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Submitted for your consideration: Reforging Orr with WvW mechanics.

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#1 Shriketalon


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Posted 28 January 2013 - 05:16 PM

Good evening, ladies and gentlemen.

Have a suggestion I wanted to link for you to consider over on the main GW2 forum. The long and short of it is a way to reinvent the Orrian continent using the mechanics of WvW, retranslated into a Players versus Undead endless war. Rather than rely on repeating events, the system would use a series of capture points and triggered events just like WvW, where players decide to launch an attack at a camp, keep, or temple on their own terms, and must repel repeated raids by the undead to hold the line. It also details a way to semi-randomize undead armies to make them an interesting and deadly force, as well as a Horde Mode finale kicked off by the players taking over everything featuring endless escalating undead waves. In short, I hope it represents the Orr that should be, rather than the dry and lifeless zone currently present.

Here be the link, for anyone interested. Hope you like it. :)
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#2 Desild


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Posted 28 January 2013 - 05:24 PM

Orr is horrible, barren, and eye gouging depressive.

What they should do is flesh out the area of Cursed Shore extravaganza and making slightly more relevant. With the suggestions you have. Have guesting work in reverse, with invaders!

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Posted 28 January 2013 - 05:57 PM

Pretty great idea honestly. I'd imagine the map coordination would be refreshing compared to simply calling out "boss/event is up." Much like escalation, I do think a breakout event would be necessary, just in case the undead have complete map control for too long.

Regarding the changes to loot, tagging mobs can be a bit crude (so many turrets strewn about, lol). I don't think it's such a bad idea getting rid of loot drops, but if the Karma is too lucrative it may just draw people further away from the rest of the world. Though that's pretty much currently the case, with these zones claiming a larger share of the general PvE population already.

Either way it falls to improving the loot tables of lower level zones, not diminishing Orr.

Escalation and Horde mode as you've described them sound pretty awesome. Reaching the peak, only to face an insurmountable force, I'd imagine would be pretty thrilling (for those who don't give up anyways). I do think that Horde mode should cease before all points swap though, to prevent everyone from just ditching the map for a few hours.
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#4 RAD



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Posted 29 January 2013 - 02:29 AM

Im pretty sure this was the original intention for the fact that there are so many events in Orr. It was supposed to be like a constant battlefield between the Pact and players, and the undead. Unfortunately I think it was the players who made it not so, just as it is the players that make CoD a bad game sort of thing. What I mean is, I would very much love for something like this to happen, the problem is that I am in the minority of players who would buy into that.
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#5 draxynnic



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Posted 31 January 2013 - 12:09 AM

Part of the problem, in my experience, is that you're reliant on NPCs to kick off events, and in some parts of the chain they sit around doing nothing for longer than the patience of many players before moving on - the Central Invasion Path in Straits of Devastation is especially guilty of this (I think I've only seen that progress to full success once - usually there's a bone ship offshore and if it's not, the krait are still ensconced in their fortress).

What I think Orr needs is for the potential for PCs to kick things off - either being able to tell the NPCs that you're ready to go now, or have a system by which if the PCs proactively attack an area, that sets off an event by which if they can hold out for long enough, the NPCs will move in and occupy the area.
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