The topic towards the Temple of the Ages inspired creating this, though also replayability I desire without having to expend myself in a truly player versus player environment. This is the answer to allowing PvErs to take part in the favor of the gods, while retaining the ability for PvPers to do something as well and not attempting to remake what they do, since I can think of nothing strictly PvPer related that is nearly as good as new missions to explore.
TotG are essentially small arenas where groups have to face down waves of enemies which grow in difficulty and scale, the longer this is sustained in comparisson to other sides, the more favor is gained, similar to how the current system works, or with regards to my long rambling speech within the topic ; http://www.guildwarsguru.com/forum/s...ad.php?t=59486
Obviously a few modifications are much more necessary for the current system, and the only change with mine is, the same point value increase or decrease applies to how far through waves teams get and will build onto their own continuum, the further you are from other sides, the more points you all get on the favor continuum.
Anyway, these will also be available just to sort of test yourself and "farm" for loot without having to experience the story once again, as well as being able to randomly assign teams as with arenas or create teams to enter them as with missions, so a bit of flexibility.
These Arenas are linked in the same way the small group ones are, and bear various monsters from the region, in various sets, amounts, and difficulty, the further in waves, the more and the harder these will become. So while you may face down two Charr Stalkers, two Axe Fiends, and two Ash Walkers on the first wave, you may be joined by a pair of Martyrs as well in the next, and then they may raise a level or two each, though there will also be smaller groups of greater difficulty, in order to even out the use of massive AoEs and reduce heavy lag from later fights, so you may find a dragon towards the end and then go back to a set of ten giants, and then to a much stronger dragon.
Completion of waves garners a small period of time and a chest, notice that looting it is the decision to open the chest or not per person similar to keys, if it is not looted, the person is letting the reward ride, the longer it rides, the greater the eventual rewards become, if you lose, your team goes back to the outpost, and all of your unclaimed rewards are lost, notice that you won't get much if you accept all rewards as you get to them, and there will be little of good value until you get into some rough battles.
Unfortunately, a system would have to be in place which would allow a bit of acceleration, since at level 10 you may find the Charr difficult at the first wave, at level 20 with elite skills and a good group, the first 15 waves can become incredibly annoying and useless. Not sure how it would work, since nothing for difficulty is ascribed currently, sort of in the air as to specifics, in so much as, I wouldn't want to force PvErs to complete an hour worth of nothing to get to anything worthy of favor, while PvPers can win a single battle in a matter of minutes.
V
