New outpost added to The Northlands in Pre-Searing
melissa b
My idea would be to add an npc to the northlands in the area later to be called Piken Square. The npc would have a quest for players that reach level 10. The quest would be a master quest with 3 subquests taking accross pre-searing. With mobs level 8 and bosses level 10. These would be one time quests that when completed would finish the master quest that would open up an outpost in whats later known as piken square. Under level 10 would have no access to this outpost or even see a portal. Also under level 10s could not be ferried in.
This outpost would be targeted at people that want to stay in pre or at least aquire LDOA. Kimmes the Historian, The Vanguard Quests and Skill Trainer would all be moved to this outpost.
This would serve 2 purposes.
1. To better seperate LDOA geared content from new players just playing the game.
2. To eliminate gate monkeys.
Fitting in with Lore the outpost could be called something different than Piken Square. Gets destroyed by the Charr during the Searing and is rebuilt after it.
Other tweaks and ideas I'd like to hear suggestions for.
Expanding on this....
The first subquest would be to go to the fishing village in the south east of Witman's Folly and defend it from an onslaught. Lore-wise they give you supplies to start the base for saving the village.
The third subquest would be to go to the northlands and destroy groups of charr and a boss in the western sector with the boss group inhabiting the area later known as piken square. The occupiers need to be cleared to make way for the new outpost.
This outpost would be targeted at people that want to stay in pre or at least aquire LDOA. Kimmes the Historian, The Vanguard Quests and Skill Trainer would all be moved to this outpost.
This would serve 2 purposes.
1. To better seperate LDOA geared content from new players just playing the game.
2. To eliminate gate monkeys.
Fitting in with Lore the outpost could be called something different than Piken Square. Gets destroyed by the Charr during the Searing and is rebuilt after it.
Other tweaks and ideas I'd like to hear suggestions for.
Expanding on this....
The first subquest would be to go to the fishing village in the south east of Witman's Folly and defend it from an onslaught. Lore-wise they give you supplies to start the base for saving the village.
The third subquest would be to go to the northlands and destroy groups of charr and a boss in the western sector with the boss group inhabiting the area later known as piken square. The occupiers need to be cleared to make way for the new outpost.
Rites
first of all.... how can a human settlement survive in the charr infested northlands? the whole reason why the humans stayed south of the wall was because humans couldn't viably create an outpost north of the wall without being over run by charr.
second... AGAIN i reiterate... pre is only supposed to be a TRAINING stage. ANet really shouldn't have upgraded anything in pre since it wasnt meant to be more than the beginning of a story.
By making changes and additions to pre, ANet has opened themselves up to even more unnecessary BS and whining than necessary. they should have just left pre alone, that way we would stop getting these dumb --- add such and such to pre threads
second... AGAIN i reiterate... pre is only supposed to be a TRAINING stage. ANet really shouldn't have upgraded anything in pre since it wasnt meant to be more than the beginning of a story.
By making changes and additions to pre, ANet has opened themselves up to even more unnecessary BS and whining than necessary. they should have just left pre alone, that way we would stop getting these dumb --- add such and such to pre threads
melissa b
1. I specifically wrote that it gets destroyed by the Charr so yes it built than later destroyed.
2. Too late a title is already there, but this specifically would better seperate the training aspect from people wanting to get the title or stay there permanetly.
2. Too late a title is already there, but this specifically would better seperate the training aspect from people wanting to get the title or stay there permanetly.
Rites
melissa b
I will update my original post to account for this!
Chthon
Hang, on...
There's plenty of support for the idea of a human outpost north of the wall prior to the Searing.
1. The charr seem to had largely given up on pestering ascalon after the wall was build, with the Searing being a surprise attack rather than the end of a siege. Note that the dialogs for charr-related pre quests like Trouble in the Woods seem to imply relatively low levels of charr activities in general just prior to the Searing -- all the NPCs seem to be busying themselves with trivial things that they'd surely be setting aside if they knew there were charr on their doorstep (beehives? really?) and appear very surprised whenever a charr shows up.
2. Surmia was build after the wall and destroyed in the Searing. How is this different than the outpost that OP proposes? It's not. If an entire city survived north of the wall until the Searing, why not a small outpost?
3. There's tons of other ruins north of the wall that could well have been occupied right up until the Searing.
So, in sum, OP's idea is totally plausible from a lore perspective, and the lore-based criticism directed at OP was totally off-base.
I don't really care one way or the other from a gameplay perspective.
There's plenty of support for the idea of a human outpost north of the wall prior to the Searing.
1. The charr seem to had largely given up on pestering ascalon after the wall was build, with the Searing being a surprise attack rather than the end of a siege. Note that the dialogs for charr-related pre quests like Trouble in the Woods seem to imply relatively low levels of charr activities in general just prior to the Searing -- all the NPCs seem to be busying themselves with trivial things that they'd surely be setting aside if they knew there were charr on their doorstep (beehives? really?) and appear very surprised whenever a charr shows up.
2. Surmia was build after the wall and destroyed in the Searing. How is this different than the outpost that OP proposes? It's not. If an entire city survived north of the wall until the Searing, why not a small outpost?
3. There's tons of other ruins north of the wall that could well have been occupied right up until the Searing.
So, in sum, OP's idea is totally plausible from a lore perspective, and the lore-based criticism directed at OP was totally off-base.
I don't really care one way or the other from a gameplay perspective.
Kojima
Well, I think that if you put into account the lore, pre-sear happened in one day. So the Northland should not have a human outpost because the Charr was there on that day by then and ready for the whole searing event to take place.
Bad Company Sin
Piken square is already there, though not an outpost, sooooo.... I'd rather have Serenity Temple..
melissa b
Quote:
Well, I think that if you put into account the lore, pre-sear happened in one day. So the Northland should not have a human outpost because the Charr was there on that day by then and ready for the whole searing event to take place.
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Lore aside how about the gameplay aspect? No more people abusing a lever to get money, access to the Northlands on your time! New players not thinking they have to stay in pre-searing because the skill trainer wants them to be level 10.
Braxton619
Rites is right pre is a training area. I hate to say it and I actually love pre myself. But we already got a lot of services in pre right now.
MithranArkanere
We must remember that not everyone knows English, and not all districts have Gate Monkeys at all times, so you can't expect everyone to find a partner to go north 24/7.
The Gate Guard Torin later becomes the bandit Torin.
If all you really want is being able to get to the north without paying a gate monkey, why not using that instead?
First, the requirements.
- You must complete Across the Wall, so you must go to the north with a partner at least once.
- Second, you must be level 9 or higher, since it's the level at which the level 3 monsters south of the wall no longer give you experience, and Skullreaver, the level 4 skale and the tree in Regent Valley are not enough to level up comfortably, and no one should expect anyone to abadon a quest to farm the monsters, like with Rurik's quest with level 5 charr.
Once you have fulfilled those two requirements, Torin, as a thanks for rescuing his friend Ben Wolfson, lets you in in his little 'business', and tells you that he will let you go north for a small fee, to compensate for the trouble it may cause if they discover that he let anyone go north alone.
Since he later becomes a bandit, it fits lore, since they may later discover the 'illegal toll' he was taking, and kick him out of the Ascalon Army, which leads him to a life of crime than ends with him becoming a bandit.
And there you are, no need for more monkeys, and all that gold that people was getting for doing nothing disappears as it should, while people that can't find or won't wait for a gate monkey can get to the north anyways.
As for Piken square, instead turning it into an outpost, I'll just put a couple of Vanguard Ascalon Guards collectors there, giving something in exchange for Charr Hides, since nothing in pre uses this, not even Nicholas.
That's probably because it's a salvage item, not a trophy, but it's used in post anyways, and it's stackable, so it could be used.
The Gate Guard Torin later becomes the bandit Torin.
If all you really want is being able to get to the north without paying a gate monkey, why not using that instead?
First, the requirements.
- You must complete Across the Wall, so you must go to the north with a partner at least once.
- Second, you must be level 9 or higher, since it's the level at which the level 3 monsters south of the wall no longer give you experience, and Skullreaver, the level 4 skale and the tree in Regent Valley are not enough to level up comfortably, and no one should expect anyone to abadon a quest to farm the monsters, like with Rurik's quest with level 5 charr.
Once you have fulfilled those two requirements, Torin, as a thanks for rescuing his friend Ben Wolfson, lets you in in his little 'business', and tells you that he will let you go north for a small fee, to compensate for the trouble it may cause if they discover that he let anyone go north alone.
Since he later becomes a bandit, it fits lore, since they may later discover the 'illegal toll' he was taking, and kick him out of the Ascalon Army, which leads him to a life of crime than ends with him becoming a bandit.
And there you are, no need for more monkeys, and all that gold that people was getting for doing nothing disappears as it should, while people that can't find or won't wait for a gate monkey can get to the north anyways.
As for Piken square, instead turning it into an outpost, I'll just put a couple of Vanguard Ascalon Guards collectors there, giving something in exchange for Charr Hides, since nothing in pre uses this, not even Nicholas.
That's probably because it's a salvage item, not a trophy, but it's used in post anyways, and it's stackable, so it could be used.
Why?
Quote:
We must remember that not everyone knows English, and not all districts have Gate Monkeys at all times, so you can't expect everyone to find a partner to go north 24/7.
The Gate Guard Torin later becomes the bandit Torin. If all you really want is being able to get to the north without paying a gate monkey, why not using that instead? First, the requirements. - You must complete Across the Wall, so you must go to the north with a partner at least once. - Second, you must be level 9 or higher, since it's the level at which the level 3 monsters south of the wall no longer give you experience, and Skullreaver, the level 4 skale and the tree in Regent Valley are not enough to level up comfortably, and no one should expect anyone to abadon a quest to farm the monsters, like with Rurik's quest with level 5 charr. Once you have fulfilled those two requirements, Torin, as a thanks for rescuing his friend Ben Wolfson, lets you in in his little 'business', and tells you that he will let you go north for a small fee, to compensate for the trouble it may cause if they discover that he let anyone go north alone. Since he later becomes a bandit, it fits lore, since they may later discover the 'illegal toll' he was taking, and kick him out of the Ascalon Army, which leads him to a life of crime than ends with him becoming a bandit. And there you are, no need for more monkeys, and all that gold that people was getting for doing nothing disappears as it should, while people that can't find or won't wait for a gate monkey can get to the north anyways. As for Piken square, instead turning it into an outpost, I'll just put a couple of Vanguard Ascalon Guards collectors there, giving something in exchange for Charr Hides, since nothing in pre uses this, not even Nicholas. That's probably because it's a salvage item, not a trophy, but it's used in post anyways, and it's stackable, so it could be used. |
DeanBB
If gate monkey is your biggest concern than spend $10 or less and get a second Prophecies-only account. Voila! You're your own GM! You can run KSmod to run them both on the same PC. If desired, that's also 4 character's worth of storage in pre-sear.
Bad Company Sin
Lol ^win, easy to do, no gold loss, no waiting around, hell load up both accounts, leave the mule at the gate for zoning, thats what i use to do.