A new pvp idea: mayhem


Bookkeeper_Jay

 

Posted

I'm bored today, so bear with me. I may ramble on a bit at times, but I'm writing this as I go.

I searched, and didn't find any prior suggestions, but I think that a Safeguard/Mayhem mission would be a great setting for some pvp action.

Now, I know that pvp in this game isn't really going to change or anything, and so few people currently do it, but this is just a "pvp fantasy" so to speak.

If you can get an even number of heroes and villains (regardless of how many or how you get them), they appear on a random mayhem mission map. The bags of money in the bank vault are the points, and the hero team starts with all of them. To get a point, a villain must take a bag of money back to their entrance. If defeated, the villains go to the jail like normal, and the money stays where they dropped it unless picked up. Heroes can deposit it back in the vault to get the point back, villains can deposit it at their entrance for a point. It can be taken from there by a hero, so it needs to be defended until time runs out or all of the money is taken. Each player can only carry one bag of money at a time, and can only drop it at their drop point, or upon defeat.

Villains would start out much closer to the bank than the heroes. not close enough to make the heist easy, but certainly close enough to give the heroes a sense of urgency.

The regular mayhem/safeguard objectives should still exist. I'm not sure what the advantage for completing them should be, but it should be available. There is a villain group vandalizing parts of town, there are still a few ppd or longbow running around, overall, its supposed to be chaotic. Whatever advantage is gained by doing the objectives should also be gained (slightly) by the heroes as the money leaves the bank, thus keeping the robbery difficult after the initial break-in. Alternatively, there should be a way to replace the vault door. The robbery just should be made to be not a cakewalk after the initial break-in.

Thoughts:
1) The need to defend the taken money should keep the villains busy, and while hanging out with it, a chance to cause some mayhem. The intention is to make it less feasible to take a team of stalkers and just take the money all at once and leave, since some will need to stay behind and protect the money from being taken back in.
2) Carrying a bag of money should suppress travel powers and teleporting. would be way too easy to grab the money and be recalled back to the drop point.
3) The advantages gained for objectives ought to include detecting stealthed players at some point, just so that either team can't just stealth and take the money for the whole mission. Maybe grabbing it should suppress stealth, but I don't want stealth to not work while escaping with it, just an increased chance of getting caught.
4) the vault door should be tougher than it is now. Especially if we can't come up with an interesting way to replace it while in the mission.

Seriously, this sounds like potential fun. I know it won't actually happen, but if it did, how would you want to see something like this work?


 

Posted

I know I've heard something like this before, but this seems like a decent layout (assuming I'm reading this correctly, and we're looking at, say, an arena event, not altering current mayhems.) Could be fun - people do complain PVP has no "purpose," and this could draw them in as well.


 

Posted

This has been suggested at least 5 times that I'm aware of. And, save for the third, each one has been of successively greater worth.

Devs? Ignore this one, ignore the next one, then implement the one after that. Surely it will be the grandest and most wonderful PvP based suggestion, EVER.

Or implement this one. ASAP.

-Rachel-


 

Posted

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This has been suggested at least 5 times that I'm aware of. And, save for the third, each one has been of successively greater worth.


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Looks like I fail at searching. I really did, and I still don't see the other ones. I did think it had been done before (it isn't an obscure idea), but didn't find it.

Will look harder next time, but so glad to see you are supporting me.

-IJ


 

Posted

[ QUOTE ]
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This has been suggested at least 5 times that I'm aware of. And, save for the third, each one has been of successively greater worth.


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Looks like I fail at searching. I really did, and I still don't see the other ones. I did think it had been done before (it isn't an obscure idea), but didn't find it.

Will look harder next time, but so glad to see you are supporting me.

-IJ

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It doesn't come up as often as some other ideas, so it's quite possible you missed it. Plus, honestly, this one's odd to search for - at best I'd search for +PVP +Mayhem or something.


 

Posted

Probably the others got purged.


 

Posted

Now this I like. Arena needs more games that are something other than kill stuff until time runs out.


 

Posted

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Now this I like. Arena needs more games that are something other than kill stuff until time runs out.

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yes. yes it does.


 

Posted

Ah, such sweet memories of Warsong Gulch and Alterac Valley in World of Poopcraft where spawn camping was rampant; where you could enter a battleground with people 10 levels your superior and get pwned all night long... how I miss it so...

Anyway, back on topic. I like this idea. You already have something similar to it with RV (supposedly a "control the resources meets capture the flag zone), but combining it with a mayhem scenario would be slick.

Would you allow for points to be earned for destroying objects or preventing their destruction in some way?


Shard Warrior - 50 MA/Regen/BM Scrapper

Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."

 

Posted

The problem is they need some kind of reward system linked to these mini games to really work (money/xp unless on a much greater scale then it is not reward enough.) (insert wow's pvp reward system here). Otherwise this will just degenerate into any of the other zones as they are now... just kill fests or dead zones. The current 1/100 chance for a pvp drop (which doesnt actually drop right now thanks to a new i15 bug) is not incentive enough to draw ppl just for doing zone pvp. The objectives of the zones need to relate to pvp loot. Then ppl would actually do this type of thing for more then getting random temp powers or lvling really slowly 40-50.

Also more integration of a ladder and more tourny setting with relation to a pvp loot system would grow that area as well. There are plenty of ideas and game systems that take time and money to develop that the devs really should seriously work on and push out and thats something that they could work on that dont really do anything for the pvp 'balance' they currently have but would just draw more ppl overall.


 

Posted

I agree. One thing I will give World of Crapcraft is that the battleground merit system worked very well. Even if you lost, you got something and could apply them toward PvP related gear. The only drawback to it was that people would zone in on a team to the BG and just sit at the spawn point and not really do anything to collect the merits.


Shard Warrior - 50 MA/Regen/BM Scrapper

Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."

 

Posted

It would be cool.

How about if for either side, the more points you finish a round with, the more money you (saved/stole). Set an amount in money per point (say, $100 or something). The amount of mayhem money you are accountable for is then something others can see, and maybe passing a certain amount of it opens up something. at least a few badges if not a whole new contact and missions.

As for the side missions, A small buff will be enough incentive to get people to at least attempt them. I would not be opposed to a few badges for them, and a few nice enhancements to be possible. To prevent farming for them, all we need to do is let only the winners keep what they find.


 

Posted

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To prevent farming for them, all we need to do is let only the winners keep what they find.

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Dont ever think the devs or anyone will be able to prevent farming. You can do things to mitigate it but never prevent. Also i wouldnt worry too much about a reward system. There are plenty in other games *cough* WoW *cough* that do it this like 5 times better then CoX. As far as badges and piddly temp powers the draw for these mini games and stuff should be for interesting new players and existing pvpers to both have fun. Adding a buncho badges will just have a influx of the badgers for a few days and then it will be run of the mill fluf stuff after that. Overall if its not fun to begin with after the shiny wears off it will turn into a never used 'feature'. Usually the simplist things are the most entertaining, not always a need to have something complicated and all.

/end ramble


 

Posted

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Would you allow for points to be earned for destroying objects or preventing their destruction in some way?

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Makes sense. However, it might be best to make the money worth a large amount and destruction worth less since it's probably easier to run rampant destroying things without getting caught/stopped as opposed to directly holding onto the money.

While I prefer mayhems over safeguards, you might want some form of pre-match side swap option so that people who want to play one side can be on the one they want. It' easy enough to justify storywise since heroes may be trying to test a bank's defenses as if they were bad guys while villains may be trying to figure out holes in the police's defense by pretending to be the police.

A well ordered league system will really help this since those who are heavily into it will be able to go against the best while those who are new will be able to match up other beginners.


 

Posted

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The regular mayhem/safeguard objectives should still exist. I'm not sure what the advantage for completing them should be, but it should be available. There is a villain group vandalizing parts of town, there are still a few ppd or longbow running around, overall, its supposed to be chaotic.

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Should probably be in a lesser quantity though. This way a team has the option to use the environment to their advantage yet it won't overpower or detract from the PvP aspects.


 

Posted

This is a nice idea, but to be honest I'd much rather they put the effort into revamping the existing pvp zones so people might actually use them for something other than getting the temp powers. When a hero and a villain meet in a supposed warzone and both ignore each other cause they don't want to risk losing their ore samples or launch codes, something is wrong.


[Admin] Emperor Marcus Cole: STOP!
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[Admin] Emperor Marcus Cole: WHAT IS A SEAGULL DOING ON MY THRONE!?!?

 

Posted

(QR)

I once submitted a post that described at great length and detail a concept where a Villain team would attempt to create a Doomsday weapon, and a Heroic team would attempt to thwart their efforts. I had some great feedback from some players, but nothing, of course, came out of it other than being lost in a purge.

My newest idea, is simpler. Let us create AE-PvP story-arcs that can be played only by a team of Heroes and a team of Villains. Don't attempt to balance things for PvP, just let us write a story-arc that contains objectives for both teams and unfolds the story according to whichever team "wins". That's it really, that's all I want from PvP.. I never liked fighting people for no good reason...


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