Dec 10, 2006, 10:56 AM // 10:56
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#101
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Pre-Searing Cadet
Join Date: Dec 2006
Profession: R/W
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Im new here so first of all Hello to everybody.
Ashford Abbey at the beggining of Prophecies has the underground labirint catacombs full of undead so my idea is that they should open the catacombs in Sardelac Sanitarium. It could be a lvl 20 area full of undead or something like that. I always found it fun to kill something that was already killed before
I think they could also connect Tyria and Elona with a portal in the Crystal Dessert and let people who find it get into Elona(they couldn't get far without wurms anyway but it whould be a good thig for us who can ride wurms)
Last edited by ZORTENATOR; Dec 10, 2006 at 11:08 AM // 11:08..
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Dec 10, 2006, 09:36 PM // 21:36
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#102
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Frost Gate Guardian
Join Date: Mar 2006
Location: UK
Guild: UH - UNHOLY
Profession: N/
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Quote:
Originally Posted by ZORTENATOR
I think they could also connect Tyria and Elona with a portal in the Crystal Dessert and let people who find it get into Elona(they couldn't get far without wurms anyway but it whould be a good thig for us who can ride wurms)
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There already is a portal
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Dec 10, 2006, 10:16 PM // 22:16
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#103
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Jungle Guide
Join Date: Jul 2006
Location: The Edge of the World
Guild: [L] [GET]
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Quote:
Originally Posted by ZORTENATOR
Im new here so first of all Hello to everybody.
Ashford Abbey at the beggining of Prophecies has the underground labirint catacombs full of undead so my idea is that they should open the catacombs in Sardelac Sanitarium. It could be a lvl 20 area full of undead or something like that. I always found it fun to kill something that was already killed before
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I had that idea before as well.
Bring back the catacombs!!! (And make them bigger)
Livingston
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Dec 13, 2006, 03:01 PM // 15:01
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#105
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Pre-Searing Cadet
Join Date: Dec 2006
Profession: R/W
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I think that characters should be able to craft armor if they reach a certain skill with it. Why not make your own armor. Why buy it. The crafter cant be better than me. And why not
be able to teach each other skills. That whould be AWSOME!!!
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Dec 17, 2006, 02:53 PM // 14:53
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#106
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Sydney, AUS.
Guild: Sons of Dark Magicians [SoDM]
Profession: N/Me
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Heh i've been driven in to an urge to create more expansions, so here's my second. It has links to Prophecies, SPOILERS AHEAD.
Expansion near Barbarous Shore: Corsair Ruins & Harpy Highlands.
Brief History:
This Area, formally known as the Dunajar Inlet, is the remains of once pristine Corsair Haven, Corsairs flocked from every corner of Tyria to fence their good here. But, none know of how the kingdom fell apart, that is except the Corsairs themselves.
Your Involvement:
To Access this area you must have defeated Nightfall and have Magrid or MoW in your team.
Both quests are recieved if you charcter arrives in Camp Honaju after defeating Abaddon. The appropriate NPC (Magrid or MoW) will be there with the Quest Avaliable icon.
If you have Magrid;
You will recieve a quest entitled: Not even a Corsair would Dare!
In this quest you must, with the assistance of Magrid, find a Corsair by the name of Daring Theon, he is one of very few Corsairs brave enough to enter the fallen Kingdom. He thus leads you in to the Mandragor Ravines, where his untimely death leaves you stranded. Make your way under Magrid's rough knowledge to the Ruins of Dunajar Camp.
If you have MoW;
You will recieve a quest entitled: Hunting the Horror
In this quest, you, your team, and MoW must head out and find the "Seeker of Demons." He will lead you in to the Mandragor Ravines to find a Necromancer Mandragor, Unnus the Nightfallen. He appears to be a Stoneflesh Mandragor, but is more like an Imp.
Upon his death you will be attacked by a horde of Mandragor and a Harbinger of Corruption, this is insanely difficult, you must flee or die. You find yourself taking shlter in the Ruins of Dunajar Camp.
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Enemies in Mandragor Ravines;
Mandragor Stoneflesh level - 22
Mandragor Imp level - 22
Mandragor Slither level - 22
Mandragor Hatchling - level 12
Fallen Brute - level 26 ( warrior )
Fallen Stonebinder - level 26 ( elementist )
Fallen Defiler - level 26 ( necromancer )
Skree Scout - level 22 ( ranger )
Bosses
Torment
Harbinger of Corruption - level 28 ( necromancer )
Mandragor
Unnus the Nightfallen - level 28 ( necromancer )
Ejezzadin Rockcarver - level 26 ( warrior )
Elder Mandragor - level 28 ( elementist )
Skree
Taskmaster Turalos - level 26 ( ranger ) (only during quest: Eyes on the Peak)
Drops:
Mandragor Shell
Fallen Skull
Skree Wing
Mandragor Charm (Earth/Curses/Blood/Illusion Focus)
Carved Pincer (sword)
Hollowed Pincer (Earth/Curses/Blood/Illusion wand)
Skull of the Convert (unique curses wand, drops from Unnus the Nightfallen)
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Ruins of Dunajar Camp
NPCs
Xunlai Agent
Merchant
Material Trader
Collector - Mandragor Shell
Black Lips
Magrid
MoW
Quests Obtained
Black Lips: Treasure Troves
Black Lips: Reviving the Ruins
Black Lips: White Mantle on the River
Magrid: Shipmaster Dassius
MoW: A new Post.
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Estaliar Gorge
Enemies in Estaliar Gorge
Estaliar River Drake ( 26 - elementist )
Mandragor Imp ( 24 - necromancer )
Mandragor Slither ( 24 - warrior )
Stoneflesh Mandragor ( 24 - elementist )
Ancient Turantula ( 28 - ranger )*
Turantula Broodling ( 20 - ranger )
Aged River Skale ( 24 - Elementist )
Aged Blighter Skale ( 24 - necromancer )
Aged Wise Skale ( 24 - mesmer )
Aged Claw Skale ( 24 - warrior )
*inherent poison damage
Mantle Explorer ( 28 - ranger )
Mantle Justicar ( 26 - warrior )
Mantle Knight ( 24 - warrior )
Mantle Militia ( 20 - warrior )
Mantle Militia ( 20 - ranger )
Mantle Abbot ( 24 - monk )
Mantle Devout ( 24 - mesmer/elementist/necromancer )
Bosses in Estaliar Gorge
Drake
Estaliar the Warden ( 28 - elementist )
Turantula
Kkaor the Old ( 28 - warrior )
Ulforst the Vicious ( 28 - ranger )*
*inherent poison damage
Skale
Overlord Iribul ( 28 - mesmer )
Mantle
Justicar Normus ( 30 - warrior )
Justicar Rolynd ( 30 - ranger )
Explorer Ioline ( 28 - ranger )
Abbot Holdin ( 28 - monk )
Drops:
Mantle Emblem ( item )
River Crest ( item )
Mandragor Shell ( item )
Ancient Skin ( item )
Rotting Fang ( item )
Rush Staff ( illusion staff )
Rusty Scimitar ( sword )¹
Rusty Axe ( axe )¹
Aging Staff ( all mage attributes )
¹35% to poison during while attacking
Pets
5 - Turantula Youngling
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Estaliar Post
NPCs
Xunlai
Merchant
Material Trader
Rare Material Trader
Hero Skills
Skills
Lightbringer Ranks
Rune Trader
Seeker of Demons
Damoz Wildmane
Hundred-Eyes
Quests
Damoz Wildmane: Dying Breed
Hundred-Eyes: We are being watched
Hundred-Eyes: Lost and Found *Dying Breed must be completed*
Seeker of Demons: the Spawning Pools
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The Dunajar Mesa
Enemies
Ancient Turantula ( 28 - ranger )
Turantula Broodling ( 20 - ranger )
Crumbling Mesa ( 28 - warrior )
Shfiting Earth ( 28 - elementist )
Harpy Marauderer ( 28 - warrior )
Harpy Raider ( 24 - warrior )
Harpy Elder ( 28 - monk )
Harpy Griffon ( 24 - monk )
Harpy Marshal ( 28 - Paragon )
Harpy Singer ( 24 - paragon )
Harpy Longshot ( 28 - ranger )
Harpy Scout ( 22 - ranger )
Bosses
Turantula
Spharos Stonemask ( 28 - warrior )
Dorrl Granitesong ( 28 - paragon )
Elementals
Wakened Earth ( 28 - warrior )
Drops
Harpy Spear ( Spear )
Harpy Bow ( Longbow )
Harpy Sabre ( Sword )
Detached Fangs ( Daggers )
Harpy Wing ( item )
Ancient Skin ( item )
The Lodespear ( unique spear, drops from Dorrl Granitesong )
Crumbling Earth ( item )
Allies
20 - Basalis Centaur ( warrior )
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Basalis Tree
NPCs
Xunlai
Merchant
Collector - Ancient Skin
Collector - Cumbling Earth
Morynn Wildmane
Elder Thassos
Quests
Elder Thassos: The Reason
Elder Thassos: The Northern Neighbour
Morynn Wildmane: Defence of the Tree
Morynn Wildmane: Counter Attack!
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Orudular's Beak
Enemies
Harpy Marauderer ( 28 - warrior )
Harpy Raider ( 24 - warrior )
Harpy Elder ( 28 - monk )
Harpy Griffon ( 24 - monk )
Harpy Marshal ( 28 - Paragon )
Harpy Singer ( 24 - paragon )
Harpy Longshot ( 28 - ranger )
Harpy Scout ( 22 - ranger )
Hostile Heket ( 20 - warrior )
Hostile Heket ( 20 - ranger )
Hostile Heket ( 20 - monk )
Bosses
Harpy
Orudular's Voice ( 30 - Paragon, only during quest The Fallen Champion )
Forthyn Dustsoul ( 28 - ritualist )
Oblinn Morbus ( 28 - warrior )
Allies
Frightened Heket ( 20 - warrior )
Basalis Archer ( 24 - ranger )
Basalis Sword ( 24 - warrior )
Basalis Medic ( 24 - monk )
Drops
Harpy Spear ( Spear )
Harpy Bow ( Longbow )
Harpy Sabre ( Sword )
Heket Claw ( item )
Harpy wing ( item )
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Eagle's Eye
NPCs
Xunlai
Merchant
Collector - Harpy Wing
Armorer
*update tomorrow*
Seeker of Demons
Go'Kull Stonethroat
Quests
Seeker of Demons: The Fallen Champion
Go'Kull Stonethroat: The Final Offensive
Aim of the Extension
Discover the Falling of the Corsair Empire, Assist a Dying Herd of Centaurs, Defeat the Harpies and their Demi-God's Religeon.
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Quote:
Originally Posted by ZORTENATOR
I think that characters should be able to craft armor if they reach a certain skill with it. Why not make your own armor. Why buy it. The crafter cant be better than me. And why not
be able to teach each other skills. That whould be AWSOME!!!
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1. As heroes saving the world, we have very little time to learn the fine art of craftsmanship and armoury.
2. Because then people would reject the Skill Trainer system and simply trade skills, Skill Hunter titles would become redundant.
Last edited by Aegeroth; Dec 17, 2006 at 03:10 PM // 15:10..
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Dec 17, 2006, 10:34 PM // 22:34
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#107
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Wilds Pathfinder
Join Date: Jun 2006
Location: Jersey, Channel Islands
Guild: Perfection Is Everything [PiE]
Profession: W/
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I think the rebuilding ascalon should be a map... separate from others you can take your current characters there with a quest.. it'll start of just looking like what ascalon looks like now except with different NPCs in different places,, hundreds of quests and protect ascalon from hordes of charr while the NPCs repair it, maybe do all the quests without letting all the charr kill the rebuilding NPCs...
quests could be like fetching an item from someone that has it and killing a certain charr that has what you need and has taken from the site. All charr will be level 24 except the bosses.
Just my idea anyway.
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Dec 20, 2006, 12:58 AM // 00:58
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#108
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Academy Page
Join Date: Apr 2006
Guild: Knights and Heros
Profession: Mo/
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I have but one thing to say evolution of the exisiting lands is preferable over an ever extending number of lands just think how hard it is going to be to get a group together if you have 10,12,14 ..... different lands that people have to choose between already going back to Tyria at times is a sad thing, streets empty of people dust blowing in the background. if new expansions could be integrated into exsisting locals thus cutting down on sprawl.... I dont know just rambeling.
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Dec 20, 2006, 10:23 PM // 22:23
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#109
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Site Contributor
Join Date: Apr 2006
Location: Usa
Guild: TKC
Profession: N/
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another thought
i have been kicking around this idea for quite some time.but this is an idea,not a concrete suggestion....
i would like to see a charecter specialization.this could involve quests and be linked to a title.you would 1st need to be ascended and level 20 with all of your attribute points earned(including the bonus 30).while your region has favor of the gods, you would need to talk to an avatar of the gods at a shrine that is related to your primary class,then accept 1 of the 4 quests offered.these quests are directly related to your primary class skills and can be abandoned at any point BEFORE completion.after accepting the quest a title apears in your titles menu,that will track your progress.when the quest is completed you would need to talk to that avatar to recive the reward which should be:a title that when worn will boost 1 of your primary class attributes by 1.(like a rune,that stacks) and will also give a MINOR effect to those skills.YOU CAN ONLY DO 1 QUEST PER CHARECTER,ONCE IT IS DONE ALL REMAINING QUESTS WILL BE UNAVAILABLE,FROM THAT AVATAR.
The end result is that your charecter is slightly better/skilled in a specific area.
the reason that i am thinking of linking it to a title is because titles take a long time to earn,as should this.
examples of my ideas for the quest/title benifits as follows:
NECROMANCER:
* Blood magic +1,when ever you sac or steal life you gain 5 energy
(title will read "Lich")
* Death magic +1,minnions no longer suffer from degeneration
(title will read "Reanimator")
* Curses magic +1,all hexs cast by you last 20% longer
(title will read "Voice of corruption")
* Soul reaping +1,when ever your soul reaping is triggered you gain that in life
(title will read "Harvester of souls")
Monk
* Divine favor +1,monk spells cost 5 less energy to cast
(title will read "Preist")
* Healing prayers +1,whenever you heal,you are healed for that much
(title will read "Faith healer"
* Protection prayers +1,while maintaing an enchantment you gain +1 energy regeneration
(title will read "Shepard")
* Smiting prayers +1,your attacks and spells have 20% armor penetration
(title will read "Inquisitor")
*these are examples*
for the sake of clarification i will use a necromancer.you can only earn 1 title per char.and lets take the "animator" title you may need to animate 1000000 minnions to earn it.these titles will only start the count after the quest is started and not be retroactive.and should take a long time to earn....
before this is dismissed as "too powerful" i want to say that the boosts are suggestions perhaps no minnion degen is to powerful, so then say up my max minnion cap to 15 from 10.i am not a dev and these need to be tested before the implementation.
i guess i want to be better at a specific roll than the "normal person",specialized in what i do.not to mention this is a great reason to buy extra charecter slots as you can take every class out there and x4 to that number to have 1 char that is specialized in every area....
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Dec 22, 2006, 01:46 PM // 13:46
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#110
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Sydney, AUS.
Guild: Sons of Dark Magicians [SoDM]
Profession: N/Me
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kick ass idea!
it sounds really good
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Dec 29, 2006, 03:22 AM // 03:22
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#111
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Krytan Explorer
Join Date: Oct 2006
Guild: The Order of Chaos Reborn [ToC]
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This isn't exactly an Expansion/Evolution idea, but I wasn't sure where else to put it. In the spirit of the recent Party Search and Reconnection idea, adding a Travel dialog box would speed things up for people who have multiple campaigns. Essentially it would have three drop-downs: Continent, Region, and Location (outpost, town, or mission) and allow you to map travel to a different continent without having to go to the "port cities" of Lion's Arch, Kamadan, and Kaineng Center first. It would streamline things significantly for people who like going to different continents and the like quickly.
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Dec 29, 2006, 05:49 AM // 05:49
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#112
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Frost Gate Guardian
Join Date: Nov 2006
Location: Washington, D.C.
Profession: Me/
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I have always been really intrigued with going north of Acalon, seeing those tar pits and wondering where my first enemies (those blasted Charr) came from. I would love to see changes and new excitement in Ascalon, and more stuff added to that area of the map. Perhaps a rebuilding theme, exploration, or chasing the remnants of the Charr fiends? Or some sort of connection between Tyria and Elona (NF), spurring exploration south of Ranik.
/signed for evolution!
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Dec 29, 2006, 06:19 AM // 06:19
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#113
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Wilds Pathfinder
Join Date: Oct 2006
Location: Denmark
Guild: Rule Thirty Four [prOn]
Profession: Mo/
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Quote:
Originally Posted by zamial
snip.
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Skill > Time spent
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Apr 14, 2007, 03:25 PM // 15:25
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#114
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Lion's Arch Merchant
Join Date: May 2005
Profession: D/
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Expanding and evolving a game is a huge project.
I'm sorry, but I have to disagree with this concept for one big reason :
That's just it - its too big. Too big to be an update, and too big to be an expansion. This is a whole nother game we're talking about. GW2 has already been listed as planning to have dynamic environments that respond, react, and change over time depending on what's going on. So wouldn't that, in the very least, answer and suppliment this concept? If so, all I can say... is wait. Wait for GW2 to come out.
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