What do you think of clue scrolls?

What do you think of clue scrolls?

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Posted by: Medens.4960

Medens.4960

First, I have to thank Bugnutin for bringing this up to me (not personally) in his ‘new gw2 competitors’ thread.
___________________________________________________________________

What do you think of Clue Scrolls or rather Treasure Maps?
You know, those maps that give you assignments and at the end show a ‘hidden’ place where a treasure chest lies. This is something that takes you away from the fighting and the zerging in GW2 and let’s you relax and solve a clue which in the end rewards you with (nice) stuff.

There could be different tiers of scrolls, Tier 1, Tier 2, Tier 3 and maybe even a hardcore Tier 4. They have a dropchance of 0.5-5%.

  • T1 treasure maps: There are 3 assignments you’ve to do in order to get the treasure chest.
    Dropped by: a list of selected mobs such as bandits, flame legion mobs, jellyfish, etc.
    Rewards:
    • 25 Common crafting materials
    • 50 Silver coins
    • Random common tonic
    • 10 common nourishments
    • 25% chance of getting a rare piece of armour or a rare weapon
  • T2 treasure maps: give you 5 assignments.
    Dropped by: certain mobs in all dungeons.
    Rewards:
    • 50 Common crafting materials
    • 1 Gold coin
    • Random common tonic
    • An exotic rune (not the extremely expensive ones)
    • 25% chance of getting an exotic piece of armour or an exotic weapon.
    • You can get an additional mini chest (random loot) when you complete the dungeon you got the T2 treasure map from, again within 24 hours.
  • T3 treasure maps give you 7 assignments.
    Dropped by: can only be dropped by dungeon/end bosses (tequatl, shadow behemoth etc).
    Rewards:
    • 25 rare crafting materials
    • 5 Gold coins
    • An exotic rune and an exotic sigil (not the extremely expensive ones)
    • A chance of getting a rare tonic
    • 100% Chance of getting an exotic piece of armour or an exotic weapon

Now, I’m not quite sure about T4 scrolls, as we need more content for it. Let’s say it’s for in the future.

  • T4 treasure maps give you 9 assignments and are different than the previous ones.
    Obtained by: They are acquired (100% chance) by slaying elder dragons. That means you can only get 6 scrolls per character, assuming all the dragons (+ the new expected one) can be fought in combat in the future.
    Rewards:
    • A piece of untradable legendary armour (this is a nice way to introduce them to the game)
    • 10 Gold coins
    • 5 Transmutation crystals.
    • 50 rare crafting materials.
    • An exotic rune and an exotic sigil (again, not those extremely rare ones).
    • You also get a mini elder dragon of your choice when you’ve completed all 6 scrolls.

Assignments could be:

  • Mimic the emotions of a mime.
  • Use a sextant and compass to locate the chest location that either contains the reward or is a new assignment.
  • Solving puzzles, be it juming puzzles, or those puzzles where you have to slide pieces around to create an image.
  • Solve a riddle or a question (i.e. “How many sections does Divinity’s Reach have?” or whatever harder questions.)
  • Win a (drinking) contest against an NPC to get new assignments.

There are, however, a few general rules:
1. You can’t get a new clue scroll if you already have one of the same tier. Either complete it or delete it to get a new one.
2. You cannot buy or trade scrolls on the trading post, you can’t BUY them with currencies either.
3. Clue scrolls are account bound. That means that when you loot one on one char, you can solve it with another char of yours. The legendary armour pieces, however, are soulbound upon completion of the T4 scroll.

I think this would add a new dimension to the game and it will make it even more fun.

I’m crazy about this, idea, but will it fit in GW2? Is this realistic? What could the negative or positive effects be on the economy and players? I would like to hear more from you.

Thanks for your time.

(edited by Medens.4960)

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Posted by: Menzies The Heretic.3415

Menzies The Heretic.3415

I like the idea, but I think it needs to be in the trend of a real riddle.
Not something like it shows a location on the map where you have to dig at the most obvious location possible.

More like Fable 1 and the burried frying pan.
(Yeah you actually had to think and collect the treasure cards to complete the riddle, and find a frying pan to use as a very human friendly weapon.)

* Twitch – Mênzîes – Mesmer pvp
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Posted by: Kaiyanwan.8521

Kaiyanwan.8521

I think copying other games is just not the greatest feature, even though, copying other games is fairly standard in MMOs (well ESO has treasure maps).

Anyway, most people want more real content instead of a gimmick like this. It is all nice and stuff, but it won’t entertain people for too long.
Dulfy will have all answers in a day.

And btw, why do you want to force more people into dungeons?

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Posted by: Xyonon.3987

Xyonon.3987

Treasure Maps sure would be cool. They should be rewarding yes, but not supporting even more zerging! It would be great if you recive them from random events with a low chance (10%?). Don’t support zerg train anymore … oh wait >_> How about just 5 ppl are randomly picked who were investigating in the event. Everyone of them should have the 10% chance. This would protect from zerging, however still feel attracted to do an event.

However how they should work, dunno. Best would be some kind of puzzle. However the treasure shouldn’t be lootable from everyone, just you and your party members.

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: Paulytnz.7619

Paulytnz.7619

Worked good in Runescape, I think they could do great here that is if the didn’t drop the ball on them of course.

Since when did this business of being a hero become being a business?

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Posted by: Medens.4960

Medens.4960

I think copying other games is just not the greatest feature, even though, copying other games is fairly standard in MMOs (well ESO has treasure maps).

Anyway, most people want more real content instead of a gimmick like this. It is all nice and stuff, but it won’t entertain people for too long.
Dulfy will have all answers in a day.

And btw, why do you want to force more people into dungeons?

I didn’t know ESO has those. I don’t watch other mmo’s. But anyway, there are always things that games copy from other games. It’s not necesarily copying, but see it as features that many games should have (in their own style). All TV’s look like each other, all electric tooth brushes look alike, all operating systems have features that look alike. Doesn’t mean it’s necesarily coping.

But anyway anyway….why wouldn’t it entertain people in the long term? There could be TONS of different assignments or puzzles or riddles.

And I don’t want to force people into dungeons, but dungeons (including fractals) are one of the harder things in PvE right? That’s basically the end-game of GW2. Okay, maybe world bosses can drop T3 ones as well, but normal champions shouldn’t drop scrolls, because that would be way too easy to get them.
But the point is, that you should reward people for doing harder things (dungeons) rather than easier things (normal champions).

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Posted by: Algreg.3629

Algreg.3629

a very nice idea, I think your rewards are a bit off, but an addition like that would be most welcomed by me at least. It should use actual, random (“geographical”) maps though, like in Pirates, not riddles and the like which will be up on dulfy 3 days after release anyway.

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Posted by: Kaiyanwan.8521

Kaiyanwan.8521

How about some final bosses of longer DE chains would have a chance to drop them, this might reactivate the open world content and might break champion trains.

Or they could simply up the reward for those chains. Whatever.

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Posted by: Titus.4285

Titus.4285

I love the idea of solving puzzles and looking for clues. I would wish a challenging treasure hunt welcome! (I won’t take the rewards aspect into consideration at all in this thread, just the treasure hunt).

One negative aspect I can see, is not connected to your idea per say. But the way most of MMO players would play this kind of content. With all the guides and YouTube videos we have these days, all the fun and sense of accomplishment can easily dissappear from content like this.
Even though I know that I will have more fun not using guides, I often take myself in checking the guide anyway.

Because at a certain point, when you start struggling too much, you just go “ah, feck it, I’ll just go check Dulfy – or else I won’t have enought time to grind LA”. We often take the easy and lazy way out, and rush from AP to AP / grind to grind. And I think this has become more of a problem in MMOs, compared to single player games where you (at least I) take more time to actually enjoy the game at your own pace.

So, I am all for your idea. But I am afraid most of the players will ruin the experience from themselves. How could you encourage players to not open a guide from the very start, or not alt-tab when they get stuck? How do you get players to actually play such content, instead of following a step-by-step do this do that?

Let the Kings and Queens of other lands and lesser creatures
witness our wonders and cry out in astonishment and humble themselves.
Beware our mighty works.

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Posted by: Medens.4960

Medens.4960

Treasure Maps sure would be cool. They should be rewarding yes, but not supporting even more zerging! It would be great if you recive them from random events with a low chance (10%?). Don’t support zerg train anymore … oh wait >_> How about just 5 ppl are randomly picked who were investigating in the event. Everyone of them should have the 10% chance. This would protect from zerging, however still feel attracted to do an event.

However how they should work, dunno. Best would be some kind of puzzle. However the treasure shouldn’t be lootable from everyone, just you and your party members.

How about downscaling the droprate when a lot op people join? So the droprate would stay the same as long as not more than 10 peeps kill the same mob. For every guy that joins the fight from then, the droprate will decrease (exponentially?).
That way, you sure prevent zerging.

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Posted by: Yargesh.4965

Yargesh.4965

Could work but would need constant updating from the company which I don’t think would be sustainable. Look at the random tele things that came out with the aetherblades during the queens jubilee, they are not used because they go no-where, cost a lot to make and have not had any input from ANET since they where released.
What you are asking for requires a huge input of developer time, if they have the time go for it, if not this a a very back-burner thing.

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Posted by: Algreg.3629

Algreg.3629

Could work but would need constant updating from the company which I don’t think would be sustainable. Look at the random tele things that came out with the aetherblades during the queens jubilee, they are not used because they go no-where, cost a lot to make and have not had any input from ANET since they where released.
What you are asking for requires a huge input of developer time, if they have the time go for it, if not this a a very back-burner thing.

I don´t think it has to be like that. Part one of a map drops, chest location is set randomly. You could go there already if you can identify the area. Following pieces only complete the map. Certainly, this is a gross oversimplification in regards to coding, but it certainly doesn´t need a lot of maintaining once implemented.

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Posted by: Yargesh.4965

Yargesh.4965

Could work but would need constant updating from the company which I don’t think would be sustainable. Look at the random tele things that came out with the aetherblades during the queens jubilee, they are not used because they go no-where, cost a lot to make and have not had any input from ANET since they where released.
What you are asking for requires a huge input of developer time, if they have the time go for it, if not this a a very back-burner thing.

I don´t think it has to be like that. Part one of a map drops, chest location is set randomly. You could go there already if you can identify the area. Following pieces only complete the map. Certainly, this is a gross oversimplification in regards to coding, but it certainly doesn´t need a lot of maintaining once implemented.

People always want new shinnies.

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Posted by: Algreg.3629

Algreg.3629

Could work but would need constant updating from the company which I don’t think would be sustainable. Look at the random tele things that came out with the aetherblades during the queens jubilee, they are not used because they go no-where, cost a lot to make and have not had any input from ANET since they where released.
What you are asking for requires a huge input of developer time, if they have the time go for it, if not this a a very back-burner thing.

I don´t think it has to be like that. Part one of a map drops, chest location is set randomly. You could go there already if you can identify the area. Following pieces only complete the map. Certainly, this is a gross oversimplification in regards to coding, but it certainly doesn´t need a lot of maintaining once implemented.

People always want new shinnies.

random loot tables, I mean, we settle with that random junk in WB chests too.

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Posted by: Medens.4960

Medens.4960

I love the idea of solving puzzles and looking for clues. I would wish a challenging treasure hunt welcome! (I won’t take the rewards aspect into consideration at all in this thread, just the treasure hunt).

One negative aspect I can see, is not connected to your idea per say. But the way most of MMO players would play this kind of content. With all the guides and YouTube videos we have these days, all the fun and sense of accomplishment can easily dissappear from content like this.
Even though I know that I will have more fun not using guides, I often take myself in checking the guide anyway.

Because at a certain point, when you start struggling too much, you just go “ah, feck it, I’ll just go check Dulfy – or else I won’t have enought time to grind LA”. We often take the easy and lazy way out, and rush from AP to AP / grind to grind. And I think this has become more of a problem in MMOs, compared to single player games where you (at least I) take more time to actually enjoy the game at your own pace.

So, I am all for your idea. But I am afraid most of the players will ruin the experience from themselves. How could you encourage players to not open a guide from the very start, or not alt-tab when they get stuck? How do you get players to actually play such content, instead of following a step-by-step do this do that?

Well three of the possible assignments I’ve added require the player’s mind rather than a guide. In order to solve a sliding puzzle you HAVE to do it yourself. Sure there are guides that tell you what are effective ways to solve a puzzle, but they can’t say first, do this, then do that and then that and voila your assignment is done. I mean rubix cubes work like that right? But sliding puzzles need the player’s brain to be completed, as there are like a thousand, maybe millions of random ways in which position the puzzle pieces lie from the beginning.

Mimicing a mime is just own experience. You won’t have to look up guides for that. You just need to know which emotes to do when. That skill lies in your own hands.

Winning a contest is own experience as well. You have to participate in the contest against the NPC.

The only two things that could easily be done are the questions/riddles and making use of the sextant and compass. There are computer apps that could lead you to the exact place of the chest. And questions could just be sought on wiki or youtube.
So these two things could be improved. You’re right.

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Posted by: Lishtenbird.2814

Lishtenbird.2814

The biggest problem with this idea I see is how to make them

1) interesting enough to be done more than once,
2) challenging instead of farmable once all “riddles” get logged and posted in wiki/forums.

ANet has yet to come with a single (efficient) randomized/procedural-generated encounter.

20 level 80s and counting.

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Posted by: Kaiyanwan.8521

Kaiyanwan.8521

Each treasure could have a Black Lion claim ticket scrap, people would farm those maps till the end of days.

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Posted by: Yargesh.4965

Yargesh.4965

Could work but would need constant updating from the company which I don’t think would be sustainable. Look at the random tele things that came out with the aetherblades during the queens jubilee, they are not used because they go no-where, cost a lot to make and have not had any input from ANET since they where released.
What you are asking for requires a huge input of developer time, if they have the time go for it, if not this a a very back-burner thing.

I don´t think it has to be like that. Part one of a map drops, chest location is set randomly. You could go there already if you can identify the area. Following pieces only complete the map. Certainly, this is a gross oversimplification in regards to coding, but it certainly doesn´t need a lot of maintaining once implemented.

People always want new shinnies.

random loot tables, I mean, we settle with that random junk in WB chests too.

Shinnies are not just loot though. Things like guards of the treasure, what is needed to find the treasure, how often you can find treasure. The list is long and people have a short attention span.

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Posted by: Titus.4285

Titus.4285

a very nice idea, I think your rewards are a bit off, but an addition like that would be most welcomed by me at least. It should use actual, random (“geographical”) maps though, like in Pirates, not riddles and the like which will be up on dulfy 3 days after release anyway.

Based upon my thread above, I found this suggestion quite interesting!
If you manage to make it TOTALLY random: the game cuts out just a very small portion of the map for you, except it’s not a copy of your world map: but an in-game screenshot taken from above with a randomly placed X on the ground below (mechanically-wise e.g. an AoE “X”-spell).

The “camera” would be positioned like 50 meters above the ground, pointing downwards (possibly also randomly twisted: e.g. up isn’t necessarily north). High enough to show enough content. That could be an idea, which would be impossible to make guides for.

Then you would actually have to think and investigate: “Well, it’s white, so it must be somewhere in the Shiverpeaks. There seems to be some sort of lodge there.. hmmm. A mountain at the right edge..”.

Regarding rewards: I think the rewards of such content should mainly be the accomplishment itself. With totally random locations, you could have an infinite numbers of locations to explore. Each rewarding a small chest when you find the location and press “dig”. Just like 5-10 APs and some random loot.

I realise my proposal here certainly has some possible flaws. But my main points are: I think it will be absolutely necessary to remove the possibility to create guides in order to make this fun. And I don’t think it should grant big rewards, or be especially hard to get a treasure map.

Let the Kings and Queens of other lands and lesser creatures
witness our wonders and cry out in astonishment and humble themselves.
Beware our mighty works.

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Posted by: Titus.4285

Titus.4285

I mean rubix cubes work like that right? But sliding puzzles need the player’s brain to be completed, as there are like a thousand, maybe millions of random ways in which position the puzzle pieces lie from the beginning.

Agreed. Various puzzles like this would be great!
Take that, and combine it of some sort with totally randomized locations. E.g. randomized in-game screenshots: I think we might actually be onto something that could be very fun, challenging and rewarding!

Let the Kings and Queens of other lands and lesser creatures
witness our wonders and cry out in astonishment and humble themselves.
Beware our mighty works.

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Posted by: Medens.4960

Medens.4960

The biggest problem with this idea I see is how to make them

1) interesting enough to be done more than once,
2) challenging instead of farmable once all “riddles” get logged and posted in wiki/forums.

ANet has yet to come with a single (efficient) randomized/procedural-generated encounter.

To make things more interesting, the rewards can be changed or new puzzles/assignments could be added every once in a while.

But I’m not sure on the riddles. I admid that it’s easy to take a glance at wiki and solve the question, but maybe we need those easy assignments for diversity? I mean, I like to do easy things once in a while and then do harder things. I think it would ruin the interest in those assignments if every one of them was challanging or in other words ‘hard’.

You get what I mean?

So a player goes like:
First assignment: “Hmm a sliding puzzles, well I have to think about this.” 5-10 mins later -> “Ah, nice, it’s done. On to the next assignment.”

2nd assignment: “Wow this is a kittene; I’ve to win this darn contest. barghhh

3rd assignment: “YAY, this is easy peasy. * Looks at wiki* Well that was a nice quick one.”

4th: "Hmm make use of my sextant? Let’s see. These are the coordinates………….well it should be there. * Goes to the place* Crap which exact square plane do I have to dig? Is it this one, this one….ah it’s this one. Finally.

5th: “Aw maaaaaannnn. Again this hard thing? Well this is gonna take some while.”

6th: “Aaaaight, this one is finally an easy one again.”

You see what I’m trying to explain? To add diversity to the difficulty levels would seem better in my eyes.

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Agreed. Various puzzles like this would be great!
Take that, and combine it of some sort with totally randomized locations. E.g. randomized in-game screenshots: I think we might actually be onto something that could be very fun, challenging and rewarding!

I approve the idea of total randomization, but randomization at the moment leads to:

  • mobs in Personal Story and Scarlet Invasions spawning on top of unreachable trees,
  • unminable mining nodes on top of vines like the one next to TA entrance.

On the other hand, finite amount of QA-ed spots lead to

Just stating.

So a player goes like:
First assignment: “Hmm a sliding puzzles, well I have to think about this.” 5-10 mins later -> “Ah, nice, it’s done. On to the next assignment.”

2nd assignment: “Wow this is a kittene; I’ve to win this darn contest. barghhh

3rd assignment: “YAY, this is easy peasy. * Looks at wiki* Well that was a nice quick one.”

4th: "Hmm make use of my sextant? Let’s see. These are the coordinates………….well it should be there. * Goes to the place* Crap which exact square plane do I have to dig? Is it this one, this one….ah it’s this one. Finally.

5th: “Aw maaaaaannnn. Again this hard thing? Well this is gonna take some while.”

6th: “Aaaaight, this one is finally an easy one again.”

You see what I’m trying to explain? To add diversity to the difficulty levels would seem better in my eyes.

Looks to me like a solo Fractal with fighting replaced by riddles:) Now, as long as we don’t have Dredge riddle in the tasks and we can actually pause between stages, that may look nice. However, I’m still worried about farmability vs. rewards – the same problem as Fractals have; if for the 2-hour time I spent solving riddles I get 4-5 times less than for running AC, I doubt many people will do it. If the rewards actually get high enough, than guides for optimal strategies will eventually come up, some people will manage to farm them 4-5 times faster and they’ll eventually get nerfed.

Again, I’m rather stating than opposing. A non-combat idea looks interesting to me, but unfortunately most I’ve seen from ANet at the moment are ultimately more boring than fighting and faaar less rewarding for the time spent.

20 level 80s and counting.

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Posted by: Corpse Flakes.5369

Corpse Flakes.5369

First, I have to thank Bugnutin for bringing this up to me (not personally) in his ‘new gw2 competitors’ thread.
___________________________________________________________________

What do you think of Clue Scrolls or rather Treasure Maps?
You know, those maps that give you assignments and at the end show a ‘hidden’ place where a treasure chest lies. This is something that takes you away from the fighting and the zerging in GW2 and let’s you relax and solve a clue which in the end rewards you with (nice) stuff.

There could be different tiers of scrolls, Tier 1, Tier 2, Tier 3 and maybe even a hardcore Tier 4. They have a dropchance of 0.5-5%.

  • T1 treasure maps: There are 3 assignments you’ve to do in order to get the treasure chest.
    Dropped by: a list of selected mobs such as bandits, flame legion mobs, jellyfish, etc.
    Rewards:
    • 25 Common crafting materials
    • 50 Silver coins
    • Random common tonic
    • 10 common nourishments
    • 25% chance of getting a rare piece of armour or a rare weapon
  • T2 treasure maps: give you 5 assignments.
    Dropped by: certain mobs in all dungeons.
    Rewards:
    • 50 Common crafting materials
    • 1 Gold coin
    • Random common tonic
    • An exotic rune (not the extremely expensive ones)
    • 25% chance of getting an exotic piece of armour or an exotic weapon.
    • You can get an additional mini chest (random loot) when you complete the dungeon you got the T2 treasure map from, again within 24 hours.
  • T3 treasure maps give you 7 assignments.
    Dropped by: can only be dropped by dungeon/end bosses (tequatl, shadow behemoth etc).
    Rewards:
    • 25 rare crafting materials
    • 5 Gold coins
    • An exotic rune and an exotic sigil (not the extremely expensive ones)
    • A chance of getting a rare tonic
    • 100% Chance of getting an exotic piece of armour or an exotic weapon

Now, I’m not quite sure about T4 scrolls, as we need more content for it. Let’s say it’s for in the future.

  • T4 treasure maps give you 9 assignments and are different than the previous ones.
    Obtained by: They are acquired (100% chance) by slaying elder dragons. That means you can only get 6 scrolls per character, assuming all the dragons (+ the new expected one) can be fought in combat in the future.
    Rewards:
    • A piece of untradable legendary armour (this is a nice way to introduce them to the game)
    • 10 Gold coins
    • 5 Transmutation crystals.
    • 50 rare crafting materials.
    • An exotic rune and an exotic sigil (again, not those extremely rare ones).
    • You also get a mini elder dragon of your choice when you’ve completed all 6 scrolls.

Assignments could be:

  • Mimic the emotions of a mime.
  • Use a sextant and compass to locate the chest location that either contains the reward or is a new assignment.
  • Solving puzzles, be it juming puzzles, or those puzzles where you have to slide pieces around to create an image.
  • Solve a riddle or a question (i.e. “How many sections does Divinity’s Reach have?” or whatever harder questions.)
  • Win a (drinking) contest against an NPC to get new assignments.

There are, however, a few general rules:
1. You can’t get a new clue scroll if you already have one of the same tier. Either complete it or delete it to get a new one.
2. You cannot buy or trade scrolls on the trading post, you can’t BUY them with currencies either.
3. Clue scrolls are account bound. That means that when you loot one on one char, you can solve it with another char of yours. The legendary armour pieces, however, are soulbound upon completion of the T4 scroll.

I think this would add a new dimension to the game and it will make it even more fun.

I’m crazy about this, idea, but will it fit in GW2? Is this realistic? What could the negative or positive effects be on the economy and players? I would like to hear more from you.

Thanks for your time.

Or one tier with an unlocked BLC at the end.

-BelieveGate-

Anet please nerf Paper, Scissors is fine -Rock.

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Posted by: Dahkeus.8243

Dahkeus.8243

Sounds like something fun…as long as it’s not something that can just be solved by looking up a Dulfy guide or something.

(no offense Dulfy) =P

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Posted by: Palador.2170

Palador.2170

It’s an interesting idea, but I think it’s a bit lacking by itself. Now, if we mix in people’s wishes for more to do with/for the orders, and some ideas from CoH…

Imagine a new kind of loot item, the “Tip”. When you mouse over them, you get a short description of what each one is (maybe a map, or a child’s doll, or a note you wrote yourself about something you overheard). Double clicking on one tells you why it’s important, and opens up a small mission like the PS missions. You go through and do what you’re there to do (find the item, rescue the child, sneak into the bandit hideout).

You can do a few of these a day. When you’ve done enough (say, 2-3 days worth, if you’re doing them all), then your order gives you a bigger mission. This will be tougher and longer than most personal story missions (think of the two Claw Island fights), but at the end will be a reward for all your hard work.

The tips can fall in different level ranges, with the missions taking place in zones of the matching level. The big missions will be based on YOUR level, so while you can collect tips in lower level zones, you’ll eventually have to head to higher level zones if you’re high level. Also, given the tie in to the orders, tips only drop in zones that are at least level 30. If you get a tip you know you don’t like, you can simply delete it instead of using it.

The advantages here are that they can control how fast people access the rewards (time gated), but you can still work towards the bigger mission over several days if you’ve collected tips (and they should drop often enough that clearing one may give you another). New tips and missions could be easily added in to the lists as they make more of them, no extensive lore required. Depending on the nature of the rewards given, you might even be able to allow someone to do the final mission for a different order in exchange for a reduced reward (especially handy if you’re working towards order specific rewards of some kind).

Sarcasm, delivered with a
delicate, brick-like subtlety.

What do you think of clue scrolls?

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Posted by: Medens.4960

Medens.4960

It’s an interesting idea, but I think it’s a bit lacking by itself. Now, if we mix in people’s wishes for more to do with/for the orders, and some ideas from CoH…

Imagine a new kind of loot item, the “Tip”. When you mouse over them, you get a short description of what each one is (maybe a map, or a child’s doll, or a note you wrote yourself about something you overheard). Double clicking on one tells you why it’s important, and opens up a small mission like the PS missions. You go through and do what you’re there to do (find the item, rescue the child, sneak into the bandit hideout).

You can do a few of these a day. When you’ve done enough (say, 2-3 days worth, if you’re doing them all), then your order gives you a bigger mission. This will be tougher and longer than most personal story missions (think of the two Claw Island fights), but at the end will be a reward for all your hard work.

The tips can fall in different level ranges, with the missions taking place in zones of the matching level. The big missions will be based on YOUR level, so while you can collect tips in lower level zones, you’ll eventually have to head to higher level zones if you’re high level. Also, given the tie in to the orders, tips only drop in zones that are at least level 30. If you get a tip you know you don’t like, you can simply delete it instead of using it.

The advantages here are that they can control how fast people access the rewards (time gated), but you can still work towards the bigger mission over several days if you’ve collected tips (and they should drop often enough that clearing one may give you another). New tips and missions could be easily added in to the lists as they make more of them, no extensive lore required. Depending on the nature of the rewards given, you might even be able to allow someone to do the final mission for a different order in exchange for a reduced reward (especially handy if you’re working towards order specific rewards of some kind).

Not meant to be rude or anything, but I don’t see what your post is in relation to this thread? I think your idea is a whole new one and I can’t really seem to find the link between yours and mine.

What do you think of clue scrolls?

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Posted by: Nightarch.2943

Nightarch.2943

Love this idea, as long as there is more variety to the rewards and things required then this sounds like it can be absolutely amazing.

Guild Wars 2 is not a sequel to the original Guild Wars but merely an alternative story setting.