New PvP mode ?
jimme
Maybe an idea for GW2 ?
I will be making adjustments / adding new things, since this is the first thing that came up in my mind .
• Introduction (Can skip of you are a lazy addict) •
Ok, So I was playing the 'Stronghold' or whatever it's called quest from Eye of the North.
and I actually liked having to get in a fort, and was thinking of an game-mode like AB where people
have to capture a fort.
So my concept will be a bit of a fusion between that quest , AB and Fort Aspenwoord thingy.
• The Concept •
The main idea will be a 20~30 vs 20~30 fort capturing game, in which players can enter by joining an allegiance (something like Kurzick & Luxon) or something else.
The defenders will have to stay in their fort to protect it from the incoming enemies who will have to capture the complete fort, both allegiances do have their own fort and the battle area will be
decided by the amount of wins (Just like it is now in AB).
What I mean with that is that the map will have these area's:
[Fort Allegiance #1] [Allegiance #1 area] [ Allegiance #1 & #2 Area (as in 50% #1 and 50% #2)] [Allegiance #2 area] [Fort Allegiance #2]
The different area's are seperated from each other and if an allegiance wins 10 times a row in that area they will move 1 area closer to the enemy fort (just like AB)
• Area's •
My idea of the area's isn't the same as in AB , since it doesn't require any capturing but a bit of 'hide & seek & eliminate' gameplay, the area's will have their own obstacles such as:
- Rocks (Where people can hide behind to cast spells / regen)
- Forest parts (Activates an 'area effect' like 'Bad sight' -> While you are in these forests you have a 50% of missing with attacks.
• This will allow 'trappers' to get back in the game and actually have a fun time in forests like these.
- Catapults : Throughout the area there are objects which you can collect and bring to the 'broken catapult' to fix it and use the catapult to assault the enemy.
New Update: http://img389.imageshack.us/img389/5...yuglyerkb5.jpg <-- Check link for map image.
Me and my neighbour have increased the gameplay on the different area's.
Explanation:
Area #1: Great Battlefield;
This area is most likely a Fight-to-Death map, the first team to get 500 kills wins the match, it is a Half Red-Team half Blue-Team map. with area effects as : Forests<50% less 'sight'> , Rocky Terrain<hide behind rocks> , Muddy Terrain <movement speed decreased with 15%>.
30 ~ 45 minutes time limit.
Area #2: The CtF(Capture the Flag) Area's;
In this the (let's say) blue team will have to capture the red team's flag.
The red flag (found at defenders spawn) is in between 4 walls, those walls can be destroyed by the use of a Powder Kegg (found at attackers spawn).
When a flag gets captured the Flag-carrier has a decreased movement speed of 15% , 20% less benefit from healing , party members within earshot move 15% faster and attack 15% faster.
When a flag gets captured and is brought to the attackers spawn place (maybe put in an empty flag stand?) the attackers team will win.
This round has a 20 minutes time limit.
Area #3: The fort;
In front of the fort is a big battle field where the attacking enemy will spawn and will be ressurected every 2 minutes.
The fort will have an Entrance which is closed by a lever which can only by opened from inside, but you can also blow up the entrance with a 'powder keg' or some other object.
Big walls will be surrounding the fort where casters / rangers can stand to shoot / nuke / cast their enemies to dead.
When the enemie got trough the walls (destroying an entrance in the wall) they get to a big fort which has different roads within it to the top, on both sides of the roads are walls where
people can get on also to do the same thing as on the other walls.
On top of the fort is a statue of the allegiance's leader (leader of kurzick / luxon by example), attacking side's objective is to destroy the statue.
+ Getting out of the fort
- Ofcourse the defending side can choose to rush out of their fort and get on the battle field, it's not that they will have to camp at their base if they don't like.
This area has a 30 minutes time limit.
This is the very basic idea of my match, so it's kinda an big match of 2 big enemies having to face each other in a great battle.
I will be making adjustments / adding new things, since this is the first thing that came up in my mind .
• Introduction (Can skip of you are a lazy addict) •
Ok, So I was playing the 'Stronghold' or whatever it's called quest from Eye of the North.
and I actually liked having to get in a fort, and was thinking of an game-mode like AB where people
have to capture a fort.
So my concept will be a bit of a fusion between that quest , AB and Fort Aspenwoord thingy.
• The Concept •
The main idea will be a 20~30 vs 20~30 fort capturing game, in which players can enter by joining an allegiance (something like Kurzick & Luxon) or something else.
The defenders will have to stay in their fort to protect it from the incoming enemies who will have to capture the complete fort, both allegiances do have their own fort and the battle area will be
decided by the amount of wins (Just like it is now in AB).
What I mean with that is that the map will have these area's:
[Fort Allegiance #1] [Allegiance #1 area] [ Allegiance #1 & #2 Area (as in 50% #1 and 50% #2)] [Allegiance #2 area] [Fort Allegiance #2]
The different area's are seperated from each other and if an allegiance wins 10 times a row in that area they will move 1 area closer to the enemy fort (just like AB)
• Area's •
My idea of the area's isn't the same as in AB , since it doesn't require any capturing but a bit of 'hide & seek & eliminate' gameplay, the area's will have their own obstacles such as:
- Rocks (Where people can hide behind to cast spells / regen)
- Forest parts (Activates an 'area effect' like 'Bad sight' -> While you are in these forests you have a 50% of missing with attacks.
• This will allow 'trappers' to get back in the game and actually have a fun time in forests like these.
- Catapults : Throughout the area there are objects which you can collect and bring to the 'broken catapult' to fix it and use the catapult to assault the enemy.
New Update: http://img389.imageshack.us/img389/5...yuglyerkb5.jpg <-- Check link for map image.
Me and my neighbour have increased the gameplay on the different area's.
Explanation:
Area #1: Great Battlefield;
This area is most likely a Fight-to-Death map, the first team to get 500 kills wins the match, it is a Half Red-Team half Blue-Team map. with area effects as : Forests<50% less 'sight'> , Rocky Terrain<hide behind rocks> , Muddy Terrain <movement speed decreased with 15%>.
30 ~ 45 minutes time limit.
Area #2: The CtF(Capture the Flag) Area's;
In this the (let's say) blue team will have to capture the red team's flag.
The red flag (found at defenders spawn) is in between 4 walls, those walls can be destroyed by the use of a Powder Kegg (found at attackers spawn).
When a flag gets captured the Flag-carrier has a decreased movement speed of 15% , 20% less benefit from healing , party members within earshot move 15% faster and attack 15% faster.
When a flag gets captured and is brought to the attackers spawn place (maybe put in an empty flag stand?) the attackers team will win.
This round has a 20 minutes time limit.
Area #3: The fort;
In front of the fort is a big battle field where the attacking enemy will spawn and will be ressurected every 2 minutes.
The fort will have an Entrance which is closed by a lever which can only by opened from inside, but you can also blow up the entrance with a 'powder keg' or some other object.
Big walls will be surrounding the fort where casters / rangers can stand to shoot / nuke / cast their enemies to dead.
When the enemie got trough the walls (destroying an entrance in the wall) they get to a big fort which has different roads within it to the top, on both sides of the roads are walls where
people can get on also to do the same thing as on the other walls.
On top of the fort is a statue of the allegiance's leader (leader of kurzick / luxon by example), attacking side's objective is to destroy the statue.
+ Getting out of the fort
- Ofcourse the defending side can choose to rush out of their fort and get on the battle field, it's not that they will have to camp at their base if they don't like.
This area has a 30 minutes time limit.
This is the very basic idea of my match, so it's kinda an big match of 2 big enemies having to face each other in a great battle.
enxa
This reminds me very much of Alterac Valley in World of Warcraft.
Which is a good thing. AV is very fun. I personally like it more than any other battleground in WoW.
So im gonna /sign this, as an idea.
Wanna add that id like both sides to have an NPC leader, which guides the team by buffing them occasionally. Something like 'battle cry', for 20 seconds, all allies attack 25% faster, stuff like that. He has very high HP and both offensive and defensive monster skills, and he is also the one to ressurect his fallen allies. When he dies, the team has lost.
Maybe the team could choose the proffesion of the leader before the battle. That would make room for specific buffs, like warrior leaders offering more support and motivation for fighter classes, while elementalist leaders would motivate their party to cast spells more quickly. Mesmer leaders extend the duration of hexes on foes. Things like that.
That might add a bit of depth to the battle.
Which is a good thing. AV is very fun. I personally like it more than any other battleground in WoW.
So im gonna /sign this, as an idea.
Wanna add that id like both sides to have an NPC leader, which guides the team by buffing them occasionally. Something like 'battle cry', for 20 seconds, all allies attack 25% faster, stuff like that. He has very high HP and both offensive and defensive monster skills, and he is also the one to ressurect his fallen allies. When he dies, the team has lost.
Maybe the team could choose the proffesion of the leader before the battle. That would make room for specific buffs, like warrior leaders offering more support and motivation for fighter classes, while elementalist leaders would motivate their party to cast spells more quickly. Mesmer leaders extend the duration of hexes on foes. Things like that.
That might add a bit of depth to the battle.
jimme
Awesome idea ^^
Since this is the very basics (as I've told like 100.000 times already) any ideas to improve this are welcome!
I will update once in a while.
Since this is the very basics (as I've told like 100.000 times already) any ideas to improve this are welcome!
I will update once in a while.
Artorius.Maximus
While not identical, this sounds a lot like the current GvG format. You may be asking for bigger maps and teams, but overall it is pretty much the same concept.
RiKio
Oh, seems good. I vote for this.
jimme
My neighbour is here atm, and we are making this a lot better than it is now.
I will upload some images to explain what I mean with the different area's.
I will upload some images to explain what I mean with the different area's.
Shayne Hawke
I like more big PvP.
Like, 15-30 players vs. 15-30 players big.
/signed
Like, 15-30 players vs. 15-30 players big.
/signed
warcrap
fort capturing....tabula rasa?
warcrap
Quote:
Originally Posted by Shayne Hawke
I like more big PvP.
Like, 15-30 players vs. 15-30 players big. /signed |
Sorn Xarann
Quote:
Originally Posted by warcrap
how about 100 v 100 world pvp (the mist)
|
lol world pvp only being 100 v 100.
RavagerOfDreams
/signed
coool
and i would love a 100v100 fight that would be awesome
coool
and i would love a 100v100 fight that would be awesome
Gwmaster
lol imagine the chaos in a world pvp battle...anyways..this idea sounds quite fun /signed
Mr Fizzle
Quote:
Originally Posted by RavagerOfDreams
/signed
coool and i would love a 100v100 fight that would be awesome |
But I like the idea OP has.
Proff
So like castlewars in gw? nty
Though i'd like some funner ab maps.
Though i'd like some funner ab maps.
Tosha
/signed. Would be fun if you can go there in organised parties (sort of like GvG, but bigger, and thus more tactics). You could really do epic battles. Would also be great if there was some sort of ambush option.
jimme
I'll be adding the NPC part tonight ^^,
Still thinking what's the best way , the shout thing sounds awesome ^^
and my neighbour also has an idea about different NPC selection but I will be telling more about that later ^^
Still thinking what's the best way , the shout thing sounds awesome ^^
and my neighbour also has an idea about different NPC selection but I will be telling more about that later ^^
Hou Yuanjuai
I'm pretty sure this is the type of thing that ANet is supposed to be putting in Guild Wars 2 iirc