Oct 13, 2005, 08:29 AM // 08:29
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#21
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Krytan Explorer
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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Quote:
Originally Posted by Fred Kiwi
i genuinely love this idea. after all this game is called guild wars.
edit: i still like the general idea, but maybe working pve into it. like the undead attack if in kryta and you have to defend it
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Ahhh I hadnt thought of that possibility! It would be sort of "random" quests for the Land villagers. Like charr razing your land or undead in kryta. Or maybe brigands. It shouldnt happen too often though. Also we could add an option when land rebels to go directly and give the npc villagers a whooping. That could be another PvE thing to engage in.
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Oct 13, 2005, 09:00 AM // 09:00
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#22
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Lady Fie
Join Date: Aug 2005
Location: Sapporo
Guild: Tha Skulls [Ts]
Profession: D/W
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Quote:
Originally Posted by Shinomori
It's like Civ III! Quick, research to Modern Armor before they can get Strategic Bombers! We must introduce a Tech Tree as well!
ZOMG, THEY RESEARCHED NUCULER WEAPONS ZOMG! Where's PRESIDENT BUSH?!?!?!
And they're the Ottomans too.....I always knew they were up to no good! QUICK! GET MISSILE SHIELD! DIVERT ALL INCOME TO TECHNOLOGY ZOMG!
OMG, Face it. The Germans are the best race ever. I mean, Scientific AND militaristic? You totally lose. Unless I'm the Japanese, then you UBER lose since I just spam government changes.
Yes, I play Civ III WAY TOO MUCH. Too bad.
Face it. It's an mmoRPG. Role-Playing Game. Not an mmoRTS.
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Nukers could finally live up to their name though.
'I'm using Fat Man on Undead Lich!'
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Oct 13, 2005, 08:43 PM // 20:43
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#23
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Krytan Explorer
Join Date: Oct 2005
Location: Cavalon
Guild: The Last Pirates (SaVY)
Profession: N/
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Thank you but Kakumei you didn't have to be so rude to me. I mean who reads rules at my age. Just tell me if I'm doing something against forum rules and I'll change it but don't shove it in my face. As for the idea I will talk more about it to Zhou before I add to it.
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Oct 13, 2005, 10:23 PM // 22:23
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#24
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Krytan Explorer
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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Quote:
Originally Posted by Sister Rosette
Nukers could finally live up to their name though.
'I'm using Fat Man on Undead Lich!'
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You are aginst this idea too?
Seriously I dont see why people dont like the idea.
'Oh itll be like an RTS' Just for adding something else to GvGing other then the normal one?
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Oct 13, 2005, 10:33 PM // 22:33
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#25
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Krytan Explorer
Join Date: Oct 2005
Location: Cavalon
Guild: The Last Pirates (SaVY)
Profession: N/
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Quote:
Originally Posted by Zhou Feng
You are aginst this idea too?
Seriously I dont see why people dont like the idea.
'Oh itll be like an RTS' Just for adding something else to GvGing other then the normal one?
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I don't see how adding one RTS aspect to an RP makes the game an RTS. For a game to be an RTS it must have much more than land ownership. We are not adding things like produce these units or build these buildings it is just something that may be a good compliment to the game.
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Oct 13, 2005, 10:35 PM // 22:35
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#26
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Lady Fie
Join Date: Aug 2005
Location: Sapporo
Guild: Tha Skulls [Ts]
Profession: D/W
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Quote:
Originally Posted by Zhou Feng
You are aginst this idea too?
Seriously I dont see why people dont like the idea.
'Oh itll be like an RTS' Just for adding something else to GvGing other then the normal one?
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I don't recall saying I was against it.....
Just indifferent to certain aspects of it I guess.
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Oct 14, 2005, 01:15 AM // 01:15
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#27
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Ascalonian Squire
Join Date: Sep 2005
Guild: Insane Midget Posse [IMp]
Profession: Me/E
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Quote:
Originally Posted by Zhou Feng
Agreed and understandable. However theres not much RTS involved. And its more of a PvE GvG thing.
Lands just give gold and craft benefits. Also its having other maps to fight on. Guild Halls already have "defenders" and the Guild Lord. In these combat maps its almost the same thing except only the defenders get an outpost. The attackers can get catapults though just like normal GvG. There isnt much of RTS just a neat way to add more conflict to the game. And by the way THERE are MMORPGs that rely heavily on politics and land control. I thought you knew that :P
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Actually, I think it'd be fun. Just thought I'd add in a little humor.
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Oct 14, 2005, 05:08 AM // 05:08
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#28
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Wilds Pathfinder
Join Date: Jun 2005
Location: USA
Guild: Xen of Onslaught
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Or...
You can just enslave the people so there is no possible way for them to rebel while you get rich and fat
>> this is GW not a Castle sim like Stronghold.<<
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Oct 14, 2005, 05:20 AM // 05:20
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#29
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Forge Runner
Join Date: Jul 2005
Location: Grind is subjective
Guild: learn this please
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on a more related note, this is a bad idea simply because it's so far and away from what guild wars is
it would be ridiculous to add something like this in
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Oct 14, 2005, 11:00 AM // 11:00
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#30
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Krytan Explorer
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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Quote:
Originally Posted by Kakumei
on a more related note, this is a bad idea simply because it's so far and away from what guild wars is
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From now on if you agree with the idea just
/Sign and what would you change, suggestions you want to make, how would you improve the system.
If you dont
/Unsigned AND give me REAL reasons of why the system wouldn't be a good idea (Saying it will turn GW into an RTS is a real lousy reason. Give me a much better argument because I know what an RTS is and this system isnt turning it into an RTS) Support you counter arguments with real reasons. Saying its a bad idea cause it isnt GW without saying why its not a real reason for me. Also post up your own idea of what system you think PvE could use to enhance GvGing or offer incentive for GvGing. (No the Ladder is not enough for PvE Guilds. They couldnt care less.)
Last edited by Zhou Feng; Oct 14, 2005 at 01:07 PM // 13:07..
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Oct 14, 2005, 11:19 AM // 11:19
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#31
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Krytan Explorer
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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Quote:
Originally Posted by Lampshade
Or...
You can just enslave the people so there is no possible way for them to rebel while you get rich and fat
>> this is GW not a Castle sim like Stronghold.<<
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Well then why don't you suggest something viable to enhance PvE Guilds? The truth is Guilds where implemented to fight between each other and to fight for control of HoH and recognition (Ladder) PvE Guilds are not all into PvPing, fighting each other or anything. They couldn't care less about Ladder. What then incentive is there for the PvE Guilds enjoyment? None really.
This simple idea was to enhance PvE GvGing because it would be for something PvE Guilds would like: Gold, Items, Rare Drops. Unless PvE Guilds dont enjoy these things either... Also this GvG is a non standard one so it wouldnt affect their rating. Guilds in PvE would then be less wary of trying this approach. Also having more GvG maps would have been nice.
Last edited by Zhou Feng; Oct 14, 2005 at 01:04 PM // 13:04..
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Oct 14, 2005, 07:44 PM // 19:44
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#32
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Krytan Explorer
Join Date: Oct 2005
Location: Cavalon
Guild: The Last Pirates (SaVY)
Profession: N/
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Quote:
Originally Posted by Kakumei
on a more related note, this is a bad idea simply because it's so far and away from what guild wars is
it would be ridiculous to add something like this in
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How is fighting over land GW unrelated. Wouldn't you have the slightest thought that guilds would fight for something more than a rank. It would be like roleplaying a part of the guild's army. You are one soldier in the army, not a bunch which takews away from that RTS aspect, and it is possible to roleplay in an army. I've done it in other games so why can't it be done in this. If I was part of a guild and since the guilds seem in the story line very greedy to carry on a war that long there should have been higher objectives than to see who was the best. The guilds fought to defend their home land and if they were defending it then they owned it or fought for someone who owned and it they fought under. Even if anyone dislikes the idea there is no reason to say it is totally bad because it would not be a requirement to do.
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Oct 14, 2005, 08:31 PM // 20:31
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#33
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Forge Runner
Join Date: Jul 2005
Location: Grind is subjective
Guild: learn this please
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Quote:
Originally Posted by The Hand Of Death
How is fighting over land GW unrelated. Wouldn't you have the slightest thought that guilds would fight for something more than a rank. It would be like roleplaying a part of the guild's army. You are one soldier in the army, not a bunch which takews away from that RTS aspect, and it is possible to roleplay in an army. I've done it in other games so why can't it be done in this. If I was part of a guild and since the guilds seem in the story line very greedy to carry on a war that long there should have been higher objectives than to see who was the best. The guilds fought to defend their home land and if they were defending it then they owned it or fought for someone who owned and it they fought under. Even if anyone dislikes the idea there is no reason to say it is totally bad because it would not be a requirement to do.
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it's not that the idea itself is bad, it's just a bad idea for guild wars
there is nothing currently in guild wars that's even remotely like this, and this idea would just feel entirely shoehorned in
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Oct 14, 2005, 09:18 PM // 21:18
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#34
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Frost Gate Guardian
Join Date: Oct 2005
Location: IM da shiznit
Guild: The Shiznitz
Profession: W/Mo
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its a reasonable idea but it might make GW too much like a tycoon game
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Oct 14, 2005, 09:38 PM // 21:38
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#35
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Krytan Explorer
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Its quite possable that these plots of lands would be monopolized for a large majority of the time by the most experanced and competitive PvP players.
This idea rewards a select few people that are fortunate enough to beable to achive a plot of land.
The way I precieve the pvp aspect of this game, its a mixture of magic the gathering and a teambased FPS.
So in my mind, large scale battles would be confusing and fustrating because I would probably have trouble tracking and corrdinate the amount of action that would happen.
However, large scale battles are still enticing.
Though I dont care much for npcs in PvP matchs at all, I could image...
Alliance matches.
Accessable only at guildhalls.
With 2 teams of 8 on each side composing of atleast 2 or up to 4 guilds.
Multible task to accomplish.
Hordes of NPCs that you must resource.
Winner takes trip to a new armor crafter.
There you can purchase unique armor much like how fissure armor is set up.
The rare materals of this armor would drop in alliance maps through some sort of resourcing.
Now what we have here is a PvE rewarding PvP gametype.
Your not competing for fame, or ranks in the latter. These are PvP focused goals.
Your competing for a customized set of armor on your toon, which is a PvE focused goal.
PvE'ers would then have to shift into PvP mode to achive a PvE goal.
Whereas PvP'ers would just have another option to enjoy PvP.
Last edited by Goonter; Oct 14, 2005 at 09:41 PM // 21:41..
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Oct 16, 2005, 04:22 AM // 04:22
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#36
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Krytan Explorer
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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Quote:
Originally Posted by Goonter
Its quite possable that these plots of lands would be monopolized for a large majority of the time by the most experanced and competitive PvP players.
This idea rewards a select few people that are fortunate enough to beable to achive a plot of land.
The way I precieve the pvp aspect of this game, its a mixture of magic the gathering and a teambased FPS.
So in my mind, large scale battles would be confusing and fustrating because I would probably have trouble tracking and corrdinate the amount of action that would happen.
However, large scale battles are still enticing.
Though I dont care much for npcs in PvP matchs at all, I could image...
Alliance matches.
Accessable only at guildhalls.
With 2 teams of 8 on each side composing of atleast 2 or up to 4 guilds.
Multible task to accomplish.
Hordes of NPCs that you must resource.
Winner takes trip to a new armor crafter.
There you can purchase unique armor much like how fissure armor is set up.
The rare materals of this armor would drop in alliance maps through some sort of resourcing.
Now what we have here is a PvE rewarding PvP gametype.
Your not competing for fame, or ranks in the latter. These are PvP focused goals.
Your competing for a customized set of armor on your toon, which is a PvE focused goal.
PvE'ers would then have to shift into PvP mode to achive a PvE goal.
Whereas PvP'ers would just have another option to enjoy PvP.
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Hm either I lost the post or forgot to post this.
Many people are ocncerned over the "control" mechanism. However I present an alternative which is borrowed directly from the manual. No longer do Guilds would control land... more like depending on their "status" their "influence spheres" will be better thus acquiring support from various lands... however theres a catch... influence is a fickle thing... and so is the lands support... so you dont own the land they just offer their support cause you are the next hot thing... but if someone is hotter they break support and go with that other person... something like this im working out the idea as an alternative... and dont come saying it isnt GW stuff cause this is straight from the manual and how Guilds influenced the people around them. And how their influence overlapped each other at times within places.
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Oct 16, 2005, 02:05 PM // 14:05
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#37
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Krytan Explorer
Join Date: Oct 2005
Location: Cavalon
Guild: The Last Pirates (SaVY)
Profession: N/
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I was also thinking on the lines of guilds getting monopolies and one thing I figuered out was something that would discourage gaining control of many lands. I thought that for every land your guild owned the higher the maintenance cost for each land. For example if you owned two lands each land would have a maintenance cost of 2k each a week. Well your guild gets a third land. Now the maintenance cost for each land is 3k a week so soon owning to much lands maybe become unprofitable and there would be no sense in keeping them.
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Oct 16, 2005, 05:47 PM // 17:47
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#38
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Krytan Explorer
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
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/signed
Some additions would be not to let guilds have more than say, 2 or 3 plots. That ways it would be fair. One thing i don't get is if one guild decided to challenge the land why not just wait until like midnight and attack when no one is there or when they don't have a good 8 person team. They would have to schedule an attack like, o how 'bout tuesday the 13th at 3, can we attack you then? Will you be free for a butt whooping? I still like the idea but i don't know how you would do this.
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Oct 16, 2005, 06:05 PM // 18:05
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#39
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Krytan Explorer
Join Date: Oct 2005
Location: Cavalon
Guild: The Last Pirates (SaVY)
Profession: N/
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Quote:
Originally Posted by benmanhaha
/signed
Some additions would be not to let guilds have more than say, 2 or 3 plots. That ways it would be fair. One thing i don't get is if one guild decided to challenge the land why not just wait until like midnight and attack when no one is there or when they don't have a good 8 person team. They would have to schedule an attack like, o how 'bout tuesday the 13th at 3, can we attack you then? Will you be free for a butt whooping? I still like the idea but i don't know how you would do this.
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Ha-ha. Thats true I didn't think about scheduling, but after reading I think i may have an answer. I thought about the rebellions. The way I thought a rebellion would work was that it would start and depending on the size of it you would have a certain time limit to stop it. Well maybe for land challenging, one guild challenges another and that other guild has a time limit of a day to answer that challenge. If they don't the challenging guild has the right to attack the land without a guild team fighting. Of course there will still be oppostition from the lands inhabitants and maybe small armies but it shouldn't be overly hard to take with the challenging guild group and their fighting army. But I don't know we still have to talk about it.
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Oct 17, 2005, 11:02 AM // 11:02
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#40
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Krytan Explorer
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
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sounds good to me.
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