View Full Version : World PVP and The Mists. How would you like it to work?
Trinity Fire Angel
22-05-2008, 08:15
i am not sure if this has been speculated on yet, but i have read that world PVP will have a buddy system (or is that just PVE) for lower levels to buddy with higher levels. etc etc.
So i am just thinking, that if we are running an uncapped level, would The Mists have uncapped player levels apart from the capped serious PVP? Would this allow L50;s camping L20 Noobs? Could a L70 Solo a horde of 30 Level 20;s? This would be both good and bad. Pehaps you could just log out if you are getting camped? Would items drop from players when they die? Will the Leveling system be similar to Lineage 2 where you lose experience when you die?
Just a few thoughts? How would you like it to work? I would love to be able to solo in the mists as an assassin picking off lone L20;s or groups of Level 30;s on their way to a mission goal. I would also love it if the map was seriously huge. Like as big as a number of areas put together. ie... as big as the distance between Ascalon and LA. Or even several worlds!!!!. This would allow for serious raids similar to EQ and WOW or bigger and better! 100 players taking over a castle from a rival world. etc etc. Like playing AB but with all the maps put together in one constant instance.
Your comments??? :laugh:
I am hoping there will be
raspberry jam
22-05-2008, 18:40
I am hoping there will be a system where the power of your character is not dependent on your level.
Akirai Annuvil
22-05-2008, 19:52
I'm hoping there will be no levels.
Nothing quite like wishful thinking.
For your other points mentioned ganking in general isn't a fun mechanic; plus it scares away more players than it brings in. The Mists being a big place is a given, though from LA to ascalon is indeed huge. For the Mist to feature interesting World PvP however, players need to encounter each other. The only way the map can be huge is if ANet forces or heavily encourages both sides to come together at one or maybe two focal points.
Furthermore, it'd need an easy way to traverse its length so you can drop into the action near immediately.
in such a large map the only way to keep the battle going is to spawn people near the place of battle. meaning both people entering the mist for the first time and also respawns of dead people.
I'm hoping that there will be a gradient of difficulty, where if you want to pick off lvls 20 with your lvl 50, you'll have to wade in into dangerous territory. Likewise, if you wade into dangerous territory with a level 20, then you deserve to be picked on, but if you stay closer to your base you get buffs.
And always have a variety of things to do everywhere for everyone. Like capping bases, fighting invaders (if there are any around) etc.
raspberry jam
22-05-2008, 20:51
I'm hoping that there will be a gradient of difficulty, where if you want to pick off lvls 20 with your lvl 50, you'll have to wade in into dangerous territory. Likewise, if you wade into dangerous territory with a level 20, then you deserve to be picked on, but if you stay closer to your base you get buffs.Why force people to level grind
captain lucky
22-05-2008, 23:06
I believe its already been said if a lower level enters it they will be bumped up to the highest level abilities so they can compete.
Akirai Annuvil
22-05-2008, 23:26
I'm hoping that there will be a gradient of difficulty, where if you want to pick off lvls 20 with your lvl 50, you'll have to wade in into dangerous territory. Likewise, if you wade into dangerous territory with a level 20, then you deserve to be picked on, but if you stay closer to your base you get buffs.
And always have a variety of things to do everywhere for everyone. Like capping bases, fighting invaders (if there are any around) etc.
It depends entirely on how World PvP is set up. I think ANet will take a leaf from FA/JQ/AB, and base it around such a system but as I'm not sure it makes coming up with solutions a moot point.
As I'm bored though, I might think up some ideas >.>
The buddy system allow to go 1 level lower than your highest teammate
Skyy High
24-05-2008, 07:17
I envision a system where you go to whatever outpost that you get to The Mists from, and join the conflict alone (or in a group with friends if you feel like putting that together). Doing so plops you into a random spawn point, which are constantly changing to be wherever the main action is. When you spawn, your quest log shows a series of objectives that your team needs to complete. Selecting an objective gives you a waypoint towards it, as well as showing you how far away it is, and how many of your teammates have selected it as their "goal". You have the option of setting one of the objectives as your goal; when you are nearby other players with similar goals, you automatically party up with them, up to a certain maximum of whatever seems balanced, probably around 10. If you separate or switch goals, you drop out of the party. Players work to capture spawnpoints and resource locations of various types, and can chat with both the entire team and their individual "goal party" in separate chat tabs.
Combat is never truly "won"; there are simply so many spawn locations and such that if a team has pushed the enemy far, far back, it will take an appreciable amount of time for them to recover if they finally gain the upper hand. Also, introduce a system like the Battlefield control point capture system: when a team has captured a certain set of spawn points, the other team needs to cap them before they can cap anything behind them. This will prevent the constant need to search for ninjas causing havoc far behind the battle line, and concentrate action where it should be concentrated: over the objectives. It will also prevent the Benny Hill chase of AB matches, where you have groups of Luxons and Kurzicks chasing each other in a circle around the map, capping and re-capping the same shrines without ever fighting. Best strategy, yes, but also boring as hell when it goes on for the entire fight, though that doesn't happen much, because invariably one team has some players who just want to fight (who can blame them) who end up losing the game for their side because they fight instead of running and capping. It's just a bad mechanic, to encourage players to cap "strategic" points, and then completely abandon them, even if that means that the other team will probably re-cap that point in 30 seconds.
Anyway, those are my ideas on the subject.
raspberry jam
24-05-2008, 16:57
introduce a system like the Battlefield control point capture system: when a team has captured a certain set of spawn points, the other team needs to cap them before they can cap anything behind them. This will prevent the constant need to search for ninjas causing havoc far behind the battle line, and concentrate action where it should be concentrated: over the objectives.But in that case there should be a secondary system that actually rewards people for doing that (causing havoc behind the lines, I mean. Which would make it rewarding to actually keep your strategic frontline hard to penetrate).
Ace Bear
24-05-2008, 18:23
Well they could still come behind mess with respawning players, npcs, they just couldn't cap. If a group of 12 abers were even slightly organized they could send a group of 4 behind lines to mess with the other team while the remaining group battles off the newly weakened with npcs behind them. Strategically this would open up the fact that the side that was winning would have to pull a team back to deal with the 4 or they could face a whole cap shrine wipe(other then spawn point).
BF is an awesome cap system(has always been) even if you can't cap, a lone sniper in the back of the opponent's field is just going to rack up points. And most of the time will be safe if they know how to move after a few shots.
raspberry jam
24-05-2008, 18:41
Well they could still come behind mess with respawning players, npcs, they just couldn't cap. If a group of 12 abers were even slightly organized they could send a group of 4 behind lines to mess with the other team while the remaining group battles off the newly weakened with npcs behind them. Strategically this would open up the fact that the side that was winning would have to pull a team back to deal with the 4 or they could face a whole cap shrine wipe(other then spawn point).Yes something like that is what I meant. It could even work like this: respawning points are on a chain that starts at your base. The point you actually respawn at will be on the end of the contiguous chain. So if a small group slips in behind enemy lines and capture a respawn point, they would push back the respawns of their enemies, weakening them strategically.
(there would of course also be other objective points that you could not cap unless you had capped the one before that, like Skyy suggested)
A Few choke points with gaurd towers that can be captured giving paragons and rangers a little advantage.
Maybe real casle seige and get hit by a piece of fallen castle you die Though this probably sounds better than it really would be.
Jair of the Forest
24-05-2008, 22:52
I really wonder how big it is going to be..
20 vs 20?
50 vs 50?
100 vs 100?! :O
Ace Bear
24-05-2008, 23:19
World v World. So, huge.
Balan Makki
26-05-2008, 15:34
I'd like to see Arena Net take what they already have in place and develop it into full-blown WvW PvP.
These are just guesses of where they may be going, but I'd like to see environmental advancement, rather than level advancement. As players complete instanced Missions, quests, etc, the player unlocks new areas of the greater persistent world. Thus GW2 would have advancement through missions like GW1 but instead of unlocked instances, the completed areas would be unlocked into the greater persistent world, added to your persistent world.
This Greater persistent world would have two primary layers. One layer being PvE commons, for players to meet for quests and other adventures. This PvE commons would have large global events, boss encounters etc, but would also allow players to enter a personal/team Instance of the same PvE area for quests or farming, or exploration. . .
The second layer, identical to the PvE persistent layer would be the Mists--a layer that could be entered at will, by players in PvE persistent/instance areas--from the persistent world or a private instance. The Mists environment would be identical in all shapes and form to the PvE world, except all within this layer is tailored for PvP. Players in PvE could choose to witness the PvP battles, being that PvP players can be viewed optionally in Mist Form: ghosts that phase in and out during PvP events. PvE would have no collision or interaction with PvP, they are only witnesses to the PvP battles within the Mists, but can choose to participate or not. Signs and portents, clues such as dead bodies, blood trails, wreckage etc. PvP would not effect PvE directly (perhaps indirectly), but PvP and PvE would live in direct parallel. Kinda like string theory, multi-universe concept. ( an added benifit is that production time for both PvE and PvP is the same, thus cut in half compared to doing different areas for each game style.)
So, you want to PvP? then just phase into Mists Form and start hitting someone. Want to PvE? Then just turn down/off clairvoyance (or whateveritscalled) so you don't see mist forms (PvP players) fighting in your vicinity. PvP players would only see each other in all their bloody glory, PvP players would not see PvE players, until they left the mists.
As well, the entire Mists would be populated as you would not have to segregate servers into WvW, but there could be multiple worlds/servers fighting in one Mists Layer, (styled like districts).
So, in concept, the entire game world would be the Mists. Missions, quests could be sophisticated tutorials for contested PvP areas. Players would learn the area as a PvE mission, practice it as a PvE mission, then, when ready, enter the Mists. Much of this was done in Eye of The North. Seems to me Arena Net layed the ground work for a few of these features. . .
Another benefit of such a setup would be a very robust Friends/Ignore list--think Face Book. If you add a player to your ignore list you'll never see or here from that player again, unless in the Mists; in the Mists they'd have a generic tag applied to them, such as "Ignored" or Riff-Raff, Nobody. . . You'll never have to look at a stupid name again. If you add someone to your friends list, you'll have a very good chance of running into them, even in your private instances. Guilds/Alliances also apply. This feature would allow great parental control as well.
Maybe this is where Arena Net is headed. If it is the direction they are taking, there are some really cool, potentially ground breaking features that could be added to such a system, Half a dozen that I can think of. . .
There is no real pvp chars i think standard pvp just makes your chars AUX and can go there any time but no real separation. World vs. world will be one server against another so its going to be big if applied correctly.
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