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Guild Wars 2 Wasteland WvW Map

A 2-4 sided map with overflow instances and no world limitations. No PPT. You simply earn better loot from taking and defending locations. As for what side people would spawn on, I think every match should be randomized. If it was a 4 sided map, each match would randomly choose 6 NA servers to be part of each side.

The map would contain multiple siege-able locations containing boss/survival battles. A main castle battle for example:

You siege your way to the inner sanctum. After beating the first boss you receive reward level 1. All walls and doors can be repaired or reinforced (extra cost) via an NPC that spawns. After a few minutes, mobs start appearing and try to destroy outer walls, doors, defensive siege and kill the repair NPC (who cannot be revived). If you tried to rush the boss and left a lot of mobs in the courtyard, this could be quite difficult to counter. After about 15-20 minutes another more difficult boss spawns. Defeating this boss grants you reward level 2. Walls and doors can be repaired again providing the NPC is still alive. A final wave of mobs including a mini-boss spawn to try and destroy walls, doors and siege again. The final and strongest boss appears that you must defeat for the final reward. No more mobs will spawn until you’ve left the castle/tower, which has basically reset to level 1. You’re doing all of this while defending against other groups trying to get in and steal the higher level rewards you’ve unlocked.

What do you guys think? Would it just turn into another EoTM? Would the extra coordination required to take and defend locations promote smaller more ogranized groups?

I think like this:

Remove all of the karma, gold and badges gains. Basically any personal rewards. Keep the PPT. Now, implement an orb in each map at the top and one in SM(like the old days). Here’s the trick. The more your server owns in the map, the more you earn of X reward.

So it would work like this. You want to have the orb to get any reward at all. To get it you will have to zerg you say, but I say no. Because if you have the orb but no PPT the orb is useless. Therefore your world will split their groups up to cap and hold as many towers as possible, all while the enemy servers want the orb to get the bonus. If they get the orb, the server holding it will need their forces elsewhere which means it will be kittening hard to defend the actual orb while keeping your PPT up, and thus the less people you can have to do the mission, the better.

Complicated? No.

You need both the orb and PPT to get X reward at all for your server. Bonuses, cheap gw2 gold, karma anything. Your server will HAVE to split the big zerg to get any X reward.

This will make WvW a much more central point of the game, PvE players will have interest in it, and it will favour allready skilled small groups. The less people you need to cap a tower or defeat an enemy, the more people you can have to cap things elsewhere or defend the orb.

The only problem it will not fix is the population one. There will still be nightcapping etc. But we will see smaller groups and smaller skilled groups will be very valuable and create more of a hype around good smaller guilds. Much like the 300 movie.

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Posted by on September 27, 2014 in Guild Wars 2 Skill

 

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Guild Wars 2 Suggestion: Home Instance Stories/Quests

would suspect this or something like it has probably been suggested before, but here goes anyway.

How about some (drumroll) Adventures Between the Adventures? Epilogues to the Personal Story. Sidesteps on the Pathway of Life. Uh. You get cheap gw2 gold. Set in our characters’ back yards, so to speak.

These stories/quests wouldn’t have to be anything particularly innovative or fancy, no need for epic boss fights or dungeon-worthy team coordination, just plain old simple quests that offer a way for our characters to have more interaction with friends and family and associates from their Personal Stories and adventures abroad.

For humans, we might have some adventures with our character’s sister, or those circus guys, or maybe we could follow up on corruption in the Seraph. For asura, we might do wild and crazy experiments with our krewe. For charr, we might get out in the field again with our warband. And so on, and so forth.

For new characters, these quests could become available as the character progresses. Ideally, they could scale with the character’s level.

For advanced characters, some of these quests might be presented in the form of flashbacks, and some might be all-new, all-different adventures featuring the above-mentioned friends, families, etc., that may range far and wide but still be tied to what’s happening ‘at home’.

More stories/quests could be added periodically. Throw in some achievements/titles, of course. These stories/quests could also provide various and sundry personal touches to the home instances, maybe in the form of changes to various buildings, NPCs coming and going or getting married or taking up knitting or whatever. For example, maybe an outcast tengu you found sleeping in an alley could, with your help, fulfill his dream of opening his own shoe store, and become a permanent resident in your home instance.

 
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Posted by on August 28, 2014 in Guild Wars 2 Skill

 

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