More Hidden objects?

Graveheart

Ascalonian Squire

Join Date: Mar 2007

guild of valor

N/Mo

Light of deldrimor is a fair skill as far dmg and in dungeons,but one of the things i am fairly dissapointed at is that its only use is INSIDE dungeons.
I would like the guildwars world haveing more secrets,like finding secret switches that spawn a hidden boss.
Or a secret treasure hunt with clues,the possibilities of the skill are endless as long there is effort.
I would like to see the developers trying to enrich the game with more secret goodies for us to discover (and yes i do mean OUTSIDE dungeons).

spirit of defeat

spirit of defeat

Krytan Explorer

Join Date: Nov 2007

Holland

Rt/

/not signed

Like we need more stuff.....
And my builds are full.

It was a nice idea for in the dungeon's, let's keep it there

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

I dont even bother bringing it in dungeons... because the rare chance of a decent item isnt worth the skill slot. And the fact that its damage is a pbaoe only makes it worth it on a melee... and they can do more damage by using an attack skill in that time then casting LoD. Either give it a better effect, or upgrade the drops to make it more like a chest w/ decent gold drops possible.

aspi

aspi

Desert Nomad

Join Date: Jan 2010

eeew

N/Rt

/signed, more secret goodies outside dungeons is a good idea, but never the same place twice.

Neo Atomisk

Neo Atomisk

Krytan Explorer

Join Date: Dec 2008

State College, Pennsylvania, United States

Zealots of Shiverpeak [ZoS]

W/

/signed
and make the hidden objects random and more rewarding... that way they aren't easily farmed

AngelWJedi

AngelWJedi

Furnace Stoker

Join Date: Sep 2008

orlando,florida

Society of Souls [Argh]

Rt/E

/signed

i agree. if the other title skills can/are used out side dungeons alot why not this one? make it allow hidden trasures pop up all over. smaller goodies in noobies areas and inscrease worth as you reach the end part of the game.

jazilla

jazilla

Desert Nomad

Join Date: Aug 2006

Guernsey Milking Coalition[MiLk]

E/Me

/signed if they are always random spawns. if not, you would end up with bots doing this in certain areas.

xMinimalism

xMinimalism

Frost Gate Guardian

Join Date: Sep 2009

USEast

Guildless

W/

I suppose I'll /sign. It would be a nice change from the surprise gank-you mobs.

Though, if you're really that bored, try looking for this fugitive.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Only if it had limits on it like the Buried Treasures in Nightfall have. Always wondered why they didn't add some more of those in for the other games, though free stuff shouldn't be too easy to get.

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

/notsigned.

LoD isn't good enough to get a place on my skillbars. Why should I run a subpar skill for something that's going to be essentially worthless?

Graveheart

Ascalonian Squire

Join Date: Mar 2007

guild of valor

N/Mo

Well the discussion isnt about LoD dmg (which at my rank i can say its better than some other) but about its function of discovering stuff.
Its all about good old adventuring,for those that can still understand the excitement of finding new things.

Terrible Surgeon

Terrible Surgeon

Krytan Explorer

Join Date: Oct 2009

hopper

A/

I don't think it would be possible for anet to make "hidden treasures" spawn at random locations infinitely, therefore this would be creating an easy farm. Easy farms means you are farming junk. However, if you like farming junk and that's your cup of tea fine.

Coverticus

Coverticus

Lion's Arch Merchant

Join Date: Jan 2006

The Zodiac Elites [TZE]

Mo/

Each dungeon map/level has a finite number of static spawn points of which can pop a hidden treasure. If ANet were to implement this, could you imagine them doing this for outdoor levels?

For such a small Live Team, this would be probably way too much.

Since this is a treasure hunt of sorts, play with Nicholas more - since thats what he's there for. Or add something to him to elaborate on the theme already.

Graveheart

Ascalonian Squire

Join Date: Mar 2007

guild of valor

N/Mo

Hmmmm yea right....
The fact of calling up an id (object id) on an outside map is such a huge task?
Someone must be extreemely lazy for this to prove hard.
Next part,why a hidden object has to be a freaking treasure?
Why not a friggin pair of undead ruriks socks?
Not sellable,non discardable non storable and you get a -1 hp degen because of the stench.
And now you might put your brain to use,on how you could get rid of them.
It isnt all about farming treasure,only simple minded wow freaks would think this way.
We are talking about a push for us vets to re-explore the game,its not that hard.
Also half the eotn stuff are a mechanic test which they did,see how the people would react to it ,and they just left it hanging so they could develop it at gw 2 (yes i am quite accustomed to game company policies and tactics,dont ask).
This post though i do feel like my suggestion is going to be ignored for this game,i am simply doing it for the heck of seeing a very promising function not beeing developed.

Edit addition:And the nicholas thing is quite overrated,especially if you have got already what he has to offer.
After that its plain grinding for cash,which pretty much turning useless now that some particular category of people started changeing the currency to ectos.

Coverticus

Coverticus

Lion's Arch Merchant

Join Date: Jan 2006

The Zodiac Elites [TZE]

Mo/

Quote:
Originally Posted by Graveheart View Post
Hmmmm yea right.....
Okay, lets break it down a bit more. Size of the Live Team is peanuts compared to what it used to be. So resource is limited.

Next, lets add the code in. Yup, lift and drop from the dungeon coding - adding to Tyria, GW:EN, Factions and Nightfall. Assuming it can be of course.

Next, add some static spawn points to every single explorable location so that LoD can trigger one if the code has deemed it to be a valid treasure point upon entering the area. (That's on the assumption that each dungeon currently has marked locations for spawn points)

Therefore 145 areas would need updating, assuming all 4 maps would be done. Even creating a "random generation module" would still have to be aware of no-go areas to stop spawns occurring in unreachable locations.

So it's a little more than just calling up an ObjectID.

I'm all for suggestions and additions, certainly the idea of the actual spawns dropping other types of items is not bad. But this would boil down to nothing more than spawn-chest farming in the end. Sorry.