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Old Sep 19, 2005, 01:46 AM // 01:46   #21
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ArenaNet warm to ideas such as these and i wouldn't be surprised if they have a few guys working on such a scheme. Everyone seems to be in favor of the "defend the city" events.
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Old Sep 19, 2005, 03:41 AM // 03:41   #22
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How about, every now and then (randomly), an outpost/city is attacked (that has a reasonable population), and everyone in it gets a warning "we're under attack!".

As soon as that happens, noone is allowed to warp in or out of the town, all the npcs stop functioning (well, maybe except for the merchant and storage), and the EA outside the town is crawling with attacking monsters. So everyone forms a party, and goes outside to slay some stuff. (or hold dance parties in town whilst they wait, lazy b*stards :P )

The game keeps track of how many "waves" of monsters are killed by each party. Once a set number of "waves" are killed in total (by all players combined), the siege ends. The team that killed the most waves of monsters, get a special reward, and get their names announced as the "Saviours of the City"

The siege also ends after a certain time, or if the population of that town drops below a certain amount. (It's possible that everyone is too lazy and merely logs out into a different character, so...)
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Old Sep 19, 2005, 03:49 AM // 03:49   #23
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I like the idea, sounds good. Definately with the warning from the guards (and maybe frog) though. Give it some time for word to get around so that people interested can get there. The cities are their own instance, so it shouldn't be too tough to pull off, if the lag issues that would be raised could be managed by Anet.
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Old Sep 19, 2005, 04:43 AM // 04:43   #24
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Quote:
Originally Posted by Tarot Ribos
I'm with VGJustice here. Lag on the servers would be INSANE. It's already bad enough with people spamming "WTS CRAPPY WEAPON, 100K PST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!" every three seconds. We don't need that AND 100 angry dwarves running around Droknar's Forge.

It'd be a cool idea, to have MASSIVE PvE battles, no doubt... but in towns... and the lag... Ew. Maybe just create some kind of arena area where anyone who joins can join a never-ending battle against waves of Stone Summit guys... or Charr... whatever. That way, it's voluntary for those people without faster connections, there's no real problems if people suck at it, and it won't disrupt the flow of every day activities in GW.
this is the best iteration of the idea

best in regards to fun without interrupting normal townly activities and inciting all sorts of lag
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Old Sep 19, 2005, 06:19 AM // 06:19   #25
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Create "Vanguard" missions at each city, all of them are connected in similar manners as the Arenas can be to each town, and are essentially divided between staging and combat areas as with missions, but with a major altering point to how one enters it. To begin, parties can be formed to enter, as well as changed within the mission itself, allowing the invitation of up to 10 players for a single party. As well, parties and players may choose which district to fight in, either waiting for entrance into specific districts, or joining one which is not yet filled to capacity or recently starting up, these would be labeled via the district you are in, so district 1 goes to vanguard 1, district 2 to vanguard 2, and you can either choose Enter District or Enter First.

"Vanguard" missions are designed with repel and attack mission structures that are unending, but allow for the gain of new faction with Dwayna, with regards to protecting the people from invasion. This works akin to how Balthazaar faction does, and may in fact better fit using the God of War, but, these are broken up in the case someone can decide how to use Dwayna to lay more in PvE territory, allowing the unlocking of character content, notice that I suppose it could purchase in-game items but am unsure of the balances towards this. Anyway, it creates district based arenas where players flow in and out on a constant mission, these do not actually finish one way or another, and include numerous small attack and defend types of quests as well as a great area for combat and the use of equipment such as ballistae, catapults, etc..

Quests will randomly spawn to repel the attack for say the Northwest Ballistae Ridge, where Charr packs will advance on them for a set period of time, percentage of damage for how much Dwayna faction you derrive from killing them, necessarily healing allies outside of your own team will also gain a small percentage of their faction gain, rounded down however, but allowing so a single monk can roam between people and offer support while gaining their own points, just so that teams do not get too damage heavy focused and so that if they do become this way, it does not leave healers out in the cold.

Anyway, this will spawn these Charr packs for an undetermined amount of time, attempting to destroy the Ballistae, Siege Captains, Siege Crews, whatever. In this case, Ballistae cannot be attacked and their destruction means one less weapon to kill actual attacking hordes, Siege Captains means faster rates of fire for the Ballistae both via players and Siege Crews themselves, while Siege Crews allow automated fire for perhaps a few more single target strikes as opposed to the normal catapult type hits. After perhaps 10 minutes, notice undetermined, a few faction altering instances have happened, first the charr hold the hill and you can be charged with retaking it while recieving no faction gain because of the defeat save what you gained from kills, second the charr have destroyed a few structures and targets, which removes from the overall faction gain, or it was a flawless victory and you gain extra faction for your efforts. Note that only parties and players fighting with quest based enemies or doing quest based objectives will recieve a portion of divided faction. Afterwards if the charr do not hold it, repairmen and replacement crew will be deployed to help if there wasn't a flawless victory, creating a secondary and minor quest where a few Charr packs may attempt to waylay them along the way, more teams for more replacements, this is a way to regain a bit of the lost faction amounts.

If the Charr take the hill, then now there are deployments to move their own fire bearers and what not there, as well as forward groups which can be slain to attempt to retake the hill, the longer they hold the hill, the more deployments come to reinforce it until a similarly difficult climb is ahead for groups attempting to retake it. Killing their deployments can delay this difficulty, while removing the Charr will stop it completely and gain faction points based on what you've done, destroying totems, removing shaman characters, full groups, etc., and at this time a similar idea of redeployment for that hill will be underway, where you'll need to protect your own deployments and help secure the area while they redeploy Ballistae and set their crews.

Another quest type are deep strikes, where you are tasked with seeking out randomized bosses in their own territories, as well as the siege and objective areas with the above that are a similar back and forth nature of what happened, only closer to the Charr encampments. These will give morale boosts to participating parties, and will be larger general groups than what single parties are used to, with the inverse being protection of your own commanders and captains. This ties into another form of quest with recon teams, you may either send your own party as recon, allowing you to start quests to take over the Southwest Totem Hill, or defeat Random Charr Necromancer Boss and Friends, notice that parties may engage them after being sent to recon in an area, though nothing may currently be active in that region, or can return for faction gains for recon work, as well as the commander shouting a new quest is available, something along the lines of "Random Charr Necromancer Boss has entered our lands! We seek heroes to strike at this scourge and remove his forces from the battle!" Which will get other parties active in it and create that second quest line.

Lastly are specialized quests offering arena-wide morale boosts, these are areas such as Statues of Dwayna located throughout, which also offer help as small healing and resurrection shrines deeper into the terrain, beginning in the hands of the Charr, who will activelya ttempt to reclaim them by defeating the priest and ghostly heroes surrounding them if left unattended. While being attacked, parties may not respawn at that area if it is the closest. When claimed, a call will go out to reclaim it from Priests of Dwayna who are located at the healing and resurrection shrines at the walls of the city, removal of fire bearers and such will retrieve it for your own side. The second form of these are relics, allowing the retrieval of relics currently in Charr hands. First you must go claim them, return them as Charr packs attempt to cut you all down and return them, or storm shrines which hold them and bring them back.

Now those are only sort of an idea of available quests, involving the Charr and ascalon, there can be others such as claiming courtyards for mage obelisks, releasing prisoners, controlling portals, etc., all taken from the tasks you've done throughout various missions, which would allow an even better experience into the idea of it continuing the missions you've already done.

As well, to control lag better, and since these areas will be as large or larger than most current Missions, portals will be in place, allowing movement between larger overall regions, as well as dividing them up, perhaps creating a Vanguard 1 a-d, which are all interconnected.

I believe experience needs to be capped for each, so t hat if you are level 10 in the Charr invasion Vanguard mission, then you gain no more experience from monsters, while taking a hit for faction but not losing it all, while not enforcing a direct cap on who can join what since I am sure I would like to experience them all a few times before remaining within the SF version, as well as not attempting to make levels that importance which ANet does not want.

Hopefully someone read that, man, I like my idea.
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Old Sep 19, 2005, 06:51 AM // 06:51   #26
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Quote:
Originally Posted by matt mesmerator
ok guys,I got a new plan:
instead of having it in a regular distract,how about the guild wars people start a battle district?in the regular distracts,there would be guards there(NPC)when monsters are coming to invade,the guards say"monsters are coming!---time to go!"then,at least a player must be there or the place is taken over autimaticlly.if alot of people do get there,they must fight off the mobs of enimes or the city is taken over.anybody in the regular distracts will atuimattly get teleported to the nearest city if the people did not fend off the city.

opinions?
Yea i really like the idea of having a battle district, or you could have like one safe zone district! i dunno..
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Old Sep 19, 2005, 09:02 AM // 09:02   #27
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great idea even i didnt read to the end.

it would be nice if, some people said it already, the frog or the guards tell you before that there could be an attack...

i think its a great idea !!!

a good thing would be that perhaps all international districts arent aims of any attacks. so if u dont like that battle u can easily switch to the international districts - where the world is still green and a kind of friendly ^^

and i can even think of invasion at the tombs.. perhaps some dragons at lvl 30 will take over this place in the desert... so that this will become a real big war, cause things like grenths footprint or sf arent as difficult as said before. if someone will play tombs, he can do this in international districts 4 sure.

i dont know if its a real good idea with the international districts because of server and bandwidth capacity.
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Old Sep 19, 2005, 01:12 PM // 13:12   #28
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This reminds me of the control of continent in Final Fantasy 11, where the more monsters you kill, the more points given to your nation, and every week these points are tallied and the nation with the more points controls the continent (giving them nice benefits).

Very good ideas to greatly improve PvE, nice one.

/signed and rated 5. Remember to rate the thread while posting everyone.
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Old Sep 19, 2005, 01:27 PM // 13:27   #29
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Sounds alot like Lineage 2's seige system...and I already paid for that for the year ....but hey, pve here really gets boring quick, toss in whatever to make it somewhat interesting.
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Old Sep 19, 2005, 03:20 PM // 15:20   #30
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Hey how about people suck it up and fight it out? Sometimes bad things happen in games. This is one game where there really arent random events besides hardware-related that can totally screw you over for a while. And if you put a good size xp reward for those who stick it out like 3-4k, well, I'm sure people wouldn't complaint that much. That said, people will complain about ANYTHING.
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Old Sep 19, 2005, 04:19 PM // 16:19   #31
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Another thing people, we were asked for opinions on his idea, not whether its possible to impliment, let ANET do that, thats what they get paid for. I for one think its a good idea, adds some uncertiney and spontinaity to gameplay, whatever form its takes it has my support.
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Old Sep 22, 2005, 04:11 AM // 04:11   #32
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I like this idea of vast fields of war... I can just imagine the confusion and excitement in midst of battle. :mrgreen:

It would be very cool to have a whole town's worth of people fighting against an onslaught of enemies. I would like to see a partyless-type system (although that would be difficult to work with, especially for support classes that target allies)... but just having large parties, say, 10 member parties, would be quite excellent as well. Or maybe a combination of the two, where a bunch of parties fight alongside each other. ..or something.

My feeling is that some sort of arena would be the best place to do it. Have an NPC warn everyone beforehand... give enough time for people to see it. Maybe even a couple hours ("An army of Undead has been seen marching toward Lion's Arch! They'll arrive in only half a day!") or something. Then everyone can just zone into whatever town's being attacked before it starts, and do some kind of Enter Mission thing (as has been previously posted).

Anyway, this would certainly be an exciting event. I'll sign!
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Old Sep 22, 2005, 04:31 AM // 04:31   #33
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that would be good i think that is the best idea. i would love to see this in play. good idea man
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Old Sep 22, 2005, 04:39 AM // 04:39   #34
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Just put in some sort of raiding zone, wherein there are specific zones that take a guildlike force to overcome. Mobs attacking cities would be interesting, but you must understand that it is not feasable. The programming required to monitor what zones are taken over, the placements of the mobs, and the required fields necessary to 'retake' the city are rather large.

Take Everquest, for example. They've done several war events similar to this, with cities being overcome for months at a time as players attempt to interact and change the outcome. It was interesting, but nontheless annoying as travel was severely hindered.
This ammount of programming takes months, and is not something that I am able to view in a game that does not require a monthly fee. It is a great idea, however, the logistics of the whole situation are a little far to reach.

Yet, I could be completely wrong, and A-net could have this system already planned out; save for the fact that it is hidden by piles of nerf requests.

Good idea, and I would be for it if they had certain districts that supported the whole feature. This would take away from the immersion if they did it this way, but it would allow them to do this without interfering with persons progression throughout the game.

Thumbs up from me, yet I do not see this being implemented any time soon, or at all for that matter.
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Old Sep 22, 2005, 06:14 AM // 06:14   #35
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Many of the towns have walls you can look over and see guards fighting attacking monsters outside already. These are just part of the scenery and you can't take part.

Your idea could be implemented where you get the chance to go and fight just outside the gate with the guards against non-stop waves of monsters. The monsters could come in waves, and you get a reward for protecting the town against a wave rather than just per-kill.
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Old Sep 22, 2005, 06:23 AM // 06:23   #36
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This may of partially said in this thread, here's a modified take.

(seem to be popular doable idea) Have a special "staging" zone for attacks. When an attack is going to happen (randomly) the town guards start shouting and a special zone you can warp to shows up (only during these times) that everyone can join in. If you die you get warped back to town.

Or if you want "towns" that are controlled or controlled by monsters have all those great overrun towns out there zone points if say, enough people keep them cleared out complete with warp to them but if it get's over run reverts to there in-game status of monster city. Controlling that small 3 house in Fow would be interesting where the banshee's are at.
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Old Sep 22, 2005, 08:51 AM // 08:51   #37
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The outpost is a nice idea, but not very practical.

how about you make a frontline. Every war has a frontline. and every so often you get a message, saying you got to go to the frontline and u enter the frontline the way u enter missions, with a button.

Than you come together in a massive battle field. and every group (players and mobs) charge eachother into an all-out war. and the outcome of that battle decides whether the frontline shifts some way or the other.

(Anet should be able to shift it manually when one group seems to get the upperhand and shifting the frontline over crucial spots, which wouldnt be practical also. you cant go do a mission behind the frontline like nothing has happened).

So, you can join the battle manually by going to a harbor in droknars for example (like going to an arena) and just every so often you get drafted. (not if u go on ur own account, that wouldnt be fair) like. YOU NEED TO COME NOW. and u get t-ported there once u push the button, and u need to push it coz u cant do anything else.

just an idea tho
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Old Sep 22, 2005, 09:19 AM // 09:19   #38
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be nice to have a "revenge of the GWEN!!! part 2" that was the most fun ever when they let gwen loose to murder us all
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Old Sep 22, 2005, 10:48 AM // 10:48   #39
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Quote:
Originally Posted by Kazahana
be nice to have a "revenge of the GWEN!!! part 2" that was the most fun ever when they let gwen loose to murder us all
when did that happen?
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Old Sep 22, 2005, 02:18 PM // 14:18   #40
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Yup, lots of excellent ideas here!

I'll sign every single one of them.. If only it would make a difference.

Any one of these ideas would freshen Guildwars up and might even keep some people playing it a little longer than a month! If you dont want PVP then then Guildwars is a normal (but special) RPG game.

But lets face it, these ideas are large communitiy effecting changes, which might take months and months of re-coding.. and then another 4 months of them telling us about it every week before we get to play it! (SF)

Some Ideas though do seem to resemble things which you can do in other games... Game developers try their VERY hardest to make sure their game is nothing like someone elses' (for fear of lawsuit) but with some brainstorming im sure some could be made unique to Guildwars
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