[Spotlight Concept #5] Improving and Expanding PvP

Symeon

Symeon

Forge Runner

Join Date: Jul 2005

Hey all, time for a new spotlight.

The last one was focused on improving the challenge of PvE ([Spotlight Concept #4] Improve the Challenge of PvE). Naturally, I thought turning the attention to the 'other side' for the following spotlight would be a good idea.

So, the title's the topic. How can we improve and expand the PvP of Guild Wars?

I know that people like to discuss builds and strategies and what guilds are doing well and how they are doing it in the Gladiator's Arena section. Therefore, please keep that kind of discussion over there, and do not smother this thread with it. We are here to discuss what can be improved, what can be changed, and what can be added to or expanded in the realm of Guild Wars Player versus Player gameplay.

No simple skill ideas or profession concepts (unless you want to suggest briefly that it might be good to add a profession that would play a certain role in team battles, or something like that). No build-bashing or guild-bashing.

Now, on to the fun part.

What must we consider of fundamental importance in this discussion?
  • Balance
  • Compatibility
  • The ability for gameplay to adapt
  • Respect for other players/forumers

What might our ideas include?
  • New Arena/Heroes' Ascent maps
  • New Guild Halls, and more diversity in them
  • New match types
  • More different-number-team battles
  • New types of arena, e.g. random 8 vs 8, 'Colosseum' with public seating to observe from
  • Changes or improvements to the rank system (not getting rid of it altogether!)
  • PvPvE gameplay? (i.e. humans vs humans vs AI)
  • Battles with restrictions on skills
  • Random skillbar arenas?
  • Let us be the monsters (transform into Mergoyles and Bone Dragons and try to use those pathetic skill combos)

Yeah, that's the most my brain will throw out for now. So let's hear your ideas. Go into as much detail as you like - just remember the rules.

Happy posting.

nugzta

Krytan Explorer

Join Date: Nov 2005

Id say the format also needs to be improved. Mostly pvp involve grinding. For example higher rank in HA means you are playing longer than lower rank (emotes/titles). Winning/Losing ratio (GvG has this) might be needed to show your skill in pvp rather than just show your grind.

zamorak

Ascalonian Squire

Join Date: Apr 2005

I belive that what the Guild Wars PvP system needs is more risks. As it is now for example if i were to enter a Random Arena battle right now and loose it would be no big deal and I would enter again untill I get a good team. And as far as the whole ranking and title rewards, all that these seem to do is add a grind to the game of just joining teams without care just going for that fancy emote. But if there was an arena where i could risk some cash and Items i think it would add a whole new exictement to the game. One way we could do this without having one class dominate all (Mesmers for example) is by giving each participant a randomized skillbar sort of like sealed deck play.

Zui

Desert Nomad

Join Date: Mar 2006

The Benecia Renovatio [RenO]

Mo/

Balance PvP charactars in relation to PvE charactars.

comonnow

Frost Gate Guardian

Join Date: Apr 2006

Xxx The Final Thrust Xxx

W/

i have the solution to everything:

ADD RECONNECTS FFS!

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

Random 1v1 Arena and Challenge

1v1 challenge can happen in town where people are watching.

Amity and Truth

Amity and Truth

Jungle Guide

Join Date: Jun 2006

W/N

I'd like something more epic.
The idea behind factions was okay, but the way it was introduced was awful. No matter how often you have won it never felt like achieving something, simply because everyone else could be losing their battles.
So i'm suggesting a mixture of GvG and Alliance Battles with an added "Construct" mode i'll explain later.

The actual battle would be divided into several parts (and maps). Let's go by the example of two Guild fighting it out. The Mission goal is to succesfully siege and capture a castle. One Guild is defending while the other one is attacking.

The first part of the battle is the challenge.
To start the Siege you must succesfully challenge the defending party. To do this, you must win in a direct 8 versus 8 Battle against them. The twist is, your skillset at this point is a fixed one. No way to change it, even your attributes will be allocated to a certain point. This is to make sure that the challenge is not won by builds but moreover by teamwork. Both sides will be using the exact same build. To make this possible, you take control over a NPC.
Winning conditions are: Either take the enemy team out or manage to activate a scripted serious of events. If you've played Unreal Tournament in Assault Mode, you'll know what i'm speaking about.

Just an example for a challenge map. You start with a broad river and a simple bridge. The defenders want to destroy it to cut down your offense. To achieve this there is an invisible but clickable object that needs to be destroyed but has huge hitpoints. The bridge is quite narrow as well.
From that point on, the rest of the battle is completely up to the players. The bridge is quite easy to take, semi hard to destroy. There is another way across the river but it will take you some time to get there, it is far away from your spawnpoint and passing will slow you down.
Go for the bridge? Go for the passage? The defenders have teleports between the two, you don't. The teleporter works every 15 seconds, once. You could head straight for the passage and just ignore the bridge. Or you could go straight for the bridge. Or you might send a single scout. If the passage is clear, he will pass through and claim the next spawnpoint. If it isn't. Well, he has hit the wasps nest. But guess what? That means the bridge is weakened and you can go there with full power (if it's still fully functional that is).

Once you've claimed the next spawnpoint, the defenders get a bonus "Defenders Panic" giving them a 50% Movement Bonus but 50% Slower Recharge for 20 seconds. This is to allow them to regather at the next chokepoint. Agressors get a +10% Morale Boost if they manage to take a Chokepoint. Defenders get a +2% Morale Boost for every two minutes they defend a chokepoint.
Etc, etc, etc.

After a fixed time of twenty minutes the battle is over. If the aggresors were not able to make it through, they're out and the defenders net a win. If they were not, the next part of the battle starts and both parties are beamed to the next step.

This is called the siege.
During the siege there will be a full 5 Minutes "Preperation" Time with an alternate Skillbar. This alternate Skillbar is actually something novel to GuildWars.
This skillbar allows you to spawn Groups of NPCs, fighting for you. Each skill is a one shot skill only. Examples could be:

Spawn Archers
Spawns a group of 4 NPC Archers at your location.

Spawn Soldiers
Spawns a group of 4 NPC Warriors at your location.

Spawn Battering Ram
Spawns one battering ram, a battering ram has high hitpoints and defense but no offense against any enemy, except the castle gates.

etc etc
They will abide to the Henchmen Control of your Radar once the battle starts.


The defenders have a similiar skillbar with different skills though. Like for example instead of a Battering Ram, they get "Fortify Gate". Or "Block Passage".

Once the preperation time is up, the map gets reloaded with everyone spawning at their set locations. The agressors don't know how the defenders planned and vice versa. And now the players fight with their personal skillbar they decided to bring into the battle beforehand. What now starts is a massive battle of AI versus AI versus Player versus Player. To keep this fluently, the NPCs will use a somewhat low poly, low res model.
And once again there are several ways into the castle. Break the maingate? Enter through the hidden but visible for the defenders passage which leads through acidic water? Or just lumber that tree to let it fall into the wall and walk up.
And the defenders will of course also have a few things to do. Block the hidden passage? Or take care of the massive army storming the Gate?

Should the aggressors manage to get to the Throne Room, they win. Should the defenders manage to take out the players or hold out another 15 minutes they win.
The reward for winning is a special chest. This chest spawns one item for every person on the team. But, the loot it contains varies due to a certain factor. The amount of times you've won against other teams. If you take the chest, you're out of the castle and can't recapture it for 24 hours (account based) If you're kicked out by the enemy you can recapture it and try again.

Fighting another battle puts you at a disadvantage. For each player on your team, one "Siege Skill" is deactivated. There is also a maximum of 10 wins, until you're automatically out.

So this means.
You've just won the battle and enter the Throne Room for the first time.
The chest spawns 8 purple items. Ugh. You decide to leave the chest alone for now and start defending. 8 Full Siege Skills.

You easily kick their in the challenge. They lose so horribly it's just not funny anymore. You get another win. The chest now has a 50/50 Chance of a purple or a gold item dropping. Still meh. You take another shot. One siege skill gets deactivated.

You manage to kill the players in Siege Mode. You've won again. The chest will spawn a gold item. Great. But it could be a crappy one, tough luck, tough call. You go again. Two siege skills deactivated.

And like this, the content of the chest gets better and better each time you forfeit it's content. The ultimate challenge will then be to fight a 8 versus all battle against the whole army of the enemy. Well your only chance to win is to go for their player team.

And the content of the chest could be vanity items that only drop there. They get automatically assigned to your character, but you can chose the type of drop you want to get after your 7.th win. So it's like saying "I want a sword from the chest!". And the chest will spawn a sword for you, instantly binding it to you, naming it after your character and randomly assigning its mods (though they should by now never be useless). Another option could be an "Avatar Item". This item can't be sold either. And it's only working for a month after you've picked it up. It creates a 1.5 as large glowing Avatar of yourself. Just for show off that is :P

Celios

Academy Page

Join Date: Aug 2005

Canada

Black Crescent [BC]

The best improvements would be the obvious imo: a) add reconnects, b) fix the "stuck" bug.

I don't know why Anet hasn't taken care of these, as they are pretty darned obvious fixes. Even if a player would be auto-60 dp'ed on reconnect to prevent abuse, it'd still be a hell of a lot better than the way err7's = an autowin now.

TheOneMephisto

TheOneMephisto

Forge Runner

Join Date: Nov 2005

BALANCE PVE AND PVP CHARACTERS PLEASE!!

All they really need to do is add 4 weapon slots and 2 sets of armor to the PvP character creation and add in some of the PvE wepaons that aren't seen there and we're good enough .

On the other note, HA maps need a total overhaul. Currently, the game is just too focused on defending a non-kiting NPC trying to capture an altar while 2 other teams beat on him. HA needs more control points, more positions that matter, and more ways to outplay and enemy that might outbuild you. In short, HA needs to have at least some semblance of strategy and movement, rather than SEED THE GHOSTLY NOW type of gameplay.

Hellza Poppin

Hellza Poppin

Ascalonian Squire

Join Date: Oct 2005

Wisconsin

N/W

I would like to see more competitive type missions that steer you toward fighting other players rather than ganking NPCs. Give it enough of a goal so that it's not just annihilation, but remove the AB incentive to just bring speed buffs so you can avoid other players while running from NPC gank to NPC gank. I agree something like Assault mode from UT would be entertaining.

I was kinda bored by the notion that they are adding new Challenge missions in CH3 but no word of any Competitive ones. I guess that's to be expected given Jade Quarry is a ghost town... but I think part of that is there are too many separate hubs for the same gametypes. I'd rather see each of the 4vs4 arenas/8vs8 competitive/12vs12 alliance expanded on (more maps/modes in rotation) with a single entry hub each, instead of each new map or mode having its own hub to the point that you can't enter any of them due to lack of player concentration.

just rude

Frost Gate Guardian

Join Date: Apr 2006

Quote:
Originally Posted by Amity and Truth
I'd like something more epic.
The idea behind factions was okay, but the way it was introduced was awful. No matter how often you have won it never felt like achieving something, simply because everyone else could be losing their battles.
So i'm suggesting a mixture of GvG and Alliance Battles with an added "Construct" mode i'll explain later.

The actual battle would be divided into several parts (and maps). Let's go by the example of two Guild fighting it out. The Mission goal is to succesfully siege and capture a castle. One Guild is defending while the other one is attacking.

The first part of the battle is the challenge.
To start the Siege you must succesfully challenge the defending party. To do this, you must win in a direct 8 versus 8 Battle against them. The twist is, your skillset at this point is a fixed one. No way to change it, even your attributes will be allocated to a certain point. This is to make sure that the challenge is not won by builds but moreover by teamwork. Both sides will be using the exact same build. To make this possible, you take control over a NPC.
Winning conditions are: Either take the enemy team out or manage to activate a scripted serious of events. If you've played Unreal Tournament in Assault Mode, you'll know what i'm speaking about.

Just an example for a challenge map. You start with a broad river and a simple bridge. The defenders want to destroy it to cut down your offense. To achieve this there is an invisible but clickable object that needs to be destroyed but has huge hitpoints. The bridge is quite narrow as well.
From that point on, the rest of the battle is completely up to the players. The bridge is quite easy to take, semi hard to destroy. There is another way across the river but it will take you some time to get there, it is far away from your spawnpoint and passing will slow you down.
Go for the bridge? Go for the passage? The defenders have teleports between the two, you don't. The teleporter works every 15 seconds, once. You could head straight for the passage and just ignore the bridge. Or you could go straight for the bridge. Or you might send a single scout. If the passage is clear, he will pass through and claim the next spawnpoint. If it isn't. Well, he has hit the wasps nest. But guess what? That means the bridge is weakened and you can go there with full power (if it's still fully functional that is).

Once you've claimed the next spawnpoint, the defenders get a bonus "Defenders Panic" giving them a 50% Movement Bonus but 50% Slower Recharge for 20 seconds. This is to allow them to regather at the next chokepoint. Agressors get a +10% Morale Boost if they manage to take a Chokepoint. Defenders get a +2% Morale Boost for every two minutes they defend a chokepoint.
Etc, etc, etc.

After a fixed time of twenty minutes the battle is over. If the aggresors were not able to make it through, they're out and the defenders net a win. If they were not, the next part of the battle starts and both parties are beamed to the next step.

This is called the siege.
During the siege there will be a full 5 Minutes "Preperation" Time with an alternate Skillbar. This alternate Skillbar is actually something novel to GuildWars.
This skillbar allows you to spawn Groups of NPCs, fighting for you. Each skill is a one shot skill only. Examples could be:

Spawn Archers
Spawns a group of 4 NPC Archers at your location.

Spawn Soldiers
Spawns a group of 4 NPC Warriors at your location.

Spawn Battering Ram
Spawns one battering ram, a battering ram has high hitpoints and defense but no offense against any enemy, except the castle gates.

etc etc
They will abide to the Henchmen Control of your Radar once the battle starts.


The defenders have a similiar skillbar with different skills though. Like for example instead of a Battering Ram, they get "Fortify Gate". Or "Block Passage".

Once the preperation time is up, the map gets reloaded with everyone spawning at their set locations. The agressors don't know how the defenders planned and vice versa. And now the players fight with their personal skillbar they decided to bring into the battle beforehand. What now starts is a massive battle of AI versus AI versus Player versus Player. To keep this fluently, the NPCs will use a somewhat low poly, low res model.
And once again there are several ways into the castle. Break the maingate? Enter through the hidden but visible for the defenders passage which leads through acidic water? Or just lumber that tree to let it fall into the wall and walk up.
And the defenders will of course also have a few things to do. Block the hidden passage? Or take care of the massive army storming the Gate?

Should the aggressors manage to get to the Throne Room, they win. Should the defenders manage to take out the players or hold out another 15 minutes they win.
The reward for winning is a special chest. This chest spawns one item for every person on the team. But, the loot it contains varies due to a certain factor. The amount of times you've won against other teams. If you take the chest, you're out of the castle and can't recapture it for 24 hours (account based) If you're kicked out by the enemy you can recapture it and try again.

Fighting another battle puts you at a disadvantage. For each player on your team, one "Siege Skill" is deactivated. There is also a maximum of 10 wins, until you're automatically out.

So this means.
You've just won the battle and enter the Throne Room for the first time.
The chest spawns 8 purple items. Ugh. You decide to leave the chest alone for now and start defending. 8 Full Siege Skills.

You easily kick their in the challenge. They lose so horribly it's just not funny anymore. You get another win. The chest now has a 50/50 Chance of a purple or a gold item dropping. Still meh. You take another shot. One siege skill gets deactivated.

You manage to kill the players in Siege Mode. You've won again. The chest will spawn a gold item. Great. But it could be a crappy one, tough luck, tough call. You go again. Two siege skills deactivated.

And like this, the content of the chest gets better and better each time you forfeit it's content. The ultimate challenge will then be to fight a 8 versus all battle against the whole army of the enemy. Well your only chance to win is to go for their player team.

And the content of the chest could be vanity items that only drop there. They get automatically assigned to your character, but you can chose the type of drop you want to get after your 7.th win. So it's like saying "I want a sword from the chest!". And the chest will spawn a sword for you, instantly binding it to you, naming it after your character and randomly assigning its mods (though they should by now never be useless). Another option could be an "Avatar Item". This item can't be sold either. And it's only working for a month after you've picked it up. It creates a 1.5 as large glowing Avatar of yourself. Just for show off that is :P
I know you put alot of work and thought into this but

/yawn

PvP at high levels is about builds, shatterring all creativity in this area is, well, lame.

Fight over a bridge, not my concept of pvp.

Please can we have a game that is less npc centric.

My proposal is that we have an allegence based pvp zone, with safe areas to set your skills and attribs. You can venture out into the zone alone or with a party, 8 people max. A new type of faction would be made to show your exp in this zone. Dying in this zone would result in the normal dp, as well as, a deduction in factions. The faction is a prorated amount proportional to the amount of damage you or your party inflicted, with a mininal req of 20% to ensure no KSing.

Basically a free for all, no holds barred, PvP slaughter house. If you have alot of friends and can make a 56 man build that runs in waves, more power to ya. This is about the only thing I miss from games I played in the past.

Teh Mighty Warrior

Banned

Join Date: Mar 2006

W/E

A few things off the top of my head...
General
.Buy some decent servers, tired of good runs ruined by err7s.
.Add some feature to "unglitch" yourself.
.Stop adding 2 new professions every 6 months

Hero's Ascent
.Make it 6v6
.Add a few new maps.
.Make courtyard timer shorter.
.Remove skips
.REMOVE SCARRED EARTH FROM THE GAME ENTIRELY. I'm tired of this damn map, tired of waiting 30 mins while the other teams "play", then running in and demolishing them both. Put in some other kind of map.

GvG
.Can't really think of anything atm

comonnow

Frost Gate Guardian

Join Date: Apr 2006

Xxx The Final Thrust Xxx

W/

Quote:
Originally Posted by Amity and Truth
I'd like something more epic.
The idea behind factions was okay, but the way it was introduced was awful. No matter how often you have won it never felt like achieving something, simply because everyone else could be losing their battles.
So i'm suggesting a mixture of GvG and Alliance Battles with an added "Construct" mode i'll explain later.

The actual battle would be divided into several parts (and maps). Let's go by the example of two Guild fighting it out. The Mission goal is to succesfully siege and capture a castle. One Guild is defending while the other one is attacking.

The first part of the battle is the challenge.
To start the Siege you must succesfully challenge the defending party. To do this, you must win in a direct 8 versus 8 Battle against them. The twist is, your skillset at this point is a fixed one. No way to change it, even your attributes will be allocated to a certain point. This is to make sure that the challenge is not won by builds but moreover by teamwork. Both sides will be using the exact same build. To make this possible, you take control over a NPC.
Winning conditions are: Either take the enemy team out or manage to activate a scripted serious of events. If you've played Unreal Tournament in Assault Mode, you'll know what i'm speaking about.

Just an example for a challenge map. You start with a broad river and a simple bridge. The defenders want to destroy it to cut down your offense. To achieve this there is an invisible but clickable object that needs to be destroyed but has huge hitpoints. The bridge is quite narrow as well.
From that point on, the rest of the battle is completely up to the players. The bridge is quite easy to take, semi hard to destroy. There is another way across the river but it will take you some time to get there, it is far away from your spawnpoint and passing will slow you down.
Go for the bridge? Go for the passage? The defenders have teleports between the two, you don't. The teleporter works every 15 seconds, once. You could head straight for the passage and just ignore the bridge. Or you could go straight for the bridge. Or you might send a single scout. If the passage is clear, he will pass through and claim the next spawnpoint. If it isn't. Well, he has hit the wasps nest. But guess what? That means the bridge is weakened and you can go there with full power (if it's still fully functional that is).

Once you've claimed the next spawnpoint, the defenders get a bonus "Defenders Panic" giving them a 50% Movement Bonus but 50% Slower Recharge for 20 seconds. This is to allow them to regather at the next chokepoint. Agressors get a +10% Morale Boost if they manage to take a Chokepoint. Defenders get a +2% Morale Boost for every two minutes they defend a chokepoint.
Etc, etc, etc.

After a fixed time of twenty minutes the battle is over. If the aggresors were not able to make it through, they're out and the defenders net a win. If they were not, the next part of the battle starts and both parties are beamed to the next step.

This is called the siege.
During the siege there will be a full 5 Minutes "Preperation" Time with an alternate Skillbar. This alternate Skillbar is actually something novel to GuildWars.
This skillbar allows you to spawn Groups of NPCs, fighting for you. Each skill is a one shot skill only. Examples could be:

Spawn Archers
Spawns a group of 4 NPC Archers at your location.

Spawn Soldiers
Spawns a group of 4 NPC Warriors at your location.

Spawn Battering Ram
Spawns one battering ram, a battering ram has high hitpoints and defense but no offense against any enemy, except the castle gates.

etc etc
They will abide to the Henchmen Control of your Radar once the battle starts.


The defenders have a similiar skillbar with different skills though. Like for example instead of a Battering Ram, they get "Fortify Gate". Or "Block Passage".

Once the preperation time is up, the map gets reloaded with everyone spawning at their set locations. The agressors don't know how the defenders planned and vice versa. And now the players fight with their personal skillbar they decided to bring into the battle beforehand. What now starts is a massive battle of AI versus AI versus Player versus Player. To keep this fluently, the NPCs will use a somewhat low poly, low res model.
And once again there are several ways into the castle. Break the maingate? Enter through the hidden but visible for the defenders passage which leads through acidic water? Or just lumber that tree to let it fall into the wall and walk up.
And the defenders will of course also have a few things to do. Block the hidden passage? Or take care of the massive army storming the Gate?

Should the aggressors manage to get to the Throne Room, they win. Should the defenders manage to take out the players or hold out another 15 minutes they win.
The reward for winning is a special chest. This chest spawns one item for every person on the team. But, the loot it contains varies due to a certain factor. The amount of times you've won against other teams. If you take the chest, you're out of the castle and can't recapture it for 24 hours (account based) If you're kicked out by the enemy you can recapture it and try again.

Fighting another battle puts you at a disadvantage. For each player on your team, one "Siege Skill" is deactivated. There is also a maximum of 10 wins, until you're automatically out.

So this means.
You've just won the battle and enter the Throne Room for the first time.
The chest spawns 8 purple items. Ugh. You decide to leave the chest alone for now and start defending. 8 Full Siege Skills.

You easily kick their in the challenge. They lose so horribly it's just not funny anymore. You get another win. The chest now has a 50/50 Chance of a purple or a gold item dropping. Still meh. You take another shot. One siege skill gets deactivated.

You manage to kill the players in Siege Mode. You've won again. The chest will spawn a gold item. Great. But it could be a crappy one, tough luck, tough call. You go again. Two siege skills deactivated.

And like this, the content of the chest gets better and better each time you forfeit it's content. The ultimate challenge will then be to fight a 8 versus all battle against the whole army of the enemy. Well your only chance to win is to go for their player team.

And the content of the chest could be vanity items that only drop there. They get automatically assigned to your character, but you can chose the type of drop you want to get after your 7.th win. So it's like saying "I want a sword from the chest!". And the chest will spawn a sword for you, instantly binding it to you, naming it after your character and randomly assigning its mods (though they should by now never be useless). Another option could be an "Avatar Item". This item can't be sold either. And it's only working for a month after you've picked it up. It creates a 1.5 as large glowing Avatar of yourself. Just for show off that is :P
Yea Im gonna have to agree, this isnt exactly what GW is about. No offense tou you, its a good idea but not for this game. I hope they dont put it in because it will just add to the problems theyalready have i.e. ERR7

So pls dont add games and such, just fix the one u already have.

As for balancing pve and pvp char... why would u ever pve then? i thnk thats the idea behind it, if you want all the armor swaps and stuff, spend a week whil ur not pvping and do some pve, and you will have all the thngs u could need... its really not that hard, and trust me, i hate pve.

Kaul

Kaul

Pre-Searing Cadet

Join Date: Mar 2006

Malachor V

Whips and Chains[kink]

R/

i think the idea of a colosseum is good but have 4v4v4v4 to add a completely new aspect. with more than just two teams you'd have to worry about defending against other teams. plus your team would have to be well-rounded but more importantly, skilled.

i like the idea of longer GvGs too. maybe even add weather effects on each map. this is more of a general guild wars thing but weather affecting different things like storms increasing air and water power and decreasing fire's effectiveness, while a drought-like condition would add to fire AND air and weaken water. and natural earthen maps would make movement and accuracy different in a storm or snowstorm.

SaintGreg

Lion's Arch Merchant

Join Date: Oct 2005

Quote:
As for balancing pve and pvp char... why would u ever pve then?
You aren't supposed to have to. You would be able to play pve if you wanted to, which most hardcore pvp'ers dont.

Shendaar

Krytan Explorer

Join Date: Mar 2006

P4n드4k트 F0rm4710n

W/

I think some sort of "Explorable Area" where both Factions could fight each other at will would be awesome. Something similar to what Just Rude said, I know Knight-Online has something like that and it is awesome.

Of course, it would have to be on a smaller scale to conserve bandwidth, but I still think it would be awesome to have PvP encounters in a PvE environment.

kh1ndjal

kh1ndjal

Ascalonian Squire

Join Date: Nov 2005

Scouts of Tyria

NERF EVRYTHING
jk

i was hoping for something like humans vs monsters, where the monsters are controlled by players, exept they have fixed skillbars, dont get dp, and so to win their biggest advantage is numbers (u die, u respawn), or a sort of onslaught mode where blue team is human vs a red monster team, humans have to last as long as possible, when defeated they switch sides, and now the previously monster team is human, and must last longer than their opponents

random skillbars will never work, it would never have a learning curve, u could have 2 skills from each of 4/5 different attributes and never be able to put attribute points like normal builds

Solar_Takfar

Krytan Explorer

Join Date: Jun 2006

The "sealed play" tournament idea sounds pretty good. Maybe implementing something like that in PvP would be nice.

Not with TOTALLY random skills, as the OP suggested, but giving each player a random pick (out of EVERY skill, not just the ones unlocked) of:
-13 primay skills;
-7 secondary skills;
-2 primary elites;
-1 secondary elite;
-Ressurection sig (or one random hard-ress, if class permits)
-Charm animal (if ranger primary/secondary profession is present)

Then, the game should give everyone some time (100-150 seconds should be enough) to choose and set up skills. The match would begin after a 60-second countdown so everyone could load the map and discuss a quick team strategy (Teams would consist of 6 or 8 players, in groups formed beforehand).

===

Another idea would be "Chaos Arena". Would be mostly for the fun of it rather than for any show of skill, so it shouldnt yield great rewards, but it would consist of:
-A random secondary class (among those to which the account has access to)
-Random skills (no res: ressurection would be automated, as in FA)

After that, it would (randomly) drop the player into one of the following:

-Random 8-man team in 8v8 match
-Random 4-man team in a 4v4v4v4 match
-Free for all! Each man for himself!

(so yea, it's a pretty crazy idea, and I doubt anything of the sort would be implemented -maybe for a weeked event?-... but it sounds fun, and it's definitely something I'd play every once in a while just to get some stress relief)

just rude

Frost Gate Guardian

Join Date: Apr 2006

Quote:
Originally Posted by kh1ndjal
NERF EVRYTHING
jk

i was hoping for something like humans vs monsters, where the monsters are controlled by players, exept they have fixed skillbars, dont get dp, and so to win their biggest advantage is numbers (u die, u respawn), or a sort of onslaught mode where blue team is human vs a red monster team, humans have to last as long as possible, when defeated they switch sides, and now the previously monster team is human, and must last longer than their opponents
I fully agree with this idea get rid of the pve all together!

Wildkat

Pre-Searing Cadet

Join Date: May 2006

R/Mo

I cannot see the reasoning in coming out with two new professions and reducing the number of people in HA to 6 v 6.There will be so much less variety in builds when you reduce the number of players.For example the utter pile of degen ranger builds over the last 6 vs 6 event.May as well throw support classes out the window as well as there will not be room for them in 6 vs 6.Only constructive idea that i have to solve this problem is have a separate 6 vs 6 and 8 vs 8 HA.Im sure this will be a major discussion.

Starfire Crystalite

Starfire Crystalite

Ascalonian Squire

Join Date: Jul 2006

USA

[EAST]...HAIL FRISCO

I think a all out war would be cool like 100 vs 100 in a big fieldish area where two groups just clash. there wouldnt be enough people in just one district to do this so it would collect people around the world in each district and the spots it couldnt fill would be switched with special henchmen your group leader would select.

there would be 25 randomly sellected groups of 4 (per team) and it would chose your group leader by the person who has the highest fame or rank.
when someone died they would not automatically respawn so the only way to come back to fight again is if you are resurected.
the battle would go on until 90% of an army is dead.

also to put some tactical stuff in there would be natural traps you can use to destroy the enemy like falling logs or rocks. or there would be bombs which you could also use to destroy your enemy.
you could have towers which your team could go up so the rangers shoot 2x farther and be harder to kill.

arredondo

arredondo

Wilds Pathfinder

Join Date: May 2005

Improve PvP variety and class balance by....

- Cutting the Monk's max HP by 15%, AND
- Improve the healing/protection of every class except Rit, Warrior and Monk

Making Monks more vulnerable adds more risk to stacking them. Still, you must compensate for them being nerfed by improving self heal/defense of most of the other classes. The improvements can come through changes in base stats, gear, runes, skills, etc. That way we can have a lot more varied team builds and the Monk is no longer more "necessary" than any other class since they should all be able to withstand pressure better on their own than they can now.

SziP

SziP

Frost Gate Guardian

Join Date: Feb 2006

Me/

I always wanted that, but it would be way too hard for anet, maybe in like chapter 6

I do want the whole 100 vs 100, but just think a little putting 200 people in one map realistically thats like a war and i like it but guild-wars-istically its insane.
Just imagine the kind of a spike lets say 8-10 rangers can do, just 4 can take down a man pretty easily.

You would need like 2-3 infusers for that, plus im sure there would be 5-10 mesmers taking down the spirits(with that signet whats it called, and another 10 removing enchants from the target). around 20 ele's with wards, god it would just be INSANE!!! Guild wars was simply not designed for this type of thing.

Tozen

Tozen

Lion's Arch Merchant

Join Date: Apr 2005

All Senses Failed [aSF]

A/N

I think I can sum up what would make PvP a lot better in two words: stat tracking.

Why?

Because stats have absolutely ZERO effect on a player's power, but they are A LOT of fun.

So what do I mean by that? Here's some examples:
a) Total RA matches played... total won/lost (RANK of 1000 players)
b) Total TA matches played... total won/lost (RANK of 1000 players)
c) Total HA matches played... your rank.
d) Zaishen Teams Defeated, x of total y.
e) Playstyle Statistics (total points of damage dealt, total points healed)
f) Favorite Class (By hours played)
g) Kill to Death Ratio

User Comments: A place for a player to write their favorite builds, comments on the game, etc.

All of this should be able to be viewed easily with either a click on a character or a command such as /stats playername

That's my two cents. Please consider this!!!

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

I was working on my list of several PvP improvement ideas... but never got it finish....

maybe will go back to it and share some here...

For one.. adding stories and even aspect of PvE in there...

Pok

Ascalonian Squire

Join Date: Nov 2005

VXIX

1) Make PvP and PvE characters equal - either give the PvP people at least 4 weapon spots / 2 armor & rune sets or handicap the PvE people so that they can only use what they fit on 2 weapon spots and can't take off their armor mid-fight.

2) Balthazar faction sinks - I got to UAX pretty quickly after the release of Factions so I've been at 10k balths faction for quite a while now a sink would be greatly appreciated. For sink ideas maybe skin unlocks for weapons / armor (maybe have to unlock them in sequence [eg longsword -> spatha -> katana or 1.5k kurzik, 1.5k luxon, 15k prophecies for the armor]) even if each unlock cost 5-10k at least it would be doing something. Another sink idea: Able to cash it in for items that are worth balthazars faction which you could sell or store, I get the idea of having a cap is so that you can't unlock it all at once so maybe make it 10k faction gives you a 5k storeable faction so it would at least be harder.

3) Rewards for Team arenas. HA has fame for title / emotes and gold via sigils / golds - GvG has real money, a title track, and spiffy capes - TA has a title track. Bring back the zaishen medallions or something equivalent that people can exchange for holiday items or storeable faction things?

Jecht Scye

Jecht Scye

Wilds Pathfinder

Join Date: Dec 2005

Lucky Crickets[Luck]

N/Me

Quote:
Originally Posted by Tozen
I think I can sum up what would make PvP a lot better in two words: stat tracking.

Why?

Because stats have absolutely ZERO effect on a player's power, but they are A LOT of fun.

So what do I mean by that? Here's some examples:
a) Total RA matches played... total won/lost (RANK of 1000 players)
b) Total TA matches played... total won/lost (RANK of 1000 players)
c) Total HA matches played... your rank.
d) Zaishen Teams Defeated, x of total y.
e) Playstyle Statistics (total points of damage dealt, total points healed)
f) Favorite Class (By hours played)
g) Kill to Death Ratio

User Comments: A place for a player to write their favorite builds, comments on the game, etc.

All of this should be able to be viewed easily with either a click on a character or a command such as /stats playername

That's my two cents. Please consider this!!!
I completely agree with this. Except I would also add:

h)kills
i)deaths
j)saves(healing another character with less than 10% life)
k)Ressurections
l) Total AB matches played... total won/lost (RANK of 1000 players)
m) Total Co-op missions played(FA, Jade Q.)... total won/lost (RANK of 1000 players)
n) preferred Co-op Allegience(if luxon games > kurzick then luxon, else kurzick)

Makkert

Makkert

Black Beast of Aarrrrgghh

Join Date: May 2005

The Netherlands

The Biggyverse [PLEB] // Servants of Fortuna [SoF]

Quote:
Originally Posted by Starfire Crystalite
I think a all out war would be cool like 100 vs 100 in a big fieldish area where two groups just clash.
you have no idea what you are saying... the lag would be of the chart. the tactics would be impossible to execute.

Quote:
Originally Posted by zamorka
I belive that what the Guild Wars PvP system needs is more risks. As it is now for example if i were to enter a Random Arena battle right now and loose it would be no big deal and I would enter again untill I get a good team.
discussed endlessly in the past. Real life & err 7 get in the way from time to time.

Quote:
Originally Posted by lightblade
Random 1v1 Arena and Challenge
you will get Hero vs Hero in Nightfall. that will be the 1v1 of GW.


================================================== ===
i'll bullet point, since nobody wants to read long posts when everyone has to say something

1) reconnects

2) being stuck on maps

3) make ladderseasons a bit longer... the ELO system works better on longer periods. Even half a month longer would help some.

4) when walking through guildhalls after talking to guildhall npc (the one that you buy a GH off with a Sigil), all things should be in place. trebs that can fire, lava should burn, flags should be able to run, etc.
even better: be able to scrimmage on any map you want

5) stop the discrimination of pvp chars.
only two weaponslots at the creation of a pvp toon? what the hell is up with that? armorswitching of pve chars is another example. give pvp chars the ability to armorswap or kill it. Add the negative energy focus to the pvp creationscreen. it's a part of tactics in GW pvp. lastly pets should be able to choice dire-elder-hearty on pvp creation.

6) the factioncap
why can a pve char grind up money and skillpoints almost endlessly, why pvp players are limited to a 10k factioncap?
bring back Zaishen Medaillons please. Also being able to trade in faction would be nice.

7) obs mode
being able to move back and forth in time would be great. often things happen in a moment, and you wish you could go back to be able to see what was happening. I realise that this probably would require a lot of bandwith. If that is the case, an option to jump straight to VoD would also be nice, if you want to see the VoD play of a team.

8)
RA
having some form of VoD would be helpfull for those that play RA. having runners win by boredom isn't making anyone happy to play pvp and move towards different pvp forms such as HA and GvG later on.

9) templates
this will be added with nightfall, so i think we can pass this one quick.

10) clear UNIFORM skilldescriptions. [mid term]
i.e. Plague Touch: "negative condition". give me a break, there are no positive conditions.
i.e. Conflagration "strike for fire damage" vs kindle arrows "deal fire damage"

professionalise the skilldescriptions, it will make the game better long run. skilldescriptions should prevent as much confusion as possible.

11) variety professions discrimination [mid term]
simple concept here. having more skills on a profession means you have more choices. the skills may be 'balanced' on individual level, but more skills means more interactions between those skills. So having more skills on a profession means probably an advantage.
what happens here? +- 25 skills are added to all existing profs when a new chapter comes out; new profs seem to get around 75 skills. meaning that when chapter 4 comes out, the core 6 have +- 150 skills, sin and rit have 125 skills, and the chapter 4 profs have 75 skills. that seems pretty strange to me.

12) formats [long term]
as more and more GW expansions come out, you'll end up with a population that doesn't have everything probably, altough they now can buy their way out...
maybe it's an idea in the future to have formats where only skills of certain expansions are allowed, when the GW universe becomes bigger and bigger.

lilleville

Ascalonian Squire

Join Date: Sep 2006

Fissure of Woe

oblivion breached

W/Mo

Quote:
Originally Posted by Starfire Crystalite
I think a all out war would be cool like 100 vs 100 in a big fieldish area where two groups just clash. there wouldnt be enough people in just one district to do this so it would collect people around the world in each district and the spots it couldnt fill would be switched with special henchmen your group leader would select.

there would be 25 randomly sellected groups of 4 (per team) and it would chose your group leader by the person who has the highest fame or rank.
when someone died they would not automatically respawn so the only way to come back to fight again is if you are resurected.
the battle would go on until 90% of an army is dead.

also to put some tactical stuff in there would be natural traps you can use to destroy the enemy like falling logs or rocks. or there would be bombs which you could also use to destroy your enemy.
you could have towers which your team could go up so the rangers shoot 2x farther and be harder to kill.
Best idea ever, always wanted this! 100v100 omfg so much fun

elsalamandra

Frost Gate Guardian

Join Date: Aug 2005

Jeeze.

I think, that before everyone starts criticising ANET on the reduction of 8v8 to 6v6 in HA, lets analyse the implications.

Firstly, i think (call me noob or whatever you want), that there should be a Rank stage level in HA.

I elaborate.

Its obvious the rank discrimination in HA (duh).

So there should be appropiate sections for rank 0-3, 4-6 etc.

Of course those stuck-up full of themselves hard core pvp'ers wont agree with me but this idea would give some incentive to all those people who spend countless hours hust looking for a group, and before you say it, I am rank 5.

Secondly, the concept of having 6v6 is by far the best thing ANET can do for HA, as this will now open up new challenges for team builds, since, the ones presently use will or may not be as effective.

Thirdly, the changing of maps, I fully support this too. Most, if not all the maps are basicly the same over and over again.

Fourthly, I would like to see the implementation of a better reward system in addition to the fame system, perhaps something similar to the zaishen medal rewards which we all saw a while back, this I am sure will be quite welcome by some.

These are ny views on this subject.

Fire Raven

Fire Raven

Pre-Searing Cadet

Join Date: May 2006

Germany

The Real Power Of Mending

i think 6v6 in the ha isnt good as many think
there will be lots and lots of condition builds
iway and vimway will be improved...


it would be much better to add a new area for 6v6 fights

Azadaleou

Azadaleou

Academy Page

Join Date: Jun 2005

Ohio

A/W

Quote:
Originally Posted by Tozen
I think I can sum up what would make PvP a lot better in two words: stat tracking.

Why?

Because stats have absolutely ZERO effect on a player's power, but they are A LOT of fun.

So what do I mean by that? Here's some examples:
a) Total RA matches played... total won/lost (RANK of 1000 players)
b) Total TA matches played... total won/lost (RANK of 1000 players)
c) Total HA matches played... your rank.
d) Zaishen Teams Defeated, x of total y.
e) Playstyle Statistics (total points of damage dealt, total points healed)
f) Favorite Class (By hours played)
g) Kill to Death Ratio

User Comments: A place for a player to write their favorite builds, comments on the game, etc.

All of this should be able to be viewed easily with either a click on a character or a command such as /stats playername

That's my two cents. Please consider this!!!
Word

I can agree with this. The farming rank really doesn't measure the players skill, only how long they played. A system similar to this will show who is really good and who is not. Alot like what fps like Counter-Strike have.

I'd also add. Skill points are useless for a pvp character, pvp characters should be allowed to exchange those points for 3000 faction per point.

SziP

SziP

Frost Gate Guardian

Join Date: Feb 2006

Me/

Leave Ha 8 vs 8, y change it, there will be even more competiton and discrimination. More people in HA , means more competiton, meaning more discrimination.

And no segregation, i like when i play agains r9's and win, its such a great feeling.

Priest Of Sin

Priest Of Sin

Jungle Guide

Join Date: Dec 2005

Sitting upon Kerrigan's Throne.

Live For The Swarm [ZERG]

Me/N

12v12 RANDOM edition.

Much like it was in the FPE. I'm tired of the way it's set up now, everyone just forms random parties anyway.

Silly Warrior

Silly Warrior

Hold it!

Join Date: Jul 2006

In your local courthouse.

The Arctic Marauders [TAM] (elite PvE, PM)

Have any of you played the online mmorpg Runescape?

It had this great arena called "Castle Wars"

Basically it was two teams, or opposing sides.

2 Castles, and a middle-ground.

About 20 people on each team, some chose to defend the castle, others tried to capture the flag.

The goal of the Castle Wars was Capture the Flag, and you got points for killing other enemies.

Not only this, there were cool ways to attack the enemy, by using siege weapons.

Adaption for Guild Wars:
I think it would a very very fun addition.
Different classes such as Ele, Mesmor, Rangers, Paragons, could stay behind to defend the castle, while W/Mo's, R/Mo runners, shadow art sins, could be trying to capture the flag, or defend certain points on the map.

It would be similar to AB, only teams would be randomly generated, 20vs20, in a castle style, and flag captures would determine the victory, not holding certain points.

2 castles, 40 people= fun?

I think Anet could totally do this, if you don't think the style is fun, go try out RS and see how its setup, it would work great, and would be totally replayable.

Makkert

Makkert

Black Beast of Aarrrrgghh

Join Date: May 2005

The Netherlands

The Biggyverse [PLEB] // Servants of Fortuna [SoF]

Quote:
Originally Posted by Silly Warrior
Have any of you played the online mmorpg Runescape?

It had this great arena called "Castle Wars"

Basically it was two teams, or opposing sides.

2 Castles, and a middle-ground.
I heard of this pvp form where two teams had a base and also had a middle ground...
*cough*GvG*cough*

Quote:
About 20 people on each team, some chose to defend the castle, others tried to capture the flag.
I heard of this pvp form where two teams had to capture a flag...
*cough*GvG*cough*

Quote:
The goal of the Castle Wars was Capture the Flag, and you got points for killing other enemies.
I heard of this pvp form where also one of the goals was to capture the flag and you also got points for killing enemies...
*cough*GvG*cough*

Quote:
Not only this, there were cool ways to attack the enemy, by using siege weapons.
I heard of this pvp form where there were siege weapons called trebuchets...
*cough*GvG*cough*

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Quote:
Originally Posted by Tozen
I think I can sum up what would make PvP a lot better in two words: stat tracking.

Why?

Because stats have absolutely ZERO effect on a player's power, but they are A LOT of fun.

So what do I mean by that? Here's some examples:
a) Total RA matches played... total won/lost (RANK of 1000 players)
b) Total TA matches played... total won/lost (RANK of 1000 players)
c) Total HA matches played... your rank.
d) Zaishen Teams Defeated, x of total y.
e) Playstyle Statistics (total points of damage dealt, total points healed)
f) Favorite Class (By hours played)
g) Kill to Death Ratio

User Comments: A place for a player to write their favorite builds, comments on the game, etc.

All of this should be able to be viewed easily with either a click on a character or a command such as /stats playername

That's my two cents. Please consider this!!!
love it.. one of the best suggetion on this thread so far...

Yajinden

Ascalonian Squire

Join Date: Dec 2005

Sacred Sword

N/

OK i can think about some GvG map.

The Wizards Tower

8v8

Both teams have come inside the feared Wizard's Tower on Kessex Peak. Now inside the tower the must survive and take vital information to their guilds. The zone is full of hostile and powerful NPC, some zones may require some degree of cooperation or oportunism, but do not trust the enemy, only one team can escape with the precious secrets of the Wizards Tower.

Victory is achieved when one team can bring the tomes to their guild sages in their escape zone, (maybe a flying zeppelin) all the "secret tomes" of the Wizards tower. Tomes are guarded by Guild sages NPC, and drop them if they are killed.

Morale gets boosted by owning more tomes than the enemy, dead characters appear in the prisoners inner area, and lose any tome they have on them.

Each tome may boost by +1 all atributes of one profesion to the team that owns it.

The mechanics must be adjusted to make a fun and playable map, but i think it can be a good map.

Thomas.knbk

Thomas.knbk

Forge Runner

Join Date: Jul 2006

Quote:
Originally Posted by Makkert
Quote:
Originally Posted by Silly Warrior
Have any of you played the online mmorpg Runescape?

It had this great arena called "Castle Wars"

Basically it was two teams, or opposing sides.

2 Castles, and a middle-ground.
I heard of this pvp form where two teams had a base and also had a middle ground...
*cough*GvG*cough*

Quote:
About 20 people on each team, some chose to defend the castle, others tried to capture the flag.
I heard of this pvp form where two teams had to capture a flag...
*cough*GvG*cough*

Quote:
The goal of the Castle Wars was Capture the Flag, and you got points for killing other enemies.
I heard of this pvp form where also one of the goals was to capture the flag and you also got points for killing enemies...
*cough*GvG*cough*

Quote:
Not only this, there were cool ways to attack the enemy, by using siege weapons.
I heard of this pvp form where there were siege weapons called trebuchets...
*cough*GvG*cough*
Pwnd

I would like to see some specific changes to HA, other than 6v6.
I'd like to see the Ghostly Hero completely removed from the tournament. The altar would be capped in a similar way to the shrines in Alliance Battles. I.E. the team with the most players there gets a number of pips equivalent to their outnumbrance (is that a word?). It'd get you rid of super defensive builds, and skills you only take for the Ghost (ie Spell Breaker). It would make the team that killed the other teams first the winner, instead of the team that can best seed the ghostly.

robot

robot

Pre-Searing Cadet

Join Date: Apr 2006

S/E england

Guardians of Divinity [GoD]

N/

i think balthazar should be arranged to how higher ranking the other player is, and there should be a title for flawless victorys likeflawless fighter also let there be a new arena for n00bs so they can get used to pvp, most n00bs i know go straight into pvp and know nothing about what they are doing. also i think they should change the monks AF to like 80 not 60, because they are the prime target and they should have some protection against melee characters.
I am glad that the jade quarry and fort aspenwood missoins were now part of the pvp islands and i want for warriors more places to Stack runes, as they have like 6 warrior runes to go on them and the runes of vigor.

i hope them ideas were understandable.