Guild Wars Boardgame
chessduffer
I am working on a Guild Wars Boardgame, and would like some input. I have really only played as a Ranger and am looking for some ideas about the other professions from those who know them better. If you could post what you believe are the most important skills in each attribute of a profession. Please limit each post to one profession and list each skill under it's appropiate attribute. My game will be limited to 8 skills per attribute that one can learn. plus some non attribute (General) skills. Also if you could include atleast 2 of the 8 skills to be start out skills that would be great.
Thank You.
Thank You.
Huntmaster
I think a GW TCG would work pretty well, actually.
As long as there was a 'wammo' or 'mending' card. >;D
As long as there was a 'wammo' or 'mending' card. >;D
zombiefl12
I think a GW TCG or Board Game would work great, I'll be interested to see the results!
As to skills, I play mainly elementalist. Here are what I see as the "core 8" fire skills that would translate well to board game play:
...and then water:
...air:
...and finally earth:
As for general elementalist skills, (I think this is what you meant), there are 2 that I use constantly:
EDIT: Added Air & Earth
As to skills, I play mainly elementalist. Here are what I see as the "core 8" fire skills that would translate well to board game play:
- Fire Attunement
- Flare
- Meteor
- Fire Storm
- Meteor Shower
- Searing Heat/Tenai's Heat
- Bed of Coals
- Double Dragon {elite}
...and then water:
- Water Attunement
- Ice Spear
- Armor of Mist
- Frozen Burst
- Mist Form {elite}
- Rust/Maelstrom (depending on how signets get worked)
- Vapor Blade
- Ice Prison/Tenai's Prison
...air:
- Air Attunement
- Lightning Strike
- Enervating Charge
- Shock
- Gale
- Chain Lightning
- Whirlwind/Tenai's Wind
- Ride the Lightning {elite} (Could be interesting if reworked in a new enviornment)
...and finally earth:
- Earth Attunement
- Obsidian Flame
- Aftershock
- Stone Daggers
- Stoning
- Earthquake
- Crystal Wave/Tenai's Crystals
- Sliver Armor
- Shockwave {elite}
As for general elementalist skills, (I think this is what you meant), there are 2 that I use constantly:
- Aura of Restoration
- Elemental Attunement {elite}
EDIT: Added Air & Earth
Bane of Mortality
How to win:
1) Be the last person without 60% dp.
2) Be the first person to reach lvl 20
3) Be the first person to make a whammo with mending
1) Be the last person without 60% dp.
2) Be the first person to reach lvl 20
3) Be the first person to make a whammo with mending
Mr_T_bot
Suggestions would be easier if we had any idea what you were doing.
Inde
Oh Dude, you guys are in for such a treat. More details to come in the next day or 2 (not the boardgame portion but a TCG).
vinegrower
Quote:
Originally Posted by Inde
Oh Dude, you guys are in for such a treat. More details to come in the next day or 2 (not the boardgame portion but a TCG).
|
personally I would love to see a GW theme for warhammer as well
TomD22
Quote:
Originally Posted by zombiefl12
...and finally earth:
|
Glyph of energy {e}
Obsi flame
Earthquake
Aftershock
Ward vs Melee
Ward vs Foes
Armour of Earth
Earth attune / aura of restoration / ward of stability
That's the classic warder ele build minus a res sig, and probably the most common earth ele you'll come across.
zombiefl12
Quote:
Originally Posted by TomD22
With regard to your earth ele skills: in my experience earth eles tend to be used in a fairly defensive role, with occasional massive area damage with EQ-AS or a bit of directed spike damage with obsidian flame. If one has an earth ele in the build, one almost always has them carry at least 2 wards, and sometimes three. So perhaps that list could look more like:
Glyph of energy {e} Obsi flame Earthquake Aftershock Ward vs Melee Ward vs Foes Armour of Earth Earth attune / aura of restoration / ward of stability That's the classic warder ele build minus a res sig, and probably the most common earth ele you'll come across. |
@Inde:
Do you mean some TCG that's going to be produced and in stores? If so, I can't wait.
EDIT:
@MadOnion:
I considered most of those skills, but my lists were more aiming to show versatility of an attribute than viable in-game builds. I don't consider any of those lists as builds, more showcases of what an elementalist can do with each area. (If 8-skill builds were what the OP wanted, then by all means go with the other's suggestions).
MadOnion
Your ele list is decent, but you're missing some key skills.
Almost every air ele build you see uses lightning orb as it's an incredibly powerful skill, though it can be kited. I would suggest for air:
1. Air Attunement
2. Lightning Strike
3. Enervating Charge
4. Lightning Orb
5. Gale
6. Chain Lightning
7. Whirlwind/Tenai's Wind
8. Lightning Surge {elite} (Not seen all that often, but it is the most used air elite).
Earth should be defensive (as Tom suggested). As for your fire build, you're missing 3 very common fire skills which are fireball, incindary bonds, and flame burst. Flare isn't any great skill, but I can see it being used in a board game.
1. Fire Attunement
2. Flare
3. Incendary (sp) bonds
4. Fireball
5. Meteor Shower
6. Searing Heat/Tenai's Heat
7. Flame Burst
8. Double Dragon {elite} (not sure on elite as almost every fire build uses ele attune)
Water:
1. Water Attunement
2. Ice Spear
3. Armor of Mist
4. Frozen Burst
5. Water Trident {elite}
6. Rust/Maelstrom (depending on how signets get worked)
7. Deep Freeze
8. Ice Prison/Tenai's Prison
Almost every air ele build you see uses lightning orb as it's an incredibly powerful skill, though it can be kited. I would suggest for air:
1. Air Attunement
2. Lightning Strike
3. Enervating Charge
4. Lightning Orb
5. Gale
6. Chain Lightning
7. Whirlwind/Tenai's Wind
8. Lightning Surge {elite} (Not seen all that often, but it is the most used air elite).
Earth should be defensive (as Tom suggested). As for your fire build, you're missing 3 very common fire skills which are fireball, incindary bonds, and flame burst. Flare isn't any great skill, but I can see it being used in a board game.
1. Fire Attunement
2. Flare
3. Incendary (sp) bonds
4. Fireball
5. Meteor Shower
6. Searing Heat/Tenai's Heat
7. Flame Burst
8. Double Dragon {elite} (not sure on elite as almost every fire build uses ele attune)
Water:
1. Water Attunement
2. Ice Spear
3. Armor of Mist
4. Frozen Burst
5. Water Trident {elite}
6. Rust/Maelstrom (depending on how signets get worked)
7. Deep Freeze
8. Ice Prison/Tenai's Prison
Mercury Angel
Phantasy Star Online Episode 3 was a fairly fun compromise between board and card games, giving mechanics of AoE, movement, tactical positioning, and such.
As for a GW TCG, I've actually been tinkering with ideas on it on and off for a while now. Wonder what Inde's surprise will be o_O
As for a GW TCG, I've actually been tinkering with ideas on it on and off for a while now. Wonder what Inde's surprise will be o_O
Maxiemonster
Quote:
Originally Posted by Inde
Oh Dude, you guys are in for such a treat. More details to come in the next day or 2 (not the boardgame portion but a TCG).
|
And good luck on the board game. Probably, the biggest problem is that all durations and skill recharges would be turns (each turn would be 5 seconds for example), and interupts would be able to interupt everything with a low casting time, which would definitly make those popular.
And "working on a board game"? Are you from a board game company, or just an idividual that feels like making a board game?
Age
What does TCG mean the card game uild Wars board game not bad as another game I play was inspired by a board game.
Inde
Oh heavens no, not in a store. We just have something very cool that I'd like to see some of the members of the community 'help' finish and come up with. All the hard part's been done. You'll see
Count to Potato
How bout, bring pokemon style game pins? collectibles that fight? have the Wammo card, o reven the echo mending card!
chessduffer
Thank you for the posts so far, it looks great. I haven't even gone through all of them. As of now what I'm working on is a Cooperative Boardgame for up to 8 players. It will involve mosty quests which lead to Missions, at the end of each mission you will meet a boss where if the team defeats him/them the team will level up and earn new skills, Later the bosses in the missions will have elites. Skills will be represented by Cards (limit 8 per quest just like in game) certain skills will have 1 turn cooldowns where others will have longer cooldowns such as 6 turns this will correlate with the current game.
I will after trying it out, look into incorporating PVP, not sure how yet but sure I'll figure it out.
I now notice the TCG idea. Actually this idea has spawned from a Card Attack game my friend and I played utilizing the Guild Wars theme, he created most of that. It was OKAY, but we felt it would be cool to turn it into a Cooperative Boardgame. His Card Attack game played alot like PVP, which again I hope I can put into this boardgame. All inputs would be greatly appreciated, like I said my knowledge is limited with mostly Ranger.
Also our game will have Towns/Outposts to visit, the Map will be keyed and each Area will be zoned with 1 or 2 outposts. You wil have to complete the quests for the area, then you will enter into the mission area which will unlock the next Keyed Area which will attach to the former. Sort of like the key maps in a game called "Duel of Ages" not sure if you guys played that game (it's great) but it would give you an idea how the map would work.
I will after trying it out, look into incorporating PVP, not sure how yet but sure I'll figure it out.
I now notice the TCG idea. Actually this idea has spawned from a Card Attack game my friend and I played utilizing the Guild Wars theme, he created most of that. It was OKAY, but we felt it would be cool to turn it into a Cooperative Boardgame. His Card Attack game played alot like PVP, which again I hope I can put into this boardgame. All inputs would be greatly appreciated, like I said my knowledge is limited with mostly Ranger.
Also our game will have Towns/Outposts to visit, the Map will be keyed and each Area will be zoned with 1 or 2 outposts. You wil have to complete the quests for the area, then you will enter into the mission area which will unlock the next Keyed Area which will attach to the former. Sort of like the key maps in a game called "Duel of Ages" not sure if you guys played that game (it's great) but it would give you an idea how the map would work.
MMSDome
Guild Wars Monopoly would so be the easiest. Cavalon and Hause zu Heltzer would replace boardwalk and parkplace, so on and so forth. Also you could get chance cards that say "You have been scammed by a noob, give 50 to each player!"
I would definetly buy gw monopoly
I would definetly buy gw monopoly
generik
The Guild Wars(tm) name and spells are intellectual property of Arena.net and they reserve all rights to their use
chessduffer
Quote:
Originally Posted by generik
The Guild Wars(tm) name and spells are intellectual property of Arena.net and they reserve all rights to their use
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I only wanted to get input from the people that would give me the best resource, The true fans and experienced gamers of Guild Wars. I think My friends and I can make a good boardgame that best represents the Theme and emotion of the Guild Wars World.
Laibeus Lord
Make it online will you like autoassaulttcg.com
and yugioh online
GuildWarsTCG.com FTW!!
then later combine GW Board game and GW TCG that'll be awesome.
and yugioh online
GuildWarsTCG.com FTW!!
then later combine GW Board game and GW TCG that'll be awesome.
Mercury Angel
Quote:
Originally Posted by generik
The Guild Wars(tm) name and spells are intellectual property of Arena.net and they reserve all rights to their use
|
But I'm not a lawyer, so *shrug*.
I do remember in the past they were VERY serious about the removal of a trademark a fan used in one of their GW videos, but trademark rights are a bit of a different story.
Laibeus Lord
Yep, (TM), (R), or (SM) must always be shown, especially if its a 'registered' trademark (there's an unregistered trademark but is still valid, usually carries TM).
so put those symbols properly and just put a copyright notice at the bottom or the back or anywhere and dont sell the game
finally, its best to contact GW Community for final confirmation or maybe strike a deal with them or an agreement that you will really not use it as a source of income and that they have the rights to use your creation for profit (be sure to get a percentage tho )
Dont use the word 'disclaimer', I haven't heard a judge or a court that released a statement that they are now recognizing "disclaimers". As far as I got the last update from our attorneys, no court yet until now is recognizing "disclaimers"
so put those symbols properly and just put a copyright notice at the bottom or the back or anywhere and dont sell the game
finally, its best to contact GW Community for final confirmation or maybe strike a deal with them or an agreement that you will really not use it as a source of income and that they have the rights to use your creation for profit (be sure to get a percentage tho )
Dont use the word 'disclaimer', I haven't heard a judge or a court that released a statement that they are now recognizing "disclaimers". As far as I got the last update from our attorneys, no court yet until now is recognizing "disclaimers"
Solvi
isnt guild wars basically a video version of the tcg mtg?...I always see quite a few things that seem similar between the two.
Rob Van Der Sloot
I made a Counterstrike boardgame once, and the key to making it work, is figuring out what the game is really about, and simplifying it. For example, Counterstrike is a combination of teamwork, strategic positioning, aiming, reactions, and choice of weaponry. Aiming however is not something easily transformed to a boardgame, so I got rid of that. Players simply always hit each other. The same I did for health and armor. Board or card games that involve lots of statistics are actually bad games, players should not have to keep track of lots of numbers. (Yes, monopoly is a very bad game)
If I were you I'd take the same approach for Guildwars. Guildwars is about the combination of certain skills, and how teams can support each other. Making a card for each skill in the game would seem like the way to go, and I like the idea of turning the cooldown periods into turns, that works well. However, make sure that you don't overcomplicate things by having players keep track of all their cooldown periods. Health and energy management would be hard to convert to a boardgame. I'd either scratch them completely, or simplify these two concepts.
If I were you I'd take the same approach for Guildwars. Guildwars is about the combination of certain skills, and how teams can support each other. Making a card for each skill in the game would seem like the way to go, and I like the idea of turning the cooldown periods into turns, that works well. However, make sure that you don't overcomplicate things by having players keep track of all their cooldown periods. Health and energy management would be hard to convert to a boardgame. I'd either scratch them completely, or simplify these two concepts.
Ken Dei
Your Warrior has used Frenzy + Healing Signet, said Warrior dies, your Monks lose all energy. And all Monk players recieve the "Rez Me! Rez Me! Rez Me!" Card...
Terra Xin
Quote:
Originally Posted by Inde
Oh Dude, you guys are in for such a treat. More details to come in the next day or 2 (not the boardgame portion but a TCG).
|
I think I've outgrown TCG's, but it will be awesome to read up on what they have.
chessduffer
Quote:
Originally Posted by Rob Van Der Sloot
I made a Counterstrike boardgame once, and the key to making it work, is figuring out what the game is really about, and simplifying it. For example, Counterstrike is a combination of teamwork, strategic positioning, aiming, reactions, and choice of weaponry. Aiming however is not something easily transformed to a boardgame, so I got rid of that. Players simply always hit each other. The same I did for health and armor. Board or card games that involve lots of statistics are actually bad games, players should not have to keep track of lots of numbers. (Yes, monopoly is a very bad game)
If I were you I'd take the same approach for Guildwars. Guildwars is about the combination of certain skills, and how teams can support each other. Making a card for each skill in the game would seem like the way to go, and I like the idea of turning the cooldown periods into turns, that works well. However, make sure that you don't overcomplicate things by having players keep track of all their cooldown periods. Health and energy management would be hard to convert to a boardgame. I'd either scratch them completely, or simplify these two concepts. |
We used similar idea with my friends Card Attack game based on Guild Wars and it does work. Health will be very simplified each successful attack will result in HP lost, HP will be represented in stages rather then raw numbers for example maybe A warrior will have 5 stages of HP, where a Monk will have 2 or 3 stages so forgetting about healing a warrior will die at 5 successful hits while a monk would die at either 2 or 3 (not decided) of course healing will change this but gives an idea.
The main focus on the game will be for a group to go on quests/missions, level up, earn new skills, and explore. My main obstacle is how to develop a mechanic for the Monsters/Enemies. We thought about having a GM such as in HeroScape or Descent which are 2 good boardgames that utilize this method, but I would like to devise a system where that is not needed.
Thanks Again. I appreciate all input.
P.S.
Yes Monopoly is a VERY Bad game. There is so much more out there if people look.
Manic Smile
no tcg to collect...lol, I have to say I would have ad least collected a set...