I don’t believe in the “endgame” as I always HATED it in other games. I would hit cap and stop playing. However, I do know some people like a purpose, and I think I have an idea that could definitely help…
all while staying in the explore/de style of GW2!
New Map specifically for this
*The map would be progressive (up to 4 or 5 sections)
*Section 1 is explorable solo, and has farmables (this section is small)
*Section 2 is a battlefield section. It’s large, open, has no standard trash mobs, and has no nodes to farm or puzzles. In other words, its only use, is for the events in it.
*Additional sections would be battlefields as well, only reachable by defeating the event prior. These sections have Loot Chests (special loot chests)
The Events
*Each battle section has a different event, all are in a similar style. Lets be honest, people spend hours raiding the same dungeons repeatedly, similar styling won’t kill them, especially since the events/lore/etc, is variable.
*You talk to the gate guard in the previous section to enter.
*Event scale is directly related to the amount of participators.
*Battles are set in a FFA style.
*Mobs do NOT pour out from the same location. Imagine a canyon. You are on one side, the mobs drop from holes in the wall on the other. This map is LARGE scale.
*It is a 2 option event. The first option is a timed hold. The second option is progressive.
*If you choose to complete the progressive mode, rewards are better, and the entire server is rewarded with a 24 hour buff.
*If you complete the first event and reach the other side/push back the wave to their entrance, then you are eligible to do the event in the next field.
*This event rewards more (progressively through the battlefields, and the server buffs are better.
*If you only hold, you have a possible chance for up to 24buffs per day. If you progress, the amount of buffs is only determined by the time it takes you to complete the events.
Boss Event
*After every battlefield event there would be a boss event.
*The mechanic would not be single boss vs zerg group of players
*Bosses would have a clone/group mechanic.
*The number of spawned bosses is related to the number of participating players.
*Example I had is Mezmer Zhaitan minion. Summons x clones based on players number. Players wouldn’t be able to tell which boss was real, and would have to divvy the bosses up to defeat them, or risk wiping out everyone.
Important Points
*Teamwork would be crucial, simply kiting, or grouping the mobs together, could, and most likely would, get everyone killed. Particularly on bosses.
*Events would be put on a random rotation to switch things up.
*Buffs awarded would also be random, thus preventing people from “farming” specific events.
*Due to the sheer amount of mobs killed, drop rates would probably be pretty decent.
*A report option would be available, someone with x amount of reports in x amount of time, would be transported out of the battlefield, with a cooldown timer. This would prevent botting, and trolling. And keep the event from becoming overly difficult due to afkers.
*There would be plenty of incentive for PvE participation, it provides server wide buffs, and good loot/mats.
*Buffs would be PvE only. They would NOT apply in PvP/WvW.
*It would be like WvW, for PvEers. Call it World V. Enemy.
Just thought I would share my idea! Hope you enjoy!
NPC’s would be available (this is long duration) for bank and repairs at the entrance to each battlefield. However not IN the battlefield. This would give incentive for players to buy and use the things like repair canisters, and extra bag slots, increasing their revenue.
(edited by zaxziakohl.5243)