Area Re-Design Suggestions

Kampfkeks

Krytan Explorer

Join Date: Aug 2005

This thread is about our suggestions on how some areas should be slightly or massively changed to improve the gameplay experience. To keep things in order i would suggest a common base on how to express our suggestions concerning this.

For example:

Affects: World / Area (where the exact english Area Name is given)
Seen Problem: The problem you observed about the area which requires fixing
Possible Solution: How you would solve the problem


However, stay inside of logics borders. They and us, we both know Guildwars has a numbered amount of ressources. And asking them to implement a whole new type of monster with completely different Animations and a whole new model is just not realistic. Same goes to completely new Areas. It should at max be something that is in the game allready and could be used as a substitute.
And most importantly, let's keep this a friendly discussion. I'm quite sure if we organize a thread like this we will be heard (well... read ).

Note: This is not about increasing Drops or meant for Farming Issues, either pro or contra.

Ok, i will start with some things that came to my mind. Some are more severe than others.


Quote:
Affects: Mineral Springs
Seen Problem: A huge mob of Avicara swarms the party while they load the area, often resulting in a wipe before the whole team is ready to put up a battle.
Possible Solution:Either remove the very first mob in the new area or move it a bit to the back so players won't accidently get into their aggrorange while loading the map.

Quote:
Affects: Mineral Springs
Seen Problem: A party wipe will result in a teleport to the only (to my knowledge) Ressurection Shrine in the area, thus teleporting the player all the way back to the start of the area. The problem here is, Mineral Springs is a long long way and most parties wipes near Lyssas Cave or while fighting the Shield of Judgement Boss. This results in a minor annoyance by having to run the whole long way back there without having anything to do.
Possible Solution: Implement a second ressurection shrine or fix the existing second one (if there is one, i have nearly completely explored the area, but you never know...)
Quote:
Affects: World
Seen Problem: Massive use of the Devourer Model. With the exception of 5 Areas in the game (Northern Shiverpeaks, Southern Shiverpeaks, Ring of Fire, Dragons Lair, Kryta), you are constantly fighting the same monster again and again.
Possible Solution: The problem is not the way they fight, but their looks. One is getting kind of tired to see the same monster all the time. So here are my detailed suggestions on how to replace the devourers later on:

Jungle Area: Replace the ranged Devourer Model with the model of a dune lizard (same size). Replace the close combat Devourer Model with maybe a smaller version of the rogue bull out of the Tutorial.

Desert Area: Replace the Devourer with ghostly Rangers. I'm not quite sure how much work it would be. But assuming you allready have those ghosts in the outposts: Make the Trap Devourers ghostly humans and call them forsakened Druids or something like that.

Those are just examples to give some ideas
Followup Problem: Collectors would have to be adjusted. A ghostly ranger dropping bleached shells would be really strange XD
I will post other examples as i see them. And i hope you all do the same. And remember, keep it flame free, keep it at least a bit realistic and to you guys at Arena.net. Give a comment now and then

Mugon M. Musashi

Lion's Arch Merchant

Join Date: Jul 2005

France (Paris)

BUG

Mo/W

about mineral spring, I think it's supposed to be hard

Swarnt Brightstar

Swarnt Brightstar

Krytan Explorer

Join Date: May 2005

Mongolia!... But sadly Florida

Rulers of Mythology <ROM>

R/Mo

But the people with slow connections load and the team is dead already

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

Why not make some devourers use melee with their claws for close combat?

Give some devourers a poisonous stinger (not ranged).

Have less devourers but make them more deadly (use troll unguent, melee, ranged and poisonous stingers?).

Give them more interesting sounds (this could apply to a whole range of creatures). Why do they all have the same death sound and attack sound?
A little variety in something so simple as a sound file would make them less boring.

Perhaps devourer models could shed their tail when attacked by melee and when reaching 50% health? That would be fun.
Those models would then switch to using claw attacks as a secondary weapon.

Imagination people

Kampfkeks

Krytan Explorer

Join Date: Aug 2005

Quote:
Originally Posted by Mugon M. Musashi
about mineral spring, I think it's supposed to be hard
Yes, and that is a good thing and i appreciate it. But i have seen many teams wipe as soon as they enter this area as the mobs start attacking the second the first person shows up there. As this is usually the one with the fastest computer all others will finish loading in the middle of a raging battle only to find themselves almost dead.
This is just not hard but a flaw
If something is meant to be hard it shouldn't be based upon what kind of computer they have if GW runs fine in every other aspect but loading.

About my second suggestion concerning Mineral Springs, this isn't about making it harder or easier neither .
It is just taking out the need to have to walk several minutes from the beginning to the end (you could try to get to lyssas cave and do a wipe on purpose, then run back and you'll understand why it is a minor annoyance).

Finally, keep more suggestions coming. I'm quite sure a lot of places could be sparked up with a little imagination. What about some themed bosses around some less explored areas?

This is somewhat off topic so i am not putting it into the typical suggestion form. But what about a repeatable Dragonslayer Quest where the different Facettes of Glint have gone wild and are spread amongst Tyria. You can get this quest in the Dragons Lair and the Facettes are spread in all areas of tyrias. And to no avail, they are in very remote areas (lacking their elite skills, but more energy and health so it takes longer to kill them).
Just like Rotscale in Majestys Rest one could place the Facet of Darkness deep inside the swamps of Kryta or the Facet of Elements in the Griffins Mouth Area far away from Aidans Route. It should take the players like 4-5 hours completing all parts of the quest and the reward should be like 2 Skillpoints. Now 2 Skillpoints aren't that much but you'll be killing stuff on the way there and probably have earned another of those skillpoints. Damn, getting off topic in my own topic. Maybe make another thread concerned about Questideas or broaden the scale of this thread.
"No clue about that i got", spoke yoda

edwinna elbert

edwinna elbert

Frost Gate Guardian

Join Date: Jun 2005

About Mineral Springs:

There are two res shrines, the whole area just goes around in a loop. If you take the first turn right before the res shrine near the entrance, you'll quickly work yur way around to another with a collector (alpine seeds!) standing next to it.