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Proffession Quests

not feeling like a ________?

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#1 Roan Rivers

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Posted 11 April 2013 - 02:24 AM

Hey guys, have not posted here in a long time, how are things?
Just posting something that has been bugging me when I roam around Tryria.

You ever feel like your proffession does not feel like a proffession at all, and your just "Happen" to have the skills you do?  It may just be my character development obsessive juices flooding over again, but I play my thief and I don't feel like one.  I don't even feel like an assassin.  What I DO feel is that there could be much more story behind the classes in Guild Wars 2.

What really are elementalists?  How do they use their power?  Is it a natural, spiritual, or just knowledge thing?  Are elementals a direct relative to the powers of an elementalist?  How did it all start and what is stopping an elementalist from tearing apart a continent in search for the limits of the elementalist's potential?  Creativity is truely a weapon with these people, how far can the powers keep up with the imagination?

Do Guardians get their power from the gods or are they just magic warriors?  Are they actively seeking out divine powers, or are they just blessed with an uncommon ability?  Do they have a zealous and pieous devotion to their work?  Or are they just normel men and women bound together by a mystical power?

How deep does the world of the thief go?  How dark and secretive are they really, and what plans, if any, do they have on the world?  Who trains people to steal and assassinate?  Where, in the shadows of their labor, do they draw the line between what is truely beneficial for the people, and for themselves?

New ages test a warrior's value.  Guns are replacing bows, golems are replacing swords, do the generals and commanders fear for the future of the martial arts or do they take what they can get and develop as time goes on?  When war is over and the dragon's are killed, what will become of the warriors?  Will they just be teachers of a turbulent age?  Or will they continue their craft, even to the point of political disdain?

Necromancers are almost as mysterious as thieves are, but far more frightening.  What dark arts do they hold back from the world when death itself is a plaything to these people?  How far is ones sanity tested when death and disease are commonplace among their enemies?  Could one simply stop being a necromancer and start a fresh life?  Or are they like war vets, forever changed from past experiences?

Engineers are the pioneers of the new world, but who's envisioning this new world?  Engineers have a very special place in Tyria as they can create a new age of industry, but somone has to know they can make a profit by their work.  They have the know-how to build factories that could make weapons for a fraction of the manpower needed before, but how charitable are such inovations, and who's guiding the reconstruction of this new age?  Who's truely benefiting?

Rangers are free spirits and common adventurers, but the blank spots on the world map are being filled in and nature is becoming more tamed by the decade.  Great beasts are game for hunters, trees are building blocks for engineers, and even lakes are becoming poluted by collosal machines.  The home of the ranger is shrinking, do people in this path of life have a resentment for modernization?  Or do they try their best to limit such advances?  Are some rangers even so angry as to sabotauge work efforts?  Have rangers tried finding ways to charm greater beasts like griffons and dragons?  Do some rangers get so in-tune with the primal power of nature that they break off from cociety and create their own tribe?

In short, I'm just saying there's a lot of potential to add more story to a character, particularly in class missions.  Thieves steal stuff, it's what they do.  Sometimes they may even be contracted to kill a person.  However I play my thief like any other class in Gw2, and it makes it seem, repetitive, in a way.  I'd be very interested to know what the real world of the thief was like, or how a guardian truely lives.

Would be a good way to make money too if they had a larger than average gold/silver sellout in these quests.  I mean, you are doing your actual job for once, I'd expect to get paid too.

Was just a thought that occured to me, not at all enforcing this (unless this gets overwhelming support) just thought it would be something fun to discuss or even suggest to the devs at some point.

Edited by Roan Rivers, 11 April 2013 - 02:27 AM.


#2 Baron von Scrufflebutt

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Posted 11 April 2013 - 05:41 AM

While I do feel there's a massive lack of a story behind what the player does, I absolutely hate class/race/... exclusive content. It's the same thing with the personal story or even armours: while they certainly enrich the game, the devs have limited resources which means that this is taking the spot of some other content, and by making a specific character, that character is completely locked out of most of this content.
So I much prefer the Nightfall storyline approach to creating a slightly unique experience: the player could go and help either Koss or Meloni, choose Goren or Fat-ass, ... yet at the end of the game, that character had the option of going back and still experiencing all that content. It means that the content doesn't go to waste or that players are forced to create a new character just so that they can experience slight deviations in the game.

#3 lolevy

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Posted 11 April 2013 - 05:45 AM

What mesmers not good enough to get a post =(

#4 Coren

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Posted 11 April 2013 - 05:49 AM

Well in all honesty GW1 didn't make you feel as your profession either, aside from profession quests that gave you skills.

If you want lore.explanations on how magic works, then head over.to the durman priory section of the forum :)

Other MMOs sometimes identified you to your race and profession, like LOTRO, but in a game that has so much voice inputs, it'll be harder to implement.

#5 Soki

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Posted 11 April 2013 - 05:56 AM

wud bee kewl

#6 Roan Rivers

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Posted 11 April 2013 - 01:55 PM

View Postlolevy, on 11 April 2013 - 05:45 AM, said:

What mesmers not good enough to get a post =(

I wrote this late at night and miscounted the number of classes :3  Mesmers are odd though.  They work with mind magic, back in Gw1 they were kind of like performers as a side job, often seen as entertainers.  It never really was explained a whole lot what they really do besides that.  You'd think they would be great spies or masterminds, but lore-wise, I kinda see them as one of those, "must have" companions that inform people when illusions or mind magics are at work and the group depends on them to get them out of mind mazes or whatever, the X factor kind of character in a story.  I won't lie though, there's a lot of potential fiction that could be made with mesmers alone as they go beyond just the earthly realm and move on to mind games.

If nothing else, this thread gives people a couple of questions to answer in any fan fiction they write ^_^.  But ya, it's way too much content to add at a whim, especially since this game is highly voice acted.  Just thought it would be fun to discuss.  Would love to do missions where my guardian has to defend a shrine and the people praying from bandits or something, or escort people on their pilgremage or something.

#7 El Duderino

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Posted 11 April 2013 - 02:10 PM

Profession quests would be awesome. Great post. Thank you.

#8 Beta Sprite

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Posted 11 April 2013 - 02:22 PM

I'd rather not have my characters pigeon-holed into "how a warrior should be" or "how a thief should be".  What if my image of what makes my character a 'thief' is different from ANets?

On the other hand, this could be a great idea for developing your character (and their home instance) by giving the professions a base quest to get them started (with basic information like "where does the elementalist's power come from"), followed by a choice of quests afterwards that gives your character some character and a place in the world.  As an example of that, there could be assassination and stealth quests, but any profession could take it.  Perhaps doing this quest would open up an NPC in your home instance that gives you further stealth-based quests, but it could be done by a mesmer or ranger (or anything else) just as well as a thief.

To make the choices more unique, there could be a spread of 8 different paths (examples: stealthy, soldier, entertainment, protector of nature, divine seeker, etc.) and your character may choose up to 3 to pursue.  This way, you are not stuck with being a stealthy or assassin thief.  My thief would likely be a soldier first (Charr Blood Legion), possibly without even choosing any other paths.

#9 El Duderino

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Posted 11 April 2013 - 05:24 PM

View PostBeta Sprite, on 11 April 2013 - 02:22 PM, said:

I'd rather not have my characters pigeon-holed into "how a warrior should be" or "how a thief should be".  What if my image of what makes my character a 'thief' is different from ANets?

Aren't we pigeon-holed with every story that we take part in during our time in this game? Ultimately, none of this is our story, it is ANet's story.

#10 Beta Sprite

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Posted 11 April 2013 - 05:32 PM

View PostEl Duderino, on 11 April 2013 - 05:24 PM, said:

Aren't we pigeon-holed with every story that we take part in during our time in this game? Ultimately, none of this is our story, it is ANet's story.

That's a good assessment of how things stand right now, but if we're going to suggest better things going forward, avoiding pigeon-holing going forward would be ideal.

#11 Roan Rivers

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Posted 12 April 2013 - 01:25 AM

View PostBeta Sprite, on 11 April 2013 - 05:32 PM, said:

That's a good assessment of how things stand right now, but if we're going to suggest better things going forward, avoiding pigeon-holing going forward would be ideal.

Agreed, but that alone is almost as hard to pull off as making an award winning story, and infinately more expensive.
It would be cool to see your class choices change your home instance a little bit, if not a lot.

Actually, that gives me an idea.  What if, after every 5 story arc missions, you get a letter from the people of your home district saying they need you for something.  That something could start a mini-series.

As a human warrior, you go there, you find out your example is inspiring people and they want to fight, but are not sure to be a mercenary group or join the army.  They chitchat about how mercs don't really protect the people but are not tied to the whims of government or nobility either, while the army is the opposite, they are told where to go to protect the people but can't think for themselves.  They ask you which path they should follow, and that changes your home instance a bit.  All the sudden we see grizzled warriors coming and going, likely have more Norn hanging out too.  People chat in the streets how the mercenary group is a big help but they get expensive.  Vice versa, you could be seing lots more seraph/ministry guards walking around off duty with kids stick fighting eachother.

You come back after 5-8 more missions and people want to make a statue to Balthazar in the center of town and say your name on a petition could make all the difference, and you could vote to do so or not to do so.  Doing so will give you a buff every time you enter town, that for an hour after leaving, you get +50 strength and +20 toughness or something.  Choosing not to will have the area change into a kind of plaza with merchants that sell more rare equipment.

Come back again and you find some jerk who wants to challange you to a dual.  After winning, the guy declares himself your rival and sticks around town forever, able to be clicked on to challange to a dual.  He might also walk around being quite the character.  Would require a lot of voice acting for this one :3

At some point you come home again and people are so inspired by your actions that they throw a massive block party for you that puts the nobal's party to shame.

You get what I'm getting at.  It kills two birds with one stone.  It lets us feel like we are really our professions and it gives us material to build our home zones with.

Though I admit, the development time and cost for this would be more than just a headache to even think about.  I like my idea though ^_^  Gives people options, adds flavor to the proffesions, and it's a nice bonus side-mission thing.

I wonder how a human mesmer's town would look...  Probably have people doing street shows and others talking about stupidly confusing spell mechanics and arcane theory.

Elementalists... It's a crater.
Guardians would have more small shrines around and people thanking the gods or something.
Thief...  That's a hard one, as there's no obvious "beneficial" change to a city when benevolent thieves and assassins are around...  Well for starters, could have one noble jerk guy complain about misplacing a purse of gold coins and a poor woman saying she found gold coins on the table that morning, and she spent it to feed her grandchildren.  A whole Robin Hood thing.
Rangers, there would be more animals chillin and kids playing with them and gardens and stuff.
Engineers, lots of gizmos and trinkits, people talking about inovative ideas, a patent office, stuff like that.
Necromancers...  I probably don't wanna know.

Edited by Roan Rivers, 12 April 2013 - 01:52 AM.


#12 Arewn

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Posted 12 April 2013 - 02:40 AM

It would be cool, but even at a very shallow level isn't very realistic.
They would likely have to make it on a per race per profession basis, a Sylvari thief isn't necessarily doing the same things or associated with the same things as a Norn thief. That's quiet extensive for very restricted/low-access content.
Some general profession related characters or orders out in the world would add to the aesthetic of the game and the profs though. The presence of a school of mesmers, or an organization of engineers for example, someplace anyone could visit with a few restricted areas within that only related professions could access. Anything deeper then that would absorb too much dev time. It would be the same thing that happened with the personal story, too many choices of paths meant short and shallow paths.




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