Don’t know if this has been mentioned before in this thread, but thinking of content that is uniquely GW2 and could be used in designing raids, the first category of content that came to mind was the Guild Puzzle.
Guild Puzzles require cooperation, timing, jumping skills et cetera. ArenaNet has shown they can make amazing Jumping Puzzles and puzzles of other sorts. What I’d love to see in a raid are encounters that force teams to choose: either they can go toe-to-toe with a boss and bash their way to mobs, or they can split up: 5 people attack the boss and mobs and 5 others have to work their way through (jumping) puzzles with punishing AoE and mobs on their path to get to side objectives that if reached help defeat the boss or even are necessary to defeat the boss.
Imagine a giant robot, each limb of which can be turned off independently of each other by turning off a generator of some sorts. Getting there involves a Not So Secret JP style journey on a timer with at least 5 people required to get there to turn off the generator and fight off mini-bosses at stages in between. If they fail to get there in time, the specific limb get enhanced and can’t be shut off anymore, adding to the power of the boss on the ground. Turning off the generator also requires that a certain health treshold of the boss robot is reached by the fighting team on the ground; if they fail to coordinate this, the boss goes rampant.
It’s just a scenario, I’ve seen many people talk about JPs and SAB to pull ideas for raids, my main reason to post is to draw attention to Guild Puzzles and to provide a scenario in which this type of content design could work out in Raids. Am sure others can think of more insane and more detailed scenarios; eager to read them.
Cheers.
Heck. Think of any co-op platformer.
Think also of Natural Selection 2: imagine above robot fight taking place in some kind of giant Inquisition Lab. Have one player take place in some kind of control room, being able to spot enemies, open and close doors, drop bundles, activate and deactivate traps, deploy structures, direct allied NPCs, but doing all this is limited by the amount of resources the other players provide him/her, by collecting batteries or securing accumulators. At the same time they need their ’operator’s’ help to get intel on certain enemy mobs or manipulate the environment and drop the right bundles in certain ways to progress through the lab (imagine puzzles and insane Orcs Must Die type onslaughts that the players ‘in the field’ can’t beat on their own) – there are several ways forward, but if the resources are spent unwisely the progress of the team will stall and the raid will have to restart. I’d like that.
Fun Fact: We had to tone down the original guild puzzles somewhat due to the nature of them being in the open world. It would be a very frustrating experience if the Painting room puzzle failed because someone performed the wrong emote on purpose.
What do you think of using Guild Puzzles as encounters, but ones that have consequences for failing to coordinate properly?
You could probably guess :p, but I think using (jumping) puzzles to progress through a raid is a great alternative to what is generally done in gaming with running and so-called trash mobs. They test a group in other ways than combat co-ordination and are way more interesting. The only instance of a punishing Guild Puzzle encounter is the last part of Langmar’s Estate where you have to keep the rooms free of poison. There’s so many options though.
Today I played OS, entered a room, stood on a pressure plate: a ghost popped up, told me that if I’d move stuff would blow up. I moved. Boom. Team wipe! I had to use my other party members to search the room for a switch.
To come back to Langmar’s Estate and the paintings: imagine that the paintings would scream if people failed to do it right, causing fear and confusion on everyone in front of them and at the same time waking a large group of ghosts to fight with annoying cc to prevent a retry of the puzzle. In the meantime the clock keeps ticking. Imagine the first puzzle, with the weapons and the statues, where the statues come alive to fight you when you give them the wrong weapon.
I see rolling flame boulders, rising water levels, spike traps, arrow traps, bombs, mines, waking minions, shaky platforms, forced teleportations back, poisoned rooms, burning floors, blocking of doors and passageways and the passing of time which makes the boss at the end stronger and stronger.
The hard question is, how to make these puzzles sufficiently difficult to not become trivial for a really well co-ordinated, focused, Skypecalling group (contrary to an unruly, joking, costume brawling mob of guildes)? Anyone experience with good examples?