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    Default PVP - The Game Changing Idea

    WARNING!!! Long Read

    Alright, so I normally only play MMOs for the PvP. I know this will have different circumstances due to the fact that it is on a phone, but here are my ideas for a great PvP system. Remember, this should be a big update in my opinion. These also are not sized as we see it now with 5 max players. This is for 5v5 or higher scale fights.

    Classes
    Right now we have three classes, in which each have their strengths and weaknesses. Each of them have skills which work as their offense or defense. When it comes to PvP, the current skills just don't work very well. Each class needs to get a few more skills, which adds to better PvP and just more choices for the user to play with.

    Warrior
    Charge - A quick damage move that launches the opponent towards their target.
    Reflect - Decreases damage from magical attacks
    Armor Ignore - Deadly strike ignoring the users armor strength
    Root - Stick enemy to the ground (paralyze)
    Enchantress
    Small Heal - Single target heal for small amount, small mana requirement
    Greater Heal - Single target heal for large amount, larger mana requirement
    Flamestrike - Single target large damage attack, large mana requirement + long cool-down
    Archer
    Mana Drain - Instead of dealing HP dmg, Mana dmg is dealt
    Explosion - Exploding arrows, hits area of creatures/people and gives a knock-back ( like stomp)
    Freeze Arrow - Slows down opponent while dealing minimal damage.

    Arena
    One of the most difficult decisions is how to PvP. Where will it all take place? Well there are two possible choices, dungeons and arenas.

    Arenas would work as normal. You join a PvP dedicated game, battle in either FFA or as a Team, and the winner would get gold or items. However, i think dungeons would be much more fun and exciting.

    These dungeons would be created with PvP in mind. New dungeons would be made so that PvP could be done in them. The maps would be like all the rest, except with some buffs. The monsters would be harder, the boss (just one) would be much stronger, and the loot would be better.

    A difference between regular maps and the PvP maps is when disconnecting or quitting the map. When you leave the dungeon, however it may be, you are still in the game for X amount of time. This is to prevent players from receiving an item they like and quitting to secure it.

    Example: A guild is doing this dungeon for items and another guild jumps in. The two guilds battle amongst each other while fighting the spawn of monsters to get to the prize, which is the boss. The boss would take numerous people to take down, but provide a very nice item. Thus, you aren't battling just to PvP. You are battling for a much larger prize.

    Looting
    Now when I say looting, I don't mean items you receive from killing monsters. This is PvP looting, so you loot other people. Right now the game has absolutely no penalty for dying. In PvP you have to have a fear of dying, you have to want to use teamwork and win big battles. One reason for you to win is as I stated above, the dungeon idea. However looting gives another exciting reason to PvP.

    The looting system should be Full Loot - Kind of... I call it that because it is not a full blown full loot. When you enter the dungeon, whatever you are wearing is locked onto your character. Those pieces of armor and weapons will not leave your person at all. However, everything else your character has is free game. When you die, anybody in the game can click your deceased body and loot the items you had in your inventory. Your corpse then vanishes when your body is empty. Just items are loot-able, both potions and gold unaffected by this.

    If this is the case, why would I even enter the dungeons with any items on me? You probably shouldn't, but what if you get one in the dungeon

    Example: Your guild is doing a dungeon and you get a pink item as loot. The item is fantastic, the best you have ever seen. Now other people join and start to fight you. That item is up for grabs, so if you die it is gone. However, if you like the item you got you can switch it out with something you were wearing. That item then locks, but the previously worn item is loot-able by anyone in the game.

    Items
    When I say items, I pretty much just mean potions. The way potions work now is that you can nonstop use them, as long as you have them in your inventory. Obviously this just wouldn't be logical when it comes to PvP. Something has to be done with the potions, and there are two solutions.

    1. Take them out completely
    2. Add a cool-down (the obvious)

    The second choice is the obvious because it just makes the most sense. If I'm doing a dungeon with mobs and never get raided, why should I be penalized by not being allowed potions?

    I think potions should have a 3-5 second cool-down, but this is obviously up for trial and error. You don't want someone to be able to live through your entire attack sequence by spamming heal pots, but you also want them to be useful. 3-5 seconds seems to be the best cool-down time. All other items should obviously be allowed.

    Conclusion
    Finally, you made it to the end. Now this is just an idea I had to incorporate PvP into an already very advanced game. This is by no means correct, just my ideas.

    Have certain levels (dungeons) be where the PvP happens. This gives people who don't want to PvP the right to not have to be bothered by it. When you die, you have the chance to lose everything you worked for (or stole!). This solves peoples desires to fight others, show their guilds dominance, and get awesome loot all at the same time.

    Praise it, Bash it, Do what you will!
    Last edited by Demarrer; 04-21-2010 at 07:24 PM.

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