PvP Zone affecting other PvE Zones


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Posted

Hi:

Usually the PvP portion of this game seems to be lacking in interest, and often it is composed of mainly ganking.

But what if we could actually make it a true mass on mass event? Like say 75 Heroes against 75 Villains type of thing? Interested?

I propose a new instance zone be created, a large zone with different types of terrains, that is part city, part forest (Perez Park like), with caverns, and what not. Perhaps a zone as large as say "Nerva" but with a lot more features than empty water.

Entering this zone is limited, in essence to ensure fair game play, players go to a sign up at a representative, and get on queue. Depending on the size of the Adventure Zone, the wait may be short or longer. Adventure zones do have player limits, such as 75 players on each side, or 50, 30, 20, and even 8. As I originally mentioned, these adventure zones have both the heroes and villains at their own sign-up booth report for duty. Once an initial start-up concentration of players for both sides have been achieved, the players are materialized in the adventure zone; for instance a 75 on 75 zone, could get started when both sides have 35 players on each side signed up. As more players sign up, they could enter the adventure zone as players from the other side signs up as well, the concept is to keep the numbers of both sides even at all times. If a player leaves the adventure zone, by quiting (not DC), then a player on the stand by list is brought in.

To make sure there is relative fairness, all players are auto-sk to highest level of the adventure zone.

So now we have addressed how the adventure zone is populated, now lets discuss what they get to do in the adventure zone.

Obviously there has to be a number of missions or objectives both sides have to accomplish, and of course the idea is to have both sides not only try to accomplish their goals, but also prevent the other faction from accomplishing theirs.

I would suggest as a similar goal, is that each faction has a fully operational base, the Heroes have Statesman at the control room at the base, and is guarded by NPC Longbow, while the Villains have Lord Recluse, and he is guarded by NPC Arachnos. Players may choose to supplement these forces. So the obvious mission for both sides is to take out the others leader. Once this objective is completed, the instance zone comes to an end, and PvP merits are awarded for zone completion (other PvP merits are awarded as earned), I will talk about PvP merits later.

I would suggest that other facilities or mini bases be also placed in the zone, that have an impact on taking on the main base. For instance, say the main base is protected by an indestructible force field, thus the only way to get access to the main leaders inside their bases is to take the Force Field Generator out. Not only must the players take the force field generator out, they have to keep it out. Thus both factions must organize force field generator raid groups to attack the other faction's facility, while also forming repair partiest o fix their own facilities.

Another objective that each could have, is say a satellite communications center, which impacts the refresh rate of NPC guards, by simply radioing for re-enforcements. This means that as long as the satellite communications are working the guards are replenished every ten minutes (respawn), if the satellite communications is down, there is no re-spawning of NPC guards. Like the other facilities, players can come an repair the damage done to their facilities, thus the raiding group is going to want to prevent this from happening.

Another key facility is the Hospital, after all players are going to be defeated, and must have a place to respawn at. Also this prevents players from suiciding and getting a free teleport to their main base to defend their leader when attacked. Now the hospital will obviously be heavely guarded by bunkers, and NPC guards. But attacking this facility may have value, for players re-spawning will be weakened, and thus can be easily and quikly defeated, thus preventing the enemy faction from recovering. Sure there is a risk of players greiving players at the hospital, but this can be handled in several ways: A respawned character, if killed before regaining full hits and endurance, yields no PvP merits and can be graphically displayed by having a colored aura about them, also other players may move to protect the hospital to prevent this from occurring as well.

Another set of objectives are simply the destruction of automated defensive bunkers, which protect the facilities mentioned above. Like the other facilities, these can be repaired by players as well.

So thus far each faction has a main base, hospital, force field generator, satellite communications and defensive bunkers. Thus there is plenty for everybody to go after and do, with lots of tactical and strategic implications.

Lets talk about PvP merits.

Once your earn PvP merits, you going to want to invest them, so how could you spend them:

1. Buy recipes for IOs, they cost the same as TF based reward merits
2. Buy PvP IOs, they need to have their cost defined. I don't advocate to limit purchases to random rolls, have both choices.
3. Want to push for PvP action, sell Purple IOs here.
4. Buy Temporary powers
5. Buy Inspirations
6. Buy Salvage

Now lets address how you earn PvP merits:

1. Each Player you defeat (you get kill spam) is worth 2 PvP merit
2. Each player you participate in their defeat you get 1 PvP merit.
3. Each facility you defeat (you get kill spam) is worth 10 PvP merits
4. Each facility you participate in defeat is worth 5 PvP merits
5. Each facility defeated while you are in zone is worth 1 PvP merit *
6. Killing NPC Guards yields no PvP merits, but they yield inspiration, enhancements, and common recipe drops.
7. Defeating base Leader (Statesman/Lord Recluse) yields 20 PvP merits to the one who got the kill spam.
8. Defeating base Leader (Statesman/Lord Recluse) yields 10 PvP mertis for those who participated in the battle.
9. Defeat of base leader while in the zone is worth 5 PvP merits, after all someone had to keep the force fields down...
10. Winning and Adventure zone is worth 20 Merits
11. Loosing and Adventure zone is worth 10 Merits

* The reason you get 1 PvP merit is that you are likely with a team taking on one of the 5 facilities and doing your part strategecally, so when one objective is accomplished, indirectly you played a part of it.

Other PvP effects...

1. its easy to keep up with players with the most PvP merit scores, and they can be posted for bragging rights.
2. When a faction finally wins, the outcome is announced across all the zones in the server.
3. the victorious faction, gets a temporary 25% increase in hit points for 30 min. This increase is only valid in PvE zones, the reason being is to not put undue unbalance on other PvP adventure zones. This last part, is important to encourage players to want to PvP if anything to gain the hit point bonus for their PvE activities.

So what you all think?

Hugs

Stormy


 

Posted

Nice idea, I like

Perhaps the prices of recipies should not be the same as merit rewards, for it seems getting PvP merits easier to get.

Also perhaps there should be a timer, for how long an adventure could last, say 2 hours. If at the end of the 2 hours, no one has won, its a tie and they split the PvP merits.

I would also suggest that players that are in the top 20 PvP ranks for each side, be highlighted with a blue and red aura respectively to give them credit for their accomplishment, and thus if anyone defeats them they get double PvP merits for defeating a known character.

Smokefire


 

Posted

Interesting idea, but seeing as the PvP zones we have are almost always empty I don't see the Devs putting the work into making another one. If there was more player demand maybe, but most players would rather have more co-op zones.


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The Justiciars

 

Posted

Isn't this "Recluse's Victory"?


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Posted

yep. all except for the stores and merits which sounds like another cry for the devs to look at the drop rates for PvP recipes, all though a rather long winded one.


 

Posted

The title got my curiosity going - though you're not "affecting other PVE zones" in the post the way I read it in the title (or I totally missed it in my read-through) - I read it as, say, PVP in zone X having an effect on, oh, Sharkhead/Steel Canyon somehow.

Quote:
Originally Posted by DocArcus View Post
Interesting idea, but seeing as the PvP zones we have are almost always empty I don't see the Devs putting the work into making another one. If there was more player demand maybe, but most players would rather have more co-op zones.
This is my main concern (not objection, mind you, just the thing I think kills the idea.) Barring, perhaps, Freedom and/or the Test server, there's just not the PVP population to really drive this. I don't think the zones have had an "overpopulation problem" since the - what was it, Siren's Call, I believe, test in Beta (oh, the lag...) You'd see a spike with the badgers getting any related badges, then fizzle.

If the population were there, I'd be all for it.


 

Posted

Maybe it's because I'm on Infinity. Maybe it's because of the odd hours I play. I don't think I've seen anyone in Siren's call since it was introduced.

I can run and grab me some Shivan love without fear of pvp because I never see another soul in the zone.

I've gone to Siren's and Warburg recently on my blaster actually looking to get ganked and....
Place is empty, at 8:30pm central time, desolate.

So...

People still PvP in this game?

:P


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Keep Calm & Chive On!

 

Posted

Quote:
Originally Posted by MaestroMavius View Post
Maybe it's because I'm on Infinity. Maybe it's because of the odd hours I play. I don't think I've seen anyone in Siren's call since it was introduced.

I can run and grab me some Shivan love without fear of pvp because I never see another soul in the zone.

I've gone to Siren's and Warburg recently on my blaster actually looking to get ganked and....
Place is empty, at 8:30pm central time, desolate.
Honestly, on Infinity (tends to be 3rd-4th in server load/population,) you should have seen it more often than me. I tend to play on Pinnacle or Victory most - and I've still seen 8v8 plus stragglers in Siren's Call.

Not anytime lately, though. So, people *did* PVP in this game - not many, but they did. And recently... nowhere near as many.


 

Posted

My suggestion has a huge difference from the traditional PvP zones.

1. It is an instance, where both sides have the same number of players
2. Both factions have offensive and defensive goals
3. There is strategy and tactics to my proposal
4. My proposal encourages teaming and raid like organizing
5. Victory provides temp powers to PvE zones on victorious side, note my 30 min +25% hit points reward.

I normally do not PvP because I feel PvP zones are normally gank zones, and thus not fun. But a truly mass on mass PvP zone, with all kinds of objectives and dynamics far beyond simple ganking, would be very appealing to me.

Incidentally, my suggestin has nothing to do with ease or difficulty to get PvP IOs in the game as is, I simply want CoX to have a fun PvP environment as the one I enjoyed at DAOC for instance, with some of the good traits of WoW.

Hugs

Stormy


 

Posted

you do realize that about the only server this may have a chance of working on is freedumb. from my understanding, and experience, the other servers have very small PvP populations. so with that in mind i don't see this happening ever. and if you think that all PvP zones are is gank zones, i would like to know why. is it because you can be attacked by anyone at anytime? or be attacked by multiple people at once? both of these are within the rules of zone PvP. get a team together and go participate. just make sure you can all stay on the same page. have someone call targets for everyone to attack.


 

Posted

I'm from 'freedumb' and even then, I've rarely seen any people in the PvP zones. Granted, I'm usually in BB picking up a fresh batch o' radioactive alien but I've only been attacked once in 3 months (both as red and blue side)...and that was because I actually asked someone passing by if they wanted to fight.

Form your earlier post, I had thought you meant events that happened in PvP Zones DIRECTLY affected PvE zones in some way. For example:
- If the <b>Heroes</b> gain the 'advantage' in BB, you could see a marked increase in Longbow Spawns in the 1-25 lvl PvE zones. Or you could see an increase in frequency of Longbow/PPD newpaper missions. The reverse could hold true if red-side gains the advantage.

I have no idea if this is actually feasible within the framework of the system but at the very least I know I would play it for a bit For how long, I have no idea since I have the attention span of a...hey...is that a shiney?

*wanders off*

Edit: so I'm correcting myself. At best, what I was thinking is purely cosmetic and doesnt really benefit the game much.


 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
you do realize that about the only server this may have a chance of working on is freedumb. from my understanding, and experience, the other servers have very small PvP populations.
This, again, is the *big* issue. There's just not the population there - and this game has never, even with the pre-I13 PVP, even when it was *new,* had a huge PVP population. PVP SGs? Long gone, for the most part.

This isn't a situation of "if you build it, they will come." It's just not a huge draw in this game.

I'm not against goals-oriented PVP. But with population sizes, much of what you want - you might as well put in the arena (which already has set-team-sizes and the like to choose from.)

The one thing I think some people *might* have an issue with is the "winning side PVE boosts." As long as there's not a penalty outside the PVP zones for *losing,* though, I don't see a huge issue.


 

Posted

I'm going to agree with MB and the others that I don't think there is sufficient population to justify this. I think it would be incredibly hard to gather 75 heroes at any given time other than peak on Saturday on any server (including Freedom) let alone gather 75 villains to work towards the same goal. Generally speaking, folks come on to play with their own goals in mind, and this type of play wouldn't be the choice of all, probably not the choice of most of them.

I understand that some will be attracted by the novelty of the concept, but I think you may be overestimating the response by a significant amount.

It's a bit of a Catch-22 situation regarding PvP. Devs may not want to put significant effort (NOTE - I said "may" because they are on record as making more changes to PvP in the future) because the low population - but the low population is in part because the current set-up doesn't attract players while a different one might be more successful.


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Posted

There might be 75 PLAYERS who are interested at once, maybe, sorta. Getting them all on together, on the same server... not so likely lol.


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Posted

I agree. It'd solve the age-old posts of "where can I find the most pvp server?"


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Posted

I have read some wonderful posts and great ideas to build upon...

I believe the PvP population is low, for PvP simply is not fun.
I believe if you make PvP fun, eventully the PvP population will increase, the word will get around.
I believe we could have a series of PvP adventure zones of different sizes, while I would love a raid size adventure zone, that is 75 on 75, we could have an squirmish adventure zone say 16 on 16.
I would agree that a common PvP instance notion, so heroes and villains between all servers could allow to form a group sufficiently large to allow the big PvP raids, while the server PvP population increases. I have oberved that Champions have no difficulty putting Hami raids every Sunday night, I think with the right PvP adventure zone mechanics and inducements, this could possibly happen.

Hugs

Stormy


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
I would agree that a common PvP instance notion, so heroes and villains between all servers could allow to form a group sufficiently large to allow the big PvP raids, while the server PvP population increases.
IMO, requesting new zones for PvP just isn't going to happen.

That said, the Devs could consider turning an already existing and mostly unused zone into a cross-server PvP zone. Namely, 'Boomtown'.

Also, think of the joy of TPing your favorite opponent to within range of Babbage.


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Posted

Quote:
Originally Posted by BayBlast View Post
That said, the Devs could consider turning an already existing and mostly unused zone into a cross-server PvP zone. Namely, 'Boomtown'.
No, thanks. I happen to like going through there at the appropriate range for AOE killing goodness (and while I'm not a badger, it's also the location of one of my favourites - Destined for Valhalla - just for the fun of running up a toppled building.)

No reason to spread out the few PVPers there are even more.


 

Posted

I've been a supporter of instance pvp ever since the idea came up. I don't think a whole zone-sized instance is needed, but I would appreciate just about any sort of '2 teams enter, 1 team leaves' missions (or a map with several missions) where players would have to work against one another to accomplish the goal.


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Characters

 

Posted

Hi:

The main reason I support large maps, is to allow for a variety of tactics, instead of finding myself in a funnel and forced to fight in a limited manner with out being able to take advantage of my character's unique abilities and my play stile.

Stormy