Monster Migration!
actionjack
Seeing as how much "fun" the desert scrub queen update are, I think it would add benefit to the game if we see more of those "Monster Migrations". By that I mean from time to time, shift / add / take out / change some of the monster placement in the exploration areas. It could last from short time, of few weeks, to longer, of months and more. (treated almost like a event of sort) Of couse, must also added some interesting lores and story with such migrations. (a similar idea of Charr Invation was posted before too)
So why would this be good? (beside might piss some farmer off). While this is somewhat a prevention against farming, its main purpose is to add something new and fresh to the dry old content. It is not against farming, just to make people re-think of new and better build to "survive" (or farm) at this area. Also new drops and new quest can be associate with this. And of couse, that is assuming Devs are willing to put some more effort in updating the exisiting contents than they are now.
So why would this be good? (beside might piss some farmer off). While this is somewhat a prevention against farming, its main purpose is to add something new and fresh to the dry old content. It is not against farming, just to make people re-think of new and better build to "survive" (or farm) at this area. Also new drops and new quest can be associate with this. And of couse, that is assuming Devs are willing to put some more effort in updating the exisiting contents than they are now.
Andy_M
Good idea, one of the best things about Ryzom was the animal migrations and herd instincts. Then again Ryzom was a persistant world with seasons and day/night cycles.
Kai Nui
I kind of like the idea, but I could see where this might go bad.
Undivine
Quote:
Originally Posted by Kai Nui
I kind of like the idea, but I could see where this might go bad.
|
icemonkey
i think this is a cool idea, definatly adds some freshness
Nevin
For migration GW would need a few things.
Time: Day and Night and Seasons (According to GW Lore so no Months)
Time Related Quests: NPC's who give quests when only under a certain condition.
Post effect: If a group of scarabs were to "devour" Gryffons and Minotaurs and stuff, I expect their to be diseased bodies for a while.
Weather Effect: Some mobs would come only during certain weather conditions.
Example: The Bog Skales rise from the bed of the river in small groups to avoid flooding during the Season of Scion (Heavy rain). They attack the scattered cabins and fishing village in search of food and shelter, please do what is just for our people and stop to these fiends. Move along the river banks slaying all Bog Skales you find in your path.
0/15 Bog Skales Slayed
Bonus: Recover Gwen's Basket of muffins before the Bog Skales thieve it from her mother's cabin and receive a bonus reward of 150 gold.
Time: Day and Night and Seasons (According to GW Lore so no Months)
Time Related Quests: NPC's who give quests when only under a certain condition.
Post effect: If a group of scarabs were to "devour" Gryffons and Minotaurs and stuff, I expect their to be diseased bodies for a while.
Weather Effect: Some mobs would come only during certain weather conditions.
Example: The Bog Skales rise from the bed of the river in small groups to avoid flooding during the Season of Scion (Heavy rain). They attack the scattered cabins and fishing village in search of food and shelter, please do what is just for our people and stop to these fiends. Move along the river banks slaying all Bog Skales you find in your path.
0/15 Bog Skales Slayed
Bonus: Recover Gwen's Basket of muffins before the Bog Skales thieve it from her mother's cabin and receive a bonus reward of 150 gold.
Kcp
Ya I think some seasonal migration patterns would be great. To reflect the cycle of life kinda deal. Who cares if it ruins farming spots. Really no point in farming anymore if they keep adding all these uber green items.
Stormfall
Oooooooh, I really like this idea. Seasonal monster migrations might actually give them a chance to use some of the gameworld information they have in the manual. I haven't seen an in-game application for that calendar yet o_o
actionjack
Well.. its actually not really "migration" in the animal-moving-from-place-to-place-in-differnet-season sense... just ways to drop and replace differnt monster in different places.
other "excuse" could be: Invasions of some race, Advance Scounting Party of some race, new rumors of discovery artifaques that spawn, or attract other kind of mob in, seasonl change, food supplies, and lots other reasons can be use to explain why an area is change of its usual mobs. (also the best excuse to use for anti-farming area... that those poor mobs are being hunted to the extinctions... and they either dye off.. move away.. or evo into a strong better mob!)
other "excuse" could be: Invasions of some race, Advance Scounting Party of some race, new rumors of discovery artifaques that spawn, or attract other kind of mob in, seasonl change, food supplies, and lots other reasons can be use to explain why an area is change of its usual mobs. (also the best excuse to use for anti-farming area... that those poor mobs are being hunted to the extinctions... and they either dye off.. move away.. or evo into a strong better mob!)
swordfisher
I think anything that gets more use out of those maps they spent so much effort making is a great idea. The idea I had can be found here.
Basically, I don't see any reason not to have a more dynamic list of enemies for every zone- it's instanced anyway, why not go whole hog?
Basically, I don't see any reason not to have a more dynamic list of enemies for every zone- it's instanced anyway, why not go whole hog?
Numa Pompilius
I /sign actionjacks "swap monsters around more" suggestion, and double-/sign-with-gold-stars Nevins suggestions for day/night/season cycles with monster movements.
Caleb
I like the idea a lot, would be interesting seeing different mobs than anticipated on your routes.
LightningHell
This is kewl! Definitely signed.
Poison Ivy
/Signed
As long as Anet has a solo build up their sleeves for the changes, im happy.
As long as Anet has a solo build up their sleeves for the changes, im happy.
Vilaptca
I'd be interested in this. I really liked how they nerfed that area of the Griffons, and they added a story behind it too...now if only that NPC would give me a reward for everytime I kill the queen and get her green staff to give to him....
WasAGuest
The change to the desert was probably for the better in some ways, but I lost an area I would go to simply "do something" for fun. I mean, I would solo griffs for hours and relax while doing it. With the change, I lost an area I enjoyed, therefore, I lost an area where I had fun in. The little roaches that moved in, are jus as easy as the griffs were but they are not as much fun to play against - I never liked the roaches as foes.
Too many changes to areas that can be solo'd would ruin the fun factor for me (and probably many others). I could go with henchies, but untill I have henchie commands they are more of a headache than I usefull addition to a group.
I do like the idea of an ever changing enviroment though, just as long as it is possible to solo them without henchies. If I wanted to always be in a group, I'd still be playing EQ or EQ2. I find no fun in "LFG" all the time, and I find it annoying when I do find a group and am not using some cookie cutter build and am insulted for it by some 13 year old...
/signed as long as Anet doesn't destroy the fun factor for me, and that means allowing me to solo.
This quote is from the offical FAQ:
"... players have access to a wide variety of solo adventuring possibilities..."
For the full quote, look at the FAQ.
Too many changes to areas that can be solo'd would ruin the fun factor for me (and probably many others). I could go with henchies, but untill I have henchie commands they are more of a headache than I usefull addition to a group.
I do like the idea of an ever changing enviroment though, just as long as it is possible to solo them without henchies. If I wanted to always be in a group, I'd still be playing EQ or EQ2. I find no fun in "LFG" all the time, and I find it annoying when I do find a group and am not using some cookie cutter build and am insulted for it by some 13 year old...
/signed as long as Anet doesn't destroy the fun factor for me, and that means allowing me to solo.
This quote is from the offical FAQ:
"... players have access to a wide variety of solo adventuring possibilities..."
For the full quote, look at the FAQ.
actionjack
/Agree on time/day and differnt monster population on differnt time. (as suggested before as well) Would not necessary cut down on farming, but just make it more interesting
("oh, it is night time, so the griffen don't come up anymore, so I will go to another area to farm some night spiders")
Actually.. surprise how people don't see this, but new mobs would also mean new farming possiblities. The idea is to get you off the cookie cutting build, and make area that would challenge you to come up with a better build to accomdate to this new change. It is not to make GW a assmbly line game, but one that is constanly fill with new challenges.
("oh, it is night time, so the griffen don't come up anymore, so I will go to another area to farm some night spiders")
Actually.. surprise how people don't see this, but new mobs would also mean new farming possiblities. The idea is to get you off the cookie cutting build, and make area that would challenge you to come up with a better build to accomdate to this new change. It is not to make GW a assmbly line game, but one that is constanly fill with new challenges.
Wrath Of Dragons
/signed
having day/night would definiely immerse a person in the game more, and adding weather would be spectacular......especially if you could see the sky darkening in argury as a storm came in. and maybe some sand beasties that come in a sandstorm....you see them, but your radar is blurred out.
oooh this would be so cool
having day/night would definiely immerse a person in the game more, and adding weather would be spectacular......especially if you could see the sky darkening in argury as a storm came in. and maybe some sand beasties that come in a sandstorm....you see them, but your radar is blurred out.
oooh this would be so cool
WasAGuest
Quote:
Originally Posted by actionjack
/Agree on time/day and differnt monster population on differnt time. (as suggested before as well) Would not necessary cut down on farming, but just make it more interesting
("oh, it is night time, so the griffen don't come up anymore, so I will go to another area to farm some night spiders") Actually.. surprise how people don't see this, but new mobs would also mean new farming possiblities. The idea is to get you off the cookie cutting build, and make area that would challenge you to come up with a better build to accomdate to this new change. It is not to make GW a assmbly line game, but one that is constanly fill with new challenges. |
Alotia Slipfeet
/signed
Charqus
I agree this is a good idea also
I do have a question about new green which is will it dissapear when (or if) the monster goes back? cos if it does i buying one then keeping it :P
I do have a question about new green which is will it dissapear when (or if) the monster goes back? cos if it does i buying one then keeping it :P
menelik_seth
/signed
I had no problem soloing the scarabs with my old w/mo build... I just couldnt kill the Queen with it, but that should only be a matter of swaping some skills around; maybe changing secondary or something...
I loved the change, brought a breath of fresh air... and new greenies are always nice (even though I have yet to get one, I seem to have bad luck with greenies when I go with groups).
I had no problem soloing the scarabs with my old w/mo build... I just couldnt kill the Queen with it, but that should only be a matter of swaping some skills around; maybe changing secondary or something...
I loved the change, brought a breath of fresh air... and new greenies are always nice (even though I have yet to get one, I seem to have bad luck with greenies when I go with groups).
tommarrow
Another idea is that each time you leave town several random things happen. Monster types change or random bosses (amount and placement of). Make finding that skill you want to capture a little harder to find than looking on a map someone made. If the monsters are random it is harder to have a pre made build when you leave town, makes you think on your feet more.