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Thread: Suggestions to improve (and bring back) the ancient wardstone system.

  1. #1
    General of Telara Siegmund's Avatar
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    Default Suggestions to improve (and bring back) the ancient wardstone system.

    First off I am one of those people who liked the mechanic but felt it was very lacking.

    Quote Originally Posted by Caeldan View Post
    Issues with wardstones:
    1. (Defiant side anyway) If you missed the quest starting chain at the bridge intersection between Scarwood/Scarlet Gorge/Stonfield - you never get the Activate Wardstone ability. Quite easy to do these days with WF/LFG groups levelling you pretty quickly through the mid 20s.
    2. Not level 50 content - so you might do one or two as you run by but not something most people were going to go out of their way for. Especially if they missed #1 and didn't realize they existed. Generally most people were more worried about levelling at the stages where you come across them, and even on pvp servers would actively avoid pvp to make sure that they don't start a scenario where they'd get griefed.
    3. Unactivated ones never showed up on the map. So you had to actively seek out and hunt them. Which you wouldn't do again if you missed step #1.
    4. Some of the quests were buggy/poorly described.
    5. The blue/purple stone rewards aren't enough incentive because planarite was nerfed so badly at lower levels that you actually can't afford to buy any rift loot while its useful because you don't have the raw amount of planarite required for it (at least without actively farming for it - not a typical levelling activity).

    All this adds up to a system that is mostly ignored, largely because the visibility isn't there in the first place. And if you came across one it was possible you couldn't even do anything with it. Then if you could do something with it - the reward just wasn't worth the time/effort after you did one or two.
    This very well described the problem with them. In a nutshell they were too hard to find and the rewards sucked.


    General wardstone improvements

    - Add the npc for the ancients wardstones to the main cities and each porticlum base in each zone. Basically greatly improve the visibility of the whole concept.

    - Make the wardstone appear on the mini-map when you get close. As it stood, you could literally be 10 feet from one and not notice it. This would also apply to when they are taken over by rift invasions npcs. Once captured they were actually much easier to find ironically enough.

    - Add a favour reward for capturing them (say 30 favor).

    - Make captured wardstones much harder to take down (more hp).

    - As more wardstones are captured without the other side getting one the favour multiplier for capturing one increases. Eg. Capture 5 in a row and the favor is 30 for 1st, 60 for 2nd ... 150 for 5th in a row and so on.

    - Increase the favour for taking an enemy stone.

    - Give a small damage/hp/exp bonus for the number of wardstones under your control. eg 1% per stone up to 10%.


    Quest improvements

    - Offer plaque "shards" once daily for the quest rewards. Require 3 (or what would be balanced for risk vs reward) shards to make a plaque. Basically allow the quests to give a reward that is viable at 50 but is very juicy to those leveling and eventually gearing up at 50.

    - Offer a useful favor/pvp reward from them, something to help move you along the prestige ranks more quickly.

    - General useful loot (maybe even random artifacts or something along those lines).


    Boss improvement

    - Shorten the respawn timer dramatically. Say to 2-4 hours.

    - Lock the boss to the faction that spawned the stones.

    - Give a 2-4 hour buff to the faction (anyone in the zone) that defeated him geared mostly towards the appropriate level but not totally useless to a 50.

    - Dramatically increase the planerite drop and make the sourcestone a top level one or offer a plaque or favour in the appropriate amount.


    The Ancient wardstones are in leveling areas but we underutilized simply because most people had no idea what they were for and the rest could be bothered for the poor rewards.

    I really do think they are a good mechanic for the zone there were in they just needed more oomph to get people of the appropriate levels to do them and for 50s to think about getting into the fun.

    Lastly these are just ideas and not all would be added at the same time ie plaques and favour.
    Last edited by Siegmund; 08-05-2011 at 07:42 AM.

  2. #2
    General of Telara Siegmund's Avatar
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    Achievements

    X wardstones in a row: You/party/raid captured all the wardstones in the zone in a row shutting out the other side.

    X warstones captured/liberated: General take wardstones from enemy

    Row Row Row your wardstone: You have captured all the zones wardstones in a row (would mean you had all the wardstone achievements (current and new ones)) you are awesome. Here have this as a reward.

    Give a pet/banner/24 hour cooldown ability to teleport to the main ancients wardstone in the 3 zones.
    Last edited by Siegmund; 08-05-2011 at 08:03 AM.

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    General of Telara Siegmund's Avatar
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    Wish one could edit for more then 5 minutes... anyway more thoughts.

    Stealing a concept from both guild bonuses and WoW (wintergrasp), so how about some dungeon bonus for control of all the stones in a zone.

    Dungeon bonuses

    - When all stones are captured they remain in control of a faction for 2-4 hours.

    - When one zones wardstones are under control of a single faction that zones dungeon (reg and heroic) gets a bonus.

    - When all the zones wardstone are under control of a single faction all dungeons get a bonus.

    - The faction in control gets a 10-30% (whatever is best) bonus to plaque drops for tier 1/2 and a plaque for regulars.

    - The faction in control gets 1 favor token per boss from regulars and 3 from tier 1 and 6 from tier 2.
    Last edited by Siegmund; 08-06-2011 at 07:35 AM.

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    General of Telara Siegmund's Avatar
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    Alternative to the above dungeon idea.


    Dungeon bonuses

    - When all stones are captured they remain in control of a faction for 2-4 hours.

    - When one zones wardstones are under control of a single faction the player gets a buff that gives them a 10% reward bonus for experts and 10% more gold for regulars.

    - When one zones wardstones are under control of a single faction the player gets a buff that gives them 1 favor token from the last boss on regular and 1 from each tier 1 boss and 2 from each tier 2 boss

    - Each subsequent zone under control multiplies the rewards by the number of zones controlled. ie 2 zones is 20% rewards/gold, 2 tokens from regulars 2 from bosses in tier 1 and 4 from bosses in tier 2.

    - All players of the faction in the zone when all the wardstones become fully controlled gains the buff. The buff applies to all dungeons.

  5. #5
    General of Telara Siegmund's Avatar
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    Bosses additional

    Change the activation from all the wardstones to an item that powers up based on how many wardstones you currently control. So if there are ten it powers full at 10.

    Once powered up it can be used for 15 or so to summon boss.


    Pure ascetics


    Since the are "ancient wardstones" why not make them look like the beta ones. Follow with the whole ancient concept Make them grey to start with and change to factional colours when activated.

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