Feedback talk:User/Nevermind/Special Environmental Weapons

Example
I think it's a pretty nice idea to have like quest weapons. Or perhaps lore weapons. I think you basically mean you'd like to see weapons that have an effect on the environment depending on local lore. Weapons that have no inherent combat effect but rather a more special effect to control the environment or that one door. Problems I see arising though that if many people get these weapons the whole thing would get a bit chaotic and hard to determine who actually is the one doing the effect. Or all effect would take place at the same time. leading to 5 water serpents rising from the lake. And to solve the problem that there's only one of these items in the world would only make the item extremely valuable, and many people would want this item. Maybe to make it have 1 use only and then let it be destroyed and return to its location.(Frizz 11:41, 8 May 2010 (UTC))
 * i like this idea, i wouldent mind finding a chainsaw by a tree and using it to 'fight' things :D -- Nei l2250  ,    Render Lord User Neil2250 sig icon6.png 12:11, 8 May 2010 (UTC)

Yea in truth I might be missing alot on this topic because a very limited amount of infos been released on the sort of depth environmental weapons will have but I think they can be categorized as follows:

Type 1 – things like a rock, plank, jar of bees (or was it honey), beer they all have pretty straight forward uses.

Type 2 – I’m guessing here but objects like a lantern for example, could be an environmental weapon/object that could be used to bash an enemy on the head and create light in dark places which is straight forward use of the object but perhaps they have further uses like in the right circumstances thrown to create a wall of fire.

Type 3 – was what I was trying to describe in my feedback (sorry about the quality of that example), an object that leaves the player with the need to find out where/how the object will have an effect.

with the point on how my initial example would work i think as follows would make sense (let me know if you think otherwise):

the flute should be a unique item in the sense of unique items in the current gw’s, that said a player should only ever be able to carry 1 quantity of this item at a time in their inventories. Making it break after use is a good idea. There should only be 1 beast that ascends, multiple versions will just become visually confusing as you pointed out. The serpent will only ascend if there are enemies for it to kill, the player who gets control is the player that uses the flute first and if many people use it first the program can assign control to a random player. I suppose with dynamic content scaling there may or may not be a need for the serpents strength to be adjusted depending on the amount of players, i think that should be possible.