Legendary Weapon Story Line

Legendary Weapon Story Line

in Suggestions

Posted by: kroven.4895

kroven.4895

Since many people hate farming, I think there should be a really long, really hard story line. This will force people to work together and will also bring the feeling of accomplishment once completed. At the end you can choose which weapon you want and then you can repeat it. I’ve seen this before in other games and I thought it would be fun since I love working through story lines.

Legendary Weapon Story Line

in Suggestions

Posted by: Advert Paperer.7059

Advert Paperer.7059

The closest thing that we’re likely to get is the Precursor scavenger hunt. I don’t really like the idea of a storyline culminating in a Legendary, for several reasons:

  • Legendary weapons aren’t Soulbound, and some classes are simply better at PvE than others. The whole experience can’t be very dramatic or personal if you’re just planning to transfer the reward item to an alt at the end (or, worse yet, if you just plan to sell your Legendary on the Trading Post!).
  • it would diminish the idea that possession of a Legendary weapon reflects experience/mastery of multiple aspects of the game (exploration, gathering, crafting, trading, dungeons, WvW, etc).
  • if the player-effort requirement was consistent with the current Legendary weapon crafting process, then the storyline would need to include hundreds of hours of new content. If the majority of players go through the content, then everyone will have a Legendary and they won’t be special anymore. If few players go through it, then the development work is essentially wasted. Considering the amount of effort involved, ANet might as well just put out an actual expansion pack instead.
  • choosing a specific Legendary weapon at the end of the story seems inappropriate. Shouldn’t the storyline have been guided towards a particular weapon from the start, talking to explorers and researchers affiliated with it, journeying through dungeons related to the weapon’s element, perhaps defeating a specific “keeper” of that weapon as a final boss? Putting a single choice at the end would also be a huge hazard for players (“I spend three months grinding the storyline for my Legendary and accidentally clicked the wrong one PLEASE LET ME SWAP!”). Of course, having separate storylines for each weapon would just make the whole idea even more expensive/impractical from a development perspective.

Legendary Weapon Story Line

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

  • it would diminish the idea that possession of a Legendary weapon reflects experience/mastery of multiple aspects of the game (exploration, gathering, crafting, trading, dungeons, WvW, etc).
  • if the player-effort requirement was consistent with the current Legendary weapon crafting process, then the storyline would need to include hundreds of hours of new content. If the majority of players go through the content, then everyone will have a Legendary and they won’t be special anymore. If few players go through it, then the development work is essentially wasted. Considering the amount of effort involved, ANet might as well just put out an actual expansion pack instead.

These two are not necessarily true if you don’t look at it from a strictly linear storyline view:

- Especially from a gathering perspective, NPC’s and small tasks could take the place of the Mystic Forge. For example, for example’s sake, lets say Twilight is Grenth’s sword:

  • Orichalcum has to be taken to the Grenth temple event, and doing a certain thing (say, killing Shades; 1 shade = 1 dusk ore) imbues the Orichalcum to become Dusk ore, since mere Orichalcum cannot contain the forces of the sword.
  • Since this Dusk Ore is so tough, it can only be smelted in Mount Maelstrom to make Dusk Ingots.
  • The Ingots are then taken to some guy in a mini-dungeon to forge into the precursor.

Using 2 new items, and an NPC, you can add more context to the process of getting a precursor than there is currently. Obviously, the rest of the process will need more NPC’s and tasks, but they don’t have to be massive tasks. They can be tasks that just add context to the current grind. Making the Gift of Incinerator? Well, you actually need to take all of the components to Sorrow’s Embrace, and let yourself get hit by the fire x times to fuse them (totally stolen from the Moa Chick hunt). What about Gift of Frostfang? You need to rack up x amount of debuff during the Jormag fight without dying (unless there’s something to do with frost in HotW).

Life is a journey.
Time is a river.
The door is ajar.

Legendary Weapon Story Line

in Suggestions

Posted by: Kaimick.5109

Kaimick.5109

  • it would diminish the idea that possession of a Legendary weapon reflects experience/mastery of multiple aspects of the game (exploration, gathering, crafting, trading, dungeons, WvW, etc).
  • if the player-effort requirement was consistent with the current Legendary weapon crafting process, then the storyline would need to include hundreds of hours of new content. If the majority of players go through the content, then everyone will have a Legendary and they won’t be special anymore. If few players go through it, then the development work is essentially wasted. Considering the amount of effort involved, ANet might as well just put out an actual expansion pack instead.

These two are not necessarily true if you don’t look at it from a strictly linear storyline view:

- Especially from a gathering perspective, NPC’s and small tasks could take the place of the Mystic Forge. For example, for example’s sake, lets say Twilight is Grenth’s sword:

  • Orichalcum has to be taken to the Grenth temple event, and doing a certain thing (say, killing Shades; 1 shade = 1 dusk ore) imbues the Orichalcum to become Dusk ore, since mere Orichalcum cannot contain the forces of the sword.
  • Since this Dusk Ore is so tough, it can only be smelted in Mount Maelstrom to make Dusk Ingots.
  • The Ingots are then taken to some guy in a mini-dungeon to forge into the precursor.

Using 2 new items, and an NPC, you can add more context to the process of getting a precursor than there is currently. Obviously, the rest of the process will need more NPC’s and tasks, but they don’t have to be massive tasks. They can be tasks that just add context to the current grind. Making the Gift of Incinerator? Well, you actually need to take all of the components to Sorrow’s Embrace, and let yourself get hit by the fire x times to fuse them (totally stolen from the Moa Chick hunt). What about Gift of Frostfang? You need to rack up x amount of debuff during the Jormag fight without dying (unless there’s something to do with frost in HotW).

The original idea of the legendary’s was to give players something to work towards after they hit 80. The process was meant to take a lengthy amount of time in the first place. Now with them TP salable I am rethinking that ideal, since any CC jockey can get one.

Now with that said I still do not agree with Legendary weapons obtainable through a quest-line. I would rather see a Precursor scavenger hunt or even a precursor quest line that explains why that particular legendary is legendary. I would also like to see Precursors have a select able stat set up for them that way when forging your legendary the select able stats you choose for your precursor then becomes the stat set up for your legendary.