- Character development comes alittle too late, skills you get later in game come too late to really use in PvE much. Upto the desert most classes have a single or a handful of optimal builds, and some roles can't be taken at all untill later game, such as any kind of elementalist except fire.
- Replayability in general is pretty small, majority of co-op missions only have one path, and no variability in mobs. The same goes for the smaller npc given quests, after the first time they loose their appeal but for the rewards, which are mostly unnecessary or even useless, except skills and exp. So it has been sugested that missions have a random factor introduced into mob spawns.
-=- A bigger sugestion is a differant kind of co-op be added alongside the storyline missions. They would be mostly unscripted (as in no cutscenes) and each built around a simple objective.
Such as :
- Defend the fort - A faster paced and more compact version of the end of thunderhead keep, perhaps with siege worm style enemies or toned down balistae within range of outer walls but not the inner courtyard to give a choice of whether to sally forth or hold the courtyard
- Protect the caravan - Simple escort mission, not entirely sure about this one, since the mission critical npcs in GW are so fragile, but the general idea is to escort a caravan along a route defending against randomly generated attacks and maybe one predetermined attack with random mobs at one obvious location, such as a crossroads when 3 groups can come from 3 sides
- Timed race to activate pedestals - Pretty self explanetory, race in a laberinthine location to activate pedestals scattered across the map, time should be short enough that there's always a sense of urgencey, as in tighter time constraints than the Elona's rech mission, pedestals could be located randomly out of a larger number of set locations, but im not sure I'm in favour of that since it may just make it frustrating not fun/challenging
- Steal the relic - Set in an almost arena style mission, quite a small size. All the groups would have interlaced patrol routes and would respawn on a timer, not at the relic location but on either side and resume patrols, which don't pass within agro range of the relic. The relic would be guarded by a boss and a slightly larger group and would only drop on the death of the boss, then relic must then be returned to a pedestal at the start
- Boss assasination - Almost a reverse of defend the fort. The boss would be located in a fort with a large number of closely packed groups, the group would start with friendly npcs marching in from either side of the fort, the npcs would be made to inevitably loose to the mobs inside the fort, but they would be numerous to grab the agro of most the outer groups, the group must assasinate a single boss or a group of 2-4 bosses (depending on difficulty, a single boss seems too easy). The difficulty should come from defeating bosses and inner groups before the outer groups finish the friendly npcs off and avoiding being dragged into the larger melee.
- Survival - The ever popular fight to the death set in a pretty open arena, had to include it, though im not sure how it would have a "finish", maybe scale the reward dependant on how many waves are survived. Also not too sure about the game's capacity to spawn in enemies, but hopefully the ressurection system from thirsty river works similarly enough to be used.
I'm not suggesting these scenario's specifically, but they are fairly specific examples of the type of play style the missions should have. Short intense missions with no running or filler groups, a fairly interesting objective to keep it alittle fresher than an endless meatgrinder of mob killing and an openness in map design so players can be inovative about how to get these objective's done (IE not a single path with mobs placed at regular intervals untill the end boss).
The mob spawns would be almost entirely random, within some fairly liberal parameters, but still with a wide range of enemies likely to spawn in any one mission, and differing difficulty each time. The missions should be replayable and the reward obtainable each time, be the reward experiance, an item, faction, maybe even a skill of choice from a set. These would all be aimed at post ascension characters, and wouldn't be required to advance the storyline in any way.
If some fluff is needed they could be explained as more of the trials the spirits of the fallen go through. With this they could all be linked to from npcs in a single area, as in temple of ages and fissure of woe/underworld, and could even mean the rewards could be in the form of another type of faction (Dwayna? Grenth?). That could help party building too by not spreading players out across various locations. Or they could be done individually each with their own story if the trials explaination is too far out of character, neither is intergral to the idea.
I would like to see one compromise in story continuity be made in the case of enemies in the mission though, a wider range of possible mobs would help keep the challenge evolving so I don't think mobs should be restricted to a single sub-set for any of the missions. I wouldn't mind if I see the forgotten fighting alongside the titans or any mismatches like that in these missions.
The differance each time they are played would give them at least some replayability and, with a fun enough concept as the main objective, could be played multiple times in lieu of pvp for someone looking for a bit of quick fun rather than moving on to the next mission. Since no matter how fast new content is added, there's going to be a last mission eventually.
[Edit x3] Yup still editing it
