Write your idea for new expansion

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Now we have an idea of how GW's expansion would work, lets write our own! It is more or less for fun, but write out ideas of your own stand along expansion. I will start with this:

----------------------------------------------------------
GW: Shatter

New Lands:

Ice Glass Sea:
Much like the frozen glacier of the poles. A place of deep freezing cold and sharp jagged icebergs. The sudden ice storm could spell death to unprepared traveler, if they don’t found shelter quickly. In is in a ring shape, that surround the Crying Sea.

Isle of Shatter Pride:
A floating city build on the Crying Sea and above the ruin of Artlanthra. Build by the last survivor from Artlanthra. While no where as grand as its former capital, it is still impressive, with magic that keep the coldness of Ice Glass Sea out.

Artlanthra:
A former city of glory, now a tomb deep under the Crying Sea. It is now a ruin, populated only by creature of the deep. However, magical aura emit from the inner city has preserver it from damage of the sea, as well as allow humans to breath in water as if on land.


New Profession:

Alchemist: One with specialty in creating potions and changing the property of the elements and energies. From the knowledge of their heritage, while incomplete, allow them to create and mutate Golems to fight for them.
A battery support type of class.

Sage: One with deep study of the world and dimensions. They are able to control the stars, turn back the time it self, and open gates to unknown.
A heavy nuker, as well as supportive teleportation, hexing/boosting, and bonding skills.

Story:

A long time ago, when even Orr is still young, exiting a vast kingdom of superior technology and knowledge. It is said with their Alchemy, they are able to create anything and everything, even life it self. But in their vain, they tried to create a god. The experiment fail, causing a chain of catastrophes that almost destroy all which they build. Its capital, the city of Artlanthra, also the site of their experiment, fall deep into the sea.

In time, some of their knowledge still survive and pass down. Isle of Shatter Pride is created to house the last people of Artlanthra, and has than becoming a thriving and powerful city. But all is not well.

The field that protected the Isle from the freezing cold is weaken little by little. The forces of undersea is gathering in an army. An unknown evil is trying to retrieve a powerful artifact from the sunken city, and to waken the secret that is hiding in side.

New Stuff:

Environmental Damage:
You will face challenge not only from the monster, but as well as from the Environments as well. Things like the Ice Storm in the Ice Glass Sea, that occur at random, forcing you to find shelters in the area quickly else face Health lost. Some of the under sea area also require you to find air bubbles to replenish your air supply.

PvPvE Battle:
A new arena structure. Not only do you need to concern about NPC monster, but also need to overcome the challenge from the other players.

Crafting:
The Alchemist of the Isle is also famous for their skill in crafting. More options to upgrade your slotted armor and weapons with gems. This “battery” type of upgrade allow you to improve your equipment for limit amount of time, before the need to recharge again with more gems. Also more visual armor addon to your existing armors.
-------------------------------------------------------
comments are welcome. Hope to see some good ideas as well. Maybe will write another one is people read it...









----------------------------------------
Quote:
Guild War: Dungeon
Journey downward, deep into the heart of the earth, and explore the mystery that hides within the shadow.


New Lands:

Various Tunnels, Mines, Caves, and Dungeon Rooms.

EverDark: The grand underground city, EverDark. The capital of Elroph’s Kingdom. Located in the middle of a large under ground sea, it’s the home to the Elroph’s four great ruling family. Build around a giant Stagsima, the city spiral upward. And the lower level is filled with channels that people use as roads and pathway (like Venetians). The middle level is fill with sloppy roads and building that were dig into the stone. Family gangs fighting on the street are often a common sight to see. The upper level holds the home to the 4 families, with towering towers and large fortified palace/mansions.

Everdark, and its surround sea/land, lies all under the Sun-shard Crystal Roof. It’s a glassy reflective crystal cover cave roof, with one giant Sun Crystal that lights up all around.

Falling Tear: Also know as The Hanging City. This Elroph city is build by carving into the large stalagtites that hang from the cave ceilings, inter connected by network of bridges.

Crystal Mine: A crystal mine, with its tunnel walls lined with crystals. Cause various effect to those who walk in it.

Hunted Drawven Halls: A once prosper Deep Drawf’s Hall, now empty and hunted. Fowl Undead Dwarfs now Linger in its Hall.

And More…


Story:

Sal’ Nobic, the once prime son to the monarch of the most powerful ruling house of Elroph Kindgom, along with his faction, was stripe of his power, and exiled in an inner family Coup de tat. He as come above the ground, seeking the help of guild machineries, to help him install back his power. Journey with him through the treacherous tunnels and deep caves and forgeten mines, making new friends and powerful enemies along the way, to reach the grand underground city of EverDark, where you can make new alliance with the other ruling houses, and play their game of intrigue and backstabbing. You will also find out about Sal’Nobic’s hidden agenda, as well as the secret enemies behind it all.

Family Feud: One of the major theme to the story of this chapter. You can part take quest and missions for each of the families, that earn you favors which you can unlock for specialize stuff, as well as more missions as you slowly gain their trust. In the end, you could even be “made” into the family. This means the stories, will play out with more of a “Mafia“ theme. Murder, Assassination, Shady Businesses deals, Kidnapping, Backstabbing, Betrayal, Intrigue, Turf War, Trust of the Family, Reputation, and Saving Face, all could be the motivations for quest and missions.

None Linear Story: While the Core plot line will stay much the same, should see several key points in the game where you could make choice, and its decision will effect you later on what you can do or not do in the game. This encourages more replay. Also can introduce in-mission decisions, where what you do in middle of a mission would effect its later outcome and ending to that mission.


New Profession:

- Heretic/Warlock - Dark magic and Demon summoner type

(unsure what other class would fit... but maybe...)
- Fencer/Duelist - Spaming melee, Area Control, Taunting type
- Engineer - bombs and muskets
(suggestions?)

New Race:
Elrophs: Gray-blueish skin, pupils-less eyes, silver white hairs, with small streaking horns and un-rounded ear, usually have a smaller frame body. Very much like a Dark Elf.


New Pets:
Giant Rat, Deep Lizard (bipedal, like a Raptor), Vampire Bat, Panther.



New Features:
  • Dynamic Lighting Effect: Learn the fear of darkness. In the depth of earth, the darkness often become one of the biggest enemy that a surface dweller would face. Limited sight add on to the surprise factors when facing enemies and monsters in such environments. (would also cover the mini maps) However, you (or a team mate) can carry torches or lamps to allow you to see better (but don’t go too far from the light), and magical means could also give you constant lights or night vision eyes.
    Also many locations in the Deeps are also well lighted by glowing Mushrooms, Sparkling Crystals, illuminating Light-Flies, floating lavas, and the Sun-shard Crystal Roof.
  • Play as Elrophs: Allow you to play as a Elroph Character. (with its own mix of professions and attributes)
  • Random Door Ways, Entrance, and Openings: With the countless tunnels and caveways that exisit in the Deep, its no wonder that some are bound to be forgotten. In certain part of the exploration areas, you could encounter randomly appeared passage ways (that is not there before, nor would be there again) that would lead to rooms and dungeons and different events. (something like http://www.guildwarsguru.com/forum/s....php?t=3007106)
  • Massive Environmental Scripted Boss Battle: Bosses will be bigger and meaner, with more scripts that ensure more unique battles. (more on it later)
  • Randomly Generated Dungeon: A special area (not mission or exploration or arena) that will generate different type of dungeon each you and your group enters.
  • Additional utilization of Character’s skill/attributes in a none combat situation: (more on that later)
  • PvPvE Dungeon Game:
    http://www.guildwarsguru.com/forum/s...d.php?t=136314
--------------------------------------------------

Wrote this one around 5-10-06, that was posted in another thread. Also Putting a Copy here for me to easier to find.

Symeon

Symeon

Forge Runner

Join Date: Jul 2005

Quote:
Originally Posted by actionjack
Now we have an idea of how GW's expansion would work, lets write our own! It is more or less for fun, but write out ideas of your own stand along expansion. I will start with this:

----------------------------------------------------------
GW: Shatter

New Lands:

Ice Glass Sea:
Much like the frozen glacier of the poles. A place of deep freezing cold and sharp jagged icebergs. The sudden ice storm could spell death to unprepared traveler, if they don’t found shelter quickly. In is in a ring shape, that surround the Crying Sea.

Isle of Shatter Pride:
A floating city build on the Crying Sea and above the ruin of Artlanthra. Build by the last survivor from Artlanthra. While no where as grand as its former capital, it is still impressive, with magic that keep the coldness of Ice Glass Sea out.

Artlanthra:
A former city of glory, now a tomb deep under the Crying Sea. It is now a ruin, populated only by creature of the deep. However, magical aura emit from the inner city has preserver it from damage of the sea, as well as allow humans to breath in water as if on land.


New Profession:

Alchemist: One with specialty in creating potions and changing the property of the elements and energies. From the knowledge of their heritage, while incomplete, allow them to create and mutate Golems to fight for them.
A battery support type of class.

Sage: One with deep study of the world and dimensions. They are able to control the stars, turn back the time it self, and open gates to unknown.
A heavy nuker, as well as supportive teleportation, hexing/boosting, and bonding skills.

Story:

A long time ago, when even Orr is still young, exiting a vast kingdom of superior technology and knowledge. It is said with their Alchemy, they are able to create anything and everything, even life it self. But in their vain, they tried to create a god. The experiment fail, causing a chain of catastrophes that almost destroy all which they build. Its capital, the city of Artlanthra, also the site of their experiment, fall deep into the sea.

In time, some of their knowledge still survive and pass down. Isle of Shatter Pride is created to house the last people of Artlanthra, and has than becoming a thriving and powerful city. But all is not well.

The field that protected the Isle from the freezing cold is weaken little by little. The forces of undersea is gathering in an army. An unknown evil is trying to retrieve a powerful artifact from the sunken city, and to waken the secret that is hiding in side.

New Stuff:

Environmental Damage:
You will face challenge not only from the monster, but as well as from the Environments as well. Things like the Ice Storm in the Ice Glass Sea, that occur at random, forcing you to find shelters in the area quickly else face Health lost. Some of the under sea area also require you to find air bubbles to replenish your air supply.

PvPvE Battle:
A new arena structure. Not only do you need to concern about NPC monster, but also need to overcome the challenge from the other players.

Crafting:
The Alchemist of the Isle is also famous for their skill in crafting. More options to upgrade your slotted armor and weapons with gems. This “battery” type of upgrade allow you to improve your equipment for limit amount of time, before the need to recharge again with more gems. Also more visual armor addon to your existing armors.
-------------------------------------------------------
comments are welcome. Hope to see some good ideas as well. Maybe will write another one is people read it...
This sounds way cool! I will put together something later, for surely someone as great as me must be the creator of an expansion

IMehler

Frost Gate Guardian

Join Date: Jun 2005

i want 1 and 2 hand monk staffs with the attribute healing and protection.

Brother Doug

Brother Doug

Academy Page

Join Date: Jan 2006

Ascalon, duh. Oh wait, in real life?

Mo/E

Quote:
Originally Posted by actionjack
GW: Shatter

New Lands:

Ice Glass Sea:
Much like the frozen glacier of the poles. A place of deep freezing cold and sharp jagged icebergs. The sudden ice storm could spell death to unprepared traveler, if they don’t found shelter quickly. In is in a ring shape, that surround the Crying Sea.

Isle of Shatter Pride:
A floating city build on the Crying Sea and above the ruin of Artlanthra. Build by the last survivor from Artlanthra. While no where as grand as its former capital, it is still impressive, with magic that keep the coldness of Ice Glass Sea out.

Artlanthra:
A former city of glory, now a tomb deep under the Crying Sea. It is now a ruin, populated only by creature of the deep. However, magical aura emit from the inner city has preserver it from damage of the sea, as well as allow humans to breath in water as if on land.


New Profession:

Alchemist: One with specialty in creating potions and changing the property of the elements and energies. From the knowledge of their heritage, while incomplete, allow them to create and mutate Golems to fight for them.
A battery support type of class.

Sage: One with deep study of the world and dimensions. They are able to control the stars, turn back the time it self, and open gates to unknown.
A heavy nuker, as well as supportive teleportation, hexing/boosting, and bonding skills.

Story:

A long time ago, when even Orr is still young, exiting a vast kingdom of superior technology and knowledge. It is said with their Alchemy, they are able to create anything and everything, even life it self. But in their vain, they tried to create a god. The experiment fail, causing a chain of catastrophes that almost destroy all which they build. Its capital, the city of Artlanthra, also the site of their experiment, fall deep into the sea.

In time, some of their knowledge still survive and pass down. Isle of Shatter Pride is created to house the last people of Artlanthra, and has than becoming a thriving and powerful city. But all is not well.

The field that protected the Isle from the freezing cold is weaken little by little. The forces of undersea is gathering in an army. An unknown evil is trying to retrieve a powerful artifact from the sunken city, and to waken the secret that is hiding in side.

New Stuff:

Environmental Damage:
You will face challenge not only from the monster, but as well as from the Environments as well. Things like the Ice Storm in the Ice Glass Sea, that occur at random, forcing you to find shelters in the area quickly else face Health lost. Some of the under sea area also require you to find air bubbles to replenish your air supply.

PvPvE Battle:
A new arena structure. Not only do you need to concern about NPC monster, but also need to overcome the challenge from the other players.

Crafting:
The Alchemist of the Isle is also famous for their skill in crafting. More options to upgrade your slotted armor and weapons with gems. This “battery” type of upgrade allow you to improve your equipment for limit amount of time, before the need to recharge again with more gems. Also more visual armor addon to your existing armors.
This looks like a really interesting thread...I may be newer to the Forums here, but I think I'll try and make something like this up a little later...

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Got inspired while replying to another post... so I will quickly write it down here... don't mind if it is not detail. Maybe I will fill it up later (and alot of it come from King Symeon's post)
----------------------------------------
GW: Arena

New Land:
A giant Gladiator Arena at its center. (but several smaller one all around)

New Profession:

Savage - Hulk smash type of character

??

Story: Blah. You are a Gladiator...

New Stuff

-PvE Arena: Fight group of monsters
-Player Veiw Battle: Sit in the stance and watch other die
-More Arena Type: more the more fun
-Arena Levels: Differnt type of arean for differnt levels.

This would be one aim more toward PvPers.
One of the Major thing is that you can create a PvPE character, one that live in the Arena. A new character of this type will quickly reach lv 5 (after some turitorial missions and such), and they will earn a new type of exp/gold, similar to that of fame. As they battle more in their "Rings" against equal level Players or Mobs or "Bots", they will earn more "fame", which allow them to buy better equipment and skills (but their level will not change), and eventually move on to "Ring 2"... which will have its level change and cap at lv 10... and so on.. till reach of Lv 20. Also will have quest and some story line as well to follow. This combination of PvP and PvE allow both player to enjoy each aspect of it. A PvP player can better "train up" his character with out the need of any PvE at all, and all of it is contain inside the Arena Space, and at reach end level.. can earn his "freedom" and allow to explore outside to the PvE zone if he/she want. An Outside PvE character can also particpate in some of the Arena as well.

Rogmar

Rogmar

Wilds Pathfinder

Join Date: May 2005

W/

Quote:
Originally Posted by IMehler
i want 1 and 2 hand monk staffs with the attribute healing and protection.
Smiting Offhand anyone?

Vilaptca

Vilaptca

Pre-Searing Vanquisher

Join Date: Jun 2005

Fifteen Over Fifty [Rare]

Maybe a "Warlock" and he has a little summon fiend guy, much like Charm Animal for Rangers. Looks like a Necro/Ele but more EVIL!

And the other class would be...um...to steal the idea from someone I seen in Sardelac, the Tactician. Specializing in shouts that boost allies and things like that, the leader of the battlefield.

And it would take place in the...desert. That Crystal Desert is a lot bigger than what we have now, and this expansion would take place East of Ascalon and the desert. Adding a bit more to Ascalon as well as a large chunk of the desert. It would have other areas as well, but the focus of the expansion would be the desert.

Expect to see more Sand Wurms, Forgotten, Enchanted Armors, etc. More ghostly fellows. Possibly a new evil menace threatening to enslave the ghosts, enchanted and forgotten and to continue its quest right up into Ascalon. Perhaps meet some of our friends from Ascalon again, Warmaster Grast, etc.

And it would add more Crystalline weapons into the game, especially more Crystalline sword drops.

Sorry didn't make it very organized, but I'm dying. From exhaustion, must rest.

Deathqueen

Lion's Arch Merchant

Join Date: Jan 2006

I want PVE separated from PVP. So PVE can grow, level higher, find new and better stat gear, unlimited missions/quests given by NPC's that will be random forever and always. Something always to strive for, some goal to always obtain. I'm tired of playing inside BOXES and that's what these online mmo's and mmorpgs turn into BOXes. Bring a Daggerfall type of game world to the online community. Daggerfall was never ending even after you completed the main story you could quest forever with random quests/missions. Add FAME to this part of the game for completing quests/missions. Add difficulty of quests/missions, do you want easy 1 pt of fame, do you want normal 2pts of fame, do you want harder 5pts of fame, do you want impossible 10pts of fame. Then make a leader board with the top 100 famers by the amount of TIME PLAYED....yesssss by the amount of TIME PLAYED, therefore casual players can reach the Fame boards as well (example if they get 10pts in an hour vs the no lifer who gets 100 fame in 10 hours they will be equal according to time played 10/1 and 100/10). Add one pvp area in the center of the world for relic fighting. A 24/7 pvp area where each faction (could be more than 2, perhaps even 4 fight daily and nightly for the relic and whoever has the relic at the end of a 24 hour period for the next 24 hours gets bonuses for merchant trade and then of course a fame point per kill. Although if you DIE you LOSE a fame point, but, never go into the negative. Add personal character enhancements like AA's, where once you've reached the max level for that expansion you can put your experience into unlimited AA's, for bonuses to combat or trading with merchants or regneration of hps and energy, like EQ does it. But, the one difference I wouldn't allow that EQ does is taking these AA's into the PVP game. Nope, the pvp game should remain as balanced and equal as it can WITHOUT INTERFERING with the PVE game, while the enhancements would be given to the PVE players as new expansions came out.

I would also implement anyone who uses WTB/WTS or any form of trading in the General chat will be booted for 72 hours the first time. 168 hours the 2nd time and permanent ban the 3rd time. I would have applicants for a GAME GUIDE in EVERY DISTRICT to monitor this on a daily basis and for their work give them a special weapon or item of their choice. They would also monitor language as well. Any NOOB comments 72 hour ban 1st time, 168 hour ban 2nd time and permanent ban the 3rd time. No one under the age of 21 would be allowed to guide though. And they would be heavily screened, checking past work history, references, credit reports heh drug testing. (smile) I would be more prone to accept people in their 30's plus here as well and females since they have more of a tolerance and compassion and understanding as opposed to male dominant types who think because they have a title they are gods. I would monitor the guides equally as well by someone instaff that it would become their primary job to see how much banning activity these guides are doing and always must have a screenshot report that is time stamped and look for photoshopped screenshots as well. And of course they would never have full rights to banning, only deliver the source and the staff member(s) would decide if the ban was in order. But, in the case of WTB/WTS in general chats and NOOB this and NOOB that or just generally disrupting a zone or trolling, there would most likely be no question on those.

Ahhh this would be the perfect game world. But, alas still no one has made it yet. GW's came close but the combined the PVE to PVP and that was a major mistake. It could have been the best online experience ever with unlimited play value. But, alas it fails. (sigh)

Two April Mornings

Two April Mornings

No Luck No Time No Money

Join Date: Nov 2005

Amherst College, MA

Scars Meadows [SMS]

Me/

A new type of caster who does not have any weapons, but that can have 250 (or a fair amount) of total attribute points.

A new land in which enemies have duel elites, like ancient skales, on top of two classes.

Jaythen Tyradel

Jaythen Tyradel

Jungle Guide

Join Date: Apr 2005

Actually, I will keep it simple as possible.

Vote For ActionJack to be hired by ANET!
/voted in favor of AJ's hiring!

dr_james2k

dr_james2k

Frost Gate Guardian

Join Date: Sep 2005

The Guild of Kings

Me/E

An idea for the ice glass sea. If too many people are in a hub there the ice can crack and everyone falls into the water. Drowning optional

Blair46

Academy Page

Join Date: Jan 2006

[GRDS]

Quote:
Originally Posted by Deathqueen
I want PVE separated from PVP. So PVE can grow, level higher, find new and better stat gear, unlimited missions/quests given by NPC's that will be random forever and always. Something always to strive for, some goal to always obtain. I'm tired of playing inside BOXES and that's what these online mmo's and mmorpgs turn into BOXes. Bring a Daggerfall type of game world to the online community. Daggerfall was never ending even after you completed the main story you could quest forever with random quests/missions. Add FAME to this part of the game for completing quests/missions. Add difficulty of quests/missions, do you want easy 1 pt of fame, do you want normal 2pts of fame, do you want harder 5pts of fame, do you want impossible 10pts of fame. Then make a leader board with the top 100 famers by the amount of TIME PLAYED....yesssss by the amount of TIME PLAYED, therefore casual players can reach the Fame boards as well (example if they get 10pts in an hour vs the no lifer who gets 100 fame in 10 hours they will be equal according to time played 10/1 and 100/10). Add one pvp area in the center of the world for relic fighting. A 24/7 pvp area where each faction (could be more than 2, perhaps even 4 fight daily and nightly for the relic and whoever has the relic at the end of a 24 hour period for the next 24 hours gets bonuses for merchant trade and then of course a fame point per kill. Although if you DIE you LOSE a fame point, but, never go into the negative. Add personal character enhancements like AA's, where once you've reached the max level for that expansion you can put your experience into unlimited AA's, for bonuses to combat or trading with merchants or regneration of hps and energy, like EQ does it. But, the one difference I wouldn't allow that EQ does is taking these AA's into the PVP game. Nope, the pvp game should remain as balanced and equal as it can WITHOUT INTERFERING with the PVE game, while the enhancements would be given to the PVE players as new expansions came out.

I would also implement anyone who uses WTB/WTS or any form of trading in the General chat will be booted for 72 hours the first time. 168 hours the 2nd time and permanent ban the 3rd time. I would have applicants for a GAME GUIDE in EVERY DISTRICT to monitor this on a daily basis and for their work give them a special weapon or item of their choice. They would also monitor language as well. Any NOOB comments 72 hour ban 1st time, 168 hour ban 2nd time and permanent ban the 3rd time. No one under the age of 21 would be allowed to guide though. And they would be heavily screened, checking past work history, references, credit reports heh drug testing. (smile) I would be more prone to accept people in their 30's plus here as well and females since they have more of a tolerance and compassion and understanding as opposed to male dominant types who think because they have a title they are gods. I would monitor the guides equally as well by someone instaff that it would become their primary job to see how much banning activity these guides are doing and always must have a screenshot report that is time stamped and look for photoshopped screenshots as well. And of course they would never have full rights to banning, only deliver the source and the staff member(s) would decide if the ban was in order. But, in the case of WTB/WTS in general chats and NOOB this and NOOB that or just generally disrupting a zone or trolling, there would most likely be no question on those.

Ahhh this would be the perfect game world. But, alas still no one has made it yet. GW's came close but the combined the PVE to PVP and that was a major mistake. It could have been the best online experience ever with unlimited play value. But, alas it fails. (sigh)

K, I havn't read this whole post because it burned my eyes, but I want to point out a couple of things.

First of all, ArenaNET is a business, they can't go around banning every idiot or these idiots will either a) attempt to make ArenaNET's life even more miserable by doing stupid things and trying to find out ways to hack (I mean, look what happened to Diablo games.. blah) or b) they will just stop buying the game, and since this isn't based on a monthly subscription, if they banned every idiot, atleast half of their profit will be gone.

Secondly, the combination of PvE and PvP was an excellent idea, and I cannot wait for Factions which will do this even more. The thing is, although PvE and PvP are combined in a sense (you can use pve characters in pvp, and in factions there will be even more pvp things but I'll get to that in a second), PvE and PvP have a big thick line that seperates the hardcore PvE'ers and the hardcore PvP'ers. Essentially splitting most of the community apart. Even the casual gamers are split apart into two groups. The group that has had some luck at PvP and eventually gets good at it, or the other group who decides to try out the Arenas, fails miserably, and vows to never play PvP again.

The beauty of Factions tho, is that, PvP is being added to the PvE section of the game in a casual way. Sure there's still going to be the hardcore PvP'ers, but since PvP is being further intertwined with the PvE world (territorial gaining, some missions will have Secondary Bonuses that have PvP play), then that means that all the casual gamers are going to be able to have a smoother transition and introduction to the PvP realm (Even the tutorials about calling targets will help establish the newer gamers in PvP).

Moving on though, I've been strictly a PvE'er for the past 6 months and am just getting into PvP. Sure, I lose horribly on a consistent basis, but I'm still having fun (okay, I've made it to TA from CA once.. that was nice ). And since I still play PvE for the most part, I am still going to disagree with the things you've said. Namely that of unlimited (random) quests along with raising the level.

The unlimited quests could be interesting, but the sole fact that the coding for these random quests will most likely be as vague as possible to allow as many possibilities will just ruin it for me. For example. Say that one quest in the desert was randomly, kill 2 minotaurs. Would it be fair for the next person who got it that it would randomly be, kill 15 Losaru? No it wouldn't.

Unlimited, random, quests will not only annoy people who are looking for a group to do a quest (because if every quest is different, why will people want to join a group with people who do not have a common quest? There will be even more use of henchies if they did this), but it will also annoy the Hardcore PvE'ers who are also generally completists, who must complete every mission, every bonus, every side-quest, get every bit of armor, etc. If there's unlimited quests, what exactly are they going to strive for? They will just get bored.

That said, adding new, common to everyone, missions and quests is in no way a bad thing, just making everything random is more suited for say, Elder Scrolls or Fable (single-player rpgs).

Moving on,
ArenaNET will NOT increase the level cap. At first I kinda wish they did, but that will throw everything out of whack. This game is by far the most balanced MMORPG (yea yea, CO-RPG, but I see it more as a MMORPG) that I have ever played. Sure there are flavour of the week builds, and builds that need to be balanced (spirit spam was pretty brutal, iway is annoying..). But people eventually (95% of the time) are able to come up with ways to counter these builds.

The thing about the balance of this game, is that it's all about a player's skill level, and not about the player's actual level. You won't see any level 40's who have way too much time on their hands playing against casual people trying out pvp who could in this example, be level 20-30.

The only thing the levels stand for in this game, is pretty much the tutorial. Hell, I even tend to see people in the desert, shiverpeaks, and fire islands who have no idea what they're doing. Those are the ones who for the most part lose at thunderhead keep 12 times before finally realizing what needs to be done in it, or they just get lucky with guildmates or people who know what they're doing. - Just to point out, I'm 3 for 3 with that mission, just by using my head and knowing about chokepoints, as well as making sure every team member knows what they're doing and when to do it. (2 people using catapults, 1 warrior, 1 healer, and preferably 1 trapper at each gate seems to work everytime) The trapper can be swapped with even a nuker, mesmer or necro, but I havn't tested this out fully.

I was first introduced to choke-points on Dunes, I mean, that bridge and gate, if you see people running to concentrated points, it's easy to know what you can do about it (trap, nuke, focus fire, etc).


But yea, I went kind of out to left field that last bit. All I'm trying to get across is that a higher level cap is not needed, especially since Factions is going to have enough PvE content for post level 20 play. Like haven't you even read about the special quests and missions you get to do in PvE in Factions, and get rated for them? I think this will involve guilds too.

ALAS, you will not see your version of a mmorpg that is idiot-free and just "perfect" in your sense. Unlimited quests is NOT perfect, but that's just my opinion.


(note to mods, I'm not trying to sound like I'm flaming him, but if you think so, you can edit whatever it is you want. I'm just disagree-ing with him harshly because he seems to know everything about mmorpgs)


Oh, just read another bit of your post, and I really think that a fame idea would be great for pve when it comes to quests and missions and harder pve portions, but losing fame when you die? That will even further seperate the elitests from the casual gamers. It'd be just like tombs, if not worse, since people will be scared and force others to show off their rank emote or fame prior to be let into the group.

Just my 2 cents. ArenaNET knows what they're doing. If you dislike the game that much, just either play whatever side of the game you like (pvp or pve), and just leave it be.

Besides, one of the developers even said that if you do not want to do PvP, you do not have to, PvE'ers are not forced into any unwanted PvP, the combination of the two is just for people who either already like both, or the people from either side who want to try the other side of the game.


But anyways, I'm gonna guess that this post was a bit on the long side.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

While debats of level cap and PvE vs PvP is lovely... its not the main purpose to that this thread is about.... this thread is about /signing me to be hire to anet...... oh wait.. thats not right...
This thread is about writing and C&Cother's idea about futre expansion in a more organize manner. Thus if you want something that seperate PvE and PvP, write a expansion write up about it.
__________________________________________________ __

Other ideas in mind are...

GW:War (big battles)
GW: Deep Dungeon (Dungeons and caves)
GW: Sea (ships and sea battle)

... and more?

Blair46

Academy Page

Join Date: Jan 2006

[GRDS]

Okay well, I shall critique your ideas then.

- Shatter sounds good as it could have a bit of everything like Factions.
- Arena does not sound good as a chapter based on one aspect that only 50% of people will like would be stupid. If Say, Arena and War and Sea were all combined it might be worth $50.

The thing is though, ArenaNET isn't making chapters that are only a few areas the size of Sorrow's Furnace. They are essentially making a whole new game with added professions and skills. The world is apparently the size of the first one, if not bigger, so adding just a few areas would just be.. Everquest-ish.. :\

4runner

4runner

Banned

Join Date: Oct 2005

Cali!!!

cdxx/the420th.com

Mo/N

dream,dream, dream nice ideas, i like some!!!

Vnewbie

Academy Page

Join Date: Dec 2005

Canada

R/

Try GW: Shadow

New Place: The Orrian (now non-existent) Peninsula
Lots of undead and demony types. Probably a good place to hold the ending for a return of the (rather stupid) Litch.

New Classes:
Druid: A class that can produce healing ITEMS and independently summon minions without manipulating a corpse.

Mercenary:
A warrior that has less armor but has access to faster movement and dodge skills (the primary attribute is "Windrunning").

Ok, I think the Mercenary looks kinda like the Assassin, only with more strength and less avoid abilities. Bleh, oh well, I tried.

Edit: suddenly, I realize that my "Druid" looks like actionjack's "Alchemist" o_0 dangit!

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Quote:
Originally Posted by Blair46
Okay well, I shall critique your ideas then.

- Shatter sounds good as it could have a bit of everything like Factions.
- Arena does not sound good as a chapter based on one aspect that only 50% of people will like would be stupid. If Say, Arena and War and Sea were all combined it might be worth $50.
Somehow this comment has been bothering me for while. Arena was only briefly written, but was taken as if I couldn't develop it to more detail. Well, there you go.

GW: Arena

New Land:
Dead Land: A vast dry up lake bed, an area of flat desert (but with out the sand) with some canyons. Think of badland in Mad Max. Home to tribes of savages.

Bone Valley: Pretty much a valley made of animal bones. Used to be a graveyard for some giant ancient beast, over time the whole place become a place of bones. It is between Deadland and Romthia.

Romthia: The home land of Romthians. A green hilly country. Style of Roman builds and art work.

City of Honorgloria: A large city most recognizable for the Grand Arena located in the center. The Grand Arena is a very large structure build by the Romthians (a Roman like civilization that enjoy the entertainment of Arena battles, more on them in other expansions) The Arena it self is like a mini city of its own, which can house armies and decorated to be like any location. Beside the Central one, it is also sub-divided into several smaller ones. Only the greatest champion can be allow into the Central Area. The cities actives revolve around the Grand Arena.


New Profession:

Savage – A super hard hitting warrior that can wield two-hand weapons. Use own blood to fuel its rage as it bash heads.

Shaman – One who is attuned to the dead spirit. Somewhat like a Necromancer and Mesmer, have skills a allow you to leave your body, as well as still operate even if you are dead.

Commander – Dress like a Roman legionnaire, this class offer great team support skills while having several abilities that allow them to communicate and order their team mates better in battle.

Story: The story start with you as an inhabitant of Deadland, where you are fighting other tribes for survival (often settle through small group pit fighting). However, in the end, with help of the Romthian Legions, a rivial tribe conquers yours. The Legion took away a precious artifact that your tribe has been protecting for ages, and you become a slave. You must fight back, save your people, and enter into the Romthian Arena as a Gladiator to win back the artifact. Of course you will also make new friends, as well as new enemies as you advance through different stage of arena, and learn the dark secret behind the power of artifact.

New Stuff

-PvE Arena: Fight group of monsters
-Player Veiw Battle: Sit in the stance and watch other die
-More Arena Type: Beside deathmatch, also have things like Race and other sporting type.
-Arena Gambling?
-Arena Levels: Differnt type of arena for different levels. More Arena maps, from a pit, to a grand Arena that you can hear the sound of crowd cheering.
-Arena Rankboard- a Board that keep the recoard of the top people and thier impressive deeds and scores. Leave your name in the mark of Arena Champions.
-Faction Earn only stuff, such as special armor, head gear, titles, collecties etc.
-New armor, monster, weapons, etc.

This would be one aimed more toward PvPers. (of couse PvEer still would be able to enjoy the story and PvE Arena combats)

One of the Major thing is that you can create a PvPE character (beside the typical PvE and PvP characters, but will only be exlusive for this chapter only), one that live in the Arena. A new character of this type will quickly reach lv 5 (after some turitorial missions and such), and they will earn a new type of exp/gold, similar to that of fame. As they battle more in their "Rings" against equal level Players or Mobs or "Bots", they will earn more "fame", which allow them to buy better equipment and skills (but their level will not change), and eventually move on to "Ring 2"... which will have its level change and cap at lv 10... and so on.. till reach of Lv 20. Also will have quest and some story line as well to follow. This combination of PvP and PvE allow both player to enjoy each aspect of it. A PvP player can better "train up" his character with out the need of any PvE at all, and all of it is contain inside the Arena Space, and at reach end level.. can earn his "freedom" and allow to explore outside to the PvE zone if he/she want. An Outside PvE character can also particpate in some of the Arena as well.

Sai of Winter

Sai of Winter

Jungle Guide

Join Date: Aug 2005

[ale]

Mo/

Those are some great ideas and Actionjack seems to have a lot them. Maybe someone should work for Anet and make them come true eh? Great ideas! I hope Anet will see this and if anyone hasn't mention this, how about a Horsemen as a profession? A fighter who rides a horse while fighting monters and using a weapon such as a lancer.

Blair46

Academy Page

Join Date: Jan 2006

[GRDS]

Quote:
Originally Posted by actionjack
Somehow this comment has been bothering me for while. Arena was only briefly written, but was taken as if I couldn't develop it to more detail. Well, there you go.

GW: Arena

New Land:
Dead Land: A vast dry up lake bed, an area of flat desert (but with out the sand) with some canyons. Think of badland in Mad Max. Home to tribes of savages.

Bone Valley: Pretty much a valley made of animal bones. Used to be a graveyard for some giant ancient beast, over time the whole place become a place of bones. It is between Deadland and Romthia.

Romthia: The home land of Romthians. A green hilly country. Style of Roman builds and art work.

City of Honorgloria: A large city most recognizable for the Grand Arena located in the center. The Grand Arena is a very large structure build by the Romthians (a Roman like civilization that enjoy the entertainment of Arena battles, more on them in other expansions) The Arena it self is like a mini city of its own, which can house armies and decorated to be like any location. Beside the Central one, it is also sub-divided into several smaller ones. Only the greatest champion can be allow into the Central Area. The cities actives revolve around the Grand Arena.


New Profession:

Savage – A super hard hitting warrior that can wield two-hand weapons. Use own blood to fuel its rage as it bash heads.

Shaman – One who is attuned to the dead spirit. Somewhat like a Necromancer and Mesmer, have skills a allow you to leave your body, as well as still operate even if you are dead.

Commander – Dress like a Roman legionnaire, this class offer great team support skills while having several abilities that allow them to communicate and order their team mates better in battle.

Story: The story start with you as an inhabitant of Deadland, where you are fighting other tribes for survival (often settle through small group pit fighting). However, in the end, with help of the Romthian Legions, a rivial tribe conquers yours. The Legion took away a precious artifact that your tribe has been protecting for ages, and you become a slave. You must fight back, save your people, and enter into the Romthian Arena as a Gladiator to win back the artifact. Of course you will also make new friends, as well as new enemies as you advance through different stage of arena, and learn the dark secret behind the power of artifact.

New Stuff

-PvE Arena: Fight group of monsters
-Player Veiw Battle: Sit in the stance and watch other die
-More Arena Type: Beside deathmatch, also have things like Race and other sporting type.
-Arena Gambling?
-Arena Levels: Differnt type of arena for different levels. More Arena maps, from a pit, to a grand Arena that you can hear the sound of crowd cheering.
-Arena Rankboard- a Board that keep the recoard of the top people and thier impressive deeds and scores. Leave your name in the mark of Arena Champions.
-Faction Earn only stuff, such as special armor, head gear, titles, collecties etc.
-New armor, monster, weapons, etc.

This would be one aimed more toward PvPers. (of couse PvEer still would be able to enjoy the story and PvE Arena combats)

One of the Major thing is that you can create a PvPE character (beside the typical PvE and PvP characters, but will only be exlusive for this chapter only), one that live in the Arena. A new character of this type will quickly reach lv 5 (after some turitorial missions and such), and they will earn a new type of exp/gold, similar to that of fame. As they battle more in their "Rings" against equal level Players or Mobs or "Bots", they will earn more "fame", which allow them to buy better equipment and skills (but their level will not change), and eventually move on to "Ring 2"... which will have its level change and cap at lv 10... and so on.. till reach of Lv 20. Also will have quest and some story line as well to follow. This combination of PvP and PvE allow both player to enjoy each aspect of it. A PvP player can better "train up" his character with out the need of any PvE at all, and all of it is contain inside the Arena Space, and at reach end level.. can earn his "freedom" and allow to explore outside to the PvE zone if he/she want. An Outside PvE character can also particpate in some of the Arena as well.

There ya go buddy . The only thing I would add is about gambling, which should definately not be "gold" but perhaps a different form of currency that only has to do with the arena, like "credits" or some kind of material wealth that is only for gambling in the Arena and purchasing/trading in your credits for certain specific items like armor/clothing that have the same stats as any other end-game armor, but is unique... ...or something.

Also, I would personally axe the Shaman, as the Ritualist is pretty much a shaman.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

There seem to be some intersting where people are thinking of their own expansion idea/theme. I will do a quick bump to this thread to see if anyone want to add them to here...

Glitched

Frost Gate Guardian

Join Date: Mar 2006

E/Me

Guild Wars: Legends

Theme: Norse

New Profession:

Skald- A medium armored fighter who can assist allies or hinder enemies with chants and poetry. They have assassin/ranger level armor, and ranger level mana. (not including expertise)

Attributes:
Mastered Vocals(primary)- Increases the rang of all chants. At 0 they have the range of your aggro bubble. At 12 they can cover the whole radar.

Battle Shouts- Chants which negatively affect your enemies.

Lore (needs better name)- Chants which benefit allies.

Great Weaponry- Weapon attribute that increases effectiveness with 2-handed swords and axes.

Areas:

Glacier Wastes- A vast sea of ice, with mile-high glaciers and roaring winds. Wolves can be heard in the distance, and ice trolls set up their camps in this unforgiving wasteland. The snow is blinding, and it is not uncommon for someone to get lost. A few Nordic outposts are stationed at the base of the glaciers, but locating them will be a challenge.

The Depths- Somewhere deep within the Nordic lands is a great crater. This crater has seemingly no bottom, but many tell tales of a fierce roar erupting from the depths of the abyss. No one knows what lurks within, for all those who know are dead.

The Living Sea- The Living Sea is an endless ocean of deadly low temperatures and even deadlier inhabitants. Sea Serpents of unimaginable size have brought down even the greatest of ships, and sharks of titanic mass have swallowed whole all those who are unlucky enough to have fallen into the water. But, these are some of the friendlier creatures of this terrifying place. Despite the dangers of these collossal predators, the Norse cross the sea regular to reach Reykjheim.

Reykjheim- The southern island of Reykjheim is a popular trading spot for the norse, due to the immense evergreen forests within. The Norse rely on the forest for all of their lumber, and therefore cross the horrors of the Living Sea. Reykjheim is a dark and sinister place, and many men have lost their minds traveling alone here. This area houses the outpost which contains the Realms of the Gods.

Realms of the Gods:

Muspelheim- Realm of fire. Think of mars when picturing this, only covered in ash-spewing volcanoes, rivers of fire, a red-ashen sky, and huge fire giants walking everywhere. Killing Surtur here drops green armor with a unique model and unique stats. Every person in group is guarenteed one armor, but the battle is extremely difficult.

Niflheim- Realm of ice. A black sky looms over the dry cold desert of frost and death. Rivers of black blood run smoothly through the depressing plane. Ruling over her domain within a black citadel is Hel. She is half woman, half corpse, and killing her drops a green armor with unique model and stats to all who participate in her death. The armor is different from that in Muspelheim.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Make sure you read it all Actionjack, I think you'll like it.

Guild Wars: Caravan

New Lands: Middle Eastern themed. Little bit of Arabic, little bit of slavic as well.

Tanlaha Desert: Outposts are scattered around the outskirts of the Sercian Empire. This area suffers from bandit raids along with drouts extreme heat and sand storms. A long road stretches through this desert, commonly refered to the the Viscata (Good and Evil) due to its nature of providing safe passage from monsters at the price of easily being ambushed by bandits.Traders dare go alone through the Tanlaha Desert with out mercaneries.

Sercian Empire: A thriving trade economy is what fuels this nation of merchants. The Sercian Empire is currently reigned by Prince Kashir who resides in Hanuun Palace which is in Mansayu the capital of the Sercian Empire. For an Empire the Sercian Empire is rather small, but compact; Every inch of its land is covered with buildings. To the west of it lays the ocean which they travel to Cantha and Tyria by to trade.

Zuhalti Lowlands: The largest Oasis in the Tanlaha Desert, the Zuhalti people reside there. Considered primative by the Sercians, they are nomadic and hunt and gather. They have a strong religious bond with the great oasis which provides them with life. They are good hearted though, and in many cases have come to the aid of travelers under attack.

Vansir: At the center is the Bandit Stronghold there lays Sultan Helzar, the King of Bandits. There is no city fouler or ridden with black markets then Vansir. Cut throats and pick pockets wait around every corner. The shanty shacks provide no protection for those who live in them. Vansir used to be prosperous like the Sercian Empire, but they lost their power due to a civil war which ate away at the monarchy leaving the land in chaos and lawlessness.

The Outlands: Mild desert and patchy grass to the north of the Tanlaha desert. The crossing lands into Ashklarus.

Ashklarus: A city of of modest terms, they have avoided being conquered by the Sercians due to their leader. Princess Samira who Prince Kashir has a strong love for. Ashklarus provides the Sercian empire with its much needed protection, the Sercian Empire has grown like a fat cat. Large and wealthy but too big and slow to protect itself. The Ashklarusians are a mercaneric people who use camels and horseback to provide swift aid against bandits and any creature that poses a threat to the Sercian Empire. This area is very woodsy and contains a lot of pine and olk.

The Ruins of Hunzo: An attemped conoly by the Canthians many ages ago, it was brought down by the Bandits of Vansir with out mercy; they have a strong hate against Canthians. Only beasts and monsters live in the crumbled buildings, it is said that a large venemous cobra resides in the deepest layers of the ruins protecting the vast treasures that the Canthians left behind.

Great Ocean: Waters connecting Maurot (The new continent) to the the other continents. Three zones in total, an island bandit fortress.

New Profession:

Corsair: Gunmen who wields muskets and pistols. Also use medevial fashion bombs among other things.

Lancer: A lance user, with spears, javelins, and sycthes. They have AoE damage; in other words they damage everything infront of them.

Story:

When the Empire of Vansir fell, the remaining politicians and civilians who wished to cling to their way of life ventured through the Tanlaha Desert. On that voyage a baby was born, as the years passed the voyagers settled and created a small village. The baby boy grew older and stronger, and his wisdom well passed his age. This boy now a young man grew envious of the age of prosperity in Vansir that he never had the chance to experience. He created a small force of the able men in his village and went out to seek riches. It started small, but grew like fire; A chain reaction. He began conquering village after village all under his law. Soon he had unified much of the West lands and named it the Sercian Empire. This man was Dhul Fiqar great great grandfather of Prince Kashir.

It has been a long time since those many years ago, and the lands have advanced themselves into the present. Bandits hunger for the riches the Sercian Empire holds, the Sercians wish to continue to prosper, and the Ashklians do what ever for whom ever for a price.

Get rich or die trying.

New Stuff:

Jobs: Be a Merchant, Bandit, or Mercanery. Each job has its unique benefits and weaknesses. You may choose your job once you reach level 20. Merchants may hire Mercaneries, and Bandits attack Merchants.

-Merchant: Traders who can buy goods cheaper and sell them for higher by haggling. (PvE only) Haggle is a unique attribute that only Merchants posses. Merchants may only reside in the Sercian Empire. Their duety is to make routine trips to the outposts in the Tanlaha Desert, to the villages of the Zuhalti, to the city of Ashkla, and many other areas. Caravans move 33% slower. During trade "missions" merchants wear uniform armor and wield uniform weaponry, which is much weaker then that of an average player. (How to Haggle) The more business a merchant does with that NPC the higher they may raise the percent with a max of 50% (So selling 50% higher, buying 50% lower) , this may differ depending on items; they might up how much they buy axes for but now how much they buy swords for- its different for every NPC merchant. The more trips you do for a merchant, the more business experience you have with that merchant. Merchants face many problems if venturing in Vansir. A large target to be pick pocketed, and a high chance to be backstabbed by quest giving NPCs.

-Mercanery: Be the protector of the merchant caravans that cross through the Tanlaha desert or over the Great Ocean. (PvE only) Gain an extra 45 ability points. Gain an armor speed and damage bonus while they ride on horseback or camels. Gain gold for each sucessful trip while under the contract of a merchant. They are nuetral in any area. Your reward is determined by the amount of merchants being protected, the amount of bandits defeated, and the amount of monsters defeated.

-Bandit: Leave in raiding parties to attack trade caravans, recieve a universal skill called (PvE Only) sneak. In which you remain invisible as long as you do not move. Gain a 1 point bonus in all their attributes during night time. They also have the ability to pick pocket NPC's for gold or even a chance of items. If defeated during a raid you will wind up in the Sercian Prison, in which you will go through a series of events to escape or pay a fine. If victorious in a raiding party your party evenly distributes loot from the caravan. Bandits have to sneak into the Sercian Empire or the City of Ashklarus, by entering at night when the guards are asleep. Guards will patrol the city though, and if caught the Bandits will go to jail.

Mounting: Ability to ride on horseback or camel, this will compensate for the large instanced enviorments.

Duel party Instances: Based upon level; when Merchant/Mercaneries enter a caravan mission, bandits will be randomly zoned into the same instance as them when they choose to enter a mission while in an outpost or city. Merchants and Mercaneries combined may only be in parties of 8 while bandits can be in parties of 8 as well.

Sailing: Theres an ocean that the Sercians trade across right? And where theres trade theres bandits. There are two ports which the Sercian Empire can reach, Lion's Arch and a port on the shores of Cantha. The Duel party Instance system applies to the ocean as well. There are large boats which merchants may use to travel across the ocean, while Bandits use small attack boats in which they have to get along side- sucessfully rope and climb into a ship.

Day and Night: A 24 hour clock at the bottom right hand of your screen which depicts Morning -> Afternoon -> Night.

Foraging: Be able to cut down trees, mine, among many other things. In the natural enviorments for materials.

New PvP:
Caravan: One team must get from point A to point B, the opposing team must destroy them before they make it.

Personal Note: I noticed a lot of people were unhappy with how you had to either go with Kurzick or Luxon in Factions, so I decided to try and keep the opposition and enforcement of PvP but with more options. I added a third course, got rid of the "racism" as some people call it, and made it enjoyable even if you didn't select a job.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

^^ Not Bad Nevin... look like someone's been playing Silkroad Online.

I will see if I can write out my GW: Mirrage (a middle-easter, Arabic theme)

possible class will be : Sage and Thief

Selerious

Selerious

Lion's Arch Merchant

Join Date: Aug 2005

Sunshine Coast, Australia

Veneratio Tutela

R/Me

damn action jack beat me to the Silkroad comment.

trader - thief - protector thing could be ok.

I do like the description of the locations though.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

One question to Nevin. For the Job and protecting/trade route type of thing, how would it work? If it is just a mission or two, it is not really much new. It would be nice to have its own type of PvP map, or part of the exploration area. But since GW is instanize and don't support the people spawn in, how would you go about with such a thing?


I like yours too, Glitched. Also see if you can add some new Features in as well.

Lexar

Lexar

Krytan Explorer

Join Date: Aug 2005

Organised Spam

W/

Guild Wars: Centuries

Best way to describe this quickly would be 'zelda link to the past' applied to guildwars.

In this chapter the world would be Tyria, but a 100 later. There would also be portals scattered around the world so your pve characters can access both realms. You could see how the world has changed but sorta remained the same in other aspects. For example, the desert would still function as a place for ascending, but you start out there so you ascend really quickly.

Basically you'd do a whole lot of missions themed around fighting back the charr in ascalon. The dwarven summit would have started a nation of their own, and are at war with the white mantle over rulership of some uncharted lands.

Obviously the biggest gameplay kick would be doing missions in the past and thus unlocking new events and quests in the future.

The game would end in meeting up with familiar npc's and reaching the hall of heroes in pve. That dwarven dude that goes kamikaze at the fire island chain, Saidra and Evennia, Rurik, maybe even.. Gwen as a monk who has grown up a bit.

The Lich could make a new appearance but shouldn't be the boss at the end. Maybe the Seer would be a nice new enemy. One chapter he's a good guy, and the other he tries to help the stone summit to defeat the white mantle.

About the land itself, Ascalon has gotten new vegetation and ruins of the old human kingdom are covered in vines and guarded by the haunted spirits of humans. These places could also be outposts.

The jungle has become more an old forest like the petrified one in cantha but un-petrified, Kryta is more or less the same but the ascalon outpost is bigger and serves as a major town now. The Luxons and Kurzicks have left. Lions Arch will have been overrun and destroyed by the war between the white mantle and the stone summit and would serve as a nice scenery for a mission.

The desert has some new settlers at the coastal areas and also has some irrigation and would serve as a new pre-searing, but more inland it would still be the same.

Still no mention of Orr in this chapter, because in a later one they should make a chapter devoted to the first guild war, before Orr has sunk into the sea

As for the new gameplay elements, I wouldn't add too many as to not scatter the pvp scene too much, but a 1 vs 1 would be really cool.

New professions would be a martial artist using fist and kick mastery, maybe something else like concentration to enhance attacks, and would generally look like monks but less refined and more wild like rangers.

Another one I would like to see is a contractor, who's skills are about signing deals with gods and spirits to grant him or the party some advantage but for a price. Very long casting skills that also have a long recharge (or even death after casting for the strongest contracts) but grant a global advantage to the team such as morale boosts or speed or armor boosts. The trick is, that only one of a certain contract may exist at any time, so if the other team uses a contractor too, and uses the same contract, the older one may or may not become void. This depends on their attribute points in an otherwise useless attribute line, which is 'signing'. This attribute line is only available to contractors, and it's somewhat of a gamble to use it. The more points you have in signing, the less powerfull the contracts become, and they get a penalty regardless of your contract attribute points. But the lower your signing is, the less chance you have of keeping a contract to your side. They would look like 16th century scientists, with togas and funny hats, and might also look a little older than the other characters.

Rayea

Rayea

Wilds Pathfinder

Join Date: Jun 2005

west yorkshire, Uk

Sisters of Serenity

N/Mo

ahm, only one thing..

NO GUNS >.<

i think a good way to keep folks happy would be to do 2 seperate add-ons.
one that roleplay style (with crafting stuff, fishing, decorating your hall, buying non AC clothes that are just gender restricted ect and all the rest of the RPG stuff we pve folks want)
and a PvP style Combat add on that is more stuff for pvp folks.

if you hate one or the other, just buy only the one you want....
but to get the best outa BOTH, you need both realy (yeah, well they want to sel us both, right lol)

so PvP only folks could benefit from crafted items, be they wepons (take your fave wep type, mods and get it made in your fave skin...*certain special items skins not included* and have the ultimate wepon in looks and use, at least for YOU)
however, to get these items, they need to get a PvE peeps to make it for them.

crafting n fishing would alow for the lessening of overfarming, since a lot of peeps that like farming areas are the same type of peeps that like crafintg ect.

it would also lesen the 'im poor, i cant make ends meet unless i farm/run/scam folks' ect argument, since you coud technically craft to make cash...

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Quote:
Originally Posted by actionjack
One question to Nevin. For the Job and protecting/trade route type of thing, how would it work? If it is just a mission or two, it is not really much new. It would be nice to have its own type of PvP map, or part of the exploration area. But since GW is instanize and don't support the people spawn in, how would you go about with such a thing?


I like yours too, Glitched. Also see if you can add some new Features in as well.
The idea would be. The Merchant/Mercanery group and Bandit group would be in the same outpost or city. If the Merchant is under contract from a merchant NPC (A.K.A Quest) they have the option to click Engage Caravan (A.K.A Enter Mission). A bandit group can Enage Raiding Party (A.K.A. Enter Mission) When every they want, once two parties are paired up they leave outpost. Thus the Merchants in the party will be transformed into a Caravan that slowly trudges across the road. Mercaneries ride on their own horses and patrol the area to make sure its safe. Meanwhile the bandits will spawn in a random location in the same instance (2-12 depending on the zone) So basically its PvP within PvE. There are no penalties for failing to protect, complete trade, or raid a caravan.

Also yes, I did play Silk Road for a few days. But never fully experienced it- ANyways the way I see it; Is my version has more different then the same.

If GW did have larger server capacities. I'd like there to be "trade" zones. In which players can leave and enter in any number of party. Merchant/Mercaneries vs Bandits basically.

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

I don't have an expansion idea per se, but I would like it to have enough PC slots so you can have one of every class.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Darn it Nevin... since you already written the such nice Arabic one, with all those big and pretty words, it is making me hard to pen my own... grrr

oh well, maybe I will go for GW: Dungeon first.... but cann't think of what would be a good new classs....
Warlock and ???

Any ideas?

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

GW: Savannah

African themed

Lots of open flat space. A savannah environment would cover most of the area, with some desert and tropical areas and small lakes.

Profession: Spearman

Primary attribute would be Penetration. It would work similar to warrior strength but would give much more armor penetration. Skills would be centered around giving extra armor penetration and additional damage to weapons with piercing damage.

This class would have similar armor to ranger.
Spear might have slow attack rate but high spike damage

Next profession: Savage priest

Focused on healing and life stealing.

Primary attribute: Life reaping. Whenever a creature in the area dies you gain health.

Thought about having it with high health (Warrior level or higher) but low armor (50 AL maybe)

Dont have time for any more details

Lexar

Lexar

Krytan Explorer

Join Date: Aug 2005

Organised Spam

W/

Maybe a south american culture themed chapter could work. Incas, mayans, etc. It's mostly overlooked in games in general, and it could be fun. Possible professions could be maybe cult fighters with spears and crazy animal inspired outfits, who can get enchanted by animal spirits to gain certain advantages or disadvantages, or Tempest Sages who can summon different kinds of weather phenomenon.

Goonter

Goonter

Krytan Explorer

Join Date: Apr 2005

Im still hung up on GW: Prophesies. So my idea is an extention of that.

GW: New Genesis


Story:

Tyria - Eighteen years after Prophesy

Ascalon has been rebuilt and is now part of Kryta which now has a new King and Queen.
The Lions Arc is now the nations Capital and the cities of Ascalon are watched over by the Kings appointed Lords.
The White Mantle is completely disbanded and their name is said in shame.
The Charr had been hunted into near extinction and the last of them then hid away. They have been rebuilding and are now fighting for land against the dwarves and are beginning to increase in their ferocity against them.
The people of Cantha have called a truce and many have migrated to Tyria due to the destruction of there land in their bloody feud against each other. Those that have not migrated to Tyria have travel to another land.
The Kurzicks take refuge in the Maguuma Jungles where they fell freer to practice their particular ritualistic life style.
The Luxors create a large population in a number of towns built in and around Lions Arc.
The undead is still a problem in Tyria and they are growing in numbers.

The King commissions the High Guilds, the chosen and ascended heroes of Tyria, to push them back and to investigate their source and also to investigate the mystery of the Mursaat to destroy the superstition and fear the people have developed about them.
The story will unfold the secrets of the Mursaat, the origins of the wisdom of Glint and a glimpse of the future resurrection of the renewed and glorious land of Orr. …. and the location of Gwen.

New Stuff:

Boss Fights:

In these areas the number enemies are reduced to as many as 24 to as few as eight. The catch is these enemies have new AI and are smart, fast, have a number of ways to survive and they work as a group to kill others and protect their interest. They also usually have a few tricks up their sleeves with NPC skills and/or environmental traps. These groups have at least one boss but many groups consist of more and each one has his/her own unique set of tricks. The areas the fights take place in are surprisingly large and the bosses have much personality. You wont forget a Boss Fight.

Schools:
In these places you learn the lore of your profession and skills. Here you can enroll in a school to do assignments like: challenge henchmen in duals that require the use of a specific skill or set of skills, create builds for you and henchmen to accomplish a task, or do Historical Missions with other players. Eventually you will graduate with a title to complement your primary profession. That title can increase with winning tournament matches or end game Boss Fights. (Almost like rank except you earn a title for a primary profession and not your whole account) NPCs will recognize your title and trust you with new quest (which are usually completed by helping other students/players with Historical Missions from your old school or other schools)

Historical Missions:
Some of these can be done at Schools, some can be accessed by kneeling at statues and some missions are Boss Fights. They take you to a moment in GW history to flesh out the lore.

Scrimmage:
Every town or outpost has a PvP area. The winner of the day is the group with the most consecutive wins in one run from the previous day. The winner gets trophies from that outpost and their guilds flags are waved in those towns. With enough trophies you can, one by one, change your GvG NPCs to look like something else from a wide selection of possibilities.

New GvG:
http://www.guildwarsguru.com/forum/s...d.php?t=112895
(Long post I made up a while back that reformats the GvG scene)

---------------------------------

As you can see I didn’t come up with new areas, but it would be something like a renewed larger map of Tyria that’s nearly completely open, in a new season.
I might come back to this to add new professions, maybe a new race or two, but it took me a while just to come up with this.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Very nice Goonter... the new features are great!
(but I am not sure about the time difference...)


I better put some brief notes of what I had in mind.. before all the good themes are taken...

GW: Dungeon: Underworld and deep city, lots Dungeon style PvP and PvPvE, darkness visual effect (need light source to see)

GW: Mirage: Arbaic Theme, city of magic and portal, differt portal to differnt realm, monster arena.

GW: Island : island hopping... discovery of new land, more Myan and north amercian theme, ship battles... pirates?

GW: Conquer: Roman style theme, battle as a legionary, large Arena combat

GW: Underword: A whole story about how you are dead, travel the underword, return to living as spirit... etc

Goonter

Goonter

Krytan Explorer

Join Date: Apr 2005

Im not sure what time differences you are refering too. Is it the eighteen years later or the Historical Missions?

Ill go over from my head how both would work.

In the Genesis campaign you ... time travel. Sort of like moving from pre searing to searing.
The thing is, I see no real contenuity in the story. It has it, but there is no way a player will ever experance it with town hoping, mission skipping, etc. Whats more important as far as I can tell is that as you progress through the game youll likely go through one event that will lead to the next event in sequentual order for the sake of unvieling the story. And then you can go back and do whatever as if nothing ever happen. Thats how it already happens to this new campign would continue that tradition.

The Historical Missions is even easier. You go to a professor or book or scripture or something and "backflash" as a no name helper and observer of those events.


I ... hope that clears some of what I was thinking up.

The GW: Underworld seems very interesting.

Trylo

Jungle Guide

Join Date: Jan 2006

[Here] | CKOD

E/R

Quote:
Sage: One with deep study of the world and dimensions. They are able to control the stars, turn back the time it self, and open gates to unknown.
A heavy nuker, as well as supportive teleportation, hexing/boosting, and bonding skills.
Dont, PLEASE, dont bring time into this game itd be so messed up...

OK i like some of the ideas, some of them no, i dont have time to read thru everyone u posted (lol like 5 or so) but i like the ideas on areas (not so much as prof, but it doesnt seem lik eim getting anywhere with mine either )

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Quote:
Originally Posted by Trylo
Dont, PLEASE, dont bring time into this game itd be so messed up...

OK i like some of the ideas, some of them no, i dont have time to read thru everyone u posted (lol like 5 or so) but i like the ideas on areas (not so much as prof, but it doesnt seem lik eim getting anywhere with mine either )
He ment time by probably casting time, recharge time of skills. Basically Migraine all over the place I'm guessing.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Quote:
Originally Posted by Nevin
He ment time by probably casting time, recharge time of skills. Basically Migraine all over the place I'm guessing.
Sad to say, but chronomancer, and its line of time related magic, have been done by few before (Even I took it from somewhere)

But it would be a good line of buffer/dop support skills, as it would be related to much thing with durations and time....such as condition and hex and enchantment duration, casting time, recharging time, etc (make it longer, make it shorter) Also if possible, might have some skills that would revert your stat back to 5 second ago and such.... Will have to give it more thought when get to it...

Redwinter

Academy Page

Join Date: Jan 2006

[BotW]

Me/

Guild Wars: Distant Lands

Story

Chapter Q takes place in Oros, a continent on the other side of the world from Tyria. The style draws from renaissance, as this continent is just a few decades or centuries ahead of Tyria in advancement.

The Emperor is dying, and there is no heir. With only weeks until the twenty-year old lord perishes, the members of the royal family are plotting their moves, gathering resources, the focus of which are the guilds that now approach Oros from within the kingdom to lands as far as Tyria and Cantha.

The Distant Lands expansion makes use of GW's whole-world instancing technology to let players alter things in the broadest way. Players may ally with any of the twelve members of the royal family, or take one of three additional paths. On the micro level, missions are altered based on the allies of it's party members. On the macro level, the continent of Oros is shaped from week to week as the actions of the majority of players decide the ongoing story. Every three months, the story is reset.

Features
  • Oros features a continent with a renaissance style world. New towns, new explorable areas and new mission types.
  • New Mission Type: Morphing Missions.
    Depending on the choices already made by players joining this type of PvE mission, the story, options and rewards vary. Do you have six allies of Dame Alexandra, putting you at odds with Prince Mikhail? Or are your party members all allies of different groups, with the mission splitting the party into two rival groups halfway through the mission?
  • Micro World Control: In addition to Morphing Missions, your choices impact your interaction with NPCs, exploration, available henchmen and even terrain.
  • Macro World Control: Every week, the story progresses based on the actions taken by the majority of those in Guild Wars. Player Majority decides who takes the throne, and what happens afterwards! Every three months, the story starts anew. Previous Macro choices are locked, giving others a fair chance.
  • Custom AI allies: Train henchmen from 1st level to 20th, choosing their uniform, skills and even personality.
  • Two new professions: The Surveyor and the Chronomancer. Detailed below.
  • 6 new armor types for new professions & old. New weapons and items. I'll make an addendum to add these later.
New Professions
Quote:
Surveyor
(Alternate name: Scout)

The Surveyor's talents lie in his skill in observation and his trusty firearm. One part dashing rogue, another part explorer, he uses style, talent and strategy to gain the upper hand.

AL: 70.
Energy: 35.

Armor:
  • Scout's Gear: 70 AL, +5% to movement speed.
  • Explorer's Gear: 70 AL, reduces duration of crippled on you.
  • Tactician's Gear: 65 AL, +energy.
Attributes:
  • Technique: Primary attribute. Points in technique increase the reach of your spellcasting, archery and guns by a small amount, and increase the range of your area-of-effect abilities and rituals. Technique skills are entirely support-driven, serving only to aid other skills.
  • Firearm: This enables the Surveyor to use ranged weapons.
  • Deft: These skills focus on movement, counterattacks and such.
  • Strategy: These skills make good use of the battlefield, offering Shouts and Formations.
A note on Firearms: While their firing rate is lower than bows, Guns miss less.
  • Pistols are one handed, with a standard range.
  • Rifles are two handed, with longer range and higher damage. Rifles are poor for kiting, as it takes time to aim them after each movement.
  • Bucklers are off-hand items intended for Surveyors, offering a small chance to dodge. Bucklers use the Deft Attribute.
  • Powderboxes are off-hand items intended for Surveyors, reducing reload time by 10%, or offering a chance to reduce it by more. They draw from the Firearm attribute.
Skill Examples:
  • Readiness: Technique. Your next skill recharges twice as fast. (20 energy, 0 cast, 0 recharge).
  • Recklessness: Technique. The next skill or attack that you use that targets a single foe hits adjacent foes and adjacent allies for half damage. (10 energy, 0 cast, 0 recharge).
  • Flare: Attack skill. (Firearm). Your next shot deals X fire damage and blinds target foe and adjacent foes for 5 seconds. (10 energy, 3 cast, 15 recharge)
  • Puncturing Shot: Attack skill. (Firearm). This attack hits every foe between you and the target. (5 energy, 1 cast, 8 recharge)
  • Retaliatory Stance: Stance (Deft). For X seconds, each time you are attacked, you attack that foe. Your skills are locked for X seconds, and you may not attack normally while in this stance. (10 energy, 0 cast, 30 recharge)
  • Overtake: Stance (Deft). For 60 seconds, you get a 5...9% boost to movement speed. (5 energy, 0 cast, 120 second recharge)
  • Refuge: Strategy skill (Strategy). For X seconds, all nearby foes have a X% chance to evade attacks while next to a wall or object that could provide cover. (15, 0, 20)
  • Phalanx: Formation. For X seconds, while unmoving and with two allies nearby, party members gain +30 armor. (5 energy, 3 sec cast, 20 sec recharge)
Quote:
Chronomancer

The Chronomancer draws from modern science, timekeeping and astrology to work wide-acting magics. Unlike traditional spellcasters, Chronomancers rarely target a friend or foe, instead wielding effects that target all foes in range, and creating 'zones'.

AL: 60 (average)
EL: 40 energy, 4 pips of regen.

Armor:
  • Arbiter's Robes: 60 AL, -10 AL while moving. +1 energy regen if 3 or more pieces worn.
  • Robes of Time: 60 AL. +20% maximum energy if 3 or more pieces worn.
  • Robe of Worlds: 60 AL. +20% maximum health if 3 or more pieces worn.

Attributes:
  • Focus: Primary Attribute. By prolonging cast time, you increase the attribute level of spells you cast. This is done by holding down the mouse button or key. Points in Focus facilitate the process. Focus skills are all elite, further enabling the enhancement of spells cast.
  • Zone Magics: Zone magic creates areas not unlike nature rituals or wards. Zones distort reality in their area in many different ways.
  • Time Magics: Time magic is intended to enchant and hex. Time magic operates on all friends or all foes within your spellcasting radius.
  • Planetary Magics: Planetary magics are a mix of damage dealing and healing powers. Planetary Magics operate on all friends or all foes within your spellcasting radius.
  • Star Magics: Star magics are more unusual magics having to do with more unusual traits, including energy and movement. Star magics operate on all friends and all foes within your spellcasting radius.
Staff/wand options as usual.

Skill Examples:
  • Chaos Spell: The next spell you focus cast is cast at -5...-2 attribute levels, but targets 1-3 foes in your spellcasting radius. This may not strike any foe more than once. This is an elite skill. (15-2-60, Focus)
  • Eternal Spell: The next spell you focus cast costs 300...150% more, but lasts 300% longer. This is an elite skill. (15-2-60, Focus)
  • Zone of Connection: This lasts 60 seconds and is X yards in size. So long as a part of this zone falls within a spellcaster's spell range, it is considered part of that spellcaster's casting range for all Time, Planetary and Star magic effects. (10-4-20, Zone)
  • Zone of Guardians: This lasts 60 seconds and is X yards in size. Those within the Zone of Guardians get +20 armor. (10-2-20, Zone)
  • Haste: Allies in range get +10% to movement speed, attack speed and 10% evade chance for X seconds. (15-3-10, Time)
  • Age: Foes within range are hexed with Age for X seconds, and get -2 degeneration. Foes that are hexed with Age and have less than 5 energy get an additional -1 degeneration. (20-3-30, Time)
  • Malus' Flame: All foes take X damage per second that they remain within spellcasting range. (15-3-10, Planetary)
  • Mare's Constellation: Interrupt everyone within your spellcasting range. (25-3-5, Star)
The Storylines
Players are given the option of pursuing one of the fifteen storylines. This influences the outcome of the story for both the individual and GW as a whole.
  • Lord Mikhail is custodian of Jeremiah, who is, by definition, the next ruler in line for the throne. However, Jeremiah is only one year old. By law, Mikhail should rule until Jeremiah is old enough to take over. The citizenry is wary, however, as Mikhail, cousin of the Emperor, has previously assumed control of the kingdom in the Emperor's absence, and was authoritiarian.
  • The Church of the Five worships the five gods. (Lyssa, Melandru, Balthazar, Dwayna & Grenth) They are certainly powerful enough to rule, but one must wonder what changes it would inflict on the nation.
  • Dame Alexandra is fourteen, the current emperor's illegitimate offspring who gained her title by making her father's carnal deeds known. To save face, she was given a place in the royal family. Shrewd and wise despite her youth, Alexandra is a celebrity of sorts among the people.
  • Darius is the emperor's advisor, well schooled in the elemental arts and chronomancy. Though older than the ailing emperor, Darius is making himself well known with his ideas for drastic reform. As his close allies soon discover, though, Darius may be the one who is responsible for the king's illness.
  • Marissa of the Thorn rules the far west of the continent. Ruthless and cold, she uses the threat of an overwhelming undead army to bully her way into power.
  • Black Thoman is an assassin serving a dark master. Players who ally with Thoman seek to put Thoman's master on the throne by ruining the plans of each other contender to the throne, backstabbing other players and assassinating lords.
  • The Bloodskeins are a tribe of uncouth foreigners from the wintery east, seeking to create chaos and havoc, putting their barbarian king onto the throne when all others are at odds.
  • General Marsius is the kingdom's current general. While currently occupied keeping Marissa's undead at bay, Marisus commands the respect of the kingdom's military, as well as the dirt poor.
  • etc... etc... I've made this far too long already. Insert a few options for the pacifists and nonparticipants, etc.