Suggestion: Add Raid-level PvE Content in Nightfall

LoKi Foxfire

LoKi Foxfire

Krytan Explorer

Join Date: Apr 2005

Florida

One Corgi Army {OCA}

R/Rt

This is a pretty simple suggestion or wish:

Add PvE areas like FoW or UW which don't allow for henchmen and make them into 12 or 24 man events.

Make them an optional seperate level of progression for PvE guilds to participate in. Instead of just having a primary mission line to complete, players could group together and make progression through a series of ever more difficult optional missions for special items and titles. Each area could have different types of enemies and require special strategies and excellent teamwork to beat. The rewards would be greater for each raid mission that is completed and with each area dropping unique items for that mission. Maybe they could even be made into variable missions with different bosses and routes to take. Instead of being forced to beat the same mission every time, different groups could take different objectives to complete.

I guess this is asking for a lot, and I don't really expect to see anything of this WoW/EQ1 calibre type PvE content but I guess a dream is a dream....

Morrandir Gurthring

Ascalonian Squire

Join Date: Jun 2006

Wandering Oracles of Time

Rt/N

If it's optional, and optional ONLY, let me repeat myself, optional, as in NOT REQUIRED, then yeah, I'm fine with it. I just don't want this to become another WoW.

Rieselle

Krytan Explorer

Join Date: May 2005

Melbourne, Australia

E/Rt

I dont see any need to add content that requires a larger party. It's hard enough getting enough people as it is.

What I would like to see, though, are massive bosses with multiple hit zones.

Say you have a giant golem walking along, and the warriors have to attack its feet to slow it down and make it fall over, whilst rangers have to run up a nearby cliff to fire arrows at its eyes to blind it....

Then it falls over, and everyone runs over to its head and tries to do damage before it gets up again, and so on.


You can think of similar set pieces that apply to multiple monsters... eg, sieging a monster stronghold, where they have patrols, scouts, guards and a boss. They communicate with each other, so aggroing a scout will make it run away and call a powerful patrol etc.

Magnus_1

Academy Page

Join Date: Feb 2006

Mo/Me

I wouldn't mind seeing things like require PvE teams to work in tandem to achieve a single goal, i.e. one group distracts enemies, while another sneaks in behind to... capture the base or something. However, Rieselle made a good point; 24 people would be too much. Another thing to taake into consideration is that many people can reach level 20 by the time they reach the Desert in Prophecies, and yet you don't really see many high-level enemies until you reach the Shiverpeaks, and even then they are wimps. It's incredibly easy, albeit time-consuming, to kill everything in each zone in the Southern Shiverpeaks, even with henchman.

So I would opt for more high-level areas, missions, and quests. That wouldn't be too difficult for ANET, and it really isn't an unreasonable request. But in order to truly satisfy PvE players' need for end-game content, ANET needs to make high level farming areas (set low drop rates, and just let people farm - a lot of us like to farm every once in a while), as well as replayable missions/quests like the OP described. There's nothing wrong with throwing a bone to the PvE-ers, even if it does smack of a WoW type game style.

bigwig

bigwig

Krytan Explorer

Join Date: Oct 2005

Nova Scotia

#Dismantle

i'd actually like to see more variety in group sizes. does everything have to be a group of 8? i'd be interested in tackling high level zones in groups of 6 or 4. or yes, larger numbers.

Kuja

Kuja

Frost Gate Guardian

Join Date: May 2005

MA

Kame

Mo/W

Quote:
Originally Posted by Rieselle
I dont see any need to add content that requires a larger party. It's hard enough getting enough people as it is.

What I would like to see, though, are massive bosses with multiple hit zones.

Say you have a giant golem walking along, and the warriors have to attack its feet to slow it down and make it fall over, whilst rangers have to run up a nearby cliff to fire arrows at its eyes to blind it....

Then it falls over, and everyone runs over to its head and tries to do damage before it gets up again, and so on.


You can think of similar set pieces that apply to multiple monsters... eg, sieging a monster stronghold, where they have patrols, scouts, guards and a boss. They communicate with each other, so aggroing a scout will make it run away and call a powerful patrol etc.
That's just simply a different game, though would be cool

master kisho

Ascalonian Squire

Join Date: Jul 2006

Belgium

Five Tigers [HAN]

W/Mo

Quote:
I dont see any need to add content that requires a larger party. It's hard enough getting enough people as it is.

What I would like to see, though, are massive bosses with multiple hit zones.

Say you have a giant golem walking along, and the warriors have to attack its feet to slow it down and make it fall over, whilst rangers have to run up a nearby cliff to fire arrows at its eyes to blind it....

Then it falls over, and everyone runs over to its head and tries to do damage before it gets up again, and so on.


You can think of similar set pieces that apply to multiple monsters... eg, sieging a monster stronghold, where they have patrols, scouts, guards and a boss. They communicate with each other, so aggroing a scout will make it run away and call a powerful patrol etc.
that sounds alot like LOTR

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

the deep and urgoz are already similar to what ur describing in the 12-man "raids".

jackie

jackie

/retired

Join Date: Dec 2005

On the Beach

Well, so far Guild Wars doesn't have 'saving system' where you could log off in some huge & time consuming instance and come back later to finish things off. Therefore bringing in big raids that could last whole night & day would be only for the hardcore PvE'rs (which 90% of this community is ).

But that concerns only the size of some raid-mission. For the 8-12 player limit, I bet Anet will continue increasing party size. Level Cap 20 kinda forces it because one way to 'develop' your character then is to experience greater/more epic size challenges. Otherwise we would feel just playing a game with same difficulty over and over again, only with new skins.

gamecube187

gamecube187

Wilds Pathfinder

Join Date: Jun 2006

No larger groups please. That would be a nightmare to get into. Its already hard to get full groups for some areas, and the amount of people in the party isn't nearly as high. Unless there is someway to get a HUGE number of players to be there and want to get into the large groups, so you can easily join a group at all times, then no, no, and no.

Also, please now raids like WoW. If I wanted stuff like that (which I don't), then I would play WoW. I say smaller groups with harder enemies, like the missions for the dragon festival. Those were fun, but still hard.

And the huge enemies with different parts to hit sounds cool. Maybe in a later mission with 2 teams in one of the chapters to come?

WasAGuest

Desert Nomad

Join Date: Jan 2006

No henchies, no go IMO. I've had my fill with PuGs and refuse to deal with the migraines that seem to follow the common PuG.
Either it's henchies, friends and guildies or nothing.
Would love to see some more end game content though, GW needs it badly - However, it seem Anet enjoys locking up end game content behind favor and faction farming... so I don't see any real end game content coming till Anet removes the worst features in GW... that being favor and faction farming ties to the elite missions.

Raziel665

Raziel665

Krytan Explorer

Join Date: Apr 2005

Defenders of the Blackblade [DotB]

N/Mo

Quote:
Originally Posted by Rieselle
What I would like to see, though, are massive bosses with multiple hit zones.

Say you have a giant golem walking along, and the warriors have to attack its feet to slow it down and make it fall over, whilst rangers have to run up a nearby cliff to fire arrows at its eyes to blind it....

Then it falls over, and everyone runs over to its head and tries to do damage before it gets up again, and so on.
Sounds more like Shadow of the Collossus, wich pwns.

Solar_Takfar

Krytan Explorer

Join Date: Jun 2006

If stuff like that gave titles and items with different, cool skins, then it'd be OK. If it provided more powerful items (which would then become prerequisite to stay competitive), then not.

As for party size, I think by the time chapter 3 is out we'll be ready for 12-man parties... the number of classes is growing, you see. Bigger than that would become really unmanageable. 4-man teams against strong enemies, the support classes would have a really hard time getting a group, it'd be all tank/nuker/monk, with little to no variation...

Bitmaster Nulflux

Pre-Searing Cadet

Join Date: Sep 2006

Minnesota

Six Six Six {sSs}

Me/A

Quote:
Originally Posted by gamecube187
No larger groups please. That would be a nightmare to get into.
I tend to disagree because of two things: 1) Missions that require these larger teams could easily be filled at places such as Kaineng Center and Lions Arch. 2) The Guild Wars universe has expanded to the point where the community is no longer large enough to populate it's epic scale. By providing these grandious missions in areas where traffic is guaranteed it would increase the playability of the game tenfold.

Quote:
Its already hard to get full groups for some areas, and the amount of people in the party isn't nearly as high. Unless there is someway to get a HUGE number of players to be there and want to get into the large groups, so you can easily join a group at all times, then no, no, and no.
I believe that it really is HARD to get full groups in many areas. I have seen at least one town completely deserted: The Aurios Mine. It stays deserted for great lengths of time and I haven't ever seen enough people there to start a mission, which it does have a mission.

Quote:
Also, please no raids like WoW. If I wanted stuff like that (which I don't), then I would play WoW. I say smaller groups with harder enemies, like the missions for the dragon festival. Those were fun, but still hard.
We are all frustrated because of the difficulty that lies within gathering a group in an almost deserted towns. Again, if strategically placed the larger missions could theoretically be easy to get into. To easily solve the other concerns we could be given the option of joining the mission randomly or with an assembled team (both options are in the game already, they'd just have to insert the options as separate buttons).

Quote:
And the huge enemies with different parts to hit sounds cool. Maybe in a later mission with 2 teams in one of the chapters to come?
I believe that this is an awesome idea. I would like to see a variety of these type of monsters, not just end-game or elite bosses but ones that freely roam the countryside in certain areas of the map.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

I'm guessing the Elite mission in Nightfall will be 12-man, just like the Elite Missions in Factions.

More than 12? I don't know, even WoW is scaling back it's "Epic" content, because it was simply too hard to get groups of 40+ together.

I could see Elite missions where two 12 person teams work together, though.


If we're going to increase the size of parties, then the "LFG" function must be improved! (I should be improved anyway, but that's another thread...)

Knightsaber Sith

Knightsaber Sith

Furnace Stoker

Join Date: Aug 2006

Few Fallen Heroes [FFH]

W/E

As has been stated; there are 12 man pve areas called elite missions.

gabrial heart

gabrial heart

Wilds Pathfinder

Join Date: Jan 2006

Las Vegas

Beautiful Peoples Club [LIPO]

Mo/Me

This belongs in sardelac...

Cloudpiercer

Cloudpiercer

Frost Gate Guardian

Join Date: Sep 2006

R/

Quote:
Originally Posted by holymasamune
the deep and urgoz are already similar to what ur describing in the 12-man "raids".
They are exactly what he is describing. And I believe Nightfall will have more but without the need to catch a ferry there.

I want more gods to have there own "planes" though... similar to Grenths UW or Balthazars FOW. What about Dwayna, Lyssa and Melandru?

Durik Lakmor

Frost Gate Guardian

Join Date: Sep 2006

Missouri

Pearl of Great Price

R/Mo

12-man are nice. I love that they are bigger than the 8-man, and challenging but not so huge that it becomes zerg-fest or hard to get a group. 12 MAYBE 16 person teams are about as far as I'd like to see this game grow.

saphir

Lion's Arch Merchant

Join Date: Jun 2005

doa

Mo/

I too would like to see some new high end areas from the other gods in TOA as well. Been waiting for it since I heard factions was coming out!

Or the smaller multiple team idea sounds like fun as well, sort of similar to what you have to do at the beginning of the Deep. But if an entire area was designed around tight coordination between 3-4 teams of 4 or 5, it would provide an interesting challenge - similar to what AB is now, or something like the squads in the battlefield series.

Ironically I just read the other day in PC mag about the latest upcoming addon for WoW dicontinuing 40 man raids. They're going to focus on smaller groups requiring more coordination skills or something

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

I'd rather see endgame instances designed for 4 or 5 man teams to be honest. 40 man WoW-style raids make me want to throw up.

Peace,
-CxE

supaet

Lion's Arch Merchant

Join Date: Jul 2006

yah, how about add mmo content to guild wars. ascalonians start in ascalon, chars starts in northland, undead and white mental starts in kryta, ghosts starts in desert, drwaves in shiver peaks just to name a few, each can play as different classes. they can farm lands, skin animals or mobs, craft weapons or gems with professions. 30 minute boat rides to from kryta to desert, or using transporting rams or underground trams through shiverpeaks. Have mounts like horses , drakes etc. auction house at major cities. mail delivery system. and um....$15 a month? no?

Lord Sojar

Lord Sojar

The Fallen One

Join Date: Dec 2005

Oblivion

Irrelevant

Mo/Me

Yeh, there are still 3 other gods that haven't been used at ToA....

Avatar of Dwanya = Plains of Eutopia

Lyssa's Muse = Pit of Chaos

Melandu's Watcher = Forests of Oblivion

or something to that effect. Those areas could add a lot of fun to Raid type PvE gameplay. I would like to see more competitive missions, but with more teams. Perhaps 4 groups of 8 players? That would make 32 players total.

Ninna

Desert Nomad

Join Date: Apr 2005

Northeast USA

Guilded Rose

Me/

Quote:
Originally Posted by Cloudpiercer
I believe Nightfall will have more but without the need to catch a ferry there.
UK Gamespot Preview thought Nightfall content could be done by a party of 8
http://uk.gamespot.com/pc/rpg/guildw...pdates;title;0
Quote:
The story missions will each take between 40 minutes and a couple of hours to complete in theory and will pose a challenge to both beginners and veterans of the game.
...
the top-end dungeons can now be attempted by just two players, each with a main character and three heroes, totalling up to the maximum of eight characters.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

http://www.guildwarsguru.com/forum/s...60#post1986760

Bump?

Tainek

Tainek

Wilds Pathfinder

Join Date: Dec 2005

[Rage]

Quote:
Originally Posted by Ensign
I'd rather see endgame instances designed for 4 or 5 man teams to be honest. 40 man WoW-style raids make me want to throw up.

Peace,
-CxE
Q F T