Sep 08, 2008, 03:28 AM // 03:28
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#2
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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This actually could be very interesting. However, there are 2 issues I see.
First, is that some NPCs are put into a mission during, not before, therefore not all can be done like that (such as Evennia in Ice Caves of Sorrow) and some are taken out (Such as Saidra). Not to mention, that some, especially Evennia and Saidra, never really help the player. There are those like Rurik that this can easily help with, but overall, with what the NPCs do, making them part of the actual team won't really help. (Besides, having them as Allies makes it like there are more people in the party).
Second, some NPCs are "must survive" NPCs. Those, like Togo, Rurik, Mhenlo, etc. that cannot die in the mission, will have an issue with being Heroes. If you have Togo as a hero, but he dies in the mission, does that mean your team fails like before, or will it act like it always acts with "required heroes"... nothing happens in other words.
Those are my only complaints.
(Still /sign for removal of henchmen, removing limit on heroes, and adding 4 more heroes)
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Sep 08, 2008, 03:48 AM // 03:48
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#3
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Krytan Explorer
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those two issues would be addressed with the hero hench isnt named Togu in the Togu must survive / isnt here yet mission.
Example like Koss hero and entering sunspear sanctuaries command post. he is there named Sunspear warrior...
Quote:
Not to mention, that some, especially Evennia and Saidra, never really help the player.
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Having these new heroes is for the player to have them in quests surrounding the missions, so that they get a familarity and bond with them. Saidra and Evennia would thus help the player more. Making the story more plausible. And betrayal and losses more accurate, to help us with our questions like -who was that, why do i care? or why are we doing this)
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Sep 08, 2008, 06:31 AM // 06:31
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#4
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Desert Nomad
Join Date: Jul 2006
Location: New Zealand
Guild: None
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Rather than the no-name NPC thing - they should be either unavailible in that mission, or should replace the NPC, but still have the they die = mission fail.
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Sep 08, 2008, 07:14 AM // 07:14
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#5
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Frost Gate Guardian
Join Date: Apr 2008
Guild: Order of the Flameseekers [NL]
Profession: W/
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Quote:
Originally Posted by Azazel The Assassin
(Still /sign for removal of henchmen, removing limit on heroes, and adding 4 more heroes)
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just let us have the henchman as heroes aswell
- give them a quest so we can get them as heroes
- You can only get the henchmen (heroes) from the chapters you have (duh)
- Cynn, Devona, Mehnlo,... are made 'core' heroes
- During certain situations, you are not allowed to use certain heroes (like mehnlo in the factions missions and a number of quests)
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Sep 08, 2008, 06:58 PM // 18:58
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#6
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Ascalonian Squire
Join Date: May 2008
Location: South of England.
Guild: -
Profession: Mo/E
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The hero limit should never change....the number of times I've thought "If only I could have another hero my party'd be so imba it'd be funny"
/signed, seems a good idea and I'm sure some clever clog would find some way around reconstructing all the missions..
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Sep 08, 2008, 07:14 PM // 19:14
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#7
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Forge Runner
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This would be very awesome. But knowing ANET they wont implement it for some top-super-secretive crap.
If they don't put this in GW2 though, I will just laugh. They should know better that players want a game revolved around builds and customization ._.
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Sep 08, 2008, 10:07 PM // 22:07
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#8
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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Quote:
Originally Posted by Roupe
Having these new heroes is for the player to have them in quests surrounding the missions, so that they get a familarity and bond with them. Saidra and Evennia would thus help the player more. Making the story more plausible. And betrayal and losses more accurate, to help us with our questions like -who was that, why do i care? or why are we doing this)
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Well THAT makes a bit more sense. And would remove some of the preventions. But here is a question, for the Prophecies missions, how can the loss be done accurately? You go do one mission, and never do the mission that would cause the elimination of that hero, you'd have that hero the whole time. OR if you do a later mission, then go back and do another mission, would you just never have that hero(es) or would you then be stuck with it until you do the mission that causes you to lose the hero.
Quote:
Originally Posted by AlexEternal
The hero limit should never change....the number of times I've thought "If only I could have another hero my party'd be so imba it'd be funny"
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Sometimes I thought "If only I had 7 more people from my guild in my party'd be so ima it'd be funny." Honestly, the "imbalance" argument is far from accurate, and has been disproven several times in threads that were actually about the hero limit.
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Sep 08, 2008, 10:52 PM // 22:52
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#9
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Krytan Explorer
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Quote:
you go do one mission, and never do the mission that would cause the elimination of that hero, you'd have that hero the whole time. OR if you do a later mission, then go back and do another mission, would you just never have that hero(es) or would you then be stuck with it until you do the mission that causes you to lose the hero
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.
Well, you dont lose the "hero hench" you lose its apperance and name,
so for example
After Rurik gone -you still have a warrior hench -it would no longer be named Rurik or have his form, but equipped runes and items remain (obviously). So the loss is visual and story wise.
And yes, if one would side step the story and proced to a later mission -you also lose the hero in those later missions and areas.
In theory you should be able to take Rurik all the way to Denravi -by just fighting through in the explorable s. But wouldn't have Rurik available if you started from Denravi. Only if you started where Rurik is still alive. Later in the even Ascalon wouldnt list Rurik in your hero list.
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Sep 08, 2008, 11:15 PM // 23:15
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#10
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Academy Page
Join Date: Jul 2008
Guild: <none>
Profession: E/
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This might be fun for the areas where they're not an "ally" that follows you around already. I wouldn't want these characters to actually take up a party member slot (even if given a generic name) in places where they're already an ally that you're supposed to help/protect, like Rurik in Ruins of Surmia and Nolani Accademy.
What I would like to see most definitely is more hero-like or hench-like behavior from some of these characters. The very first time a friend and I tried Nolani Accademy on HM, our team of two players and two heroes was doing very well. But then, near the end of the mission, we wiped because Rurik is an over aggro'ing leeroy. The idiot ran off on his own and aggroed ~15 charr and we couldn't save him, so we wiped and had to start over because he got himself killed. I would hate Rurik much less if he would just obediently follow the party like a hero or henchie.
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