Temples mega-event to change Orr

Temples mega-event to change Orr

in Suggestions

Posted by: Erasculio.2914

Erasculio.2914

I don’t like Orr. The combination of very few enemy types (not only there are only Risen, more often than not it’s the same few types of Risen) with very high mob density and high respawn rates makes it annoying, IMO, not fun.

Meanwhile, we have seen some complaints here about how there are few things in the game that require coordination among a lot of players, or that help to build server identity.

Plus, we kind of defeat the source of all those zombies, but why are the zombies still there? Granted, it will take a while for all of them to die, but it would be nice if the lore in the world advanced, instead of remaining static.

In order to address all those issues, I would like to propose something:

Capturing all five temples in Orr at the same time triggers a mega event involving all 3 maps. The Priory would find a way to use the energy of the gods to push the Risen out of Orr for a time, but the ritual would have to be done at all temples at the same time. A hard group event would then begin at all five temples, at the same time, requiring players to defeat all kinds of Risen while the ritual is finished.

This would require coordination among a lot of players. It would be a nice feature for guilds seeking guild content, it would help build server identity as people would need to coordinate with each other so all five temples can withstand synched attacls, and it would have nice “rewards”:

Once the event is finished, a wave of magic runs through Orr and all Risen are destroyed. They will eventually come back (returing players to the Orr we all know and not love), but meanwhile the entire map is changed. The architecture and similar things would remain the same (no need to give more work to environmental artists), but all Risen would be replaced by other enemies: animals would move from the north, the Inquest would expand from their base, spirits and elementals would spread further from the temples, and so on; more importantly, ghosts from Orr, using the same skin as the Ascalonian ghosts but being more friendly in nature, would appear through the land and share stories from the old times, triggering events and giving players access to old lore. Characters who have finished the storyline would also see dialogue from NPCs about how that’s the way Orr will be in the future, once the undead influence has been completely removed from the region.

The other main difference would be dynamic events. All current events would be replaced by new ones, many being about the mostly friendly Orr ghosts, but also with events about all other kinds of beings that would populate those lands. Those events would have bigger rewards than usual, being a source of rare and in demand items such as ectoplasms and lodestones.

This way, everyone would have something to find in Orr:

  • Those interested in lore would have access to all the stories about the old island of the gods.
  • Those interested in exploration would have access to entire new dynamic events.
  • Those interested in loot would have new, more reliable sources of always in demand crafting items.
  • Those who actually want to play through high level open world content with a lot of other people would find themselves able to do so in Orr, as the reasons above would keep it filled with players while this state lasts.

ArenaNet could even go one step further and give a small, temporary bonus for the first world who manages to accomplish this. Over time, the Risen would return, and Orr would go back to the way it is, until the start of the mega-event happens again (requiring all temples to be captured).

“I think that players are starting to mature past the point of wanting to be on that
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons