Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Jul 08, 2009, 04:54 AM // 04:54   #1
Desert Nomad
 
Bristlebane's Avatar
 
Join Date: Jan 2008
Profession: Mo/
Advertisement

Disable Ads
Default New Ascalon - Renaissance After the War

We most likely have a long wait ahead until Guild Wars 2, I would suggest a few new outposts and areas set about 25 years into the future where Old Ascalon now has recovered it's former glory again. Maybe Glint herself sent you there using her ancient dragon powers?

We know Charrs will eventually take over Old Ascalon completely in Guild Wars 2 about 250 years later, so I'm talking about a time before that happens.

YES you thought right! Maps and surrounding areas would be just like Pre Searing Ascalon, but in the future instead. Except for appearance, this would be completely separate from Pre Searing so you can't interact with people from there. A swirl would allow you to return again to present time, much like the swirl to Realm of Torment.

In essence it's a nostalgic idea to let you return to the settings of Pre Sear, not only for Tyrians but for Canthans and Elonians, without influencing the existing Pre Sear Ascalon. Clicking the swirl would let you return to normal time.

PS. Time shifting like this is nothing new in Guild Wars anyways.. Just jumping between Lion's Arch and Kamadan shifts you 5 years in time.



PS. I know there's 0.001% chance something like this would ever be implemented, but hey it's wishful thinking and it would let you experience that stunning setting once again. It's such a shame such beautiful areas as Pre Searing should be limited to a tutorial only.

Yes I expect some flaming and no-brainer +1 posts but that's ok, trolling happens no matter what you post anyway right?
Bristlebane is offline   Reply With Quote
Old Jul 08, 2009, 05:33 AM // 05:33   #2
Forge Runner
 
Kerwyn Nasilan's Avatar
 
Join Date: Aug 2007
Location: WHERE DO YOU THINK
Profession: W/
Default

Nice, yes

At all feasible or worth the time? Sadly no.
Kerwyn Nasilan is offline   Reply With Quote
Old Jul 08, 2009, 06:33 AM // 06:33   #3
Lion's Arch Merchant
 
drunk n angry's Avatar
 
Join Date: Jul 2009
Location: in a quiet little town that i love.
Guild: Ancient Dragoons [AGED]
Profession: W/
Default

i would love to see what some of the cities north of the wall would be like, as well as nolani academy.... sadly anet hates us who loved the pre version LOL. too bad.
drunk n angry is offline   Reply With Quote
Old Jul 08, 2009, 06:43 AM // 06:43   #4
Krytan Explorer
 
Scary's Avatar
 
Join Date: Sep 2007
Location: Uhmmmm??
Guild: Limburgse Jagers [LJ]
Profession: N/
Default

We definitely need other area's so starting with such as this wouldn't hurt
Scary is offline   Reply With Quote
Old Jul 08, 2009, 07:11 AM // 07:11   #5
Administrator
 
Marty Silverblade's Avatar
 
Join Date: Jun 2006
Default

Well, more content is always a good thing, but I'm not sure this is the way to go. I'd rather have more areas in the Charr homelands tbh. It's the same landscape as pre-searing and only has a disappointing 3 areas. Would be nice if we could travel further down and see more of what happened in between the time we left for Kryta and when we reach EotN.
__________________
Marty Silverblade is offline   Reply With Quote
Old Jul 08, 2009, 07:39 AM // 07:39   #6
Desert Nomad
 
Braxton619's Avatar
 
Join Date: Jul 2008
Profession: A/W
Default

/signed

I wish we had more areas like pre. Pre imo has the most beautiful landscape.
Braxton619 is offline   Reply With Quote
Old Jul 08, 2009, 09:11 AM // 09:11   #7
Wilds Pathfinder
 
Archress Shayleigh's Avatar
 
Join Date: Feb 2009
Location: Guild Hall
Profession: R/
Default

This could be an awesome idea, very fun. Maybe even add the "Catacombs" elite dungeon there, with everything. I mean, you cant expect that monsters will be the same as pre-right? Make it some quest that you have to kill a trillion Charr in ascalon area and then you unlock the option to help rebuild ascalon. You must give xyz of some material, xyz from maybe something the traveler wants, that could be awesome because GW gets bering and ANet has to apply new content anyway.
Archress Shayleigh is offline   Reply With Quote
Old Jul 08, 2009, 09:49 AM // 09:49   #8
Desert Nomad
 
Bristlebane's Avatar
 
Join Date: Jan 2008
Profession: Mo/
Default

- It should use all pre-existing maps from Pre Searing, with Sacnoc Valley as an extension of Northlands.
- All mobs and NPCs should be adjusted to level 20 contents.
- Mostly peaceful encounters around the cities to keep the idyllic spirit of Pre Searing.
- Quest to clear Northlands of all the charrs, normal difficulty.
- A follow-up quest opening up access to Sacnoc Valley map for much more difficult encounters.

Two versions of Catacombs: Explorable and Dungeon. The dungeon can only be reached from Sacnoc Valley, so you would have to clear Northlands at least once. Explorable contains level 20-28 undead, while the dungeon contains a lot of necromancer charrs working on destroying Ascalon for good. This would follow the storyline of how Charr originally used Catacombs, as well as how Ascalon will become a ghost town in GW2. Perhaps even throw in some Titans while at it

Additional connection to the lore, maybe with connection on who built them. Was it the Asura, or the Forgotten perhaps?

Last edited by Bristlebane; Jul 08, 2009 at 09:52 AM // 09:52..
Bristlebane is offline   Reply With Quote
Old Jul 08, 2009, 01:38 PM // 13:38   #9
Underworld Spelunker
 
MithranArkanere's Avatar
 
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
Default

All that will be green again... and with wildlife and stuff...
But controlled by the Charr.
The humans are being pushed south.

I won't min something like that as a 'back to the past' by talking with Symon the Scribe, though.
Maps would be just like pre-searing Ascalon, but with different NPCs (both ally and foe) and parties of 4 or 8.
So you won't really interact with pre-Searing, it would be a 'copy'.
MithranArkanere is offline   Reply With Quote
Old Jul 08, 2009, 05:03 PM // 17:03   #10
Desert Nomad
 
Bristlebane's Avatar
 
Join Date: Jan 2008
Profession: Mo/
Default

For me it doesn't matter if it's in the past or in the future, but I want to see it tied in with existing lore. Mainly:

- It's ancient dragon magic that allows you to travel back in the past. maybe on a mission from Glint.
- Get an explanation on how charrs could have entered Catacombs in Pre Sear (ie. Sacnoc Valley)
- Get a preview on what charrs are up too that will eventually lead to the Ascalon ghost town in GW2.
- Some ideas or hints on who originally made the catacombs.

And of course separated from existing pre sear :-)
Bristlebane is offline   Reply With Quote
Old Jul 08, 2009, 06:09 PM // 18:09   #11
Underworld Spelunker
 
MithranArkanere's Avatar
 
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
Default

'Traveling in time' and even between parallel universes is not a problem in GW.
You do that every time by map traveling and by talking to any of the Historians of the BMP.

Time travel? Go to The Great Wall. Map travel to Central Tranfer Chamber. There you are, you traveled 6 years in time. All you need to do is travel back to Ascalon and ding, you went back in time again. Isn't it great?
You can travel even further back in time if you do the Turai Ossa Bonus Misson.

Alternate realities? In the lore, some players wend with Togo, and others with Mhenlo, and some with Margrid while others with Jurah. But you can do both.

Each outpost, excepting festival-related Towns, is frozen forever in time.
Talking to Simon to get there would just be a formality.

But there is a thing with Basic Tutorial areas.
You can never go back to them, and allowing one, would mean you should allow the rest.
That is, Cantha's and Elona's should be available to visit too.
In the case of Cantha that's partially done in festivals, but you can't explore Nightfall's basic tutorial area again once you leave or if you are a foreigner.
MithranArkanere is offline   Reply With Quote
Old Jul 08, 2009, 06:18 PM // 18:18   #12
Desert Nomad
 
Bristlebane's Avatar
 
Join Date: Jan 2008
Profession: Mo/
Default

That's true, but only Pre Searing has it's own sub culture. This means Anet did something right when even 4 years later people want to stick around a tutorial. But it does get boring after a while even if you love the maps and outposts there. If sub-cultures would develop around the single Canthan and Elonian map were you begin, we could start to take them into consideration as well :-)

Infact, Pre Searing Ascalon is almost 25% of EOTN campaign if you count the total number of explorables/outsposts/dungeons there.

Last edited by Bristlebane; Jul 08, 2009 at 06:26 PM // 18:26..
Bristlebane is offline   Reply With Quote
Old Jul 08, 2009, 08:24 PM // 20:24   #13
Ugh
Krytan Explorer
 
Ugh's Avatar
 
Join Date: Jun 2009
Profession: R/
Default

Post-post-searing? Sounds nice.

What are the prerequisites for getting there?
Would it be an elite area with new quests, or would it just be for funsies?

Either way, /signed.
Ugh is offline   Reply With Quote
Old Jul 08, 2009, 09:15 PM // 21:15   #14
Ooo, pretty flower
 
Konig Des Todes's Avatar
 
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
Default

"Old Ascalon now has recovered it's former glory again" lolololol Charr are still rampaging about, Ascalon never regains glory.

"PS. Time shifting like this is nothing new in Guild Wars anyways.. Just jumping between Lion's Arch and Kamadan shifts you 5 years in time." Technically, it would be the quests and missions that are the timeshifting - and explorable areas. Not the towns and outposts.

Also, won't happen, why? Linsey said so:

Quote:
Originally Posted by Linsey Murdock
First I would like to break down for you guys what is needed to set up a new zone ("elite" status or otherwise) including how many different people it takes and then I will talk a little bit about new content in general. A new zone requires these things:
  1. Map: This means a level designer to work with the lead on the project to get down the layout and flow of the zone. It then gets kicked over to the level artists who will lay down all the terrain textures, wall cladding, lighting, props etc to turn the zone into the final product. While the level artist is working on that, another artist is needed to create new textures and props to support the new aesthetic of the map for the level artist to use (even if we reuse a majority of existing assets, some of this is still needed). An effects artist will also likely be needed for new effects which add to the aesthetic of the zone. Then we need the level designer to generate the mini map and get the map hooked up in the world.
  2. Design: A designer is needed to detail out the overall design and drive the project. A couple other designers are needed to assist in designing and writing all of the quests, NPCs, mechanics, chatter, etc. <This could be done by one person, but as a frame of reference, to introduce M.O.X. as a new hero with his quests it took one designer to drive the design of M.O.X himself, Me to design the overall design of the four quests, and two other designers to design the details of two of those quests all over the course of two months and believe me when I say it was still stressful and tight on time.> A writer is needed to go through all the text making edits for spelling, grammar and awesomeness. Once those edits are done, Jeff Grubb does a continuity pass for any red flags and a last round of edits are made. Then the text goes to localization where a team of people translate everything into the languages we support. A designer is needed to design out all the creature armies, their skill sets, themes, etc. An item designer is needed to design any special items functionality (things like consumables, green items, etc) as well as design out what loot can drop in the zone and all of their drop rates.
  3. Art: A concept artist is needed to concept out the overall aesthetic of the zone, any armor, weapons, NPCs, new architecture, bosses, monsters, etc. Everything gets concepted before being made. A character artist makes any armor pieces needed as well as new NPC models. A creature artist makes any new creatures (reskins or otherwise). An animator is needed to animate any new models or adjust animations that are disfigured based on the reskinning (for instance, M.O.X. needed some substantial help to get him moving and using his anims properly at his size. He used to float around a lot and not in a good way). A prop artist is needed to create any new items that can't use the amazingly versatile "red bag" model. A concept artist is needed to make any new inventory or skill icons. If we make anything like books or other containers (like the Moa incubator) then we need a graphic/UI artist to fix up the images on each page or to create the UI art. An effects artist is needed to make any skill effects.
  4. Implementation: A creature designer makes all the species needed (that's NPCs, monsters, and any other things which are spawned), this is usually someone who's entire join is creating species, but it can be done by two or three of the regular designers like myself who have been trained in how to set this delicate stuff up. The item designer hooks up all the inventory and bundles items needed. Again this is something that another designer can technically be trained to do but items are even harder than species so it generally falls to the one man who knows everything about our item system. Same deal with setting up the loot lists and drop rates, but this is even more scary and delicate so it isn't easy for someone who is not intimately familiar with the system to pick it up and get it done without serious training. The designers on the project then take all the species generated and script out all the spawns for the base spawn, the quests, any special NPCs etc. Once the spawns are down in at least their most basic state, it can be sent to a content programmer who hooks up all the quests, special mechanics, special items, skills, monster and NPC AI, etc. New sounds need to be recorded and coded into the map too. New mechanics like the battles down below in the Turai BMP mission required a lot of prototyping and additional server, engine and graphics programmers to make work at an acceptable level. If there are any cinematics, that requires another team of people to code the cinematic, do any special animations, effects, sounds, etc.
  5. Testing: Once most of the pieces are together, a QA team begins searching the zone for bugs. Bugs are all over the place like animation glitches, floating props, effects not working, creatures spawned in unpathable spots, quests blocked, too many creatures spawning in an area, quests interacting with other quests poorly, spawns being too difficult, drop rates, skills not working or acting strangely, missing effects or icons, typos in text, text not localized, crashes, drops in frame rate, disconnects, you name it we got it. So round after round after round of bug fixes are made by all the people previously involved. Then there are rounds of testing for playability, balance and continuity and subsequent rounds of tweaks and more bug fixing.
  6. Release: Marketing and Web are needed to working on any promotions being done. A web page for the feature needs to be created complete with its own text and graphics requiring more peoples time and effort. Update notes need to be compiled and checked against what is in game. A Dev Update needs to be written and edited. Community needs to be up to speed on everything involved. All the files involved have to be integrated up to the Staging servers where the whole testing process begins again with another round of bug fixes. Then everything needs to be integrated up to the Live servers and distributed out.

I know there are lots of things I am leaving out, but this should at least give you all some idea of what is required for just one zone. We are talking about ~20 people MINIMUM to accomplish. I would LOVE to make a new God Realm. LOVE. But getting all these resources at this point would be extremely difficult.
On the topic of new content in general, I mentioned a little bit about what it took to make M.O.X. so you know that doing any new quests is not a trivial task. I don't even want to talk about how stressed I was trying to get the Wintersday quests done in half the time with less people. From start to finish, a single quest can take around a month of development. Granted, certain people only work on it in specific stages but never-the-less, it is a time consuming process. But in all honesty, I would not have been as interested in working on the Live Team in the first place if I was not going to be able to add new content at all. It was the first question I asked when I was assessing whether or not I wanted to leave the GW2 team for this. In the six months since we started, the Live Team has already added a brand new hero with his own series of quests and brought Wintersday to the Eye of the North with its own series of quests. That is new content and I fully intend for us to be adding more small pieces of new content like this as we move forward. It's all just a matter of acquiring the resources and time needed. We have a VERY LONG list of things we want to do and new content is certainly on it. We know you guys want it and we do want it too. And with that, I am going to end this epically long response and go home for the day. - Linsey <small>talk</small> 03:15, 15 January 2009 (UTC)

Phew! Long quote! But sadly all true. New areas take too much time to implement. Though I agree, new areas would be nice. However, new areas overlapping old areas like you want, sounds.... meh.


I'd rather have an expasion of areas to what we have - which would be even less possible.
Konig Des Todes is offline   Reply With Quote
Old Jul 08, 2009, 11:04 PM // 23:04   #15
Underworld Spelunker
 
MithranArkanere's Avatar
 
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
Default

If copies of the alrady existing areas are made, then it is reduced to spawn locations and the last 3 points.

That's why I no longer ask for new areas, but recycling of old ones.

Anyways, the menagerie is a new zone. So even if they seay they are not making more... they made more, XD.
MithranArkanere is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:00 AM // 10:00.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("