Suggested Themes for Later GW Chapters
Halc yon
This subject has been brought up several times but it's always fun to discuss and get creative. I'll start it off.
I always thought that a roman/greek/persian theme would be cool, pretty much a mediterranean theme. They have very interesting and different cultures and architures.
For PvP, things like gladiator arenas and the olympic games would be awesome. For example, in the olympic games there could be different events like team survival. The point would be to survive as long as you can against an endless stream hostile forces. Top records can be set and record holders will get titles and such.
As far as PvE content is conerned, things like huge temples such as the Parthenon or structures similar to the Taj Mahal would be nice. Melee characters will have armor similar to that of hoplites and such. Headgears such as turbans would be cool. Casters would wear robes like greek philosophers did.
It would also be awesome to have celtic/nordic/viking themes. I love horned helms.
One feature I would also like to see in the future is a huge redwood forest type of lanscape.
Or maybe A.Net could steer away from the whole worldy theme concepts and create a whole new world with brand new never before seen cultures and armors and buildings etc. I thought GW Prophecies was really innovative in that perspective.
Lets see what you guys got.
I always thought that a roman/greek/persian theme would be cool, pretty much a mediterranean theme. They have very interesting and different cultures and architures.
For PvP, things like gladiator arenas and the olympic games would be awesome. For example, in the olympic games there could be different events like team survival. The point would be to survive as long as you can against an endless stream hostile forces. Top records can be set and record holders will get titles and such.
As far as PvE content is conerned, things like huge temples such as the Parthenon or structures similar to the Taj Mahal would be nice. Melee characters will have armor similar to that of hoplites and such. Headgears such as turbans would be cool. Casters would wear robes like greek philosophers did.
It would also be awesome to have celtic/nordic/viking themes. I love horned helms.
One feature I would also like to see in the future is a huge redwood forest type of lanscape.
Or maybe A.Net could steer away from the whole worldy theme concepts and create a whole new world with brand new never before seen cultures and armors and buildings etc. I thought GW Prophecies was really innovative in that perspective.
Lets see what you guys got.
The truth itself
An underground theme perhaps?
actionjack
I am more interested in what new features it could add.
Halc yon
Underground theme is cool. Underwater too. Also floating islands. Or a Carribean style theme.
Can you guys elaborate?
Can you guys elaborate?
BahamutKaiser
I think that ascolon is already strongly Greek influenced, with Ascolon city and the landscape, it seems rather European to me, with a touch of chinese influence (Great Wall).
I was thinking more along an Island Theme, along with the Seafaring idea I had, sailing around and fighting on the sea and on several unique islands would be very interesting. I am also interested in an Egyptian/Aztec type theme, I can realy dig a Necromancer in a Pharoh hood, and ornate gear, as well, they could start introducing more "lesser" patheons, like a new continent or even world founded or influenced by the children/offspring of the original gods.
A subterrainian and even floating continent theme would be very interesting, it may be a bit far fetched, but in the expectation of multiple expansions over only a few years time, several themes could be realized.
I am also interested in some returning themes, it would be sad if the entirety of Tyria was forgotten, and never returned to.
I was thinking more along an Island Theme, along with the Seafaring idea I had, sailing around and fighting on the sea and on several unique islands would be very interesting. I am also interested in an Egyptian/Aztec type theme, I can realy dig a Necromancer in a Pharoh hood, and ornate gear, as well, they could start introducing more "lesser" patheons, like a new continent or even world founded or influenced by the children/offspring of the original gods.
A subterrainian and even floating continent theme would be very interesting, it may be a bit far fetched, but in the expectation of multiple expansions over only a few years time, several themes could be realized.
I am also interested in some returning themes, it would be sad if the entirety of Tyria was forgotten, and never returned to.
Halc yon
Any1 ever seen the work of Hayao Miyazaki? A.Net should get some1 as creative as him to work on a guild wars chapter.
k3nn3tH123
Because Jeff Strain said these places in Guild Wars are not based solely on a region like Asia for Factions, but rather the mythology of that area, I suggest adding something based on Norse mythology.
Norse mythology is with Loki (as many know from iRO) and other gods. It's similar to Greek and Roman mythology is many ways, but would make it more original than all the Roman games out there.
Norse mythology is with Loki (as many know from iRO) and other gods. It's similar to Greek and Roman mythology is many ways, but would make it more original than all the Roman games out there.
Lexar
Revisiting Tyria 100 years after prophecies. You could switch between times in time portals like you can switch between continents on the boat icons. Quests in prophecies can alter the new chapter too. And it will give us a definite answer to a lot of unanswered questions at the end of prophecies.
R A C
Carribean theme definately. New feature: sailing/naval combt. make it as complex or simplistic- doesn't matter. I want it. Cannons, boarding enemy ships, every thing. May need some engine modifications for moving ships, but it wold rock.
One of the new classes: pirate, has a pistol with half the range of spells and a short sword. Armor: 80 or so, more than ranger, maybe almost as much as warrior, but no absorbtion bonuses. energy: same as ranger I guess.
Or, of course, any existing pirate class concept would work.
Then we can have the timeless battle whose outcome has been argued countless and endless times: Ninjas(Assassins) vs. Pirates.
But in all seriousness, ship-to-ship naval combat complete with cannons and angleing/positioning of ships would rock. Classes of course wouldn't matter as much untill one or both ships are at a dead stop next to eachother and the real fun begins: boarding the enemy's ship.
One of the new classes: pirate, has a pistol with half the range of spells and a short sword. Armor: 80 or so, more than ranger, maybe almost as much as warrior, but no absorbtion bonuses. energy: same as ranger I guess.
Or, of course, any existing pirate class concept would work.
Then we can have the timeless battle whose outcome has been argued countless and endless times: Ninjas(Assassins) vs. Pirates.
But in all seriousness, ship-to-ship naval combat complete with cannons and angleing/positioning of ships would rock. Classes of course wouldn't matter as much untill one or both ships are at a dead stop next to eachother and the real fun begins: boarding the enemy's ship.
Francis Demeules
Quote:
Originally Posted by Lexar
Revisiting Tyria 100 years after prophecies. You could switch between times in time portals like you can switch between continents on the boat icons. Quests in prophecies can alter the new chapter too. And it will give us a definite answer to a lot of unanswered questions at the end of prophecies.
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It must be original at the same time. I agree with underwater. Imagine the world in prophecies with an underwater city or something like that. I dont mean Atlantis in there . Bah its mythology.
We have:
- Wasteland - Ascalon
- Mountain snow - Shiverpeaks
- Tropical - Kryta
- Jungle - Maguuma
- Desert - Crystal Desert
- Volcano - Ring of Fire
Special Area large explorable
- Sorrow Furnace - Mining camp
- The Underworld - Underground
- Fissure of Woe - Unknown... never been there
If we want to be original, just try to not follow these points
Halc yon
I like your enthusiam R A C but i think that having pistols or guns for weapons would totally throw off the feel of Guild Wars. Could happen. You guys think A.Net would ad pistols and such?
Francis Demeules
Quote:
Originally Posted by Halc yon
I like your enthusiam R A C but i think that having pistols or guns for weapons would totally throw off the feel of Guild Wars. Could happen. You guys think A.Net would ad pistols and such?
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/put matrix glasses
/focus
.... lag
mega_jamie
Perosnally i agree that pistols etc would ruin the game as it is at the moment.
There doesnt seem to be many themese that havnt been covered in some way, persoanlly if theres any innercity business in CH3 im gonna cry. But apart from that, i dont really think they can go wrong.
They could possibly do a Native American thing, or maybe African based CH may work. Also I think a Nordic thing would rock too, would be great to run around as Thor or Ordin wannabes, hehe.
There doesnt seem to be many themese that havnt been covered in some way, persoanlly if theres any innercity business in CH3 im gonna cry. But apart from that, i dont really think they can go wrong.
They could possibly do a Native American thing, or maybe African based CH may work. Also I think a Nordic thing would rock too, would be great to run around as Thor or Ordin wannabes, hehe.
Halc yon
a native american theme would be cool, with all the mythology and folklore and all. there are also tons of landscapes in america to draw from such as redwood forests and the death valley or the everglades.
Pi_Numurian
I would like to see some good updates some cool original classes and a cool new theme like perhaps more into the Zaishen
Halc yon
Wow. I never thought about how cool a necro would look in those egyptian pharoh costumes, or maybe a necro wrapped up like a mummy would be cool. And they could have cobra head staves!
Bowman Artemis
I could really see something in the underground/underwater combo. It'd be really awesome if they could add swimming support too. You could have flooded tunnels that you need to get through with only small trapped pockets of air, subterrainian lakes, rivers, caves. All that could be used in conjunction with the land to create a really interesting world. They'd need to let the game detect the Z axis though to prevent collision when in the multi-levelled caves.
Francis Demeules
Quote:
Originally Posted by Halc yon
And they could have cobra head staves!
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Halc yon
I only played warriors, necros, and eles so i don't know anything about mesmers and their weapons.
shadowfell
If by some chance my brain is sucked out with a tube, and I actually buy chapter three, I'm hoping for a european influence in design. However, the kurzick areas, are probably the nicest looking game landscapes I have ever seen.
{IceFire}
i think we should def. steer away from the gunpowder/more modern things.
MasterDinadan
Actually I wouldn't mind something pseudo-modern... not like too modern, but maybe a chapter where the focus is on scientific technology rather than magic and mythology. Perhaps an engineer class that uses explosives and gas bombs and such... other various gadgets. Pistols may too much, but I think an auto crossbow or something would be cool. Like a bow, but with very fast projectile that mostly travels in a straight line (can't fire over obstacles very well)
Blessed Winds
I want a chapter with huge palaces and castles and be able fight IN them.
actionjack
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:
Yes, I know my writing suck, and this is done without revision too (too lazy to re-read it) so just bare with it if you see bad spelling or grammar. Just trying to get the point cross. Also holding back some idea's details, which I might elaborate more on later...
Anyhow, enjoy the reading.
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
Yes, I know my writing suck, and this is done without revision too (too lazy to re-read it) so just bare with it if you see bad spelling or grammar. Just trying to get the point cross. Also holding back some idea's details, which I might elaborate more on later...
Anyhow, enjoy the reading.
Juk3n
ORR definetley gets my vote,
Maybe the Seer finds a way to harnesss the power of time travel and sends u back with the task of stopping the cataclismic events which buried Orr?
Maybe the Seer finds a way to harnesss the power of time travel and sends u back with the task of stopping the cataclismic events which buried Orr?
Francis Demeules
Quote:
Originally Posted by Juk3n
ORR definetley gets my vote,
Maybe the Seer finds a way to harnesss the power of time travel and sends u back with the task of stopping the cataclismic events which buried Orr? |
HoH gates. Each gates goes to a continent from a part of the world. What happens if we open the wrong gates. Don't mention the Darknesses here.
Glitched
I think its already been decided that chapter 3 will have a north african theme, though not really Egyptian. On new races, I think if we ever play a new race it will be a new class.
Lexar
Quote:
Originally Posted by Glitched
I think its already been decided that chapter 3 will have a north african theme, though not really Egyptian. On new races, I think if we ever play a new race it will be a new class.
|
WasAGuest
Quote:
Originally Posted by actionjack
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. |
Quote:
Originally Posted by actionjack
New Features:
|
- More coolness
Quote:Originally Posted by actionjack- PvPvE Dungeon Game:
http://www.guildwarsguru.com/forum/s...d.php?t=136314 - PvPvE Dungeon Game:
BTW, dynamic lighting would be awesome to see.
As for new themes; I would love to see some areas inspired by the Prince of Persia games. The Caribean and Nordic themes would also be really sweet to see.