Ascalonian Catacombs - Dungeon Idea

Ascalonian Catacombs - Dungeon Idea

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Posted by: Novack.8624

Novack.8624

Just been watching an argument in guild about whether or not people would like raids to be included into the game. Whilst watching I realized many people were viewing the idea in black and white and comparing the term raid to that used in WoW. Now personally I hated raids in WoW but I would love to see some bigger events that I can take more guild members to. this got me thinking about how it could be done so hope you like it and let me know what you think.

I considered the current state of AC Explorable Mode. As it stands, I gather 4 friends we run in, choose a path, encounter some minor inconveniences than kill a boss. Rinse and Repeat. But imagine this.

You gather a group of 15 people all entering AC at the same time. You go through the usual prelude before starting the main bulk of the dungeon. It comes to choosing a path and this is where things get interesting.

Instead of choosing a path and all running it you make 3 teams of 5 players. Each dedicated to protecting an NPC. They have to stay with this NPC keep them alive or else the whole team will be inconvenienced, have to restart etc.

Each team will go a different direction to achieve their goal. At certain points they can choose to regroup to work together, for example a stronger form of Kholer, much harder to kill but with a bigger pay off.

Now for each of the teams.

Team 1 – Hodgins:

This team will accompany Hodgins in retrieving the sceptre in very much the same way it does now. The difference being one member of the team will actually receive the sceptre, the reason why will become clear later.

Team 2 – Detha:

This is where things change. Rather than having path 2 and 3 (As path 3 would contribute very little to the overall effect) I have split path 2 into 2 teams. Detha’s group will need to collect scrap metal, tools etc. in order to help Detha in repairing the cannons. Repairing the cannons can be done in very much the same way but they will be transportable, again the reason why will become clear.

Team 3 – Tzark:

Rather than collecting essence and transforming into ghosts Tzark will take over the collection of ‘Bait’ from the flooded temple. The event can happen in the same way but once the gravelings etc. are killed they will be gathered in containers for later on.

Reunion – Final Boss:

Once all 3 teams have completed their individual task they will meet and prepare for the final fight. As an example this could occur where the Howling King takes place. the difference is the boss will need to be killed in a certain procedure which involves all previous work in the dungeon.

Step 1 : Team 3 will need to work together to place bait in the centre of the room. whilst doing this they will encounter trash mobs etc. that they can either kill or run past if they can survive. This will lure the boss into the centre of the room.

Step 2 : Team 2 will each run to 1 of 5 cannons placed around the perimeter of the room. They will have to charge the cannons in some way whether it is the usual click and wait or by placing some form of power source. Once charged AND the boss has been lured to the centre of the room the cannons can be used to make the boss vulnerable. It could be by shooting a shield or by shooting the roof which collapses and causes a debuff. (This kind of idea, ideas aren’t 100%, making it up as I type ^^)

Step 3 : Team 1 will be doing the main damage to the boss. 1 Member of team 1 will be equiping the sceptres gained during the dungeon now this could work in 1 of 2 ways. They can be a defensive ability that would prevent team 1 from wiping (A shield from his yell which can’t be dodged kind of idea) or by giving every member of team 1 a buff which allows them to cause more damage to the boss. Without it the boss would take a very long time to kill. (As I said not perfect but 1 of the 2 ideas).

In my mind this would allow larger groups to all be able to work together as at the moment we are limited to just 5 players. As I said, this has been thought up of within the space of 15 minutes and the time it has taken me to type. I would love to see other peoples ideas and views, maybe even other ideas for other dungeons. Can’t wait to see what people think. =D

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Posted by: codpin.6542

codpin.6542

Trying to keep an uncontrollable NPC alive for a whole dungeon run or else restart. This must be the worst idea on the whole forum. I wont comment on the rest of the post, as there are no good ideas.

When most people are having a hard time to coordinate in a 5 man group (look at simin fight) you want some crazy coordination of 15 people doing 15 things all at once.

Enough said…

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Posted by: Novack.8624

Novack.8624

I nearly wasn’t going to even bother responding to that since it is such a short minded way of seeing things.

1) As I said idea wasn’t perfect, AI would have to be changed but this would not be the first game where you have to protect and uncontrollable NPC, it’s not a new concept and has worked in many games in the past.

2) You’re saying the majority of people YOU know struggle organizing a 5 man group. Whilst I can assure you this is not the case throughout the entire game. In a guild of over 450 active members 90% of them will agree AC is Stale and Boring, and they can run it without failing. Yes there are people who struggle in a 5 man group but than I never said take 5 man groups away. I am saying there should be an option that allows players to become more involved in a dungeon and to work in bigger teams.

Just because SOME people struggle with a 5 man dungeon your saying NO-ONE Should be given a challenge ?

I repeat short sighted comment, If you want to try giving constructive ideas, go ahead.

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Posted by: Cryphar.4312

Cryphar.4312

Trying to keep an uncontrollable NPC alive for a whole dungeon run or else restart. This must be the worst idea on the whole forum. I wont comment on the rest of the post, as there are no good ideas.

When most people are having a hard time to coordinate in a 5 man group (look at simin fight) you want some crazy coordination of 15 people doing 15 things all at once.

Enough said…

Not sure what to say to this, the idea is sound, plus your not coordinating 15 ppl, the idea would be to each party follow an independent path, and all 3 parties meet up at a final boss, plus I do dungeons quite allot and there’s not one of them that I can say its impossible to coordinate 5 people.

If you don’t like the idea, make a proper point mate.

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

This does sound like an interesting idea, especially one guilds could get behind. It would need some tweaking for sure but the basis of your idea seems pretty sound. I don’t agree with an entire reset if an npc fails though, not unless the devs decide to finally make them tankier and not made of paper machet.

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Posted by: Gummy.4278

Gummy.4278

Hey something like this has been suggested before, I know cause it was me lol! Although mine is a bit different. Here you can have look see.

https://forum-en.gw2archive.eu/forum/game/suggestions/Dynamic-level-adjustment-Dungeons/first#post1198311

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Posted by: Novack.8624

Novack.8624

I agree that maybe a full reset is too much as the game is now, but as you said, if the NPC’s AI was improved I don’t see the harm in punishing a group for letting them die, even if it isn’t a complete reset.

Any other ideas anyone ?

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Posted by: Nyokai.6837

Nyokai.6837

This seems like a great idea!

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Posted by: xCrusadentx.2784

xCrusadentx.2784

I like it, seems sound.

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Posted by: MasterGeese.4756

MasterGeese.4756

I approve, but keep the 5-man dungeon here. It would still make sense lore-wise, as in both modes you’re trying to kill a giant kittening graveling.

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Posted by: Crossplay.2067

Crossplay.2067

The only npc I would ever escort is Halla and, in all honesty, it would be more like she’s escorting us!

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Posted by: Khisanth.2948

Khisanth.2948

1) As I said idea wasn’t perfect, AI would have to be changed but this would not be the first game where you have to protect and uncontrollable NPC, it’s not a new concept and has worked in many games in the past.

It wasn’t any good in guild wars 1, I doubt it would be any better in guild wars 2. Being a babysitter for a fragile berserker NPC was no regards for their own well being is no where near “fun”.