ooh. I like. How about if it is added as part of a Factions story? While exploring Tyria some Luxons/Kurzicks/both/whatever discover the opening to it and ask you to help clear it.
High level Gargoyles and spiders and whatever other monsters are in the presear catacombs (been so long i cant remember).
Open the catacombs again!
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Something like this, that is very...map-changing, I would like to see handled like the Luxon and Kurzick settlements were. Start with a new quest one week, maybe Warmaster Tydus needs you to clear the area of these new monsters that are popping up (monsters summoned by the boss from the catacombs), and so they can safely bring in a crew to open up the Catacombs. The second quest might be escorting the crew to the scene and protecting them from waves of enemies while they open it up. The third quest would be the final one, where you can now enter the Catacombs, but if you beat the boss and return with his head, Warmaster Tydus will give you a nice reward. Once you do the second quest though, the Catacombs will always be open and you can return anytime you want.
I would like to see something like this though. Just like the Luxon and Kurzick quests, it would add something new and exciting to the game, that everyone would want to get together to work on again.
Vilaptca
I would like to see something like this though. Just like the Luxon and Kurzick quests, it would add something new and exciting to the game, that everyone would want to get together to work on again.
Vilaptca
Quote:
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Originally Posted by Alex Weekes
Interesting ideas, certainly
. Just so you know, your thread at Wartower has actually been noted and many of the ideas passed on to ArenaNet already. I know Martin (German coordinator) has been keeping an eye on the thread. Would be great to see people posting their own thoughts on this idea here, because that's more likely to get our attention than signatures are. |
And it would be great if you all post your thoughts and your ideas about all here.
I think no idea is totally senseless for us.
Greetings
Mortez
k
X
R
New idea. There is an area in the catacombs that once you clear it opens a new area. The new area would have FoW monsters, like Tombs has UW monsters. Maybe that place where you find the dead Moa bird. It has all those candles and such. After clearing the normal catacombs you go in there and it takes you to this "new FoW".
We thought about the place where you find the moa bird too.
I had the idea that ArenaNet could add the black moa we know from the FPE there. Maybe to fight against it to get to a chest or something like that.
But it should be a hard fight. Not like against the normal pets on level 5
Greetings
Mortez
I had the idea that ArenaNet could add the black moa we know from the FPE there. Maybe to fight against it to get to a chest or something like that.
But it should be a hard fight. Not like against the normal pets on level 5
Greetings
Mortez
Suggestion
backstory
Oberan the Reviled was the necromancer that was deep in the catacombs and was slayed by the heroes (necromancer skill quest) acting on orders from Kasha Blackblood . The necromantic order disliked that Oberan was experimenting with ascalonians.
quest
The order could send in the heroes to "mop" up the place from Oberans experiments & remenants of treacherus renegades blood cult
quest
investigate the rumors of more charrs in the catacombs, aperentlty there is a path into charr controled areas, that give charrs a tactical advantage
investigate titans in the catacombs (after completing titan quests), apperently several smaller siced titans have fleed into the catacombs, they seem to be intrested in the meteorites, and replenching their numbers
Considering that the landscape has been altered and much of the catacombs have collapsed (hence the big holes here and the in the grounds), the Catacombs map will be somewhat messier than before, and much more of a maze. People familiar with the old layout will still have an edge in orientation,
exits to post Wizards folly and post Baradin estate & parts of post northlands
enemies.. some monsters are only present if suitable quests are active
spiders
skeleton warriors (some are blood cultists)
wraiths
oberan experiments
necromancer renegades?
titans (intrested in moa bird ritual site and mereorites that has crashed thorugh)
charrs
gargoyles
Boss:
Oberan has returned as an angry wraith, or been ressurected at a suitable shrine, (after all should a necro allow his death to be final, I think not.)
New game mechanic, collapsing pathways - some rooms will collapse and explored paths may become blocked. other paths may however be open. Well, it has some structural integrity problems
backstory
Oberan the Reviled was the necromancer that was deep in the catacombs and was slayed by the heroes (necromancer skill quest) acting on orders from Kasha Blackblood . The necromantic order disliked that Oberan was experimenting with ascalonians.
quest
The order could send in the heroes to "mop" up the place from Oberans experiments & remenants of treacherus renegades blood cult
quest
investigate the rumors of more charrs in the catacombs, aperentlty there is a path into charr controled areas, that give charrs a tactical advantage
investigate titans in the catacombs (after completing titan quests), apperently several smaller siced titans have fleed into the catacombs, they seem to be intrested in the meteorites, and replenching their numbers
Considering that the landscape has been altered and much of the catacombs have collapsed (hence the big holes here and the in the grounds), the Catacombs map will be somewhat messier than before, and much more of a maze. People familiar with the old layout will still have an edge in orientation,
exits to post Wizards folly and post Baradin estate & parts of post northlands
enemies.. some monsters are only present if suitable quests are active
spiders
skeleton warriors (some are blood cultists)
wraiths
oberan experiments
necromancer renegades?
titans (intrested in moa bird ritual site and mereorites that has crashed thorugh)
charrs
gargoyles
Boss:
Oberan has returned as an angry wraith, or been ressurected at a suitable shrine, (after all should a necro allow his death to be final, I think not.)
New game mechanic, collapsing pathways - some rooms will collapse and explored paths may become blocked. other paths may however be open. Well, it has some structural integrity problems
i dont know about FoW mobs, i mean, wouldnt that mean no one had to even get to droks to farm those type of critters? 0.o
ok, mr Weeks wants sugestions, i can do sugestions/info..*cracks knucles*
sugests theres 20 levels to begin with....each 5 levels theres a Refugee Town.
each single level there is a tiny outpost at the end where you can move down to the next level.
(basically, its a safe point that you can not only map to once you have completed that layer of the Cats, but if you want to quit for whatever reason, be it casue your needed realworld side, game topside or time to go to bed ect.....it also means that, once you have done that area if you wanted to, you could bypass it.)
each of the 5th lvl Refugee town has some small quests...collection, take this to the other town 5 lvls down, can you find my lost kiddie ect.
(gives you a reason to go to them...to meat up with your mates there rather than at the 19th lvl waystop lol....and some should be re-doable.)
also, you could include a single faction version town...so one kurzik and one luxon refugee town....AH!
*brainwave*
a seperate map that you have to talk to a person in the first refugee town to obtain....at one end, theres a Luxon refugee town, the other, the kurzic refugee town......the passageway to it (up to the last level you were at) is in the middle....
this alows all sorts of kurzic/luxon back and forth fun, with redoable quests there....(and yeah, i guess there would have to be something/someway for those that dont have Factions to redeem their faction-points in game, but that would better be just tagged as *this player does not have the xxx expantion, they may use the NoEps redeemer to get items/cash/special waveable funnyitem)
ooh, i can see folks runing back and forth between the two sides all day, agroing one side then the other ^^
at the bottom, there should be some kind of outpost that can lead to different areas....perhaps a randomly shifting portal....perhaps a set of stable portals that will allow players to try new maps....maybe even a portal that will allow you to play a map that is checked just for your party...*it reads what your characters levels, primary class is and stocks the map with monsters that will give you a run for your money, a Mage's Dungeon from the Mad Wizard, if you will ^^....
i used to love making those...you tailored the dungeon to the players you were sending in to it....so if it was all rangers, you make sometihgn that is rogues all and can avoid the traps they lay...or if it was all wizards, the critters all had high magic resistance...basicaly, make it hard to play thru unless you took a balanced party...*evil DM grin*
ok, mr Weeks wants sugestions, i can do sugestions/info..*cracks knucles*
sugests theres 20 levels to begin with....each 5 levels theres a Refugee Town.
each single level there is a tiny outpost at the end where you can move down to the next level.
(basically, its a safe point that you can not only map to once you have completed that layer of the Cats, but if you want to quit for whatever reason, be it casue your needed realworld side, game topside or time to go to bed ect.....it also means that, once you have done that area if you wanted to, you could bypass it.)
each of the 5th lvl Refugee town has some small quests...collection, take this to the other town 5 lvls down, can you find my lost kiddie ect.
(gives you a reason to go to them...to meat up with your mates there rather than at the 19th lvl waystop lol....and some should be re-doable.)
also, you could include a single faction version town...so one kurzik and one luxon refugee town....AH!
*brainwave*
a seperate map that you have to talk to a person in the first refugee town to obtain....at one end, theres a Luxon refugee town, the other, the kurzic refugee town......the passageway to it (up to the last level you were at) is in the middle....
this alows all sorts of kurzic/luxon back and forth fun, with redoable quests there....(and yeah, i guess there would have to be something/someway for those that dont have Factions to redeem their faction-points in game, but that would better be just tagged as *this player does not have the xxx expantion, they may use the NoEps redeemer to get items/cash/special waveable funnyitem)
ooh, i can see folks runing back and forth between the two sides all day, agroing one side then the other ^^
at the bottom, there should be some kind of outpost that can lead to different areas....perhaps a randomly shifting portal....perhaps a set of stable portals that will allow players to try new maps....maybe even a portal that will allow you to play a map that is checked just for your party...*it reads what your characters levels, primary class is and stocks the map with monsters that will give you a run for your money, a Mage's Dungeon from the Mad Wizard, if you will ^^....
i used to love making those...you tailored the dungeon to the players you were sending in to it....so if it was all rangers, you make sometihgn that is rogues all and can avoid the traps they lay...or if it was all wizards, the critters all had high magic resistance...basicaly, make it hard to play thru unless you took a balanced party...*evil DM grin*
D
/signed !
I too was really disappointed to see the Catacombs were all closed off in Post. It makes logical sense with all the surface damage that the area sustained but even still.. perhaps all the chaos served, in fact, to open up the lower levels of the catacombs which were previously unknown.
Massive underground tombs and dank grottos full of shambling undead hoards and ghostly apparitions. I've always thought the aesthetics of the Catacombs were some of the best design work seen in the game.. definite sense of foreboding atmosphere throughout.
What is a dungeon hack without the dungeons?!
I too was really disappointed to see the Catacombs were all closed off in Post. It makes logical sense with all the surface damage that the area sustained but even still.. perhaps all the chaos served, in fact, to open up the lower levels of the catacombs which were previously unknown.
Massive underground tombs and dank grottos full of shambling undead hoards and ghostly apparitions. I've always thought the aesthetics of the Catacombs were some of the best design work seen in the game.. definite sense of foreboding atmosphere throughout.
What is a dungeon hack without the dungeons?!


. Just so you know, your thread at Wartower has actually been noted and many of the ideas passed on to ArenaNet already. I know Martin (German coordinator) has been keeping an eye on the thread. Would be great to see people posting their own thoughts on this idea here, because that's more likely to get our attention than signatures are.