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View Full Version : System to give more depth to PvE


Revler
06-07-2006, 19:35
Prophecies didnīt have enough features to keep me that much interested in Guild Wars, but Factions solved a lot of the issues to me. Guild Alliances, different way of setting up enemies in PvE areas, PvE games, and, most importantly, something I have been dreaming about in Guild Wars and in a lot of games I played before: ever lasting conflict (the faction wars) that changes landscape.
Still, while I PvP all the time, and I really enjoy a balanced competitive game (donīt think I'll ever be moving to other action-rpg titles because of that) it is really PvE that keeps me playing, and I believe PvE needs some sort of conflict, something that can make it more significant to the players instead of merely bashing enemies for the sake of a balanced challenge.

So, I have a System suggestion that may give Guild Wars more depth to the PvE experience.

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1. Contracts

I suggested in another thread that GW follows the example of Freelancer, and have contracts that players can choose and attempt to solve them. Contracts are somewhat everlasting repetitive quests, that have a number of random elements associated with them.
They give experience, items and money, and, most importantly to me, makes us go through areas and fight monsters that unless I have a reason to, I'll just run along.

While just contracts may be a good idea, I think the system can have more aspects and have a much greater impact on GW.
Like I was saying, PvE needs some sort of everlasting conflict, and contracts could play this role.

1.1 Contract basics

Each major town (Kaineng, Lion's Arch, Ascalon, Hu Zelter, Droknar's and so On) has 1 contract handler. You can only accept 1 contract at a time (having to abandon it if you want to change), and you have an hour or two to complete it before it expires. If you have a contract, you get the "Begin contract" buttom on the party box, taking you to whatever area the contract takes place. Henchmen will then be leveled to the contract difficulty.

Contracts are quests with randomized elements that can be about exterminating bosses, gathering materials, exterminating Charr camps and so on, and you always have a limited number of minutes to win the contract, to make it more challenging and to represent that other people are after the contract too.
Some rarer contracts could involve going to other kingdoms, such as capturing an ascalon refugee that is hidden in the shiverpeaks. But generally they should take place in the kingdoms they originated.

There should NOT have contracts all the time, so players have to do something else while they wait for new ones.

1.2 Contract rewards

Each contract has a random gold reward, but that is proportional to the contract difficulty. With the gold reward, you also receive continent (Tyria or Cantha) faction.

1.3 Using the faction

The faction can be used so the Contract guy trusts you and gives you special, more difficult and rewarding contracts that are locked.

1.4 The kingdoms

Each contract the players succesfully finish raises the quality bar of the kingdom. The more on the red a kingdom gets, the worst the economy is, and less the contracts will pay. If its on blue, it is normal, and the more towards gold, better the economy is, because the citizens are thriving, and more the contracts can pay.


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2. Back to the individual

With all that is said, contracts can play a fun part of the game, giving ever lasting quests to everyone, while letting people play on the kingdoms they like most, and also significantly affecting the PvE world by interacting with it.
I donīt think that is enough though.

Guild wars is a group game, where individuals donīt shine because, no matter how good they are, they canīt single handely destroy the enemy group.
But individuality is an important reward, and while we wonīt shine by our fighting skills, there are other means people can still attain world fame.

2.1 Titles and renown ladder

Diablo II had a ladder that showed the top players, and even though most of the people would never show there, it was a goal that motivated many of them.
Guild wars can do the same by displaying the top 10 of each title (gladiator level, how much fame, how much unlucky, how drunk), and show a score for those who have helped the kingdom the most by doing contracts.
This way people can still shine as individuals, and it is a powerfull social reward that will make people want to play more, and also will connect the community.

Imagine you open the Ladder tab and see:

Ascalon top heroes:

1. Fargoth 5094
2. Jake badlands 3039

2.2 New titles and other contracts

New titles could be Citizen of Ascalon to Hero of Ascalon, Shiverpeak cold feet to Shiverpeak Endurer, and so on.
There could also be contracts that are not tied to kingdoms, but are given by individuals such as gangs, monks or rangers that want to change the world. Then you can have evil, good or treehugger titles as well, allowing a bit more depth to Roleplaying.

2.3 Hero of the Town

And to finish, by unlocking epic contracts with a large ammount of Cantha or Tyrian faction, heroes can take part on really hard quests (such as the ones from the Dragon event), that most will not finish.
Those who finish this extremely hard epic contracts, will have the leader's name or guild name displayed in all areas of the kingdom, the say way the winners of the HA.

Teridor Blackheart
06-07-2006, 20:00
gief plix!

Nah seriously this looks like a really good idea :D would love to see it implemented :)

MasterD
06-07-2006, 20:04
It all sounds good to me, especially the contracts I think that would be something that everyone would enjoy.

Revler
06-07-2006, 20:11
I forgot to add just a "I like the idea" option for the pool

katya
06-07-2006, 21:19
I like the idea too. A few thoughts, though:

1. I'm not sure about the time limit. It would work for a number of contracts (Rescue somebody before the bandits overwhelm the caravan, etc.) but generally the community reacts badly to timed missions.

2. If the quality of life in the Kingdom improves, why would they pay more for contracts? Wouldn't the number of contracts dwindle as the monsters are driven out? For this mechanic I'd rather see it merged into an Alliance style mechanic. That would be interesting.

Contract chains should be possible, so that one contract will "unlock" a further one. Although they are effectively rinse/repeat quests they can be introduced with relative ease (And I can see the contract tree in the main square now, with notices pinned to it) and is a great way to extend things while people slaver away for the next chapter!

Edit: Aunti, as I read it the only difference would be that these quests would be machine generatable, rather than with a human designer behind them.

Auntie I
06-07-2006, 21:21
How are the contracts you're proposing different than the Quests we already have?

Revler
06-07-2006, 23:15
They are not supposed to be different. Actually, since they rely on repetition, they would have to be less unique than quests.
They are there to add more depth to PvE in other areas.

Revler
07-07-2006, 00:21
By the way, there is no direct link from the main page to this subforum. I have to go to my own created threads to find it :shocked:

Aiiane
07-07-2006, 00:51
You could try going to the forum homepage, then navigating to the sub forum - it's there, under FrogTalk and above Bugs Forum:

http://forums.gwonline.net/index.php

Garfinkle
07-07-2006, 01:40
Some excellent ideas there. Well thought of.

Revler
08-07-2006, 16:19
I'm not sure about the time limit. It would work for a number of contracts (Rescue somebody before the bandits overwhelm the caravan, etc.) but generally the community reacts badly to timed missions.

2. If the quality of life in the Kingdom improves, why would they pay more for contracts? Wouldn't the number of contracts dwindle as the monsters are driven out? For this mechanic I'd rather see it merged into an Alliance style mechanic. That would be interesting.

I see. Maybe having a timer or not could be a random element, and only the epic contracts would always have one.

Regarding the economy, since contracts can always be found at the same rate, I'm going with the idea that there's always problems to be solved, but since the kingdom is prospering contracts that offer more money can be found with more frequency.

And what do you mean by alliance style mechanic?