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 |