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[SHPVP] The Necessary Changes

dersidiusdersidius Member Posts: 452 Arc User
edited September 2015 in PvP Discussion
Let me start off by saying that I'm ecstatic that a PvP game type has finally been added after 7 modules of wait. But as I mentioned on the Alpha Forums, these changes are necessary to it's success

Short Summary

See Below for Indepth Details



1 ) Laneing Phase needs better Minion waves
2 ) Towers Need to be more Dominate
3 ) Participants need to be reduced to 15v15
4 ) Backcapping Shouldn't be Possible
5 ) Supplies need to be re-weighted
6 ) Dragon Phase needs more Coins


"Laneing Phase": Quite currently, there is no laneing phase. Maybe I'm blinded (My guild has won every game with all 6000 Points in tact) but there are to many things wrong with lanes in general that need to be addressed.
  1. Supplies & Their Impact: At the moment, supplies are way too few and are weighted far to much, they need to increase the supplies available by a considerable amount, and reduce their weight even further... 10 supplies should not bolster a guild to 6000 HP, maybe 40-50 supplies for max defensive buff
  2. Engineers & Other NPC's: Right now, 1 Engineer is spawned every 20 seconds it seems like.. with 1 supply... they need to address this so it mimics a proper lane wave. Increase the engineers to 3 to give a wave 3 total supplies, then have them be escorted by 2-3 archer minions that will clash with other NPC's at the middle of the lane if not escorted by a player. In addition to this change, NPC's need to interact with structures as follows:
    • A ) If escorted all the way to enemy supply depot, all supplies should immediately enter enemy supply depot and force HP reduction on the Depot.
    • B ) (Presently Unconfirmed) IF these waves go under an enemy tower, the tower should do damage to these waves to hinder the progression of these waves.
    • C ) If NPCS meet a tower, they should do some form of damage to the structure in the same way they interact with supply depots. (See Towers Section).
    • D ) NPC Archer Escorts should target players if no other NPC Target is available. My suggestion is 5K Piercing Damage per Arror of archer escort. This way players won't ignore the waves and actually be forced to clear them so that they don't lose structures, or lose their lives. In addition it also means it will be harder to force a lane if the other team has a wave present and your team doesn't.
    • E ) All Supplies dropped by NPC's need to be despawned in 10-20 Seconds.

  3. "Backcapping": Currently, your able to take supply depots even if the depot closest to your base is not under your possession in that lane. This needs to be stripped, and if your missing a supply depot in (X) Lane, and you attack a deeper structure, it should be immune to damage. This will force more team players, force players to respect supply depots a lot more, and create the need to build a base before pushing forward and attacking. This will passively increase the overall defense a guild hall has in general.

  4. Supply Depots: 1 Man should not be able to defend a whole supply depot vs 10. The immunity a supply depot has should only be respected on a man to man basis. IF the enemy out numbers the defending team, the immunity on the supply depot should be dropped.
These changes will force a more defined laneing phase, and make teams more rooted to the lane they're assigned to. This way, a "Zerg" of one lane will be incredibly hard to pull off, and could result in casualties on the other lanes, as it very well should.


Towers: Right Now, towers are almost useless, and can be ignored. A towers presence in a lane should be dominating, but not unconquerable. These rules need to be added to towers to give them a proper presence in a lane.
  1. These structures need to be intractable almost like a supply depot, destroy-able, fixable, but not convertible to the enemy side.
  2. The damage on these structures need to be fixed in the following fashions:
    • A ) The damage needs to be auto-locked, not ground centered AoE.
    • B ) The damage needs to be complete piercing damage, but dodgeable.
    • C ) The damage needs to prioritize NPC's first, unless one player attacks another player within the vicinity of the tower.
    • D ) Tower's damage range needs some form of ground markings to display its range in a visible fashion
  3. Wizard Towers need a buff to match archer tower damage.

Dragon Phase: I really enjoy the defensive/Offensive use of the dragons, my only real suggestion is to really buff the amount of coins in the phase itself, and place golems in ares where both teams will be forced to clash. In addition to that, their should be a marker to indicate who has coins on the other team, and how many.

Catapults: With the changes to supply depots mentioned above, and the removal of back capping deep structures, catapults in general will be sitting at a very good spot, their damage is pretty spot on where it needs to be. But with the institution of more supplies, the scaling on catapult ammo and building cost will also need to be amended while also increasing HP.

**Catapult Bug** IF a trickster rogue uses shadowy disappearance through a catapult, it forces the catapult to be displaced, and 100% broken / un-firing throughout the rest of the match. With all 6 catapults bugged, the match becomes pretty close to unwinnable.



Conclusion: I very much understand this is a larger amount of content and changes to add. However I completely stand-by the necessity of them. I don't take credit for the creation of such "balancing methods". These rules are the general rules that conduct any Laneing Game Type (As seen on MoBA's). should all these be implemented, the game type and feel will be considerably more rewarding, and as such draw a lot more players. After that, the only issue left will be the fact that a Guild will be forever more coordinated then a group of pugs. Maybe dropping the total attendee's on each side down to 10 or 15 (1 party per lane) will help out drastically.

There's multiple ways to take this, please comment all suggestions!

DERSIDIUS
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Post edited by dersidius on
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Comments

  • ayrouxayroux Member Posts: 4,271 Arc User
    dersidius said:

    Let me start off by saying that I'm ecstatic that a PvP game type has finally been added after 7 modules of wait. But as I mentioned on the Alpha Forums, these changes are necessary to it's success

    Short Summary

    See Below for Indepth Details



    1 ) Laneing Phase needs better Minion waves
    2 ) Towers Need to be more Dominate
    3 ) Participants need to be reduced to 15v15
    4 ) Backcapping Shouldn't be Possible
    5 ) Supplies need to be re-weighted
    6 ) Dragon Phase needs more Coins


    Agree with EVERY point with the exception of backcapping, I still like that. But all in all well thought out post similar to mine! LOL!

    I hope they are looking for feedback about SHPVP because this is spot on!
  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    dersidius said:

    My guild has won every game with all 6000 Points in tact

    Yeah, yeah…








    You got rekt 6000:0 vs .Suicide Squad., Absolute.
    ez
  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    If you were fighting absolute guild, how come I dont recognize more than half of these people.... :expressionless:
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  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    edited September 2015
    Once I told I will counter their "never defeated" I heard "They will say they are not all 20 on the ending screen"
    And it is exactly what you told. YAY! We have fairies in our guild.

    btw. Most Absolute left once defeated and got replaced with PUGs :'(
    But dont worry, a few left to the end (like Hero).

    Just… Whenever I hear somebody says "Nobody defeated us", I have to defeat them and counter post. You are not so good (as the whole guild) since you got many newbies to guild. Face it!


    And to the point. I agree with 1, 2, 5 & 6.
    Ad. 1. 10 supplies is far too low, or they should give like +50 HP. At max.
    Ad. 2. I often only face 2 minions with 2 supplies each. It is not even enough to fire first catapult.
    Ad. 3. I need to disagree. I think the map is too big and most of the playtime on Strongholds Siege takes to building or just running. I want to PvP more and I think, map should be capped at 40v40 or at lest 30v30 in the current form. And most of alpha testers says the same: The map is too big.
    Another solution: Give us "Speed ×2" buff both on mount and without mount once out of aggro and >200 units from visible enemy / NPC.

    Ad. 4. It is a really good tactic to backcap, that makes overcapping the point to defend it with NPC more viable. I think it is a nice feature that makes us to fight on 6 nodes instead of on just 3. Especially, 40 players fighting on 3 nodes is quite unreal.
    Ad. 5. Yup, they should. Add more of them (especially to the engeeners) and increase the amount of needed supplies to heal Guildhall, to build Balistas (nerf to 1 during Alpha tests was too big) and to build catapults (maybe 8?).
    Ad. 6. Yes, it needs. And… don't end the dragon phase once some team collects 15 coins. It is way too early.
    Honestly, on 15 matches, most of dragon phases ended within the 10 minutes with collected 15 coins on our side.
  • kweassakweassa Member Posts: 2,390 Arc User
    A crucial element is also needed -- more visual/audible combat notifiers. A flashing symbol, mark, anything that lets players know immediately where a fight is happening when you consult the map.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • scathiasscathias Member Posts: 1,174 Arc User
    The damage on these structures need to be fixed in the following fashions:

    A ) The damage needs to be auto-locked, not ground centered AoE.
    B ) The damage needs to be complete piercing damage, but dodgeable.
    C ) The damage needs to prioritize NPC's first, unless one player attacks another player within the vicinity of the tower.
    D ) Tower's damage range needs some form of ground markings to display its range in a visible fashion
    I just want to say that your suggestion in B needs some alteration. If it is pure piercing damage but remains dodgable then every class with a dodge doesn't care because they can just dodge it... and you force the SW/GWF/GF/OP to sit and watch and be less likely to be able to participate in a tower fight. If these classes are BIS then they have a better chance but at the low end they will just get killed.

    Piercing damage has its place, and i'd be fine if it got added here, but it needs to treat all the classes the same. So piercing, but can't be dodged either.
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  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    hmm.... so if we beaten a few suicide squad and take a screenshot at the end, proclaiming we beaten the guild and the noobs just left replaced by other pugs, then that sounds right to you too...? I dont see how that make any sense...

    In a guild fight it doesn't matter we win or lose, we do not quit till the end, and you will no doubt seeing some of our beloved healers like Flynn, QueenB, Nhell or monster OP like Balerion as well as skilled DPSer like Sic, Schneider, Isode, Kalina and so (Lancer is only there cus we have a spot free! :D) anyway, I am not here to argue as we win and we lose, but on Wednesday's 8~9 hours SH Guild PvP run, we have beaten every game by 6000/0, with the last game being 5500/0 or so, and maybe you would actually see our real team this weekend, who knows :)
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  • grimahgrimah Member Posts: 1,658 Arc User
    Nice suggestions but I highly doubt they will change the core mechanics, What you want is a moba. this is not a moba, but it is similar.

    I don't know about you, but i really don't want to experience a "laning phase" its one of hte most mind numbing parts of mobas. also back capping is fine and promotes defense, and sorts out the zerg from the ones with some brains on them.

    The only problem i have with strongholds is making the dragon a bit more significant or reduce cooldown.
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  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    edited September 2015
    Your real team went in right next match (togheter with EoA). Like 10 Absolute + 10 EoA or so.
    I know them well, don't worry. And I know that Lancer is your guild face :smile:

    And yeah, yeah, I know… there was no full 20 of Absolute and we played with BTG.
    Just wanted to say. Ah! Here we go. No longer unbeaten. Here we go. No offence :wink:
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  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    edited September 2015
    icyphish said:

    hmm.... so if we beaten a few suicide squad and take a screenshot at the end, proclaiming we beaten the guild and the noobs just left replaced by other pugs, then that sounds right to you too...? I dont see how that make any sense...

    In a guild fight it doesn't matter we win or lose, we do not quit till the end, and you will no doubt seeing some of our beloved healers like Flynn, QueenB, Nhell or monster OP like Balerion as well as skilled DPSer like Sic, Schneider, Isode, Kalina and so (Lancer is only there cus we have a spot free! :D) anyway, I am not here to argue as we win and we lose, but on Wednesday's 8~9 hours SH Guild PvP run, we have beaten every game by 6000/0, with the last game being 5500/0 or so, and maybe you would actually see our real team this weekend, who knows :)

    so you do? and you have already full set? Obviously your jerk guild used that mail bug to get easier geared, dont you?
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  • kweassakweassa Member Posts: 2,390 Arc User
    metalldjt said:

    this is how the map should've been from the beginnin , and it would've had extreme succes , especially in gettin people to play it.
    http://oi61.tinypic.com/1zyitk5.jpg
    2 lanes 1 jungle and 15 vs 15. less lag, faster matches, more action , less walking.

    (ikr, im a freakin paint artist)

    I don't know.. the current "big" map is yes, sparsely populated and too big. But I feel a bit of resistance against reducing it into a 15v15 content or reducing the map size. I don't doubt that it is an effective method of change... but would it not be better to provide the feedback to the devs to encourage them to ADD in more elements, rather than SUBTRACT from it?

    I know a lot of people are skeptical, and critical. I don't doubt the validity of those claims... but me, I'd rather see the more positive side of this from the standpoint of "future potential." If for any reason, at any point in the future, that they actually decide to make the gameplay more "rich", it would probably be easier to implement new stuff in a big map that's designed for 20v20, rather than have to reimplemnt a big map and 20v20 system.

    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    metalldjt said:

    vinceent1 said:

    icyphish said:

    hmm.... so if we beaten a few suicide squad and take a screenshot at the end, proclaiming we beaten the guild and the noobs just left replaced by other pugs, then that sounds right to you too...? I dont see how that make any sense...

    In a guild fight it doesn't matter we win or lose, we do not quit till the end, and you will no doubt seeing some of our beloved healers like Flynn, QueenB, Nhell or monster OP like Balerion as well as skilled DPSer like Sic, Schneider, Isode, Kalina and so (Lancer is only there cus we have a spot free! :D) anyway, I am not here to argue as we win and we lose, but on Wednesday's 8~9 hours SH Guild PvP run, we have beaten every game by 6000/0, with the last game being 5500/0 or so, and maybe you would actually see our real team this weekend, who knows :)

    so you do? and you have already full set? Obviously your jerk guild used that mail bug to get easier geared, dont you?
    i have played like 30-35 matches to get my gear, and i haven't mailed one thing or even used olverload enchants, grinding and gettin the banners takes couple of hours, why do you guild bash everytime bigger guilds, do you even know them? you are just a hateful guy that doesn't understand a thing, the supplies is a well known problem that most of us reported it and now its bound to character and that is great, none of those 30-35 matches that i played, i didnt need to use mischievous ways , and even if someone would use some sort is nothing for you to judge. i have seen players like you, either you are at MARNIVAL level , or your ENVY is clouding your judgment.

    i expect another stupid insult from a guy like you, pimple face.

    And i dont get it the hate towards PvP players, cause what i've encountered so far in SH were alot of PvE players that were using active companions , new overlaod enchants, and different interractions between their classes, should i bother acting like you and wait to bash thread whenever i have a chance? NO!, i prefer to post even if it's for nothing towards DEVS to fix them, and not going community guts everytime when devs do mistakes.
    i dont attack you personally so you dont need write proofs you are honest

    you play 30 matches. hhmmm. i am waiting at que sometimes 30 minutes or more, there must be high incentive to match premades first, otherwise its impossible to have so many

    the day where pvp guild members express they need to use mischievous ways .... sky fall at that time

    so nobody use this of course so devs waste their time to fix it

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  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    metalldjt said:

    i see your point, but here is were i cross a line, the only THANKS and SUPPORT they get from is that i keep playing the game, have fun in game with friends/community, try to give other people a enjoyable atmosphere, but enough is enough, were is the enjoyable part that devs should give it to players?
    we are playing the games, content should be shaped towards our desires (logical ones) and not throw a huge labyritnth and say "L:ets Play a Game" .
    and the more elements they will add, the more annoyng it will become. key of succes is simplier,faster,alot of action and to be rewarding.

    true, i expect something like there are few bad apples everywhere. thanks to not play that card

    sad true is there is more than enough documents about bad appless but guilds dont care because they have profit from that. period

  • dersidiusdersidius Member Posts: 452 Arc User
    scathias said:

    The damage on these structures need to be fixed in the following fashions:

    A ) The damage needs to be auto-locked, not ground centered AoE.
    B ) The damage needs to be complete piercing damage, but dodgeable.
    C ) The damage needs to prioritize NPC's first, unless one player attacks another player within the vicinity of the tower.
    D ) Tower's damage range needs some form of ground markings to display its range in a visible fashion
    I just want to say that your suggestion in B needs some alteration. If it is pure piercing damage but remains dodgable then every class with a dodge doesn't care because they can just dodge it... and you force the SW/GWF/GF/OP to sit and watch and be less likely to be able to participate in a tower fight. If these classes are BIS then they have a better chance but at the low end they will just get killed.

    Piercing damage has its place, and i'd be fine if it got added here, but it needs to treat all the classes the same. So piercing, but can't be dodged either.


    Thats pretty fair, I mostly mentioned "Dodge-able" to endear some form of counter-play. Not to give one set of classes an edge or otherwise.

    DERSIDIUS
    ABSLOLUTE 16px-Cross_within_circle_2.svg.png RANK SEVEN
  • balorinbalorin Member, NW M9 Playtest Posts: 132 Arc User
    edited September 2015
    All this changes are meaningless if they don't rework all the powers or Boons causing MASS lags.
    Stop with aoe persistant protecting powers your game don't support them, wipe them and give personnal buff instead.

  • dersidiusdersidius Member Posts: 452 Arc User
    balorin said:

    All this changes are meaningless if they don't rework all the powers or Boons causing MASS lags.
    Stop with aoe persistant protecting powers your game don't support them, wipe them and give personnal buff instead.

    Agreed. However it's unclear if boons and powers are truly the cause.. Maybe this is just the result of using potatoes for higher end server architecture!

    DERSIDIUS
    ABSLOLUTE 16px-Cross_within_circle_2.svg.png RANK SEVEN
  • dersidiusdersidius Member Posts: 452 Arc User
    edited September 2015

    dersidius said:

    My guild has won every game with all 6000 Points in tact

    Yeah, yeah…


    You got rekt 6000:0 vs .Suicide Squad., Absolute.
    ez
    Thats a Nice Win you have there! Unfortunately I only see 3 of my guilds members out of that 20... Do you have any screenshots with more?

    DERSIDIUS
    ABSLOLUTE 16px-Cross_within_circle_2.svg.png RANK SEVEN
  • ayrouxayroux Member Posts: 4,271 Arc User
    dersidius said:

    dersidius said:

    My guild has won every game with all 6000 Points in tact

    Yeah, yeah…


    You got rekt 6000:0 vs .Suicide Squad., Absolute.
    ez
    Thats a Nice Win you have there! Unfortunately I only see 3 of my guilds members out of that 20... Do you have any screenshots with more?
    lol this is exactly what I was thinking.

    I mean our guild doesnt ALWAYS do premade games with majority team. I have solo Qd for SH PVP, I have trio qued, I have 5 man qued.

    Unless a team is ATLEATS "majority" which means 11 players I wouldnt consider it an "absolute team" Even at 11 players I would be questioning the game. If you want to play us I would WELCOME the challenge! When do you want to set it up?

    Have I lost in SH? Sure. But never with more than 5 players from Abs. The most # of players I have played with from Abs and lost was 3 other guys... hardly constitutes a premade.

    Also, if SH PVP isnt your guilds "game" we can always take this to domination too :)

    Also again, if you DO see any players leaving a game, let me know! This is heavily frowned upon and so far have not heard or seen anyone do so intentionally, there have been game crashes - yesterday it was so bad I ended up in a 5v3 SH game LOL! So nearly everyone lagged out of the map...

    Anyways, let me know when we can set up a PM versus you guys!
  • sanji1402sanji1402 Member Posts: 2 Arc User
    the main thing that should be fixed are expulsions of pvp for disconcts you fall for 30 seconds or less and is dismissed with penalty 30 minutes in quue this sucks. u waiting 20 minutes in line to go pvp with your guild and then by a dc 1 minute or less is expelled from match arggggh .
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  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited September 2015
    i really like lancer's map concept but while i think scaling it down its possible, totally remove a lane is not something feasible.

    but ye it would be awesome
  • hedgebethedgebet Member, NW M9 Playtest Posts: 447 Arc User
    I really cannot even evaluate the SH pvp from the lag/rubberbanding. I am never where I think I am and any interaction takes quite awhile. I have pressed powers 5 or 6 times in a row or more and not had them respond. I am sure it has to be like this for everyone as I have a very high end system with a solid connection with extremely low jitter. Until that is resolved I can make no recommendations and would consider any other changes a complete waste of dev time.
  • kweassakweassa Member Posts: 2,390 Arc User
    Agreed. More than anything, it's the lag that's ruining it for me.

    SH may have some goods and some of bads, but currently I can't even enjoy whatever "some goods" there is, because of lag... and I believe this affects a lot of other people and their impression of SH as well. You can't really appreciate what they have done for you, if rubberbanding, input-pauses, out-put pauses, non-response, and a whole lot of lag-related chit is going on...

    ...and no, it's not vid lag. It IS net lag.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • mikekowalskymikekowalsky Member Posts: 4 Arc User
    edited September 2015
    Personally for me:
    1. lag is unbearable
    2. why there are level 50-59 queues, 60-69 queues but there's only one queue for level 70. I as a 2k player (sorry I don't have money to afford ZEN and I'm not a botter) end up playing against 4k premade teams
    3. SHPVP map is boring, I really enjoy GG where I don't end up running behind horse's as* all the time

    Why is it so hard for Cryptic to create couple of new small and simple domination maps like ones already there. Maybe I could enjoy SHPVP, but I cant. There's just no balance between the teams so I end up quitting just after I got in.

    Additional queues should exist:
    - `Team PVP` where people can enqueue with a premade team
    - `Single PVP` where you must enqueue alone so RED and BLUES can be balanced by the server

    Anyway, I'm really growing to quit this game for good. I really love it and I'm kinda addicted to it, but with each new mod where you take back beloved content from me (missing maps like the Pirate, Castle Never etc.) and put new one where 4k people dominate makes me cry.
  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    edited September 2015

    Personally for me:
    2. why there are level 50-59 queues, 60-69 queues but there's only one queue for level 70. I as a 2k player (sorry I don't have money to afford ZEN and I'm not a botter) end up playing against 4k premade teams
    3. SHPVP map is boring, I really enjoy GG where I don't end up running behind horse's as* all the time

    Additional queues should exist:
    - `Team PVP` where people can enqueue with a premade team
    - `Single PVP` where you must enqueue alone so RED and BLUES can be balanced by the server

    at least strongholds pvp is somewhat understandable to run on premades, but the other pvp modes not. game population and matchmaking cant integrate them correctly a they know it - they are trolls

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