Apr 16, 2008, 03:55 AM // 03:55
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#61
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Forge Runner
Join Date: Mar 2006
Location: Malta
Guild: [CuTe]
Profession: E/
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Quote:
Originally Posted by MithranArkanere
Again, I'm for the addition of the Piken Square outpost:
- Accesible only to parties composed completely of level 16..20 characters.
- May have some NPCs they you find later in Eye of the North.
- Merchant.
*Vial of Dye [Gray] 50 Gold
*Salvage Kit 100 Gold
*Identification Kit 100
- Collectors:
*250 Charr carvings: Weapons.
*250 Charr Hides: 1 Armor pieces. Possibly: Char Hide, Fur-Lined, Woven, Cabal, Rogue and Flameforged armors. Including helms.
*25 Charr carvings:
**Salvage Kit 100 Gold
**Identification Kit 100
I would also go for making a 'copy' version player can go after talking to Simon the Scrybe, that has all monsters increased their levels by 20.
Player playing the 'copy' won't see the pre-Searin characters, and would be able to make parties of 4..8 there.
The Ascalon city won't be an outpost, but a Town, and would have the normal services. Everything else would be the same, just with creatures with more level and better builds.
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/signed /signed /signed
Me likes
- Ganni
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Apr 16, 2008, 01:06 PM // 13:06
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#62
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Desert Nomad
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you want elite armor ? then go out of the f***** tutorial ...
/notsigned
Way too much hype around this dumb tutorial imo ...
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Apr 16, 2008, 01:56 PM // 13:56
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#63
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Frost Gate Guardian
Join Date: Jul 2006
Location: Madison, WI
Profession: R/
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The only way I'd want this implemented would be if an LDoA can get the armor in max AL after moving out of Pre-Searing (or anyone else could after a chain of quests). Seriously, it would be a waste to create new armor that is not max and is only accessible in a tiny space.
Plus, my LDoA has already left Pre-Searing, so I would want access to it for selfish reasons as well. =P
EDIT: Ah, it seems I was only looking at one implementation of this idea. I think it would be cool to offer an 'elite' outpost in Pre-Searing with Elite armor that already exists, but then again, I think that characters should move on, and not have as much of a reason to stay.
Last edited by Beta Sprite; Apr 16, 2008 at 01:59 PM // 13:59..
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Apr 16, 2008, 02:45 PM // 14:45
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#64
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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People already leave.
But people that choose to stay would have also that stuff.
It's like with GW2, if you choose to leave or you choose to stay in GW1.
Let people choose.
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Apr 16, 2008, 05:55 PM // 17:55
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#65
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Lion's Arch Merchant
Join Date: Sep 2006
Location: NYC
Guild: Governors Of Destruction [GOD]
Profession: E/
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/notsigned
let them work on important things - such as GW2
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