Sandstorm technology - future uses?

Sandstorm technology - future uses?

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Posted by: KarlusDavius.1024

KarlusDavius.1024

I have to say, I love the sandstorm in dry top. Having the whole place change is really refreshing. With this new technology being so good, what other uses would you twist it for?

Example being, I’d love to see it used and expanded all over the map to change day to night. Changing the mobs spawned and offering new NPC’s and opening to explore.

What would you use it for?

Cmdr. Kiro Heimdahl
Warrior
Far Shiverpeaks

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Posted by: Azure The Heartless.3261

Azure The Heartless.3261

I’d use it for free kite perma swiftness.

Oh.. wait.. wait. I get it.

The Day/night mob spawns would be nice. could throw a champ that only spawns at night as well.

Exploration would be good as well. Daytime allows access to a jumping puzzle, nighttime closes it off.

could probably add another layer with weather(thunderstorms/rain)

Resident Disgruntled, Coffee-drinking Charr.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.

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Posted by: Celestina.2894

Celestina.2894

I’m hoping for snow storms in future Shiverpeak areas myself, resulting in stronger minions of Jormag/new minions/wild life.

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Posted by: Elsdragon.5109

Elsdragon.5109

The day/night bit with night having very low visibility (somewhat like the dark room in OS) in WvW would make for interesting plays. There’d be torch piles by the keeps and towers, and camps and sentries would be carrying torches too. There could even be some raiding parties (with elites or something) that spawn from Keeps and targets nearby enemy camps.

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

I can think of several uses for the dual-mode zone design Dry Top encapsulates. But the one I’m really waiting for more is tidal-based changes.

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

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Posted by: Danikat.8537

Danikat.8537

I’d love to see a world boss that has a major impact on a zone. Kind of a combination of the sandstorm in Dry Top and the temples in Orr.

It bothers me that none of the world bosses are a real threat. They show up, hang around one (relatively remote) area for a while only attacking people who choose to come in range and then either die or leave. If it wasn’t for the fact that they drop loot by far the best way for us great heroes to ‘protect’ people from them would be to leave them alone until they go away.

I’d love to see a boss that actually impacted the zone when they appear. One that actually moves around the zone attacking settlements and NPCs so the area is totally different (more dangerous, less merchants and other services etc.) when they’re active. Maybe they could also spread some type of corruption and there could be secondary events to undo it and return the zone to normal.

That’s the kind of thing I imagine when I first heard about the dynamic event system and it’s frustrating that all the pieces are there but they’re not really used together.

Danielle Aurorel, Dear Dragon We Got Your Cookies [Nom], Desolation (EU).

“Life’s a journey, not a destination.”

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

Danikat, you’re making me want to write a dissertation on how to have zone effects like the Sandstorm or how to make World Bosses leave effects on zones. In a topic I’m not sure people will really read :P

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Posted by: KarlusDavius.1024

KarlusDavius.1024

Oh man these sound amazing! World boses with actual effects are a brilliant idea. Night time wvw would be epic with torches.

Any others?

Cmdr. Kiro Heimdahl
Warrior
Far Shiverpeaks

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

Sigh. Here we go.

- Blizzards sweeping through Frostgorge Sound when the Claw of Jormag flies overhead and drops its crystals. When it is defeated, the blizzards subside. If the event fails, blizzards remain in effect for another half hour before slowly clearing up. (Or add an event to destroy dragon crystals across the zone to mitigate, then remove it.)

- On a failure of the Shatterer, new events form where Branded are found near crystal formations across the Blazeridge Steppes. Until these events are cleared, hostile Branded will kill anything in the range of the events. An event of Elite Branded Lieutenants (gryphon bodytype) roaming the Lowland Burns, which persists into the next Shatterer appearance if they are left unchecked.
Potentially, Branded spawns when the Shatterer is present now can “Crystal Prison” players. The Crystal Prison now does a DoT effect until you break out. These prisons count for “Shattered”.

- During nighttime, specifically nocturnal enemies start to become more active. This comes with an overhaul to events to try to give each a “Day/night” flag so they only happen properly . . . skritt events in the open become “night” events, for instance. Daytime events can be added to zones with hylek to reinforce their connection to the sun, either hostile tribes becoming more aggressive or friendly tribes wanting to perform a rite while hostile forces try to stop it.

- A new series of events in Frostgorge Sound where the rebel dredge start throwing off their oppressors. You can slowly accumulate a bar in the area for “Rebel Presence” by completing events or killing hostile dredge. When complete, there is a champion event against a Dredge in command who is sent to quell the rebellion. When defeated all dredge in the southern caverns turn allied and you can trade with them. (Perhaps even for new weapon skins.)

- A new zone to the north where there are “crazy” norn who decide to fight Jormag’s corruption and are willing to lead willing adventurers. Of course, the weather is not too cooperative and is rather cold, limiting time of exposure outside of the safe camps. When ten people congregate at the start point, the event ticks a countdown timer (from two minutes) during which the group can get organized. The event will be a mix of escort (Keep your norn hunter safe or the event fails and you have to turn back) and scoring (accumulate points for kills, veterans and higher progressively are worth more but gain broader attack patterns/more moves). The event ends at another safe haven if successful, which means there is another leg which can begin. The “end goal” of the zone is to travel far enough north to fight another of Jormag’s chosen lieutenants, this time with only the people who could make it that far into the frozen north. (Prevents just Waypoint-zerging.) Failure to beat this event means all safe havens activated so far except the original ones will deactivate and no longer be safe, so the whole chain must begin again.

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Posted by: Stooperdale.3560

Stooperdale.3560

The way that players build up rewards over an hour’s play is good as well, although it it can only work in an end game zone with enough players. It gives a bit more purpose to game play than with other world events that you just have to hit at the right time.

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Posted by: ricky markham.8173

ricky markham.8173

i dont dislike the sandstorm technology but i dont want every area to have same effect. sandstorm is reason enough for me to revisit dry top if that feature was everywhere then that feature wouldnt be unique. i dont mind if they add the feature to new areas but i dont want it everywhere

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Posted by: KarlusDavius.1024

KarlusDavius.1024

Ok, that I can understand. However, what if it was implemented as a night/day system with no timer? So it just happens naturally? That way you wouldn’t really notice the technology much and can just absorb the environment.

Cmdr. Kiro Heimdahl
Warrior
Far Shiverpeaks

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Posted by: Baldrick.8967

Baldrick.8967

The day/night bit with night having very low visibility (somewhat like the dark room in OS) in WvW would make for interesting plays. There’d be torch piles by the keeps and towers, and camps and sentries would be carrying torches too. There could even be some raiding parties (with elites or something) that spawn from Keeps and targets nearby enemy camps.

Visibility is already shockingly bad in wvw- there should be a detection radius around every structure that shows enemies passing/attacking.

As for NPC’s wandering around the map, no thanks, we don’t want any more pve creeping in to wvw- but feel free to throw them in the karma train EoTM arena.

WvW player. Doing another world completion for my next Legendary. Hater of mini-games.

Sandstorm technology - future uses?

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

The day/night bit with night having very low visibility (somewhat like the dark room in OS) in WvW would make for interesting plays. There’d be torch piles by the keeps and towers, and camps and sentries would be carrying torches too. There could even be some raiding parties (with elites or something) that spawn from Keeps and targets nearby enemy camps.

Visibility is already shockingly bad in wvw- there should be a detection radius around every structure that shows enemies passing/attacking.

Wait, visibility is bad? I haven’t noticed so much . . .

As for NPC’s wandering around the map, no thanks, we don’t want any more pve creeping in to wvw- but feel free to throw them in the karma train EoTM arena.

We do have the Mercenary camps . . . just adjust those if you must but if they are too effective then it takes some of the fun away.

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.