[Spotlight Concept #5] Improving and Expanding PvP

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Starfire Crystalite
Starfire Crystalite
Ascalonian Squire
#21
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
#22
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
#23
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
#24
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
#25
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...
P
Pok
Ascalonian Squire
#26
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
#27
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
#28
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.
l
lilleville
Ascalonian Squire
#29
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
e
elsalamandra
Frost Gate Guardian
#30
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
#31
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
#32
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
#33
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
#34
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!
#35
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
#36
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
#37
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...
Y
Yajinden
Ascalonian Squire
#38
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
#39
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
#40
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.