Sep 15, 2005, 12:54 PM // 12:54
|
#1
|
Lion's Arch Merchant
|
Trials of the Gods
The topic towards the Temple of the Ages inspired creating this, though also replayability I desire without having to expend myself in a truly player versus player environment. This is the answer to allowing PvErs to take part in the favor of the gods, while retaining the ability for PvPers to do something as well and not attempting to remake what they do, since I can think of nothing strictly PvPer related that is nearly as good as new missions to explore.
TotG are essentially small arenas where groups have to face down waves of enemies which grow in difficulty and scale, the longer this is sustained in comparisson to other sides, the more favor is gained, similar to how the current system works, or with regards to my long rambling speech within the topic ; http://www.guildwarsguru.com/forum/s...ad.php?t=59486
Obviously a few modifications are much more necessary for the current system, and the only change with mine is, the same point value increase or decrease applies to how far through waves teams get and will build onto their own continuum, the further you are from other sides, the more points you all get on the favor continuum.
Anyway, these will also be available just to sort of test yourself and "farm" for loot without having to experience the story once again, as well as being able to randomly assign teams as with arenas or create teams to enter them as with missions, so a bit of flexibility.
These Arenas are linked in the same way the small group ones are, and bear various monsters from the region, in various sets, amounts, and difficulty, the further in waves, the more and the harder these will become. So while you may face down two Charr Stalkers, two Axe Fiends, and two Ash Walkers on the first wave, you may be joined by a pair of Martyrs as well in the next, and then they may raise a level or two each, though there will also be smaller groups of greater difficulty, in order to even out the use of massive AoEs and reduce heavy lag from later fights, so you may find a dragon towards the end and then go back to a set of ten giants, and then to a much stronger dragon.
Completion of waves garners a small period of time and a chest, notice that looting it is the decision to open the chest or not per person similar to keys, if it is not looted, the person is letting the reward ride, the longer it rides, the greater the eventual rewards become, if you lose, your team goes back to the outpost, and all of your unclaimed rewards are lost, notice that you won't get much if you accept all rewards as you get to them, and there will be little of good value until you get into some rough battles.
Unfortunately, a system would have to be in place which would allow a bit of acceleration, since at level 10 you may find the Charr difficult at the first wave, at level 20 with elite skills and a good group, the first 15 waves can become incredibly annoying and useless. Not sure how it would work, since nothing for difficulty is ascribed currently, sort of in the air as to specifics, in so much as, I wouldn't want to force PvErs to complete an hour worth of nothing to get to anything worthy of favor, while PvPers can win a single battle in a matter of minutes.
|
|
|
Sep 15, 2005, 01:31 PM // 13:31
|
#2
|
Krytan Explorer
Join Date: May 2005
Location: Melbourne, Australia
Profession: E/Rt
|
Quote:
Originally Posted by Vangor
Unfortunately, a system would have to be in place which would allow a bit of acceleration, since at level 10 you may find the Charr difficult at the first wave, at level 20 with elite skills and a good group, the first 15 waves can become incredibly annoying and useless. Not sure how it would work, since nothing for difficulty is ascribed currently, sort of in the air as to specifics, in so much as, I wouldn't want to force PvErs to complete an hour worth of nothing to get to anything worthy of favor, while PvPers can win a single battle in a matter of minutes.
|
I like these kinds of ideas. I'd like it more if the monsters were more random, so you couldnt learn what opponents you were getting and then specifically build for them. You'd have to think on the run and adapt.
As for the "acceleration", why not break it up into a long series of missions/outposts? You'd then unlock all the waves you've defeated. You can teleport at any time to the the town leading up to the set of monsters you lost to.
|
|
|
Sep 15, 2005, 10:50 PM // 22:50
|
#3
|
Lion's Arch Merchant
|
That I think is a much better way of doing it and simplifies matters definitely, just have to beat one to access the next.
As for randomization, wouldn't want people to go into the mission blind, a lot of people choose skills based on their party and then what mission it is, this would help, if you know there will be a larger amount of creatures, then bring meteor and firestorm etc.,
Maybe the way to access, to not crowd the screen with four emblems for the Ascalon arena, Shiverpeaks, etc., is like the arena guard character, talk to them, and you can enter the first arena, complete that, and he'll allow you into either, complete another, go up, etc., would work.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 02:14 AM // 02:14.
|