AE for PvP
Nice but unoriginal idea... i'd say too much to programme for the devs to do this. More chance of getting a bug to happen than actually happening.
Disregarding the general pessimism that is rampant and contagious, I'll stick with simply quoting:
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Nice
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And move on. Thanks fer yer thoughts!
@Bonker Guide to Base Building for the Small SG
Present project: Solo Everything Project
Remaining: Lusca, Sewers, Eden, Kahn, States, HeroSpec2&3, Apex, Tin Mage, Moritmer Kal, Tesseract, Recluse, 'Cuda, Quarry, Stropharia, Thorn, Arachnos Flier, Deathsurge, Caleb, Seed of Hamidon (Villrespec2&3, Hami, CoP, Incarnates)
I'll add some pessimism and say the devs will most likely never do this. Simply too much work for PvP. If its not a easy fix/idea I doubt they'll invest any time in it. If anything they might make a zone themselves that has some of the stuff mentioned above, but custom PvP maps... I seriously doubt it.
I will say it would be sweet, it's just very unrealistic.
I think this would be a good idea and might draw more into pvp. But I don't know if it would happen
i'ld be happy if you could just select ANY of the maps available inside the MA and set it to an arena type mode.
Would make team pvp interesting on multi floor maps with lifts and actual jails.
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i'ld be happy if you could just select ANY of the maps available inside the MA and set it to an arena type mode.
Would make team pvp interesting on multi floor maps with lifts and actual jails.
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I'd be interested in this.
being able to create your own pvp zones would be awesome.Capture the flag in this game is sorely needed and probably would be too much fun to do.
Being able to create arena maps with objects would be fun as well - adding say a AV or spawn trigger if you enter a certain area..(imagine a GM spawned in the middle of a match).
would be interesting ...reminds me on base raids somehow...
Sounds interesting! And they already put in AE into the game so it is possible.
Just imagine fighting in that rularuu/ruladek [not sure which, the one where you cant see 2 feet in front of you] cave, would make tactics actually NEEDED for a change.
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i'ld be happy if you could just select ANY of the maps available inside the MA and set it to an arena type mode.
Would make team pvp interesting on multi floor maps with lifts and actual jails.
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This.
Elevators/jails would be really awesome, but I could see jails getting exploited as in people sitting outside the door waiting for you. I don't really see how elevators couldn't be really cool. If things like this started happening, it might just get everyones mind off of the whole you know what situation.
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i'ld be happy if you could just select ANY of the maps available inside the MA and set it to an arena type mode.
Would make team pvp interesting on multi floor maps with lifts and actual jails.
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This.
Elevators/jails would be really awesome, but I could see jails getting exploited as in people sitting outside the door waiting for you. I don't really see how elevators couldn't be really cool. If things like this started happening, it might just get everyones mind off of the whole you know what situation.
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I'll be waiting for you when you come out of the elevator with my Flak Cannon.
When i first heard you say this i thought it was stupid but then i thought of instead of having missions with generic bad/good guys you could have two teams trying to complete there goal and preventing the other team to win It sounds like a cool idea.
I've been drooling over the prospect of instanced pvp missions for ages now, and still drool over it to this day.
"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi
Characters
See integrating pvp via the Mission architect makes sense to most people. It is one of those logical steps that most people realize would be a very good way to get more pvp happening and honestly have custom pvp maps done poorly in games like unreal or CS?
But then you have the people in charge of pvp in this game on an entirely different wave length. Not only did they close the door to this possibility with the i13 changes, they set off a couple sticks of dynamite to ensure the surrounding hillside buried it.
The REALLY crazy thing is that architect and pvp changes were supposed to be lumped into the same issue. It is like there is absolutely no communication going on between departments, but then you realize that many of the same people are in both departments and all you can do is shake your head.
How it never occured to them that MA could be just as useful to pvper's and one of the best ways to integrate pve into pvp is dumbfounding. Or they realized and just don't give a [censored].
I have always thought of safeguard/mayhem missions as a good instance PvP idea.
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I have always thought of safeguard/mayhem missions as a good instance PvP idea.
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So did everyone else that thought ahead about how to integrate pvp and pve in new and exciting ways.
But the i13 rule changes mean that is probably never going to be possible. NPC's and pvp don't play nicely together anymore and the fact that safeguard/mayhem's would likely be one of the "first" introductions into CoX pvp they would see it would just be a nightmare.
Mayhems with pvp looked to be a nice step in between base raids (pretty much raiding a dev created base) and pvp zones. Providing a great chance of participants graduating to zone, base, or both.
It is pretty obvious that the dev's don't want anything like that though, just look at base raiding. Or the complete lack thereof.
It had tremendous potential, but the people put in charge of this area of the game unfortunately don't know what they are doing.
AE was a logical extension of the possibility of integrating pvp and pve (in a completely optional ie not forced way). Too bad.
Had things like that been done pvp would be so easy to step in to and get acclimated that most of the "fear of the unknown" would be eliminated. That fear is the largest reason people avoid pvp. Even people that detest pvp and would rather just hit NPC's would have had a role interacting with npc's in these instances and may have at least tolerated them, possibly even enjoyed it.
they fixed NPC's in PVP zones...Frost you may want to actually PvP a lil in the new system before doling out any sort of "Advice" on it.
They attempted to fix npc's, did an... OK job, the mez's dont follow suppression rules, got perma-held by a few turret other day, and had a 7-9 second chain of holds on me from a group of longbow.
The drive by random mez's are awesome tho
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they fixed NPC's in PVP zones...Frost you may want to actually PvP a lil in the new system before doling out any sort of "Advice" on it.
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While I'm the first to admit I haven't been enjoying new pvp and have primarily avoided it that != taking a toon into RV a few weeks ago and street sweeping with a lvl 40 hoping for purple drops.
This conversation hasn't sounded like it would just be using AE maps for pvp'ing on (or else just ask for more pvp maps in the arena). But rather, actual integrated pvp+pve like would be found in the way Mayhems could have been designed and the way RV was likely intended to function.
So with regard to these new NPC's that you seem to believe I have no experience with. Do they:
- one shot mez toons with mez protection
- can they perma mez you through bf's/cm/ etc.
Cause I'm sitting here thinking you take some pve players and load them into a PvP enabled AE/Mayhem mission and when some nulifier mezzes the tank and suppresses a bunch of his survivability tools and he faceplants...says wtf just happened and continues to bag on pvp.
Ya, I don't see that working well. But if you say so. Maybe it will be included with GR? and we can watch another poorly implemented pvp plan fall flat on its face.
Sorry i13 rules, even though they have been revised a bit since i13, do not work with pve game play aspects.
And that isn't even going into how people with their softcapped scrappers would suddently feel on a pve map when it is DR'd down to SO level defense. Or the emps spamming heals that just get weaker and weaker. Or the thermal wondering why he is even bothering buffing most of his allies.
If they eliminate that aspect of base raids I'd be fine with them. But base raids are only one aspect of PvP.
PvP in AE-like missions (I'd have them be accessed via the arena, which already has the appropriate interface) would have very wide-reaching consequences. It could be the basis of an online version of tabletop RPGs. In addition to having both herores and villains in the game, the person who sets up the event could be the gamemaster, and could control the PvE NPCs like a mastermind. It would also be cool to allow any number of players into these missions.
This would allow RP groups to do almost any kind of story-telling mission, and do things like hold weddings or other events for their whole supergroup.
As far as the PvP rules go -- the way the devs talk it seems they don't consider PvP to be "done." They seem to acknowledge its problems, but if you think about it, there's an inherent tension between the way PvE and PvP should work.
In PvE you want the fights to be short and one-sided in favor of the players, with an occasional boss who makes things interesting. That just doesn't work for PvP. So they've tried to make things more even and drawn out, and that has its own problems.
I think the problem with PvP is that the perceived consequences of failure are too great. Getting defeated doesn't really cost you anything but time and the inconvenience of getting rezzed. People also don't like getting ganked in two seconds. That's not how it works in the comics when heroes fight the big-name villains: it's always a long knock-down-drag-out. I think that's the flavor the devs want to capture, and it's very hard to balance that with the PvE style.
We should think of PvP more as a basketball game or wrestling match, rather than a gladiatorial combat to the death. The arena tries to go for that.
Finally, defeats in PvP should give you experience and influence, just like PvE. Just how much is up in the air. It should be on par with or a little less than what you'd get doing regular missions, as you wouldn't be getting any debt. That way PvP players can level up doing what they want to do, rather than doing things they're not interested in. And you might consider giving a small amount of XP (no influence) for getting defeated -- we all learn from our mistakes.
That would also be another bit of encouragement for PvE players to try it out -- at least they're getting something.
What do you think? If you could set up maps with specific objectives, or *capture the flag* or set/difuse the bombs, or rescue/kidnap, or kill/arrest more npc's.
Or perhaps just set a mish flag to *PvPable* to make it so that another team from the other side could come in and *interrupt* you from accomplishing whatever the task of the mish is. Or just design whatever sort of zone you'd like to pvp with yer friends on . . . etc.
Would you pvp in AE if it was avail?
@Bonker Guide to Base Building for the Small SG
Present project: Solo Everything Project
Remaining: Lusca, Sewers, Eden, Kahn, States, HeroSpec2&3, Apex, Tin Mage, Moritmer Kal, Tesseract, Recluse, 'Cuda, Quarry, Stropharia, Thorn, Arachnos Flier, Deathsurge, Caleb, Seed of Hamidon (Villrespec2&3, Hami, CoP, Incarnates)