Love your ideas personally.
Not sure will the masses will though and thats whats important due to it being a mechanic that would effect everyone (barring pure spvp players, unless they get a dark map to play with).
The personal lamp would be another gold sink, depending on how much it was priced. Id prefer something very small, with lamps in tiers like bags are.
Im pretty sure Anets plan with DE development includes improving the day/night specific DEs and expanding on them. It would make sense to keep adding DEs into an area while toning down the cycle on existing events. After a period of time areas would become alot more diverse than they are now.
Id also love to see a massive DE chain to replace other zone events at night on random days. Something that most of the players of the map can get involved in. Safety in numbers in the darkness style.
As iv said before, raids could only work for multiple groups of five to run a path each, with larger encounters bringing the groups together at certain points.
Considering Anet is against speed runs and wants trash to be exciting enough to be worth it, it would be hard to keep it from a zerg fest for most of the dungeon.
Well i would predict they do release patch notes for this one.
Sniper stealth patches usually dont announce the new build in game.
Endgame is whatever you like it to be.
Endgame is playing the game in any way you regard as fun or interesting for the purpose of fun and interest alone.
Endgame tends to be a infinite reason to play the game. For some that’s progression, others its vanity and cosmetics… but for most its all to do with the fun factor.
What makes me wince more than anything is seeing this forum plagued by individuals who cant seem to have fun unless they are ePWNing something, or someone else. It shows the flaws within our modern western society and the reason we are all fatalist capitalists. The inherent competitive desire to not only be better than everyone else, but the ridiculous desire to show EVERYONE you can how much better you are. The biggest problem is that most MMOs only allow a few individuals that right, while GW2 allows most people to achieve that level (within PVE anyway). This creates a massive rift within the games population and exaggerates both sides opinion.
A little off topic but still adds to my point;
Gw2 has been described as a single player game aslongside many other players. This description isnt that wrong, but only due to the fact that the main mechanics within the game are actually incredibly fun… without the need for social mechanics to make up the difference.
Example;
Another MMO has crap mechanics but is fun because of the need of other people. Hence a boring combat system and ridiculous carrot on stick mentality being acceptable, because most people enduring the games endgame are enduring it with friends or a guild.
GW2 combat and most of its activities (DE´s and chains, leveling process, mini games, jumping puzzles, exploration ect ect) are very fun to play solo. The lack of need for guilds is really innovative and fun throughout the game, until unfortunately once you reach max level. In a traditional mindset, its extremely hard to enjoy a endgame without enjoying it with other people.
Id agree with the perspective that elite skills need more work rather than giving the option to scrapping them all together.
However, if players want to do it and it wouldnt cause ridiculous balance issues, more customisation and player choice never hurts IMO.
This ascended palava has created soooo much fuss and it isnt even that big of a deal.
1. Ascended items arnt really that much better than exotic.
2. Anet have already stated they are looking at ways to introduce the items in normal PVE, WvW etc. That will prob happen for the rings in jan or febs update.
3. The gear treadmill and power creep is a debate that alot of gamers argue about anyway…
4. The manifesto isnt truly in trouble until they introduce a higher tier than ascended. IF they do that, (which i for one dont believe they will for years to come) then thats the time to start panicking.
/signed.
All those chairs in LA TP wouldnt be going to waste then. I always think its odd when im in there.
Very small feature that altho isnt a NEED atm, it would take kitten all time to implement.
Was gonna reply with a generic post i had to make throughout the beta about 5 races and Anet needed something to monetize… Until i realised the actual point behind this post..
A massive plus one from me. Id like to see all 8 of my characters aswell.
plus one from me.
Even if its for WvW i would be happy. It really annoys the kitten out of me that sometimes i am forced to correct my kiting just for the purpose of looting mid battle.
EDIT. In fact thinking about the botting issue WvW should be the only time loot is true auto…. Just to make a botters life a little harder.
(edited by Parlourbeatflex.5970)
Oh my days… after 5 months with the game i didnt even know quivers exist yet. Well looks like i know what ill be adding to my thief after i get back from holiday.
This kind of thread is becoming more and more common, and every time it raises a good point. Orr is becoming more and more dead.
A few suggestions of my own to sort this out would be;
- An underflow server system. As suggested alot recently this would add alot of life to dead zones. I cant believe that out of all of a continents server list, there is nobody playing Orr at all. Put a underflow type system in place and watch those waypoints becoming uncontested again.
- One or two more waypoints that are NEVER contested, preferrably near the start of the temple event chains. I think would help the issue quite alot, as the normal routine for many endgame players is login, check Orr temple waypoints, see there contested and then que for fractals or dungeons until eventually loggin out.
- BETTER REWARDS. I cant stress this enough… The champions and vets give out worse rewards from standard risen mobs. Frustrates the life out of me everytime i venture into Orr.
- A Dragon Champion event chain in each Orr map, with decent rewards like minuscule chance of dropping precursors. Not only would it bring alot more life to the zone than the temples do.. Advertise this reward in particular and Orr will be flooded with people trying their luck. Its much more fun than playing the TP or the mystic toilet so even with 0.0001 percent chance of dropping people would take that over the other routes to a precursor any day. I would also suggest that any dragon/champion event you put in the game for lvl 80s (thinking of future zones) have this reward aswell, you would find alot of people hopping maps actively to try and clear all dragons each day.
- More grouped mobs, less sporadic. have mobs in dense groups, according to mob type. Give players a little freedom to move through the map, at the risk of getting into SERIOUS trouble if they wander into a group. The zones need to feel challenging, but that should have a risk/reward factor rather than just risk. The reward being that decent planning and movement will get through the zone pretty safely.
This kind of whine post stuff makes me laugh, and also cry at the same time.
We always knew that guildwars 2 cash shop system was gonna be pay2belazy. Its the same logic as accounts being sold for 2 thousand dollars or more… There will ALWAYS be people who have too much money to blow on the route with least resistance.
To be honest though, i am happy there is people like that. Its them people that keep the game sub free and the cash shop free from pay2win items, as if it wasnt for extremely lazy and extremely rich players, Anet wouldnt have the revenue to keep updating the game without a sub.
Ok i do agree that its getting to a point where Legendary´s are slightly out of reach for a player with little money to spare and this is a reason they are starting to become non impressive (with the exception of a guildie or two, whenever i see one i think of the player as being rich and lazy). I believe thats because of how expensive and rare the precursor is though…
However aslong as the scavenger hunt is implemented right and precursors remain bind on equip, the price of these items will fall dramatically on the TP. The argument here though, is that with precursors easier to aquire, more people will end up with a legendary. What your complaining about will only make you complain even further no matter which way devs decide to handle the issue.
The fact of the matter is the game is now old enough for a legendary item to start becoming more and more common, unfortunately it has meant hardcore players with little knowledge of playing the TP (once you have 20g or more starting capital the TP is VERY EASY to play btw, not saying L2P but comon… it takes like 10 mins to flip items) are being left behind a little bit.
If you want a perma pet go on youtube and search ‘useful items for pve’.
Theres a WoodenPotatoes video that shows a perma pet summon item you can buy from a event vendor (i think in blazeridge steppes???)
+1
It would make the game more intertesting as you would have to build around nighttime cycles aswell.
Ghastly weapons, torches or whatever would be needed to quest in the dark!
Excellent idea my friend! This whole game is based off of teamwork and cooperation; this is just another way to enhance this concept. /Signed, good luck with this
Thanks for the positive feedback
….Continued from previous post;
Full Group Encounter FInal Boss.
To open the gate the groups must summon the crystal guardian. there are 5 control panels surronding the gate which players must channel together for 5 mins. Once a panel is interacted with mobs begin to spawn that try and attack players using panels and a security golem comes online in which must be kept away from the panels due to its AOE that pulses surronding the golem.
The idea is to have a group assigned to the panels while another defends them, and the final group keeping the golem away from the panels. The panels timers only go down when all are pressed together.
Once all the panels have been channelled for 5 mins, the crystal guardian comes through the gate and acts like a big open world boss. While adds are less frequent the panels still need to be channeled in order to de-buff the guardians invunerability.. The concept now is to have one group with the panels while dealing with adds themselves (slightly more challenging than before) while 2 groups deal with the guardian.
The guardian itself has a mechanic that is based on his two hands, one holding a magic shield that provides itself with protection and regen while the other holding a sword that provides the boss with retaliation and a interruptable mass knockback skill. Each must be dpsed until the items ‘break’ and then the guardian himself is targetable, after a certain amount of health is gone the guardian uses crystals to repair the items and the cycle begins again.
You could even add a optional mechanic to delay or interrupt the repair process, if the boss wasnt varied enough.
Once the boss is downed the crystal gate opens, revealing a tresuary with a huge 3 reward cheats inside! Allowing players to open each chest for extra loot chances. The NPCs affliated with each path would then wrap up the objectives with a quick dialogue or two and the dungeon would be complete, earning slightly more gold, karma and influence than any normal dungeon
In conclusion I believe if this was implemented right, it would be the answer to alot of big PVE guilds problems. Once an intial dungeon is implemented, similar ones could expand upon the idea in the future. Of course the learning difficulty is gonna be extremely high as these encounters might become very complicated, but the dungeons are supposed to be for guild like groups that have internal community for newbies to learn from rather than PUGed groups. And as the old argument about people missing out on content might also be a issue, the dungeon could be designed so it scales, therefore a PUG group of 5 could complete it (less rewards and chests though).
I do not think that any of the dungeons currently in game would perform well within the multiple group structure, unless a master dungeon mode was introduced that dramtically altered the dungeons layout and boss mechanics (and i think even then such an idea would be more suitable to just the one group of 5 as per usual),
Tell me what you think guys and feel free to add any suggestions for extra mechanics or ideas that would include paths affecting each other and encounters that required groups to split roles rather than zerg it out like the open world boss encounters.
…..Continued from previous;
First Group Cross over encounter.
The 3 mini bosses from each path are interconnected with each other. For the sake of the example a scenerio I have in mind is a structure built into the cavern that has 3 floors. Each room has an alarm system that floods add mobs into the floors. Each floor has a control panel which needs to be channeled in order to turn off the alarm, however the twist is the panels connect to a different floor. Therefore the success of the group depends on another group in the dungeon.
The mini boss will actively try to attack and interupt the player channeled and will obviously take a group strategy to deal with which presents an interesting challenge for the whole group.
Once a mini boss is downed trash mobs flood the same room (the panel however locks out from player control and behaves as though players are interacting within the room that interconnects) until everyone else has completed there own mini boss, making the chest spawn. This is just so groups dont fragment from each other while giving the quicker groups something to do while waiting (simple concept that could be developed so its more fun than trash grinding).
After the mini boss, the groups come across a massive jumping puzzle to navigate… While each path is independant from each other they interlink in a number of ways;
- Visually speaking, the groups are able to see each other navigating there portion of the puzzle.
– Sections of the puzzle require groups to hold gates open for each other, or something similar.
– Would include optional puzzles that can be completed in order to unlock shortcuts for another group.
– Include trash mobs that a quicker group might be able to clear before a slower one, to promote further teamwork. Mobs that require another group to range kill it so another group can advance and ideas like that.
After the puzzle the groups make their way through seperate paths and encounters, one group randomly encounters a bonus event – the other groups progress until a seemingly locked gate in which a panel from each path needs to be pressed to progress.
The bonus event is a simple mini boss that can be taken down. While the group can decide to skip it to go on and press the panel, if they decide to tackle the bonus event new events would then kick off for the other groups at the gate.
Once all mini bosses are taken down a reward chest is granted for all groups.
while the dungeon could include many more examples of paths crossing and interacting with each other im gonna save some time and writing here, lets say after another boss and each group facing events that make sense within the path objective (group 1 learns that the guardian holds the secret to the crystal core, group 2 learns of the guardians whereabouts and group 3 grabs the VIP and learns that the only way out is something called the crystal gate)… At the end of the dungeon the paths all converge on eachother and once again the group is all together. For example the groups are faced with the crystal gate.
Continued on next post….
(edited by Parlourbeatflex.5970)
NOTE; All credit for the inspiration on this idea goes to Moon Electric () in which spurred me on to develop the idea in a different format.
Also, Id like to make clear that I have little grasp over the very detailed lore of GW2 and this post is intended for outlining mechanics and design descisions for implementation rather than the finished product style suggestions I have seen from some rather well thought out posts.
New Dungeon Concept – Designed for larger groups of players, but rather than raid style encounters the dungeon is based around multiple groups of 5. The idea behind this concept is to create a challenge that requires extremely organised efforts on a larger scale than normal dungeons, without promoting zerg style play or elitist gear mindsets.
Before I get into the example there would be a mechanic needed for the idea to work smoothly, namely a group leader or something in a similar style, which would be quite simple to implement. This is literally for ease of path selection when inside a dungeon.
So here goes….
Example Dungeon – Crystal Caverns (3 group dungeon)
Dungeon starts in typical main repair room with all groups together and each group would pick a path. The path choosing dialogue would have to be selectable only by the group leader.
Path 1 – Discover the Secret of the Crystal Core
Path 2 – Kill the Crystal Guardian
Path 3 – Find the lost VIP scholar and get him out of the cavern
It would be important to implement some kind of phasing with this bit, so that groups cant pile down one path or split unevenly.
All paths begin in a similar style to normal dungeons, each group tackling a introductary encounter with trash mobs (literally one or two just so the groups dont fragment in time taken to run to next part) which leads to a mini boss…
Continued on next post…