Note: This is merely a suggestion to be discussed, /signed or /unsigned. Obviously the values or anything here are final, and subjected to be changed for balancing reasons or whatever. Due to my inability to use any graphical program properly, I am limited to text only.
Slaughterhouse Suggestion Manual Version 1.2
Table of Contents:
1. The Slaughterhouse (outpost info in the Battle Isles while on Map Travel window)
2. Outpost brief explanation
3. Outpost and battle area appearance
4. Point system
5. Related title point track
5.1. The award of points towards the title
5.2. Abnormality title track (yeah, nice name for the title track)
5.3. The inherent title effect
6. The gods statues
7. The center circle
7.1. Capturing the center circle
7.2. Neutralizing the center circle
8. Notifications
9. Possible issues and their solutions
9.1. Teaming in a FFA match
9.2. Balancing issues
9.2.1. Environmental effects
9.2.2. Neutral NPCs
9.2.3. Environmental dangers
9.2.4. Holder curses
10. Updates
1. The Slaughterhouse (outpost info in the Battle Isles while on Map Travel window)
Balthazar used to amuse himself on the endless battles raging in this area. Grenth used to profit these battles as a huge income of souls to the Underworld. The area was sealed long ago by the Zaishen Order, before the Guild Wars were rampaging Tyria, Shiro the Betrayer was born in Cantha or even Palawa Joko had any powers in Elona. Now it has once again been opened to the public and the gods.
2. Outpost brief explanation
Upon entering the outpost, the player would click on Enter Mission and wait for the cycle time (could be universally every 30 seconds like RA/TA). There would be a limited number of Slaughterhouse instances, but they would be persistant in the way players defeated are leaving and being replaced by new contestants. It could be around 5 of them, all avaiable at the Observer Mode with a 5 minute delay. There could be a player limit of around 4~12 in them (personally, I see this area chaotic enough with 8 players). The respawn time when a player dies could be 10 seconds, plus a 5 second skill blackout and invulnerability upon respawn.
3. Outpost and battle area appearance
Obviously, a scary place with similar place to the Heroes Ascent volcanic area, as it could be located on the same island but it was inacessible due to the seal made by the Zaishen and forbidden to be revealed until now. It would have statues of the five gods on each of the corners of this pentagram-shaped arena. These statues would summon an avatar upon "kneeling" of players. The center of this pentagram area would have a circle that players inside would gain points for standing within (later explained). The fighting area cannot be too big, to prevent "afk leechers" from getting points unharmed.
4. Point system
Starting amount of points - 50 points
Every 10 seconds - -1 point
Every finishing blow - 10 points
Every assistance (to be awarded an assistance it would be similar to the requirement for being able to receive XP reward from a monster in PvE) - 5 points
Every death - -25 points
Every 15 seconds holding the center circle - 25 points + Morale Boost
5. Related title point track
5.1. The award of points towards the title
Every 5 minutes inside The Slaughterhouse = 100 * 0.10 * x
x is the number of times you've received the points before on the same streak of play time.
5 minute survival mark = 100 carnage points awarded
10 minute survival mark = 110 carnage points awarded
15 minute survival mark = 120 carnage points awarded
and so on... going out of the slaughterhouse and re-entering would imply in a reset of the x variable making you re-start the progression.
5.2. Abnormality title track (yeah, nice name for the title track)
Abnormal (1) = 10000 points
Fierce Abnormal (2) = 15000 points
Mighty Abnormal (3) = 25000 points
Deadly Abnormal (4) = 40000 points
Terrifying Abnormal (5) = 60000 points
and so on... the increase for each title is 10000 + (5000 * tier number)
5.3. Inherent title effect
It could be like the other Battle Isles located titles, an increase in the cap of Balthazar faction.
6. The gods statues
In exchange for points, players would be able to acquire blessings from the avatar of the gods, helping the survivability. The blessings could be the same as the ones avaiable in Factions' resurrection shrines with gods statues.
7. The center circle
7.1. Capturing the center circle
Players would be given a skill similar to Claim Resource to be used in this area only. It would be the 8th skill slot. 5 seconds cast-time to capture, no recharge time.
7.2. Neutralizing the center circle
After capturing the center circle, the only way to neutralize it would be killing its holder. The holder leaving this circle would also cause an immediate loss of control.
8. Notifications
These would be the kind of stuff to appear on the notification interface part.
*Player Name* has joined the slaughterhouse!
*Player Name* has been defeated!
*Player Name* has captured the central circle!
*Player Name* has lost control of the central circle!
etc.
9. Possible issues and their solutions
Obviously there is a need for mechanics to avoid some unintended things from happening. Even The Slaughterhouse has to be based on player skill, and situations in which even player skill would not be enough to prevail are not intended. The mechanisms suggested in this section are meant for balance issues mainly, and perhaps some more fun too.
9.1. Teaming in a FFA match
To avoid such things which can completely spoil the gameplay from happening, there will need to have something to avoid guildmates or friends from meeting, or just from recognizing themselves. I've seen games where in FFA matches you cannot see the names or your foes, or they're changed so you can't recognize them. That's viable. Or it could be limited to X players from a same alliance at the same instance, like 1 or 2.
9.2. Balance issues
Obviously, if there are no mechanics to handle certain situations in which certain builds would simply be "better" (the word better should not exist in this game for competitive reasons and for the 1000+ skills that exist and would be ignored as there is a better combination), certainly some annoying builds would quickly dominate The Slaughterhouse. Here are some suggestions on possible mechanisms to avoid these unbalanced situations to happen.
9.2.1. Environmental effects
To avoid nasty unbalanced situations in which a certain skill combo would be too good at holding the center circle, or a certain skill combo would be too good for surviving, there could be environmental effects to make balance prevail even in this area. Environmental effects such as an enchantment duration reducement to avoid 99% uptime Shadow Form assassins from getting an assured morale boost and points. Stance reducement environmental effects to avoid stance Rangers from being safe from any foe that doesn't use anything to harm besides attack skills, etc.
9.2.2. Neutral NPCs
To avoid more nasty unbalanced situations, there could be NPCs, killable for more points or invulnerable outside the playing field throwing projectiles, such as the suggested trappers, giants throwing boulders knocking down random players, spiders random crippling and poisoning players, yet another limitless resource. Remember that they are meant only for balance, and perhaps even more fun

9.2.3. Environmental dangers
To avoid even more nasty unbalanced situations, there could be dangers within the environment that actually harms players, such as those found in Faction (Tahnakai Temple mission is a good example), Nightfall (the madness darts, the fire traps, etc) and even Prophecies (remember getting the Cold Ones on Sorrow's Furnace and accidentally being turned into a squashed one?

Environmental effects can handle balance issues that might be found, plus the chapter's new skills. Obviously this PvP mode will be introduced along with a new chapter, so the skills from that chapter can help the classes which would be took weak in self-defense skills, if there are any.
9.2.4. Holder curses
To avoid especifically unbalanced issues with the person holding the center circle, there could be effects harming the person currently holding the center circle, such as Health Degeneration, even more reduced Enchantment/Stance duration, increased cooldowns, etc. All for balance's sake.
9.2.5. Assist concept change
The current assist concept in Guild Wars could be a bit exploitable within this area. It could be changed to include a certain damage dealt, a certain number of hits or a time limit for the death to occur after the assistance was made.
10. Updates
If you are not interested in knowing the history of this "manual", don't bother reading this section, which is only here for possible references.
1.2
- Improved section 9.2 (Thanks to Tuoba Hturt Eht and Lord Mendes).
1.1
- Changed section 1 (Thanks to FelixCarter).
- Changed section 9 to include suggestions of issues that might happen (Thanks to Antheus).
- Changed points awarded every 10 seconds to -1 from 10 (Thanks to Antheus and gwjunkie).