!!! WARNING !!! If someone don't like pvp please skip this thread. I like constructive criticism so haters can lick a toe .....
Starting from one of my threads about pvp...http://nw-forum.perfectworld.com/showthread.php?t=5081
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- I - PvP
Arena battles
This is proper pvp with ranking system. There should be three kinds of maps for 3v3, 5v5, 16v16 (guild Wars). 3v3 and 5v5 inc your own pvp rank and guild wars inc rank of your guild.
Arena battles should have their own unique weapons and armor sets outside of pve.
So when you go for pvp u chose from list armors sets and weapon already done. So there is nothing to upgrade, everyone can have same items and only thing that is important it's player skill.
The way that item mall could make money on it is if each weapon/armor had one default skin and you could get more cool ones via item mall. Of course they make you only look more cool but not change any stats.
As you progress on pvp you get more points and you can unlock more items for pvp which don't have to be stronger but change your gamplay a bit.
Just to give example if warrior could chose between armor that give him more dps/ defence / movement speed / crit chance or magic resist.
I come to create my own pvp area " Altar of Ancients"
>>>
http://postimage.org/image/4pyhb4vnr/ <<<
The basic idea is simple two forces of chaos and order fight to gain control of ancient artefact hidden inside dangerous labyrinth.
Both teams fight till they get 100 pts or 30min time limit ends.
- 3v3 or 5v5
- on pvp you can play any class you want and rank points get later linked to your character
- there can't be more than 2 characters of a same class
- You get one point for killing a enemy and 40 for bringing artefact to your base. Then it respawns in 3 min.
- Artefact is protected by labirynth boss "3 horn Minotaur King (^O^O^)", killing it recover all your health
- there are 3 small boss's inside labirynth [D/S/I], "D" gives your team 20 % dmg boost for 80sec, "S" Inc movement speed of your team by 30 % for 70sec, "I" create ilusion of one of the members with same stats and dmg for 60 sec
- Artefact respawn after drop if not picked up in 3 min
- Main boss respawn at same time that artefact respawn, respawn of mini-boss is 2 min
- killing mini boss should take no more than 20sec and main boss no more than 50sec
- killing mini boss give you 1 point and killing main boss give you 3 points
- Player that pick up artefact get all buffs removed, can't become invisible and movement speed is slow down by 50 % and dmg by 30 %
- Artefact drop when hero die
- Every 20 sec location of a artefact is refreshed on a map
- You can pick up and drop artefact but it takes 5sec to do any of these actions
- moving on the most outer ring of the maze gives 25% of the speed boost
- Player that have artefact can't get/use "D/I" buffs
- Player that have artefact can get movement speed boost from "S" mini boss
- respawn time of dead player should be 10 sec
I'm sorry for my eng, it's a idea that will get some changes and more rules may be added. It's just my impresion of how pvp should look like.
>>> UPDATE <<< "Autumn of Spirits"New map for new pvp experience http://postimage.org/image/hylfiimsx/ (paint ftw )Same as before two factions fight against each other. This time deep inside of magic forest holly beasts come back to life from long sleep and evil faction want to gain their power by eating their hearts. Holly aliance try to stop them when both teams strugle with time.
Rules :- There is 20 min time limit in which evil fraction have to kill all of the beasts. Killing them make you win. Other team job is to stop you.
- There are 2 halfs, once you atack and once defend.
- Your main score is time in which you manage to kill them. Team with better time wins. If none of the team manage to kill all of holly beasts then team which done more damage to beasts win.
- At begining atacking team start at reaspawn point(blue&red dot) nr 1 and holly team at respawn point nr2.
- Atacking team at beginng can move only north to kill first beast
- When they do it teams change with respawn points. Brown lines are gates that stop teams from moving to places that they are not allowed. Holly team can go only west to defend second beast and atacking team only south. Killing second beast change respawn points again and atacking team from reaspawn point nr1 can go only west to atack last beast and holly team from respawn nr2 can also go only west to defend last beast
- Holly / Evil team can move only in a room of holly beasts they defend/attack
- Holly beasts can fight with holly team against atacking teambut you can't control them .
- Life of holly beasts don't regenerateSome rules may be added/ changed. This is only concept of a map which main point is to remember that defending team should always get faster to beast they have to defend.
Comments
Are you going to develop several different maze patterns or only use one? Several gives some diversity to the whole idea, and will prevent people from just taking the same old route to the artifact every time?
How about random spawn locations for the artifact, this way you could use one maze but the artifact could be anywhere within it?
Or... how about in order to get the artifact you must fight a boss like creature. That way its a reward, but also an incredible risk. Imagine trying to fight X creature and getting attacked by an opposing player... brutal. Especially if the boss is as hard to fight as a player in the first place.
Some people may say there is a chance that some team may have it more easy than other but is it really true ?
No, it's not so easy the rules i have created make this game of a rock/paper/scisors type.
I was thinking about adding rulle of refreshing position of artefact on a map every 20 sec...
If you could create any kind of scenario for any of the teams you would see that geting artefact may be your nail to coffin and just to give a example.
Let say other team can get to main boss faster than yours then you casn go for illusion buff and have advantage of one player + one of other players get burden of having artefact which slow him down greatly and even if somehow you lose that team fight you guys still can catch up with them when moving on the most outer ring of a maze.
"This is a game of shadows."
You need to chose if you go for artefact, if you go for buffs or do you want to assalut other team when they try to kill a boss.
The fact that maze is not same for any side make no the difference in the end if your team have better skill and tactic than other.
edit.. added new rules, small changes in map
My work: Heroes Blacksmith - Library
http://nw-forum.perfectworld.com/showthread.php?21051-Heroes-Blacksmith-Library
It's interesting how would your map work in real game...
The rest we have to see how PvP is handled in early 2013
thank you
Factions also sounds good, i hope some dev will take some ideas from here but even if not it's still fun to do it. My long weekend started so maybe i'll try to look for new map inspiration.
My work: Heroes Blacksmith - Library
http://nw-forum.perfectworld.com/showthread.php?21051-Heroes-Blacksmith-Library
"Autumn of Spirits"
Edited thread.
Map edited to add alt routes.
My work: Heroes Blacksmith - Library
http://nw-forum.perfectworld.com/showthread.php?21051-Heroes-Blacksmith-Library
My work: Heroes Blacksmith - Library
http://nw-forum.perfectworld.com/showthread.php?21051-Heroes-Blacksmith-Library
Yes, agree. And I know Foundry PvP is wish-listed, so maybe if we're lucky!
Well it's google maze but i had to redo in some places to make sure that some teams don't have to big advantage. I didn't do it with ruler and stopwatch but i belive it should be ok.
this is orginal maze
http://cloud.graphicleftovers.com/13985/55241/round-maze.jpg
My work: Heroes Blacksmith - Library
http://nw-forum.perfectworld.com/showthread.php?21051-Heroes-Blacksmith-Library
i'm not much of a pvp fan but i'll admit, a decent skirmishy objective based battleground like that is kind of fun sometimes. XD i also really agree with your "everyone has the same gear" thing. make it all skill.