(edited by Dayra.7405)
New Long-Term Content Proposals
PvP Deadmatch
This is very easy to do, provide an arena (e.g, a simple one like thene in the black citadel, or a complex map like Southsun Survival) place the N teams of X players inside and see who survives.
With N=2 and X=1 we have a duel, with N=2 and X=10/15/20/25 we have a GvG, with N=25 and X=1 we have something like Southsun Survival and the Ghost Duel at 1 halloween.
An additional parameter can be the equipment set (PvP or PvE/WvW or Special i.e. Environment weapons or the classes from the Snowball match …)
Nice would be if they are reall integrated into the cities such that you can walk there and watch.
1vs1 could be the small arena in the south of Lionarch
5vs5(vs5(vs5)),10vs10(vs10),15vs15 could be the arena in teh black citadell,
25vs25 could be a open-world integrated version of the Crown Pavilion in Divinity’s Reach.
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PvP Orb Grabbing
With the snowball match at X-Mas and the Aspect Arena we had that as historical activities based on environment weapons Could be done with PvP-Skills/Weapons as well.
Can bs done in various sizes XvsX, even with various number of teams and on various maps.
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PvE Deathmatch
An extension of the Queens Jubilee for groups of 5, additionally including random elements to increase replay value.
Make 5 different monsters (different attack-foci and defense), each has 5 skill-slots with associated cooldowns, make 20 skills to use in each the slots, configure mobs and their skills randomly, this will result in 5^2x(20^5)^5 possibly different mob groups the player party of 5 can meet. Some combinatiobs may turn out unbeatable, some may be easy, you never know, you hardly face them twice. Who wins most often against them?
Randon-configurated Dungeons
Instead of fixed dungeons, bring random elements inside. Diablo 2 was quite great in that, the area parts where randomly composed and the mob groups inside as well. I think it will have much higher replay value than fixed dungeons, as you never know what you face next, the bosses could be similar random as in the PvE Deathmatches above.
Some may turn out very hard. Some may be undoable, some easy, you never know before.
Against a small amount of a currency (gold, gems or success token from this dungeon) per day you may personally save a configuration for later replay, e.g. with different people, different classes,…
(edited by Dayra.7405)
Use open-world maps as map-wide guild event instances
Inspired from the “minion invasion” from https://www.guildwars2.com/en/the-game/releases/august-20-2013/#events
make guild-map-events. A guild may start the minion invasion as a first step.
As an extension, make an offensive version (the mobs controll the map and you have to conquer it) and a defensive version (mobs are attacking and you have to prevent vaious objective from destruction).
Make in in a way that several parallel things need attention, such that it is not (always) a large zerg, but sometime a large, sometimes several small. Include random variation to increase replay value.
Beside the “minion invasion” there are other possible scenarios:
- battle for Orr, i.e. capture or defend an orr map, i.e. all the temple/camp assaults and defense on a map are done in a compressed stressy manner.
- battle for Harathi Hinterland vs centaur
- battle for Fireheart Rise vs flamelegion
- …
Does this fit the criteria?
Updating old PvE content (Zhaitan Campaing content)
This is to make other builds, rather than just DPS and DPS-support, to create results in combat (I’ve played Support and CC builds, and I’ve found that playing with them creates no difference compared to DPS and DPS-support). It follows the “Play how I want” concept, players can use any build they want and win, content doesn’t change from “SUPER EASY MODE” into “1-hit-kill-ninjagaidenFTW”, difficulty would instead go up to easy on common content.
If this doesn’t belong here, I can delete this message.
I rarely do PvP or Hard PvE, unless it’s organized.
Make a hard mode version of each map
Similar to GW1: If you have explored the 100% of the world with a char, you may choose to switch to hard mode with that char. Hard mode means a combination of
- more mobs/higher density of mobs,
- more aggressive mobs (they follow you further)
- higher percentage of veterans
- some elite mobs
- shorter respawn time of mobs
- higher frequency of events
- a few hand corrections
You can do hard mode exploration of the world. But hard mode maps may be released one after the other so it may take a while till you are able to finish that.
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Mega-Server option for total map-instance population preferences
- high (current)
- medium
- low
the mega-server creates map-instances with these 3 max population limits.
Can e.g. be used to attend world bosses with less then the current map-blobs or to make gaming more demanding.
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Individual Downscaling
Currently everyone is downscaled to be 1-2 level higher than the mobs. But when you are a leveling, you can experience the effect of this option. You aren’t forced to be in an area where you level is equal to the “downscaling level”. You can enter advanced areas with mobs higher level than you if you find it to easy or fall back to make it easier.
But an downscaled does not have this option currently he is always in the easiest setting. With this option you can change your downscaling, you enter a number X between 0 (no modification to downscaling) and 10 (you will be X level lower than normal, e.g. with this parameter at 10, you will face Shadow Behemoth as a lvl 6 and not as a lvl 16 ). This can be used to make playing with lower level friends more interesting and maps more demanding.
Optionally it can be applied to dungeons as well, making them more demanding.
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The answer is cantha.