ArenaNet:Guild Wars 2 suggestions/Persistance / Instanced areas

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Guild Wars 2 Suggestions

Persistence / Instanced arias (Discussion)

This idea is supposed to be a continuation of the one before it "keep outposts and seperate explorable areas". It could be a possible solution for getting even with what Anet wants and what some players already like to have in Guild Wars. Being seperate sucks because if your near a quest that's far away from outpost and you need help you have to go to the outpost then get group and walk/fight the way to the quest.

I believe that instead of creating an open map where anyone can travel freely and just "killing stuff" and being surrounded by other players killing the same "stuff" with no apparent reason at all(and of course all the other reasons that were mentioned in the other suggestion, please read it and sign up there), it will be great to have towns with an adjacent explorable aria to it and instanced arias. Players will be free to travel in towns and persistent arias but to get to a new persistent aria and a new town, they will have to go through the "instanced aria" at least one time. There could be "underground passages" which can lead from one "persistent aria" to another "persistent aria", but those should be unlocked first, before being able to use them (this will get rid of "running" players around to different cities without doing missions or quests.


Why this is a good idea
  •  players can meet in towns and have all sorts of activities: chat, emotes, trades, advertising, etc like they do now in GW1
  •  players can "farm" in explorable arias which are persistent and also be able to see the "chat" from town. (some players are in Towns just to see what other players sell, and theay can't do anything else in all this time, than just "sit" and watch the "messages" on the trade channel
  •  in this persistence arias players can form parties and play together, or the "older" players can "teach" the new ones (possible guild recruits)the mechanics of the game.(I.e Command post in Nightfall = outpost and explorable aria around it with merchants and other NPC's)
  •  having a persistent aria around towns it gives the feeling of "persistent world" - what Anet wants to do in the GW2 but also keeps the size of the town in proportions
  •  after unlocking the "underground passages" between persistent arias, a character can travel freely through the whole map
  •  exiting the "persistent arias" will lead to "instanced arias" where the quests will be done in the traditional GW way. In persistent arias can be quests too but they will be most like "kill n of this mosters"


Why it may not work out
  •  Anet has already made its choice for persistent map
  •  it will create similarities with all other MMOs