Mar 07, 2006, 01:41 AM // 01:41
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#1
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Monster Migration!
Seeing as how much "fun" the desert scrub queen update are, I think it would add benefit to the game if we see more of those "Monster Migrations". By that I mean from time to time, shift / add / take out / change some of the monster placement in the exploration areas. It could last from short time, of few weeks, to longer, of months and more. (treated almost like a event of sort) Of couse, must also added some interesting lores and story with such migrations. (a similar idea of Charr Invation was posted before too)
So why would this be good? (beside might piss some farmer off). While this is somewhat a prevention against farming, its main purpose is to add something new and fresh to the dry old content. It is not against farming, just to make people re-think of new and better build to "survive" (or farm) at this area. Also new drops and new quest can be associate with this. And of couse, that is assuming Devs are willing to put some more effort in updating the exisiting contents than they are now.
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Mar 07, 2006, 02:02 AM // 02:02
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#2
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Wilds Pathfinder
Join Date: May 2005
Location: Worthing, UK
Guild: (Don't fear) The Beaver
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Good idea, one of the best things about Ryzom was the animal migrations and herd instincts. Then again Ryzom was a persistant world with seasons and day/night cycles.
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Mar 07, 2006, 02:24 AM // 02:24
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#3
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Desert Nomad
Join Date: Aug 2005
Location: Behind you with a knife
Guild: Celebrity Gangsters [FamE]
Profession: Me/
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I kind of like the idea, but I could see where this might go bad.
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Mar 07, 2006, 02:55 AM // 02:55
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#4
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Quote:
Originally Posted by Kai Nui
I kind of like the idea, but I could see where this might go bad.
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Where might this go bad? /signed.
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Mar 07, 2006, 03:04 AM // 03:04
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#5
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Lion's Arch Merchant
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i think this is a cool idea, definatly adds some freshness
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Mar 07, 2006, 03:13 AM // 03:13
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#6
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Furnace Stoker
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For migration GW would need a few things.
Time: Day and Night and Seasons (According to GW Lore so no Months)
Time Related Quests: NPC's who give quests when only under a certain condition.
Post effect: If a group of scarabs were to "devour" Gryffons and Minotaurs and stuff, I expect their to be diseased bodies for a while.
Weather Effect: Some mobs would come only during certain weather conditions.
Example: The Bog Skales rise from the bed of the river in small groups to avoid flooding during the Season of Scion (Heavy rain). They attack the scattered cabins and fishing village in search of food and shelter, please do what is just for our people and stop to these fiends. Move along the river banks slaying all Bog Skales you find in your path.
0/15 Bog Skales Slayed
Bonus: Recover Gwen's Basket of muffins before the Bog Skales thieve it from her mother's cabin and receive a bonus reward of 150 gold.
Last edited by Nevin; Mar 07, 2006 at 03:44 AM // 03:44..
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Mar 07, 2006, 03:17 AM // 03:17
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#7
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Krytan Explorer
Join Date: Dec 2005
Guild: OBF
Profession: N/
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Ya I think some seasonal migration patterns would be great. To reflect the cycle of life kinda deal. Who cares if it ruins farming spots. Really no point in farming anymore if they keep adding all these uber green items.
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Mar 07, 2006, 03:17 AM // 03:17
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#8
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Ascalonian Squire
Join Date: Aug 2005
Location: Soviet Canuckistan
Guild: Makil Astalder [MAR]
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Oooooooh, I really like this idea. Seasonal monster migrations might actually give them a chance to use some of the gameworld information they have in the manual. I haven't seen an in-game application for that calendar yet o_o
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Mar 07, 2006, 03:53 AM // 03:53
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#9
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Well.. its actually not really "migration" in the animal-moving-from-place-to-place-in-differnet-season sense... just ways to drop and replace differnt monster in different places.
other "excuse" could be: Invasions of some race, Advance Scounting Party of some race, new rumors of discovery artifaques that spawn, or attract other kind of mob in, seasonl change, food supplies, and lots other reasons can be use to explain why an area is change of its usual mobs. (also the best excuse to use for anti-farming area... that those poor mobs are being hunted to the extinctions... and they either dye off.. move away.. or evo into a strong better mob!)
Last edited by actionjack; Mar 07, 2006 at 03:56 AM // 03:56..
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Mar 07, 2006, 11:03 AM // 11:03
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#11
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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I /sign actionjacks "swap monsters around more" suggestion, and double-/sign-with-gold-stars Nevins suggestions for day/night/season cycles with monster movements.
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Mar 07, 2006, 11:44 AM // 11:44
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#12
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Nil nisi malis terrori.
Join Date: Aug 2005
Profession: Mo/Me
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I like the idea a lot, would be interesting seeing different mobs than anticipated on your routes.
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Mar 07, 2006, 01:28 PM // 13:28
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#13
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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This is kewl! Definitely signed.
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Mar 07, 2006, 01:43 PM // 13:43
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#14
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Forge Runner
Join Date: Jan 2006
Location: Toronto
Guild: Hopping
Profession: Mo/A
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/Signed
As long as Anet has a solo build up their sleeves for the changes, im happy.
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Mar 07, 2006, 01:54 PM // 13:54
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#15
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Pre-Searing Vanquisher
Join Date: Jun 2005
Guild: Fifteen Over Fifty [Rare]
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I'd be interested in this. I really liked how they nerfed that area of the Griffons, and they added a story behind it too...now if only that NPC would give me a reward for everytime I kill the queen and get her green staff to give to him....
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Mar 07, 2006, 02:09 PM // 14:09
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#16
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Desert Nomad
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The change to the desert was probably for the better in some ways, but I lost an area I would go to simply "do something" for fun. I mean, I would solo griffs for hours and relax while doing it. With the change, I lost an area I enjoyed, therefore, I lost an area where I had fun in. The little roaches that moved in, are jus as easy as the griffs were but they are not as much fun to play against - I never liked the roaches as foes.
Too many changes to areas that can be solo'd would ruin the fun factor for me (and probably many others). I could go with henchies, but untill I have henchie commands they are more of a headache than I usefull addition to a group.
I do like the idea of an ever changing enviroment though, just as long as it is possible to solo them without henchies. If I wanted to always be in a group, I'd still be playing EQ or EQ2. I find no fun in "LFG" all the time, and I find it annoying when I do find a group and am not using some cookie cutter build and am insulted for it by some 13 year old...
/signed as long as Anet doesn't destroy the fun factor for me, and that means allowing me to solo.
This quote is from the offical FAQ:
"... players have access to a wide variety of solo adventuring possibilities..."
For the full quote, look at the FAQ.
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Mar 07, 2006, 05:35 PM // 17:35
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#17
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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/Agree on time/day and differnt monster population on differnt time. (as suggested before as well) Would not necessary cut down on farming, but just make it more interesting
("oh, it is night time, so the griffen don't come up anymore, so I will go to another area to farm some night spiders")
Actually.. surprise how people don't see this, but new mobs would also mean new farming possiblities. The idea is to get you off the cookie cutting build, and make area that would challenge you to come up with a better build to accomdate to this new change. It is not to make GW a assmbly line game, but one that is constanly fill with new challenges.
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Mar 07, 2006, 05:52 PM // 17:52
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#18
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Burninate Stuff
Join Date: Aug 2005
Location: New Mexico
Profession: E/Mo
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/signed
having day/night would definiely immerse a person in the game more, and adding weather would be spectacular......especially if you could see the sky darkening in argury as a storm came in. and maybe some sand beasties that come in a sandstorm....you see them, but your radar is blurred out.
oooh this would be so cool
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Mar 07, 2006, 05:52 PM // 17:52
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#19
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Desert Nomad
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Quote:
Originally Posted by actionjack
/Agree on time/day and differnt monster population on differnt time. (as suggested before as well) Would not necessary cut down on farming, but just make it more interesting
("oh, it is night time, so the griffen don't come up anymore, so I will go to another area to farm some night spiders")
Actually.. surprise how people don't see this, but new mobs would also mean new farming possiblities. The idea is to get you off the cookie cutting build, and make area that would challenge you to come up with a better build to accomdate to this new change. It is not to make GW a assmbly line game, but one that is constanly fill with new challenges.
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Yup, I changed to a new build, and found one that could farm hydras, ettins, mountain trolls and more. I also do not need to change my skill set to farm the different types I just mentioned. I just don't want to see GW go the way of X and force a grouping situation on me. Sometimes I'm not in the mood for babysitting henchies or hearing 13 year olds whine when they die. Other times, I love grouping, but it should remain my choice... that's all I'm saying.
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Mar 07, 2006, 06:17 PM // 18:17
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#20
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Frost Gate Guardian
Join Date: Feb 2006
Location: Iowa
Profession: R/E
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/signed
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