricks too.

Merchants now buy weapons from players at price + 10%. This is for the benefit of those who dislike the current system and is intended as a stop-gap until a better player-to-player trade system is created.

Increased all monsters AL by 10 to increase overall game difficulty and longevity.

Increased all monsters HP's by 50 for under level 10 and 100 for over level 10 to increase overall game difficulty and longevity.

Added storm kilns around the griffons in Prophets path to prevent the majority of copycat and skill-less "farmers".

Added graphics for bowstrings so that bows now appear to have a string.

Added a toggleable quiver of arrows onto ranger characters. These quivers cannot be shown while your cape is viewing.

Added a toggleable scabbard onto warrior characters. Your sword will appear to rest in the scabbard when in towns and outposts if you have one equipped.

Increased the monster levels to a minimum of 20 in all areas for players who are ascended and have completed the final mission in the ring of fire island chain.
This change will not take effect if a member of your party does not fit the criteria.

Added several new items into the drop tables, such as charr jaws, bottles of animal specific blood/slime/sweat, monster clothing, teeth, and various ornamental/comedy items which can be equipped.

Added the ability to add a subname to customised weapons.

Added the ability to take more than one henchmen type in your party. For example, you can choose to take just healer henchmen if you so wish.

Players now receive a minimum of 20 XP points for killing a monster. This should increase the number of players willing to help lower level characters and will be of great benefit to the whole community.

Added a priest of Glint in Ember light camp.
This priest allows you to replay any of the quests in Guild Wars. All quests available in Guild Wars are then listed in your quest log.
To make a quest available for play, just check the box that corresponds to the quest.
Longevity of the game is greatly improved by this feature.

Added several small new quests throughout Tyria.

Added a charity box in Ascalon city. Funds raised by this box will eventually pay for the reconstruction of Ascalon city, The great Northen Wall and the replantation of trees and shrubs throughout most of the Ascalonian areas.
Total cost of reconstruction is expected to cost 50 billion gold pieces.
Donors who contribute more than 1 million gold pieces (gold or item value) will have their name immortalised with a golden plaque upon the wall.

Added an ingame message/mail system. Leaving a message for another player who is currently offline requires 1 parchment, 1 feather and 1 vial of ink.

Added new graphics for 15k tormentors set. Please leave cookies and milk in the tin by the door, kthxbye.
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Old Nov 18, 2005, 01:36 PM // 13:36   #2
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/holy mother of god this would be a sweet update signed
Except for the charity box - um 50 billion? Surely 50 million.
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Old Nov 18, 2005, 01:39 PM // 13:39   #3
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After my donation, it would be 49 million and ArenaNet would be forced to rebuild Ascalon when they are not ready, or before Guild Wars is ready to move onto greener pastures so to speak.

It's an idea to work on anyway, and it's a huge optional gold sink which injects a little fun.
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Old Nov 18, 2005, 05:59 PM // 17:59   #4
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/signed

Good stuff. I'd like an explanation on what storm kilns are, though. Also, mud and clay bricks? What? What would the new monster drops do? And last time I checked, you could take as many henches as you want.
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Old Nov 18, 2005, 06:44 PM // 18:44   #5
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Quote:
Originally Posted by jesh
Good stuff. I'd like an explanation on what storm kilns are, though. Also, mud and clay bricks? What? What would the new monster drops do? And last time I checked, you could take as many henches as you want.
These are storm kilns. Level 20 mesmers who use clumsiness, conjure phantasm and power drain.


Clay bricks can be crafted at various crafters, although there are no use for them yet.
To make a clay brick you need a mud brick and another ingredient (glittering dust i think).
The new monster drops would be extra stackable "eye candy" to add more variation into the drops. It also paves the way for possible future collectors/crafters.

With regard to henchmen, i believe i explained that bit

Why be limited to taking two tanks, two monks, one elementalist, one mesmer etc?
Why not be able to take 3 tanks and 4 monks?
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Old Nov 18, 2005, 06:52 PM // 18:52   #6
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Hmm...about the scabbard thing what if you weild a sephis or chaos? How would those fit into character weapon fittings? Chaos on hip...sephis on back. Or a big ol' tribal axe. Hammers...ect. Still they'd have alot to think about to implement that but great ideas. Seeing how Anet is so slow on turning out new content tho that would take them a good year if not more.

As for the brick thing...maybe build a nice house. =P
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Old Nov 18, 2005, 07:03 PM // 19:03   #7
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/signed
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Old Nov 18, 2005, 07:04 PM // 19:04   #8
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Quote:
Originally Posted by Transluecent51
Hmm...about the scabbard thing what if you weild a sephis or chaos? How would those fit into character weapon fittings? Chaos on hip...sephis on back. Or a big ol' tribal axe. Hammers...ect. Still they'd have alot to think about to implement that but great ideas. Seeing how Anet is so slow on turning out new content tho that would take them a good year if not more.

As for the brick thing...maybe build a nice house. =P
The scabbard would be for a sword warrior. If he has one (sword) equipped in any of his weapon slots, he could choose to show his scabbard.
If he was wielding an axe but had a sword in a different slot, his sword would be in his scabbard.

Believe me, it wouldn't take a year for that. Look at the halloween update!
They are even managing to squeeze in a Christmas event inside of 8 weeks. That is fast!
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Old Nov 18, 2005, 07:35 PM // 19:35   #9
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Okay, I see. I've seen those before, but never bothered to look at the name. Another storm thingy, big whoop. I guess that might get rid of the *absolutely* unskilled farmers. From your first post though, I thought you'd come up with a use for the bricks... hmm.

I really love the donation idea though, to rebuild ascalon. Maybe there could be a target number of bricks for reconstruction, and donating bricks would count as a certain amount of gold that you'd put in.
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Old Nov 18, 2005, 07:37 PM // 19:37   #10
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/signed

im just waiting to see how the lvl 10 monsters will work with no health benefit yes you made a typo
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Old Nov 18, 2005, 09:58 PM // 21:58   #11
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Quote:
Originally Posted by Sentao Nugra
/signed

im just waiting to see how the lvl 10 monsters will work with no health benefit yes you made a typo
I'm pretty sure i didn't. I always proof read

INCREASED health points for monsters that are under level 10 by 50 points.
So if a monster had 200 HP's, it would go to 250.

Oh by the way Jesh, those Storm Kilns are nasty for spellcasters. They effectively kill the 55/105 build once and for all. Warriors have a right nasty time with them too because of the clumsiness.

Happy to see that nobody has flamed that idea actually. I guess bots don't read the forums then? lol.

Bricks used for houses or rebuilding of Ascalon? I don't know. They are both possible but i guess it's up to ArenaNet really. Only they know what bricks will be used for eventually.

I'm appreciative of the positive comments and feedback that my post has generated so far. Thanks.
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Old Nov 18, 2005, 10:07 PM // 22:07   #12
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thats a lot of improvements and despite the fact i got fissure armour by constantly farming griffons i agree with the idea to put storm kin there to remove the farming ability from the area.

good stuff overall and yea the Ascalon rescontruction company would be a fun addition, id contribute =]

Al
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Old Nov 18, 2005, 10:16 PM // 22:16   #13
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/signed
this idea is super dooper!!!
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Old Nov 18, 2005, 10:31 PM // 22:31   #14
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The bricks are for the new character class - Mason.

These will have dual uses in combat - standing back and doing blunt dmg from range or up close melee to daze, stun, blind, bleed (depending on clay or mud)

The uber prize for these and this new class is the ability of the Mason to construct/conjure clay/mud/sand elementals from them. I believe the sand variety is being considered as an elite atm.

This class will be able to manipulate the terrain, creating quicksand pools/mud pools/duststorms etc. at target foes feet - causing slowness, decrease in max health for a short time period + weakness

I found it very interesting
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Old Nov 18, 2005, 10:37 PM // 22:37   #15
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Quote:
Originally Posted by Tactical-Dillusions
Players now receive a minimum of 20 XP points for killing a monster. This should increase the number of players willing to help lower level characters and will be of great benefit to the whole community.
This is the only one I disagree with...

Too easy to get to level 20, you could even do it in pre-searing!
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Old Nov 18, 2005, 11:48 PM // 23:48   #16
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Lol, you forgot

Added the major rune of storage, increases xunlai storage to 50 slots
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Old Nov 19, 2005, 12:16 AM // 00:16   #17
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Quote:
Originally Posted by Tactical-Dillusions
1. Increased the monster levels to a minimum of 20 in all areas for players who are ascended and have completed the final mission in the ring of fire island chain.
This change will not take effect if a member of your party does not fit the criteria.

2. Added several new items into the drop tables, such as charr jaws, bottles of animal specific blood/slime/sweat, monster clothing, teeth, and various ornamental/comedy items which can be equipped.

3. Added the ability to take more than one henchmen type in your party. For example, you can choose to take just healer henchmen if you so wish.

4. Players now receive a minimum of 20 XP points for killing a monster. This should increase the number of players willing to help lower level characters and will be of great benefit to the whole community.
Love it all, except...

1. Should take effect regardless.

2. Better implement greater storage first...

3. Sorry, this just feels like an abusable bad idea. Imagine you, 4 Alesias and 3 Linas against the world.

4. So you could power level against the grawl all day, without ever going anywhere? Not a fan.

/signed for all the rest
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Old Nov 19, 2005, 10:41 PM // 22:41   #18
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Ah, so if number 1 takes effect regardless, there would be no need for number 4 anyway. Yeah, that could work i suppose.
There would be no more soloing the Northern wall but it would be really fun to take a noob on a nightmare of a mission, heh.

A further thought on making the low level monsters level 20.....

Should the skills remain the same or add higher level skills? That's a tough one really because it would devoid a level 20 player of tackling the basic skills that we see in the game.
If it were made so that all the monsters of X type were all using X skillset, it would be very boring really. A balance would have to be found to make them as difficult as a level 20 but without duplicating the skillsets that are found later in the game.

Another good point on this idea..... Imagine all your favourite quests being refreshed and repeatable WITH THESE NEW LEVEL 20 MONSTERS instead!

Suddenly the Family Ties quest becomes a challenge and the Cities Of Ascalon is a nightmare, LOL.
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Old Nov 19, 2005, 10:55 PM // 22:55   #19
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The donation thing will never happen.

If it changes the storyline, then what happens if people just start out the game?

Does the searing never happen once it is built?
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Old Nov 19, 2005, 11:02 PM // 23:02   #20
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/Signed all except the donations thing/storm kilns

The guy above me is right, it'll ruin some of the storyline, and for the storm kilns, if they weren't there before, ever, there's no sense to needlessly put them there to combat against "Skill-less" farmers.

--The Shim
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