Oct 29, 2011, 04:39 AM // 04:39
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#1
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Ascalonian Squire
Join Date: Nov 2007
Profession: E/Me
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let us open the gate by ourselves.
for everyone who owns prophecies campaign in the beginning pre searing there is a gate that can only be opened with two people because you need someone to pull the lever that is far away.
this should be changed, I thought the model of this game is adventuring not waiting, there are people standing around in town spamming looking for gate opener will pay 100g over and over again, this is one area of the game that does not reflect what guildwars truly is and is more of what WoW is, just make it easier on us and make it so the lever you have to pull is right next to the big door and only one person is required.
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Oct 29, 2011, 05:10 AM // 05:10
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#2
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Desert Nomad
Join Date: Mar 2008
Location: Sacramento, CA
Guild: Geezers
Profession: R/
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I can't think of any reason not to. This has got to be the most annoying aspect of pre-searing. A lot of us work around it using multiple accounts and multi-launch but I see no reason to penalize those with a single account not to be able to readily go across the wall.
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Oct 29, 2011, 06:28 AM // 06:28
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#3
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Frost Gate Guardian
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/signed!
never really liked the idea of being obliged to pair up just to experience a new content but back then there were loads of people. 6 years later i guess they might as well change the mechanic.
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Oct 29, 2011, 07:31 AM // 07:31
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#4
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Furnace Stoker
Join Date: Jul 2006
Location: Belgium
Guild: Whats Going On [sup]
Profession: Mo/
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its because of this quest, maybe let the door open after completion of the quest?
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Oct 29, 2011, 07:43 AM // 07:43
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#5
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Frost Gate Guardian
Join Date: Mar 2008
Guild: The Apologetti
Profession: W/
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Before the post level 10 quests, and if you didn't death level, staying alive beyond the wall was fairly challenging alone. Having to group was a check and balance to keep the game fun. It was also a transition from solo play to grouping. I'd agree that these reasons are no longer valid. Even if you had to bribe the guard 100 gold to let you slip through the gate it would be better. The guard could even be impossible to bribe until level 10. As mentioned above, once you've saved Ben (it is Ben isn't it?) he could help you with the second lever. I see no reason not to allow players to go beyond the wall solo. LF Gatemonkey isn't exactly what the game is all about. It actually promotes seeking a run. That seems counter to what the game is all about.
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Oct 29, 2011, 10:47 AM // 10:47
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#6
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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/signed that a guard opens the door for you after you completed the quest.
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Oct 29, 2011, 11:19 AM // 11:19
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#7
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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It just shows that you cannot force people to pair up.
When I am in the American district "and there isn't a festival on" I have no problem finding someone to open the gate.
However its a fact that very few want to stay paired up on the other side, new players maybe but no one else.
We pair up twice in pre once to get the res signet then again to get through to the north for the rescue mission.
After that generally its the dedicated pre players and for them you could leave the gate open.
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Oct 29, 2011, 12:38 PM // 12:38
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#8
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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Allowing the gate to be opened with only one player has been suggested before in a few different ways. An example of such a thread can be found here.
Closed.
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