Since there have been some changes in forum, i was not so sure where to post my suggestion. If i am at the wrong forum, i would like a moderator to move it to the appropriate forum. With that been said i would like to share two ideas. I will welcome any suggestion and discussion.
Crafting Dynamic Events
Recently i had a discussion with few friends of how awesome will be as a player to have an impact upon my crafting discipline. For the explanation of my idea i will use the „Chef“ crafting discipline as an example.
Set-up
In each (racial big city) are NPC-Handlers that are suplying the players with Cooking – ingredients. Those ingredients are getting bought with Karma in form of an order. The difference is that each Race is providing different Ingredients. As an example lets assume that :
- Asura provides Tomatoes
- Charr provides Chili Pepper
- Norn provides Truffle
- Human provides Red Meat
- Sylvari provides Shaffran.
All Cooking Ingredients are divided in Tiers.
- 10.000 Karma Tier – 1
- 20.000 Karma Tier – 2
- 30.000 Karma Tier – 3
- 40.000 Karma Tier – 4
Idea
Lets say i am in need of „Chili Peppers“ since my race cannot provide that resource. I place an order on the NPC-Handler from my city and paying it with karma (40.000/20 Chilli-Peppers). The handler tells me that the order was placed and i will notified when the goods will arriving. During that time the player/players are presented with two scenarios that occuring randomnly.
Scenarios/Outcomes
The first scenario is that nothing is happens and the player can pickup his/her ordered goods upon notification.
The other scenario is that a Random Attack occurs, somewhere along the Trade-route, from Bandits or Pirates in form of a Dynamic Event. The player/players that placed an order to the NPC-Handler are getting notified that the route is being attacked and help is required to escort. By succefull escort the player/players geting rewarded with „Money“ and „10%“ of the Karma been spend to buy the Ingrendients. Failure will result to 10-15% more Karma of the Karma been spend to buy the Ingrendients or loss of the Ingrendients beeing ordered or instead of receiving the 20 Chili-Peppers he receives 10 Chili-Peppers.
Alternative Scenario/Outcome
Another idea for the second scenario,will be that the player/players are getting notified that their „Ingredients“ were looted by Bandits/Pirates along the Trade-Route. Here the player is getting two choices.
Choose to make a Group Event and Defeat the Bandit/Pirate Champion. ( Upon the usual rewards for defeating the Champion the player that placed an order is getting rewarded with the „Looted-Goods“ in addition to the normal reward.
Choose not to participate in the event. Then the player is becoming only a partial order in return.
WvWvW – Change how Bloodlust works
One of the problems at the moment is how easy an enemy can capture a Keep/Tower while the defenders mostly have no chance to defending it. Especially if the opponent uses Golem Rushes. As an avid WvW player my self i think the following idea will help a lot.
Set Up
Currently the Bloodlust buff grants + to all stats to the server that owns all three of them. The idea is based on a similar concept but instead of stats, drop and build a siege equipment gets affected. Before i can explain it, it´s necessary to understand that in order to make this work, the gate should work like the walls do. That is taking damage from siege equipment only and not from players. So onwards with the suggestion.
Idea
Let´s say we have Server A, Server B, Server C. Now, Server B captures the shrines in order to control the Bloodlust buff. Once this happened Server B has a 15 minutes buff which will grand it the chance to build siege equipment in order to take a tower. In order to keep things in balance in these 15 minute window the defenders form server A will have the chance to disrupt that buff so it can take away the possibility from Server B to drop more siege.
Possible outcomes
I think the above idea will help tackle some of the problems that WvW has by helping to :
- Stop Siege Griefing
- Make it harder to takeover a Tower/Keep
- Will enforce more strategical play.
- Will reduce PvD
- Will give better chances to defend a tower/keep.
- Will Force zerg-splitting.
- Reduce Golem Rushes.
Another more elegant way to eliminate Golem Rushes will be simply to give the Golems only defensive abilities. I am hoping that those two suggestions can spark some good discussion and suggestions ? Since i am not a native English speaker i am hoping that my suggestions can be understood. If not just ask.
Regards
Seed
(edited by Seed.5467)