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It's an ancient dwarven subterranean "city".
at its deepest depths is a forge/crucible....which is needed to craft the most desirable weapons,armor,items and potions.
imagine winning access and having to escort your crafters to the lowest levels, as you progress down items can be imbued with greater power....then when an enemy wins control, you scramble to prevent their progress...giving crafters the time they need to finish their projects....OF COURSE EVER INCREASINGLY TERRIBLE MOBS BAR YOUR PATH
Comments
Err, nice vision but I don't know if that's really going to work in implementation. I think it'd probably be simpler to have better resource nodes in "the pit" and allow crafters to craft wherever. Then, evaluate the notion of the 'uberforge' separately.
If it takes too long to actually craft the item there, the design will be excessively prone to griefing and tedious "getting in the way" PvP (e.g. reminiscent of chain sapping in WoW just to troll the hell out of someone), nevermind the question of how often the control will flip relating to whether or not the crafter will ever be able to craft anything (or more importantly, if a casual player in a small / no guild will ever be able to get something crafted for them at decent prices).
Seems like you'd want the actual craft event to be semi-reliable. It's worth investigating though, because it could be interesting.
If not the uber-forge for "real gear that matters", then you could have the uber-forge simply provide slightly stronger siege equipment or wood for keep doors. These "premium-grade" consumables can be provided by NPCs. E.g. you could escort NPCs down to work the uber-forge, deliver premium ore/nodes that exist in "the pit", and then purchase (via $ or tokens from delivering the ore) premium siege/wood from the NPCs.
This would remove player crafter crying about access reliability to the uberforge, while still maintaining the uberforge mechanic as a benefit to the realm that owns the pit. Player crafters could use the premium ore to made top-grade "real" gear -- but at any forge. Or, player crafters could "convert ore into ingots" at the uberforge (and maybe ingots into parts, or not), and then finish the remainder of the process at a normal forge. This way they only have to go to the uberforge once in awhile to stock up, and then they are free to actually make the items on demand on their own time independent of "pit control".
I like the concept, but like Easy, I think it has to be the source of Dragonium rather than the place you go to forge it.
I would really like to see an entire underground zone that has entrances to several (at least three) other zones, with PvP control points that open up mine shafts for resource gathering. The zone could be many connected caverns that are maze-like and you have no compass while in it, have to provide your own light in some/many/all places, and has an underground lake or river (assuming there will be underwater swimming in the game).
Lawt
Aaaaagghhhhh, NO.......NO underwater movement!!
Damn, there goes tonight's update. JK.
There won't be any "Jacques Cousteau" adventures in CU but if a tank in full plate falls into the water, it will certainly seem more like "Voyage to the Bottom of the Sea".
Mark Jacobs
CEO, City State Entertainment
Hey guys! One idea for a resource dungeon: How about a dungeon that has multiple portals that you can enter into (which are dispersed across the world) and each puts you at it's own unique landing point inside said dungeon. There, tunnels, rooms, caverns, and the like branch off with different and rare resource nodes located throughout.
In that way, no one spot is necesarrily vital to control the dungeon and even lone resource gatherers may risk venturing inside. Would be a cool way for excavation parties to go in and try to get out fast while raiders and other enemy parties searching throughout it doing the same. I think it would have to be large to work in this manner but could be a cool place for smaller parties to patrol or for excavation parties to dive in and out of. Just a thought, so many different ways it could be done.
I really hope a DF of sorts is added.
How about having a DF that unlocks rarer resources but also over time gives a small combat bonus to your realm.
For example; A 1% Magic/Physical damage output per day up to 5 days for your entire realm. After 5 days you will have a 5% Magic/Physical damage bonus. This will mean DF won't be for crafters alone but any PvPers as well. Now image the effort your realm will put towards holding DF after you hit that 5% bonus and in turn will put pressure on the other realms to actually try and win it back. This type of scenario would show a very active battleground.
Better weapons,armor,items is what non crafters want...and they WILL be needed to get into the depths past enemies and monsters
Yeah, there's def. some motivation there to keep "control" of the dungeon. I would hope that any timers, if there are any, that keep the other team out are relatively short so crafters can still get resources and not be starved to death (leading to complete domination by one team in a world where there is item decay). That's why I prefer a more open dungeon with many access points where it is nearly impossible to lock down (if the resources inside are vital to crafting arms and weapons needed to survive). How crafting (resource gathering and item decay) work would have a big impact on how a resource dungeon would be designed I imagine.
That's a very good point but wouldn't a buff to your entire realm have a more immediate impact? I'm looking more at a gamers mentallity; they see an instant buff and feel the need to keep it.
To build on your point though, how about instead of a combat bonus having new areas unlock over time.
For example; Area 1 unlocks right away with a new area becoming accessable every 8 hours (just an example) until the final area 6 is unlocked after 2 days (8 x 6 = 48 hours) which has the most rare resources in the game.
Some other factor can give a realm wide buff......
dungeon like this can lead to great RvR , a reason to RvR above and gives a bit of change of pace.....
i would relish the droves of enemies pushing through while you try to finish some nice armor,weapon,et.
i was thinking 60min. Tops that its locked......although it can take much longer to unlock it...
That sounds like fun to me, and I plan on being a crafter - so please cover me haha
Hah, I'll be quenching my newly forged sword in your bloody entrails........
Yay! So glad we won't have to deal with underwater odyssey crap. (That was actually NOT a shot at TOA haha)
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Yea i agree, i had similar thoughts, basicly just make it a huge underground mine. you want people spread out in there, have other stuff too but mainly mining nodes. effectively making it a pve zone like darkness falls, but of course the enemy's could still be lurking deep in the mines.
SKYeXile
TRF - GM - GW2, PS2, WAR, AION, Rift, WoW, WOT....etc...
Future Crew - High Council. Planetside 1 & 2.
Not that I wanted TOA, but I didn't mind underwater in pve....but it has no place in RvR environment
While I agree that combat underwater may or may not make sense depending on the rules of a specific game world it should still be usable as a hiding spot or a slightly more stealthy approach for characters in lighter clothing. It would also still allow for the creation and use of areas such as underwater pools/rivers/lakes/etc inside of dungeons and/or caves as well as moats around towns/keeps/etc .
That was he whole problem with it....bobbing on surface, under surface......
I don't mind some shallow water dynamics, and I agree that armor should play a part in slowing down or sinking heavier armored players in some way...I just dislike whole major underwater zones...at least as far as the way they have been implemented by other games so far. GW2's is a little better than most, but it still lacks something. I think with the addition of more z-axis gameplay, swimming may need to be faster even if it is not realistic. There is greater distance to cover when you are not only zigzaging on the x and y axis, but also having the z-axis keeping a player from going from point A to point B as directly and quickly as running. Heavier armor may need to drain endurance/stamina faster that could result in fatigue and ultimately sinking. These are just personal opinions of mine. Love the way people are bouncing around ideas here when it's constructive like this thread has been.
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ROFL