FPS style. 7v7 (1 of each class in each team which means no class stacking).
The 7 people try to kill the other 7... when you die, you enter spectator mode or wait until the round is over. The last man surviving gets a round for his team. And say the matches have... 7 rounds.
EDIT: I forgot !!!!! Add a 3 minute time-limit per round, and the guy with the most HP (If only 1 is last on each team) wins!
FPS style. 7v7 (1 of each class in each team which means no class stacking).
The 7 people try to kill the other 7... when you die, you enter spectator mode or wait until the round is over. The last man surviving gets a round for his team. And say the matches have... 7 rounds.
NIce one! Devs please hear this..... A little impossible though about 1 of each class.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
0
jeffmwillsonMember, NW M9 PlaytestPosts: 116Arc User
edited December 2014
just my two cents. it is a good idea. would be something different. would need more work on class balance to see it work extremely well. and any change or new pvp content is definately something that we have been waiting for since mod1.... yes.. IWD open world was new.. but not enough..
Why not adding options? The leader would choose one buff for the B1. For instance 10% more Damage Reduction. Or a permanent detection of the TRs. Or 30% less cooldown time.
it may be a good idea, but class which are able to escape in the middle of the fight would get a too big avantage their (1 TR then followed by HR , GWF and eventually SW. ex, 1 rogue he wait in stealth until only one other left and goes kill him while the other is finishing the fight
I think they would have to change balance because certain classes would dominate those styles. Then people whine. Since PvP is our endgame but isnt a focus from the playerbase and developers it probably will not happen.
I've been wanting some sort of elimination tournament from the beginning. Team tournaments w/ perm deaths and/or 1v1 tournaments in which the winner moves on to the next match and the loser is out.
Another cool idea for PvP is to bring in Castle Wars, both teams raid each others castle and have to capture the enemies flag, bringing it over to their base, if their flag is gone the enemies flag cannot be captured either.
I always thought they should do this with the GG pve map. Put one team on the bottom side, and the other on top. Then put the objectives like catapult stones and wood in the middle. That would be way better than what they have now, and I bet it would draw more players and interest to that area.
you go in with your best gear and die you lose 78% of it. After 18 seconds of not being in combat other players are allowed to start attacking you/kill you
the more u risk the better the reward
in deep wild places you have multizones where multiple people fight each other.
also, only people of closer levels are allowed to attack you (level 25 can be attack by a level 19 or level 31)
This is basic idea of open world pvp. If you attack somebody - you are flagged as pvp-er and get portion of karma (eg more karma - worse for you).
By attacking same GS (not lvl - since this game is 60+) you have a change to drop from them - gold/AD/potions/ item from inventory/ item from gear. This change increases for you if you kill people with higher GS then you - e.g. 12k GS kills 22k GS > you have high
change for bigger drop and less portion of karma for you. Yet attacking lower GS people gives you 0 change of drop and high karma.
Opponents with high karma have higher chance that they will drop something and they gain decrease of damage/defence for them.
Karma can not be zeroed if you exit zone - only by people killing you or slowly by time.
Just as example in numbers:
12k GS A player attacks 12k GS B player. A gets 5 karma point on initial attack. If he kills B - gets 5% change of low GS drop.
assuming A will kill 5 people of 12k - he will have 25 karma. Possibly his Defence /deflect will decrease by 5%. Each kill is still 5% of drop.
Then he attacks and kill 18k GS - drop is 15% and +1 point to karma only. ~ 27 karma.
Then he attacks 8k GS - drop 0%. Karma + 50. ~ 77 karma.
Then he got killed by another player C with 0 karma. same 12k GS for example. Than C player has high change to get drop from A. 100 % of AD & gold. some % for gear. Gear is BOP maybe.
Now A lost some AD (gear) and has pvp and pve defence decrease by 77 - 10(got killed) = 66 karma. If he is not killed then this 66 karma will slowly go down to 0 ~ eg 1-2 days. OR pvper will have to play a lot of AT.
Number can be balanced better. Probably should only apply to some areas only while karma debuff are all game wide. This can make pvp fun and valieble ~ eg drop from player may be really good. But risky and pricy at the same time.
I am new to this game so I don't understand a lot of the terms you mention
GS Gear Score - a general rating of how "good" your character's equipment is
Karma In the context the original poster gave this in, I think they are referring to a system of rating how many other players the person has killed
AT I think you were referring to "AD", which stands for Astral Diamonds, which is a unit of currency in Neverwinter
BOP Bind on Pickup - as soon as you receive an item that is bound in this way, it cannot be traded or sold to other people
but I can kind of see what you are saying.
Let's keep the discussion/idea making going guys
My responses are above, in yellow.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
I am new to this game so I don't understand a lot of the terms you mention
GS
Karma
AT
BOP
but I can kind of see what you are saying.
Let's keep the discussion/idea making going guys
Karma is a term from another game where this system was in place long time ago) Main idea is correct - more you kill worse for you. So technically this lead to point where killing one top score player was better then killing lots of weak. 2nd side effect - hunting PK killers was profitable business too.
One new MMO based on "big famous open world that has nords as race in game" has something common to this - PK players and contracts for hunting down PK player. Yet I had not really played it well so not sure how it works now.
GS - gear score. BoP - Bind on Pickup. AD - Astral Diamonds. Other game had way less currencies as was not so "Free -to - pay" game.
I played yesterday 10 domination matches (as TR 14k gs), in two matches i was kicked out (I lost 30 mins of my time), first time by some HR leader, and the second time by some CW leader, don't know the reason for both cases. I lose all matches because gs unbalance. What is with 22k GWF? How can detect my stealth every time? That GWF was so good, it was impossible to kill. And 18k DC, i barely finally killed DC, but when resurrected it healed full HP in 2 seconds!! GF with knight valor in that combo...we had 0 points at the end in two domination matches, i was so frustrated i decide to not play PVP anymore (maybe). And now I'm more frustrated when i see posts from GWF above 20k gs how trolling against 10k gs TR. One-shoot kill? 22K gs GWF really? Stop lying people!
There's more then just Domination to PVP(Gauntlgrym, IWD) but you guys complain there's nobody playing those and now you complain that you are bored with Domination.
If they introduce new mods and maps you'll complain about it so why would they.
Comments
NIce one! Devs please hear this..... A little impossible though about 1 of each class.
Seriously, devs, you should really look into this approach!!
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
I wouldn't like it if you are trapped in spectator mode while the last 2 battle it out for 40 minutes though.
A GWF/GF 1x1 cant last even longer or an HR/TR stealth contest.
I like the idea tho.
Cryptic have some awesome PVP modes in Champions Online like the Zombie Mode and the King of the Hill. I'd like to see them in Neverwinter Online.
Sorry forgot this detail :P
Add a 3 minute time-limit per round, and the guy with the most HP (If only 1 is last on each team) wins!
I always thought they should do this with the GG pve map. Put one team on the bottom side, and the other on top. Then put the objectives like catapult stones and wood in the middle. That would be way better than what they have now, and I bet it would draw more players and interest to that area.
Class balancing for it may be tricky thought.
2v2
3v3
5v5
You make a "team" and each TEAM has an ELO. Que up against other 5v5s or 2v2s that que.
Could be best of 3 or best of 5 or w.e you want to do.
DONE.
Sound familiar? Thats cause WoW did this and it worked GREAT for them.
This is basic idea of open world pvp. If you attack somebody - you are flagged as pvp-er and get portion of karma (eg more karma - worse for you).
By attacking same GS (not lvl - since this game is 60+) you have a change to drop from them - gold/AD/potions/ item from inventory/ item from gear. This change increases for you if you kill people with higher GS then you - e.g. 12k GS kills 22k GS > you have high
change for bigger drop and less portion of karma for you. Yet attacking lower GS people gives you 0 change of drop and high karma.
Opponents with high karma have higher chance that they will drop something and they gain decrease of damage/defence for them.
Karma can not be zeroed if you exit zone - only by people killing you or slowly by time.
Just as example in numbers:
12k GS A player attacks 12k GS B player. A gets 5 karma point on initial attack. If he kills B - gets 5% change of low GS drop.
assuming A will kill 5 people of 12k - he will have 25 karma. Possibly his Defence /deflect will decrease by 5%. Each kill is still 5% of drop.
Then he attacks and kill 18k GS - drop is 15% and +1 point to karma only. ~ 27 karma.
Then he attacks 8k GS - drop 0%. Karma + 50. ~ 77 karma.
Then he got killed by another player C with 0 karma. same 12k GS for example. Than C player has high change to get drop from A. 100 % of AD & gold. some % for gear. Gear is BOP maybe.
Now A lost some AD (gear) and has pvp and pve defence decrease by 77 - 10(got killed) = 66 karma. If he is not killed then this 66 karma will slowly go down to 0 ~ eg 1-2 days. OR pvper will have to play a lot of AT.
Number can be balanced better. Probably should only apply to some areas only while karma debuff are all game wide. This can make pvp fun and valieble ~ eg drop from player may be really good. But risky and pricy at the same time.
My responses are above, in yellow.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
there is only dominion for PvP, IWD is ghost town and i cant even remember when i went to horse run
there is only 2 maps for dominion
2 dom maps
1 GG map
2 IWD maps
We need more maps types though. CO's Zombie Apocolypse would be awesome!
Karma is a term from another game where this system was in place long time ago) Main idea is correct - more you kill worse for you. So technically this lead to point where killing one top score player was better then killing lots of weak. 2nd side effect - hunting PK killers was profitable business too.
One new MMO based on "big famous open world that has nords as race in game" has something common to this - PK players and contracts for hunting down PK player. Yet I had not really played it well so not sure how it works now.
GS - gear score. BoP - Bind on Pickup. AD - Astral Diamonds. Other game had way less currencies as was not so "Free -to - pay" game.
If they introduce new mods and maps you'll complain about it so why would they.