Ok, Not naked the way you are thinking.. I know you....
It was a pvp arena that was made in NWN1 on a persistant world. Modeled with the underdark exspansion.
Layout - You and or your group, And your enemy/enemy group starts out in a "maze" underground there are 10/20/30 rooms in the dungeon, Each room had as many as 6 doors to other rooms including secret doors and as few as 2.
Naked - You started with nothing, the first room in which you start in ONLY had basic normal weapons, No armor. Traps were plentiful and each room had armor and other things to help you on the way.
What you had - It was as much pve as it was pvp, while you and the other team did start on roughly other sides of the arena there were traps, minor bosses and a few small packs inside, no random loot was dropped only items that were planned to be dropped via the few mini bosses. Your health did not replentish and neither did your mana. Your goal was to either kill the other team or get to the exit first. There was no way to rez your team mates if they died unless you got one of 4 rez scrolls. oh and limited arrows for ranged weapons.
Room rewards - Each room had something useful and some rooms were divided into halfs with bars seperating the rooms, you could shoot and cast spells through. The treasure one could find and carry out would add to your overall score, while every person you lost in the dungeon lowered your score.
Goal - The goal was to win via score, loot, items, team mates getting out alive, all counted to your total, nothing could be stolen from players. The goal was to quickly move through and get stuff, kill things and avoid traps. Sometimes to avoid the other players and sometimes to kill them, or to bait them into traps.
This was a top selection of the DM staffed events on our server and we enjoyed it each time cause I would randomize the maps every week. I would love to see this as a new type of pvp arena, as we have seen cap and hold, ctf, assult, deathmatch, and king of the hill far to often. While this form of no respawn seems harsh Many gamers might like to see this event as dayZ seems to point out that risk is an appealing concept.
This is also an entirely new idea as far as pvp maps go, and with the right technology this map could be randomized each time. Let me know what you think and if there any old NWN1 fans out there let me know if you ever played my map varient, it was on 5 different PW's for over 2 years.
I'm not sure an instanced inventory would be available (have nothing while in the instance, but it didn't affect you outside the instance), but if it were, it sounds totally do-able with all the widgets and gadgets the foundry seems to posess b:cool
Though not exactly what came into my mind after reading title, but it is an awesome idea. The fastest team to do traps etc. will get the better gear. The slower team must have already invested in combat abilities instead of traps. So a balance can also be struck between the two.
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited August 2012
One of the other games I played had a similar style mini-game and another game actually uses it as the cornerstone to the PvP.
All in all I think it's a great system to start out with nothing and have to win. The actual PvP game I play quite a bit and is in my opinion one of the most enjoyable PvP game on the market currently.
However I did hate the minigame for the way it set up the game. Basically it required high level skillers to gather resources to make into equipment for PvP. The game ran on points that were gained from doing damage or gathering/manufacturing resources/items. Basically it drove a division line in the players as literally the PvPers did nothing except kill each other and non-combat players while the non-combat players took the brunt of the harassment since they were easy targets.
The PvPers were supposed to protect the non-combat players...but I don't know...the entire thing was a development flop. The only purpose to killing non-combat players was so that your team got the most points and won which was only a small buff...
I felt the only people who really won in the game was the PvPers...
short of the fact every reward was skill orientated.
The game was "well received" because it gave great rewards causing people to play but it was only fun for the PvP players because they basically got risk free combat experience.
The first thing the game's community did was form anti-combat groups to bypass the PvP.
I hated the minigame but I guess it doesn't truly matter since I doubt NWO would even be capable of a similar mechanic of having non-combat resource gatherers.
But here are my two points of the post:
1. There's a difference between good rewards and good enjoyment.
2. There *is* a wrong way to develop "Naked PvP." As always things either have to be focused on PvP or PvE (or non-combat) in order to work. Equal focus just doesn't work out.
Comments
Reminds me of Takeshi's castleb:laugh
http://www.youtube.com/watch?v=FYI6mAfVsZw
I'm not sure an instanced inventory would be available (have nothing while in the instance, but it didn't affect you outside the instance), but if it were, it sounds totally do-able with all the widgets and gadgets the foundry seems to posess b:cool
All in all I think it's a great system to start out with nothing and have to win. The actual PvP game I play quite a bit and is in my opinion one of the most enjoyable PvP game on the market currently.
However I did hate the minigame for the way it set up the game. Basically it required high level skillers to gather resources to make into equipment for PvP. The game ran on points that were gained from doing damage or gathering/manufacturing resources/items. Basically it drove a division line in the players as literally the PvPers did nothing except kill each other and non-combat players while the non-combat players took the brunt of the harassment since they were easy targets.
The PvPers were supposed to protect the non-combat players...but I don't know...the entire thing was a development flop. The only purpose to killing non-combat players was so that your team got the most points and won which was only a small buff...
I felt the only people who really won in the game was the PvPers...
short of the fact every reward was skill orientated.
The game was "well received" because it gave great rewards causing people to play but it was only fun for the PvP players because they basically got risk free combat experience.
The first thing the game's community did was form anti-combat groups to bypass the PvP.
I hated the minigame but I guess it doesn't truly matter since I doubt NWO would even be capable of a similar mechanic of having non-combat resource gatherers.
But here are my two points of the post:
1. There's a difference between good rewards and good enjoyment.
2. There *is* a wrong way to develop "Naked PvP." As always things either have to be focused on PvP or PvE (or non-combat) in order to work. Equal focus just doesn't work out.