PS: We will keep adding story to this.
PS2: As most things in this sub forum. A.Net is obviously free to use this the way they want.
(edited by Ludovicus.7980)
Is the mists that form us all
Is the mists that make us live
It’s from them that bounty comes
And ruin that will consume all we hold dear
A beam of greenish steam came out from a crack in the cave wall. A middle aged man, fitted in full armor, went through it as if it wasn’t even there. He was used to the noise, the sickening steam and the overwhelming scent of rot and smoke.
He descended to the depths and found the beacon of hope he was looking for. It was round and glowing with the same greenish steam that was all over the cave. It was big enough to fit a whole cart through it. But the place it lead wasn’t fit for carts nor donkeys. He was in full armor and it was for a reason.
As he marched forward, the world around him changed completely. The cave ceiling was replaced by a faint glow in a cloudy sky. The twilight like light was just enough to see your way through an eerie landscape composed by red hills with brown grass and bright turquoise rivers.
He arranged a set of stones to form a circle and he sat there and closed his eyes. The earth surrounding him started to mound and crack as rubies started to emerge. Emeralds followed them, then golden items of all sorts. After a while he was surrounded by all the treasure he could’ve hoped for. He was quick to grab a couple of gems and a golden item and to run towards the exit.
The ground started to rumble as screams and ear rending screeches came from it. Hands started to pop from the ground and the treasure mound behind him started to move and take a lizard like form. All the gold melted into scales and flesh.
He grabbed his sword and cut two out-worldly warriors in half. An arrow bounced at his armor and fell to the ground, but it was too late for the mists to claim him. He made it to the exit and he was back at the smelly cave again.
Amarnath put his bounty inside a pouch that he left near the exit of the cave. No one would even bother trying to enter that disgusting pit. They just left corpses there to rot from time to time. The place was considered unholy by most of the town’s folk.
Screams and screeches came from it and the greenish vapor didn’t make the place any more popular. Amarnath had come across that particular spot when he was serving in the military. He chased one soldier of the Murubian armada there.
The poor man had been injured and hid wherever he could; but Amarnath was a good tracker and followed him to the pits. The Murubian crawled towards the portal, seeking refuge. But he found even more than that; a gentle presence in the earth surrounded him and started to heal him.
The unknown spirit was compassionate and didn’t want the injured Murubian to die. It knew he was an honorable man who had unwillingly been caught in the middle of the conflict. Although he served in the military, he had taken care to never injure anyone, even his enemies.
The approaching warrior was bound to kill the Murubian when a woman’s voice manifested in the air. She would show him a dangerous place where he could grab as much treasure as he wanted in exchange for the Murubian’s life. Amarnath was a brave warrior and treasure ment much more to him than any fear of danger, so he accepted the voice’s offer, after all he was just a sellsword. She generously provided him special armor suitable for the task and showed him exactly where this treasure trove could be found. “Lay still here, close your eyes and let your mind wander. You shall find the treasure you seek,” the voice had instructed. Amarnath obeyed eagerly, wishing full well to lay his hands on the treausre of which the voice had spoken.
That memory seemed so far away now. The challenge of obtaining the voice’s offering was growing as swiftly as his hairs were growing gray. Amarnath would have to revolutionize his routine if wanted to maintain his substantial income. Even though the arrow had done nothing to his armor, it had made a huge blow to his confidence.
The aged warrior let out a sigh and removed the armor from his sore body. Amarnath took the armor and dressed it on one of the skeletons that abounded in the cave, taking care to hide it beneath a bed of rocks so it would resemble a tomb. As Amarnath departed, he glanced back at his mockery of a tomb, wondering if the skeletons of the past had buried and unearthed each other as many times as he had.
Edit: I was too obvious with some things.
(edited by Ludovicus.7980)
I’d cross deserts for you.
I’d like to see livia. That’d mean that a real threat has come to the crown of DR.
Just to clarify something, when you go to fractals, you don’t go back in time.
Fractals are echoes of past events, not the past events themselves.
That’s why you can play two fractals and some things are different.
The fact that the quantity of echoes is increasing rather than diminishing is quite concerning though.
Hello everyone. Just dropping by to relay a message that Maclaine wrote after reading the suggestions in this thread.
“Thanks for your suggestions, and most of all thanks for your concern. We do actually know what music is playing where. I was the one that set up every play list for every map, both in the original release and in all content released since then. I mentioned this in a livestream a couple of months ago, but I’ll reiterate it here. I’m not happy with how the music is used across the game, and I know from reading feedback that neither are players. One thing or another has kept me from overhauling it until this point, but music is my #1 priority for 2014, and what you’re talking about it something I am literally working on right this very moment. I’m going through every single map, from 1-80 for all races, and working on a plan to both redistribute the music in an intelligent manner, as well as figure out where there needs to be more new music. It will take a while for this to roll out, so I ask that folks are patient, but it will be coming at some point in the future.
Thanks again."
Thanks Keenan.
I needed to read that from a red post
I think you and I (and many more) agree that even though the OST is awesome, it lacks some… intelligence of its own. I mean triggers and stuff. I did a sizable list of triggers that I think would be useful just for player customization means. But since you’re going down on this thing you might like to take a look (if you haven’t already).
I’m not so self-centric to believe that you’d implement what I posted but you could get some ideas from there. (https://forum-en.gw2archive.eu/forum/game/audio/Idealistic-Custom-Music-Feature/first#post3488806)
I just want to help improve an already awesome game
(edited by Ludovicus.7980)
Don’t let this thread die. This would be a mayor improvement to the game.
Guild Wars 2 is a game that doesn’t catter much for customization for balance reasons, but this is one thing that doesn’t affect balance at all and whould let people customize their game.
that seams valuable
So summarizing, the lists and triggers we want are the following:
Triggers when in a city:
- RataSum
- TheGrove
- DivinitysReach
- LionsArch
- Hoelbrak
- BlackCitadel
- CityDefault
Triggers when leaving combat, during the day:
- AmbientMaguuma
- AmbientTarnishedCoast
- AmbientKryta
- AmbientShiverpeaks
- AmbientAscalon
- AmbientBloodTide
- AmbientOrr
- AmbientDefault
Triggers when submerging:
- UnderWaterMaguuma
- UnderWaterCoast
- UnderWaterKryta
- UnderWaterShiverpeaks
- UnderWaterAscalon
- UnderWaterBloodTide
- UnderWaterOrr
- UnderWaterDefault
Triggers when leaving combat, during the night:
- NightTimeMaguuma
- NightTimeTarnishedCoast
- NightTimeKryta
- NightTimeShiverpeaks
- NightTimeAscalon
- NightTimeBloodTide
- NightTimeOrr
- NightTimeDefault
Triggers when entering combat
- CombatMaguuma
- CombatTarnishedCoast
- CombatKryta
- CombatShiverpeaks
- CombatAscalon
- CombatBloodTide
- CombatOrr
- CombatDefault
Triggers when entering a sizable battle area
- BattleMaguuma
- BattleTarnishedCoast
- BattleKryta
- BattleShiverpeaks
- BattleAscalon
- BattleBloodTide
- BattleOrr
- BattleDefault
Triggers when entering a boss fight
- BossBattle
Triggers when entering a dungeon
- AscalonianCatacombs
- CaudecusMannor
- TwilightArbor
- SorrowsEmbrace
- CitadelOfFlame
- HonorOfTheWaves
- CrucibleOfEternity
- TheRuinedCityOfArah
- DungeonDefault
Triggers when defeated:
- Defeated
Triggers when in the main menu:
- MainMenu
Triggers when in HotM:
- HeartOfTheMysts
Triggers when out of combat in wvw:
- AmbientBorderland
- AmbientEternalBattlegrounds
- AmbientObsidianSanctum
Triggers when in combat in wvw:
- CombatBorderland
- CombatEternalBattlegrounds
- CombatObsidianSanctum
Triggers when out of combat in pvp:
- PvPRoaming
Triggers when in combat in pvp:
- PvPCombat
Edit:
A feature I failed to mention was that once you enter combat, the music it was being played just pauses, does not stop. So when you get out of combat it resumes from where it was.
(edited by Ludovicus.7980)
I fully agree with the OP but I’d like to add an item I think we’re missing.
Regular combat.
Ambient music has to be peaceful and relaxing, while battle music has to be kind of stressful. But I’m missing the middle ground of regular combat (like when you just attack a moa or something). A music that kicks in just for being in combat and having struck or received a blow. And that fades out when you leave combat for say… 5 seconds.
I think the adventurous but not so stressful music of regular combat is a must. And I think that it should be different for each of the 7 zones (maguuma, tarnished coast, bloodtide coast, shiverpeaks, ascalon, kryta and orr)
Now, I’m not asking for more music from Jeremy Soule. I’m not even asking for the default scheme of the music to change. I’m just asking for the game to let us customize it to that extent.
Do you people agree?
(edited by Ludovicus.7980)
Yeah, it would be awesome if skill trainers or champions to capture them from would be wandering the world (or zone). That would encourage people to adventure and going out to search for them. Or perhaps some of them could turn up only when specific events are completed successfully, preferably the more obscure and hidden ones. Maybe require people to talk to specific NPC’s or scouts, to get hints about their location.
Yes, that’s the kind of progression that I’d like to see. The current way to learn skills feels flat to me. I know A.Net tried to make the skill acquisition equal for every class. But I don’t know if that was the right thing to do. Even if that was in the right direction due to their philosophy.
Sorry, but if you are so silly to take yourself away all the fun of what the game provides you by going onto sites, like dulfy, then this is just your own fault.
The main point of my posting was also to show you, that the game can easily be alot more, than just only unlockign skilsl with skill points only.
There are as you can see lots of different ways how palyers could receive for their characters new skills, than only by the total boring way of farming skill points only.If a player wants to take his/herself away all the fun of the game by looking into solution sites in the internet, like dulfy, only to be done with everythign as quick and efficiently as possible, then this is the clear decision by that player to do so, but if a player does this, this player in my opinion clearly has no right to complain about it, that the game hasn’t anything to do anymore to “quickly” and that the game got boring so fast.
Because if you simply take out everywhere dulfy out of your posting, you will see, that alot of those methods would add alot of fun for the game, which could feel for every class different.
Each class having to hunt down different elite/champion/legendary foes for their skills
Each class having to find and read different books
Each class having to receive different inspirations to learn new skills.
Each Class havign to talk with different NPCs…
Each Class havign to do completely different Tasks for their Masters/Grandmasters/Sages
Each Cllass having to go into their own SchoolsAlso there are options for Anet to randomize those methods a bit, like changing daily the positions of NPCs/books ect. that have to be found, so that people simply can’t just go onto the site of dulfy and look where somethign can be found, when the location of what you seek will be every day somewhere else.
This concept is already basically used with guild mission npcs, that move around, ANet just has to expand on this, that the world and especially NPC#s become more “living persons”, that actually follow their own life and move around, never to be found at any given time always at the same spot, based also on daytime ect. and what dynamically happens around them (letting them for example flee to an other map, when Scarlets invasion occurs for example on their current map)
I love this idea of class specific challenges and tasks. The problem is that A.Net stated that they didn’t want that. This is because they encourage all people to work together. If you create class specific content, this means that your friends from other classes won’t be able to help you complete it.
But I have a solution for that problem. The personal story. I’ve heard from many people that they feel that the personal story has too many blanks in the middle. If there were some class specific stories within those blanks (that also filled the blanks). It could be a way to give classes a feel and it could be an interesting way to learn skills.
More into the classes. I’d like to say that I’m missing a warrior’s academy, a guardian’s sanctuary, an elementalist’s school, a thieves’ guild and so. It’s not that it needs to be much story there. But I’d like to have a place(or places) in the world that explain lorewise why there are 8 classes and why there are this 8.
I feel like tossing a glass of water into the sea while posting here, but I’m doing it anyway.
The progression I’d like to see is the gw1 skill progression A.Net had there. I’d like to hunt for skills. I’d like skills to have a story and a meaning. Like “I learnt mirror images in Uzolan’s mirror house” or “I learnt the prayer to Dwayna at his statue in Divinity’s reach”
I really don’t like the skill point mechanic. May be we should still need to meat the skill point requirement to learn the skill.
But getting out there and learning a skill from some meaningful source makes more sense to me.
I think the acquisition of the heal skill by hunting for plants was a step in the right direction, if only there was no other way to get that skill. That would’ve been great.
Maybe instead of paying 25 skill points we should’ve payed the plants plus 3 or 6 skill points.
That was my glass of water.
(edited by Ludovicus.7980)
It wasn’t Abaddon just awakening. His armies were preparing for the invasion for centuries.
What about mask clipping?
I like the light armor masks. Even more since my main is a mesmer and masks fit into the theme. But most masks cause hair clipping.
I really hate that. Is there a way to do a re-style to the hair based on the mask you’re wearing or re-style to the mask based on the haircut you have. I mean, the mask is supposed to press your hair against your head since it’s solid. Or the hair is supposed to hang over or around the mask. I mean the developers have already done that for hoods.
TL:DR. Masks and hair need some integration.
I asked for more.. not just areas filled with a bunch of mobs.
I just want more areas that are just like.. hidden caves with nothing in em and abandoned houses.. maybe caves that run around places. heh
The secret garden in mount maelstorm is certainly not an area filled with mobs. It has some, but it is mostly an awesome place to explore.
Griffin rock is pretty neat too.
Arena Net needs sometime to advertise.
They are advertising. I’ve seen it. They are advertising “Free DLC every two weeks”. LW is not going away.
I loved the tyrian cabs
I don’t want to sound spoiled but wasn’t the patch supposed to be released already?
Isn’kitten bit late already? I mean for A.Net standard in patch releases.
I’ve not been able to check the actual game. But normally the page has the patch featured as main in the webpage at noon (GMT -4:00).
You are:
[ ] Married
[ X ] Have Girlfriend
[ X ] Employed
[ ] Have Pets
[ ] Have Children
[ X ] Are an Adult
[ X ] Have a Life
[ ] Have no Manual Dexterity
You Think Living World is too:
[ ] Hard
[ ] Time Consuming
[ X ] Temporary
[ ] Full of Jumping Puzzles
You are Currently Threatening to:
[ ] Quit
[ ] Uninstall
[ ] Kick Colins’ Dog
[ X ] Tell the Internet That You are Upset
[ X ] Stop buying gems
[ ] Immediately quit and start playing Wild Star the moment it is released
Yup, it is expansion time, nuff said.
1. Kantha
2. Elona
3. The 6 gods
All I know is I will not be happy until the Lore Slayer has been Slain!
I personally have no problem with the idea that the Nightmare Court would ally with the Krait. I mean this fits very well with the mentality of the Nightmare Court, cause pain and suffering anywhere and everywhere, but I will never believe that the Krait would ally with the Nightmare Court. I’m sorry ArenaNet, but you’ve taken this fragile glass vase that we call the “Lore of Guild Wars” and you’ve thrown it on the ground, shattering everything. I sign the petition for the immediate execution of the Lore Slayer. In fact, I would be willing to make a deal. Many of you know how vehemently I despise Palawa Joko… Well I would be willing to let him live through the entirety of the timeline of GW2 as long as it means that the Lore Slayer gets destroyed in the most violent ways possible.
How about striping her powers from her and let all the web she’s woven to crumble over her until she’s some powerless lunatic shouting threats from the grove’s prison?
I love the story and lore of Guild Wars as muh as I love my family (sad I know)
My point is, and I have already mentioned this to devs in game
GW2 NEEDS more referance, history and relation to GW1
1 dev even said that GW2 is a “new Game” and I can understand that yes it mechanics and gameplay are completely different, but Ignoring the wants of GW1 players, the history and the beautiful story line is like Anet pushing aside their loyal GW1 players to attract new gamers.
If anet is worried that new gamers will not uderstand the story becasue they didn’t play GW1 THEN TEACH THEM – It’s simple to incorperate the lore from one game to anotherand it’s sad that they have hardly attempted.
It’s unfair, unjust. GW1 has been forgetten about.
Kind of what Blizzard did with WoW and the RTS Warcraft saga. WoW is full with WC references.
Queen ain’t real, It’s just one of Kalkatorrik’s illusions!
He’s foolin’ with us! I tell ya…
First he hipnotized Logan, then called for “help” when Destiny’s Edge was about to slay him!
So Logan went to Ebonhawke to help “Jennah”…
….while Kalkatorrik broke free when Snaff died and flew away in peace…
D*MN I"M GOOD!!!!!!!!!!!
That would be an interesting twist.
Agony from Fractals is not the same as Spectral Agony. It’s already been stated by Linsey Murdock/Hargrove (whichever last name she’s using nowadays) that it was just a naming reference due to similar mechanics.
As to Mursaat returning… to OP: Eye of the North gave the biggest chance for a return, WiK just brought in and killed 7 mursaat.
Besides, with the quality and – even worse – the rate of reveal, would you really want the mursaat to return right now? I’d enjoy a return of them, but not with how the game’s development is going. The chapters feel too rushed to completion, the content to play feels too much too fast, and the quality feels overall unpolished. Not to mention that they’re backtracking on their “wider, not deeper” stance for lore (then again, how they went about with that was to redact the depth there was with Abaddon and humanity while making shallow lore throughout everywhere else – and now they’re trying to make deeper lore with Scarlet by tying everything to her, the complete opposite of what they said they wanted to do with Abaddon post-Nightfall!).
I stand corrected.
Just leave me a comment in the war of ice and we’re even
I stopped playing GW1 before The War In Kryta patch, is there scope for the Mursaat to return? I was devastated when the Arah Mursaat path was void of them. Then they annonced Fractals with new enemies which use a skill called (Spectral) Agony and needed Infusions to survive… Still no Mursaat…
Please stop teasing us and bring back the master race!
Since we’ve seen other sources of spectral agony. I think we might get an explanation on what was their power source.
Wow this tread just went metaphyscial
I mean really. If she was an illusion cast by Anise’s mind. Jennah would exist inside the mesmer mind. And this character idea would’ve made his way out from the mind of her owner into the real world.
Don’t our ideas and imaginations exist inside our minds?
Is a character’s existence less valuable than a real person’s just because it doesn’t have an obvious physical manifestation?
Even though most characters make it out from their creator minds to paper and may reside on other minds as well. And even if they don’t make it into paper. They are part of the synapse and the chemical reactions on the brain of the creator and/or the reader.
See the thirteenth floor
Now I ask. Even if she wasn’t made of flesh, bone and sinew.
Would that made her less existent?
Aren’t we characters that have completely taken over our bodies? Don’t the schizophrenic people have their bodies taken by multiple characters? Is any of them less existent than the other? Don’t we change the our character as we grow up and become more mature?
I ask again. What is existence?
(edited by Ludovicus.7980)
Shameless bump for visibility purposes.
Keep up the good work.
Thanks for the encouragement ^^
I made some order and added a feature to Drakkar’s fight.
I wish they do something like this. It’d be so epic…
(edited by Ludovicus.7980)
She’s not real. She’s a video game NPC
If you really want to go there she is real, as she is a certain combinations of 1’ and 0’s. She exists just as much as this game exists, virtually. If she didn’t exist in some capacity there wouldn’t be an NPC called Jennah.
What is existence?
We could have quaggan assassins with cloaks and rusty knives that do that.
And lanterns don’t ever forget the lanterns.
Not a single comment…
Don’t you like this idea?
Don’t you have an idea of your own?
Wouldn’t you change anything?
Haha, no my posts are not some “pay no attention to the man behind the curtain” diversion. By all means, this is an interesting discussion. Although I think the evidence that Queen Jennah being real is fairly well established, I actually do enjoy reading the theories about her being nothing more than an illusion in the same way I’m fascinated by web pages which describe how we never landed on the moon, or that 9/11 was a cleverly orchestrated government plot. :-P
I too have argued that we need a “hide footwear” option on characters, but to no avail. We got the option to hide gloves/gauntlets not that long ago, and that was in response to a bug that was needed to be fixed. hint
Oh come on… you’re such a killjoy. A red confirmation of her existence throws this thread to the dirt…
Alright. I’ve finished it and moved it to the corresponding forum.
I’ll be waiting for you there.
That remids me one of the fights in the ice citadel raid in wow. That fight was awesome
This sums all up. I’ll be waiting for your comments.
Chapter 4: The ice beyond.
A new zone is opened north of Frostgorge Sound. Let’s call it Drakkar’s Glacier.
It has 4 paths to make war against the icebrood. Like Straits of devastation. Each path is guided by a different spirit.
Bear pushes you to go kill creatures by yourself and take posts by raw force and pure damage.
Wolf guides you along with other heroes (group events that only start when enough people has signed in and are in range of wolf spirit) to attack as a pack and destroy the icebrood as one.
Raven shows you how to trick the icebrood into traps and use the terrain and their own blood-lust in your advantage.
Snow Leopard leads you to circumvent battle and shows you the back door of Drakkar’s Lair. It involves jumping puzzles and commando like sneaking through enemies.
Once every spirit has arrived to the lair a boss event is triggered. Drakkar rises from within the ice, breaking the glacier, to fight you and he has the help of a wounded-wingless claw of Jormag. The fight has 3 phases:
- Knock out the Claw.
The claw wants to defend Drakkar’s lair with all its remaining strength. But it’s been wounded and is very weak in comparison with its former self.
- Fight the minions.
Once the Claw is down. Thousands of minions come out from the ice within the cave. They were fused with the walls. All 4 spirits guide this phase. Heroes need to use the terrain, to hold places with numbers, to fight some elites with deadly strength and to sneak into the cave and make collapse parts of it to prevent more icebrood to come out.
- Fight Drakkar.
When most of the Icebrood are gone. Drakkar rises, very angry. The ground shatters and everyone caught in the the blast is launched hundreds of yards away (to die by falling damage). The closest you’ll get to fly in GW2.
A big hole remains where Drakkar once was. You cannot hurt him normally in this last phase (not in any way that is meaningful).
The main objective is to put explosive charges over Drakkar’s body. The battle ends if enough charges are planted over its body. The pact will detonate them.
There will be 3 tasks to do:
- One group needs to keep it rooted to the ground by reforcing some Deldrimor steel shackles.
- The second group will attach explosive charges to its body.
- The third group will inflict pain climbing on its back and attacking some soft spots.
There will be 2 consequences:
- Drakkar will attack the people who’s placing the charges and the shackles if enough pain isn’t inflicted. Otherwise it will attack the people on the back, but very inefficiently.
- Drakkar will take off shaking all charges and players from its back(yup, you better find the closest way point and run back) if the shackles aren’t strong enough. You’ll have a small chance to grab a shackle on your way down if you manage to direct your fall to one of its claws. If you were on the wings or the tail when it takes off, this won’t be possible for you.
When the time is up, a huge wave of icebrood will flow from the ice crater it made and the spirits will retire to the beginning of the zone to plan a new attack.
If players manage to defeat it on time, it will roar and dig a hole into the ice through which it will escape. Aside from the chest players will have access for a while to a surplus of minerals from the cave it just dug.
The icebrood will eventually flood from the cave and will make the spirits retreat. This will reset the event. Players can extend the duration of the cave access by doing some dynamic events but after a given number of time extensions, the spirits will retreat no matter what the players do.
You can spot Jormag flying from time to time to the north of this new zone (hinting the opening of a new zone in which you will face Jormag).
(edited by Ludovicus.7980)
Chapter 3: Bear friends.
The time to get the fight forward has come. But the heroes need to get rid of the most immediate menaces. These are the Claw of Jormag and the sons of Svanir inside the Kodan cities.
Honor of the Waves’ new path
A new path opens in Honor of the Waves. The story of this path takes place after the defeat of the butcher, the plunderer and the zealot. The remaining sons of Svanir are performing a ritual to corrupt the Voice of Koda and destabilize the kodan society.
Several icebrood have broken into the inner city and they’re securing the place while the sons of Svanir perform the ritual. You need to go through endless ice creatures with the help of asuran alchemy (do you remember the little guy who dented the tooth?). This path is 50% regular fight and 50% terrain mechanics (destructible bridges, bombs, falling icicles, etc.).
The parts of the dungeon are focused on the spirits that guide you rather than the enemies you face. Bear and wolf guide your regular fight part. Raven and Snow leopard guide the terrain usage part. The spirits never fight, they just tell you what to do, buff you a little and trigger some events inside the dungeon.
When you finally disrupt the ritual, the inner city is free of Jormag presence, but at the price of the Voice and the Claw of Koda.
Open world activity
The spirits want both kodan society to be stabilized again and the claw of Jormag gone from Frostgorge Sound.
The spirit device a ritual in order to summon Koda herself. For this patch duration, heroes will have access to it. It is a test of balance that will help the kodan raise a new Voice and Claw of Koda and that will create a very hostile terrain for the Claw of Jormag.
This test consists on a jumping puzzle that will keep growing the more people completes it. The bigger it gets, the harder it is to complete. It’ll have chests on 33%, 66% and 100% of the full length of it.
If the puzzle is fully built when the claw of Jormag strikes. The event will go straight to phase 2. A powerful wind will put the claw to the ground and shatter its wings. Resetting the puzzle by destroying it.
Chapter 2: The Chipped Tooth.
This patch would be much like the one with which the aetherblades were revealed.
But the main event would be that one morning the tooth of Jormag appeared chipped.
Hoelbrak is in chaos, in a good way. Everyone is wondering who’s the hero and what will happen now. Destiny’s edge pay the tooth a visit and Eir regrets not having chipped the tooth herself.
An investigation begins. You need to gather clues guided by all the 4 spirits.
You need to beat information out of a very stubborn eye witness(he was half drunk when he saw the event anyway).
Raven will help you figure out the meaning of the information you’ve just gathered by guiding you to the right npc’s all over the world. A potent agent can be made to reproduce the damage made to the tooth. This leads you to a hunt around some maps guided by wolf in order to gather some reagents.
The rarest of the reagents are provided by snow Leopard’s Guidance. The spirit will lead you through jumping puzzles, vistas and enemy mazes (if the enemies follow you to the end of the maze, you fail. You cannot kill them either. You need to manipulate them to fight each other and stall them using the terrain).
Finally you’re ready to try your explosive agent on the tooth when you get interrupted by a Norn that leads you to a solitary corner outside the lodge. There’s only but an Asura there. He explains the whole story.
He deviced the formula by an order of whisper’s customer. The whole point was to create the false idea that there’s a hero out there. The pact wanted the Norn to go full-hardy on this because they knew the other races would follow them and it was they only way to unite them in battle. They’ve planted 4 false heroes, one in every lodge, that will claim to have chipped the tooth.
They didn’t want just one hero. That would only gather a portion of the population. The Norn are willing to believe in a hero that chipped the tooth anyway. So they will have a hero for each kind of personality within the Norn.
You march to the northern part of Frostgorge Sound with the Norn and the pact and you open a path to the north near Drakkar WP. The spawn of Jormag start coming through there. Drakkar is seen flying north of it.
There are 3 new outposts that can be taken by the pact or by the dragonspawn, depending on player’s activity.
(edited by Ludovicus.7980)
Chapter 1: The Hoelbrak Gathering.
The spirits are on the move. Bear, Wolf, Raven and even Snow Leopard have had enough of Jormag and his minions. They’ve gotten news about the defeat of Zhaitan and they’re calling all heroes to Hoelbrak where they’ll strengthen them, preparing all heroes for the upcoming march to the north.
This chapter is meant to get people used and prepared to the idea of attacking Jormag to the north. It has a festival theme and is full of activities meant to motivate and orientate and prepare people.
Honor Bear
The pvp fighting is the central theme here. Bear is strength and fury. You smash your enemies in barehand fights (similar to Kilroy’s dungeon back in gw1) you earn achievement points based on battles won and you can boast in battle to earn extra points, meaning you cannot hit or defend while boasting, but it raises your morale.
This is not an hp fight it is a morale fight.
Honor Wolf
The theme here is the pack and the hunt. So this activity will send you all over the world hunting for a specific prey that is needed for the wolf lodge. To aid the orphans of the north. Wolf spirit would guide you to the prey. This is a group boss activity for 5 – 10 players. You will be queued to a party that will go out in the hunt of the pray you need. The hunt itself is instanced and can be joined cross server.
Honor Raven
The theme here is knowledge and wits. The priests of Raven had gathered too and they want the mind of the heroes to be prepared for the upcoming challenge. Unlike the questions an asura would make, this is not scientific stuff. It’s all about history, lore and riddles (it would demand a great amount of random riddles and questions to be displayed so you could not cheat it so easily). Raven spirit would guide you to the sources of lore(specific npc’s around the world.)
Honor Snow Leopard
The theme here is exploration. You need to climb and/or explore specific spots guided by Snow Leopard spirit.
Boasting Activity
Through all the previous activities you gain aside from achievement points, boasting points. You have a boasting score and you can use it in a boasting duel (similar to the brew duel) with other people. The winner makes progress in the boasting achievement which is the meta achievement. You can only win a boasting contest with the same player once a day.
The spirit honoring activities are built so you can win points doing a little of every activity or focusing in one or two. The important thing here is your boasting score, so you can win boasting contests.
I was in the lore forum and due to a song posted there I came with an idea for a living world series. I wanted to elaborate more here.
This is the original plan:
But first…
Legal Disclaimer
I hereby declare my agreement that all the content ideas posted by me in this topic are freely usable by ArenaNet™ in any type of content like(but not limited to) patch releases, books and short stories.
I give up my copy rights about this ideas to ArenaNet™.
You know how legal disclaimers have a lot of useless information within. Things like please don’t use this ideas to create nuclear bombs or to commit terrorist acts. Well, I think this one is no exception.
I Just wanted to fill this space with meaningless words to make it dull and boring. But since I’m getting out of ideas I will sing a song: Mary had a little lamb, little lamb, little lamb, Mary had a little lamb, whose fleece was white as snow.
Now seriously… who’s the sick dude that uses a fantasy game plot to create a nuke?
Summary
Chapter 1: The Hoelbrak gathering.
The gathering begins and you can feel the mood in Hoelbrak. Songs, fires, drunken men all around the city.
- Honor Bear in barfights. (pvp activity)
- Honor Wolf by aiding the orphans. (item collecting)
- Honor Raven by learning about the lore of the Norn. (reading and taking tests)
- Honor Snow Leopard by exploring Hoelbrack (exploration, jumping puzzles, vistas, etc.)
- Boasting Contest at the Great lodge.
Chapter 2: The chipped tooth.
A great hero raises from each spirit lodge. All claim to have chipped the tooth.
But no one knows who’s telling the truth. The sons of Svanir are not happy.
- Finding out who’s the hero(investigation activity)
The "hero" was an Asura that knew that a dented tooth of Jormag was all the Norn needed to go face the dragon. He's a whisper's agent. He dented the tooth with alchemy and very powerful tools. The truth cannot be told. - Securing the north. (dynamic events change in Frostgorge Sound)
Chapter 3: Bear friends.
- Regaining balance. (a new path is added to Honor of the Waves in which you clear it from Jormag’s influence and Svanir’s presence)
- A new activity location is put where the claw of Jormag is and only when he’s not up.(a balance game. Thin paths with wind and other hazards that can make you lose balance) You help building better defenses against him with that activity. It is cooperative rather than competitive.
Chapter 4: The ice beyond.
- A new zone is opened north of Frostgorge Sound as friendly as Straits of Devastation, but with Jormag minions.
- The claw of jormag retreats from Frostgorge Sound to this new zone.
- You can spot Jormag flying from time to time to the north of this new zone (hinting the opening of a new zone in which you will face Jormag).
Thank you Logan! But the Queen is in another dungeon!
Thank you Logan! But the Queen is in another human castle… oh…
I feel flattered that you took my idea about creating a LS patch thread. I like the Mursaat being included in this. But I’m a bit jealous because your story got more feedback than mine
I am a big fan of both you and Konig’s ideas, we should continue to think tank and offer up ideas. If anything I’d be happy if any ideas I throw out offer inspiration to both players and developers.
I was looking for a living story idea from Konig. I’m kind of a fan of his too. But I wasn’t able to find it. Where is it?
I feel flattered that you took my idea about creating a LS patch thread. I like the Mursaat being included in this. But I’m a bit jealous because your story got more feedback than mine
+1 for the term “Random Story”. Will use it from now on when discussing LS.
It does feel quite random…
That’d rock!
+1
First of all I’m doing this on windows 7 and google chrome.
If you try to edit a post. Once you hit the save button, the page freezes on “saving”. You need to manually refresh the page in order to see the changes.
Just informing. Keep up the good work.
And this is a good example about how todays gamers are lazy.
They want/“need” everything pushed into their faces in order to see it.If you go out in the real world, would you know everything about the place you visited without “working” to find out about it?
Indeed