GW:EN and random dungeons
Blackest Rose
Since GW:EN will be the last fling for GW1 it would be great to increase replayability through randomness.
It's the unpredicability that keeps lots of games alive today...
Dungeons are the flavour of the day for GW:EN it seems and the only thing better than a crawl through a dank dungeon in search of loot is a crawl through a RANDOM dank dungeon in search of loot.
This has been done most notiably in Diablo but is it possible in GW?
Populating instances with random loot, bad guys, bosses in random places would give must better replay value.
What does everyone else think?
Is this desired?
Can Anet do this?
It's the unpredicability that keeps lots of games alive today...
Dungeons are the flavour of the day for GW:EN it seems and the only thing better than a crawl through a dank dungeon in search of loot is a crawl through a RANDOM dank dungeon in search of loot.
This has been done most notiably in Diablo but is it possible in GW?
Populating instances with random loot, bad guys, bosses in random places would give must better replay value.
What does everyone else think?
Is this desired?
Can Anet do this?
Zinger314
Guild Wars is not DnD.
Random Loot systems wouldn't work because there would be no point. All items are equal aside from skins. It would just mean different fights, but all fights become repetitive eventually. See Realm of Torment.
Random Loot systems wouldn't work because there would be no point. All items are equal aside from skins. It would just mean different fights, but all fights become repetitive eventually. See Realm of Torment.
Scown-dog
Perhaps max weapons should be a rare drop. On a different note, could armor be a reward for completing long dungeons?
SephyXIII
no .
aaje vhanli
Quote:
Originally Posted by SephyXIII
no .
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Knightsaber Sith
Quote:
Originally Posted by Blackest Rose
Since GW:EN will be the last fling for GW1 it would be great to increase replayability through randomness.
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Vermilion Okeanos
I am really tired of dungeons, can we go up a mountain into the sky instead of digging ourselves a hole and be buried there?
lennymon
Quote:
Originally Posted by Scown-dog
Perhaps max weapons should be a rare drop. On a different note, could armor be a reward for completing long dungeons?
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oh look max weapons already ARE rare drops... dont get to DoA much eh? yup, still lots of non max items...
and what's more you get hero armor for completing...
OMG!!! yer dreams are already fulfilled...
/semi-sarcastic...only semi cuz its all true....
Silly Warrior
Quote:
Originally Posted by Knightsaber Sith
They have stated it may not be the end of GW1.
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Maybe we will see 1 more Expansion, smaller in the months before GW2 comes out.
But I don't see them going back after GW:EN....small updates=yes. Big no.
IlikeGW
Quote:
Originally Posted by Zinger314
Guild Wars is not DnD.
Random Loot systems wouldn't work because there would be no point. All items are equal aside from skins. It would just mean different fights, but all fights become repetitive eventually. See Realm of Torment. |
Calahan
Randomly generated areas wouldynt hurt at all. Its not a bad idea.
Rhedd
Quote:
Originally Posted by Vermilion Okeanos
I am really tired of dungeons, can we go up a mountain into the sky instead of digging ourselves a hole and be buried there?
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Two years of playing GW and not even being able to walk inside a bloody tavern, and you need more fresh air? ^_^
I think with the percentage of outdoor to indoor areas in GW, it could stand a "dungeon" or two.
I also agree that randomly generated areas (creatures and geography, not just loot) would go a long way towards keeping an area interesting.
I sincerely doubt that randomly determined geography/dungeon layout is possible with the present system, though.
Knightsaber Sith
Quote:
Originally Posted by Silly Warrior
Yes, but if GW2 becomes a hit, they wouldn't want to focus some of their time and energy on previous chapters, when they have a newer better game to work on.
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Yawgmoth
Quote:
Originally Posted by me
Randomization was key to the success of Diablo games ( ex-Blizzard employees in ArenaNet have to know something about it) and is going to be the backbone of Hellgate:London aswell (proof it can work in 3D environmewnts aswell)
Imagine a high level instance, like the Underworld, where each time you enter it, a new semi-random setup of corridors, hallways, rooms, mobs is generated. And the exploration begins! Challenging every time you enter, unpredictable and fun. Certain elements would appear always somewhere (like Monuments of Grenth in UW) and some quests/areas/types of enemies/etc.. would be optional and may not appear. These areas would be impossible to be soloed and would require a flexible team build prepared for everything. You wont be able to just prepare and do a certain part of the zone or hunt a certain mob as you dont even know which way to go to find it. Of course the areas would need rewards for completing them (not completely clearing), rewards that UW and FoW lack. The idea of randomized areas would work perfectly for the realms of Lyssa, Dwayna and Melandru, which may be added in future chapters. Doing the end-game areas nowadays is just repeating step-by-step the same moves and gets boring after several trips. Also, there are dominating builds used for farming them, like Barrage/pet teams for Tombs or the usual 5-man groups for SF. If you aren't one of the proffesions used there, you got a hard time finding a group. Unpredictable areas would change it. GW:Factions went a different way to bring replayability, adding scoreboard-challenges, missions more than 1 team and lots of connections between PvE and PvP. But for simple 1-team exploring "dungeons" hunting bosses and searching treasures, no better improvement comes to my mind than making them different every time. Don't you all think it would be cool? |
so a big Thumbs Up from me and hopes for it at least in GW2 if it's too late for such a major game engine upgrade in GW:EN.
King Kong
Quote:
Originally Posted by Blackest Rose
Populating instances with random loot, bad guys, bosses in random places would give must better replay value.
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Darcy
Capping in the Southern Shiverpeaks is also difficult to plan. All the bosses are there, but in random locations, so capping a skill can take 10 minutes or an hour.
ArenaNet has stated that they will continue to support GW after release of GW2. They will assign a dev team to it and release new content, although they do not promise any further large expansions such as Eye of the North.
ArenaNet has stated that they will continue to support GW after release of GW2. They will assign a dev team to it and release new content, although they do not promise any further large expansions such as Eye of the North.