The Scrying Pool: Mounts

After last week's outcry for mounts, The Scrying Pool looks at how they could be implemented in Guild Wars 2.

 

One of the regions where players expect to eventually see mounts is the Crystal Desert. While this zone won't be completely sand filled, you could probably imagine it having large expanses of dunes and desert plains. This open area would be the perfect setting for a mount to run free.

Some of you may be thinking “why would I invest in a mount, maybe even pay for special gem shop mount skins, if we can only use them on certain maps?” Well, I wouldn't have the players actually owning the mounts.

Having mounts in Guild Wars 2 in their traditional speed increasing forms would be a replacement for the current modes of transportation within a map: Waypoints. One of the things besides transportation that waypoints function as is a gold sink, a system set up with the purpose of removing gold from the game. If mounts are added in a buy once and forget it fashion, that continuous gold sink would be mostly removed in that area. So, to keep a gold sink active with this new transportation, I would have players rent the mounts instead of buy them.

In this system, players would find an illegible map has waypoints only near the portals that lead to the surrounding maps. These allow for quick travel out of the map and to the stables where mounts are rented. The rest of the map would not have a single waypoint, as travel would be done primarily through these rented mounts. As for the cost of the mounts, there are two ways it could be approached: have the mounts cost a large sum to account for any waypoint travel that would have originally happened under the waypoint only system or have the cost to rent a mount be low but add an attrition mechanic to them.

To give some quick and dirty examples for cost, with the high cost approach maybe you pay 10-12 silver and keep it while you are within the map. The problem with this is a player could rent a mount then receive an invitation to a dungeon, or dragon event, or some other group activity with friends. That player would then have to decide if he/she wants to go play with friends or not waste that just paid 10-12 silver, a decision that a player should never have to make. With the attrition method maybe the mount is only 1 silver to rent, but every 10 minutes the mount needs to eat some mount food that you pick up from the stable for like 30 copper each. With this players are not forced into remaining in a single map to make full use of the mount, but pay for the time they use.

The mount itself would then be part of the world, not something you magically pull out of your bag. When not mounted it would follow you much like horses in the Elder Scrolls game. The difference is I wouldn't make the mounts part of combat; they wouldn't fight your enemy and likewise would be immune to damage. It sucks finally buying your horse in Skyrim just to see it die to that stupid Frost Troll. Just to keep them out of the way, I would design it so that whenever the player enters combat the horse stops following. This way the player can move away from the horse so that it doesn't get in their line of sight and possibly making the combat harder. Players would also have the option to make the mount stop following, which would be useful when starting a jumping puzzle.

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I've thought of "transformations"...
# Jan 30 2013 at 3:26 PM Rating: Good
Sage
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I'm not saying I think Anet should add mounts, or wanting to have the average discussion that most people seem to be concerned with (less community, gold sink, etc etc), but if they did want to add a "speed boost" at a higher rate, maybe attached to some of the useless transformations that you can buy from npc's (Jotun, Fire Elemental), since they have no use in costume brawling.

Then the gold sink would still be in place because they are temporary (until you leave, or need to enter combat).

Edited, Jan 30th 2013 3:33pm by Dyadem
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Mounts in GW2
# Jan 30 2013 at 2:08 PM Rating: Decent
I have had this discussion with a group of friends who I played with in Guild Wars and now in Guild Wars 2. While I can see a place for mounts in Guild Wars 2 I don't think they are necessary and I just can't see mounts in Guild Wars happening, it just doesn't match my vision of the story. When I envision the heroes of Guild Wars I don't see them chasing enemies through the battlefield on horseback but more fighting through waves of enemies on foot, the long hard and cold journey.

To play along with the spirit of the column: I really like your idea's with rented mounts though I'm not entirely sure how those would work. If mounts were added I would want them to feel alive and part of the world. I like the idea of the horse following you, like in Elder Scrolls, then when you get in a fight it gets scared and runs away and comes back when you are done fighting. That system would take a lot of work and seems fairly unlikely to happen, if mounts were added I imagine they'd simply be an item you activate, rather than your character appearing on a magical pony puffed up in-front of you I think it would be cool if your character whistled and the horse rode out of the sunset.

Not sure about your concept with mini-pets becoming mounts though. Good article, was easy reading.

Edited, Jan 30th 2013 3:25pm by Crainey
Mounts in GW2
# Jan 30 2013 at 3:54 PM Rating: Decent
Crainey wrote:
While I can see a place for mounts in Guild Wars 2 I don't think they are necessary and I just can't see mounts in Guild Wars happening...

I really like your idea's with rented mounts though I'm not entirely sure how those would work. If mounts were added I would want them to feel alive and part of the world. I like the idea of the horse following you, like in Elder Scrolls, then when you get in a fight it gets scared and runs away and comes back when you are done fighting. That system would take a lot of work and seems fairly unlikely to happen.

Not sure about your concept with mini-pets becoming mounts though.

I don't see traditional mounts happening in Guild Wars 2 either. In Guild Wars 1 there was an area called the Desolation which players could pass through except by 'riding' these Junundu wurms. These wurms were only in the Desolation areas and you had to go to click on specific points in a map to summon them (commonly at the entrances and a few other places within the map). My mount system would work similar, except instead of clicking on a point for a free ride you talk to an NPC for a cheap rented mount.

When you talk to the NPC you might have the dialogue option to rent a camel in the Crystal Desert areas that I mentioned. That would be the default dialogue option. As with mini-pets it wouldn't be all mini-pets (riding Rytlock would be a little weird), but maybe the mini Devourer could be a mount. If you talk to the NPC while that mini-pet is in your inventory you would get the default rent camel option as well as the hidden option to Rent a Devourer. You could also look at it as "I bought this mount and got a miniature version of it to show off" instead of buying a mini-pet that turns into a mount.

As for the horse running away taking a lot of work and unlikely to happen, I don't doubt that it would take work but we already have AI set up for Ranger pets and Necromancer minions. I would think that it would be able to piggy back on those systems and just require some additional coding for how the mount AI would function. Would still take work, but wouldn't be creating an entirely new system for the mount's AI.
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