Raid vs raid PvP for tmap reward

ivix

Dalayan Beginner
Idea to implement raid versus raid PvP with reward.

This is an incremental change over the following:
http://www.shardsofdalaya.com/forum/index.php?topic=12390.20
but I thought that thread was too old to resurrect.

Zone: Mostly flat one (no hill-bugging), no water (no water-bugging).

Rules during PvP combat:
- Ressing (corpse dragging), zoning (gating or otherwise), selo and meditating are not allowed.
Implementation by flagging the zone as indoors, once script starts everyone
is "in combat".
- PvP resists are soft-capped. You always have X minimum and Y maximum chance to resist,
but the distribution in resists is different.
- Resist debuffs change the resist stat by a percentage of the current value, not by an absolute value.
- You can not cast damage over time spells on yourself or on anyone of your own team. You
can not hit someone of your own team either (not even if you are flagged PvP).
- You do not lose xp when killed by a mob in a PvP zone and you do not gain xp when
killing a mob in a PvP zone (There can be (KOS) mobs in the zone in between the two forces,
a Kaezulian army for example).

Script:
- Two raids each give an NPC some money. The NPC's are on opposing sides of the zone.
- Everyone is stripped of buffs by a zone-wide complete dispell.
- Everyone is cured of any DOT's.
- 1 minute buff-counter starts.
- After 1 minute, a 15 minute combat timer starts. During this time "in-combat" rules are in effect.
- After 15 minutes or after all are killed on one side, whichever comes first, the side with most kills wins.
- When you win you get kill points depending on the ranking of the raid you killed and the amount of
kills (percentage of number of people they started with) for your side minus the amount of deaths on your side.
kill points = scale_factor * ranking_difference * (kills_percentage - deaths_percentage)
- Your win is broadcast in cities as something like "GuildA has defeated GuildB in combat".
- The points are added to the guild of the person who gave the NPC the money, 90% of the raid
raid must be of that same guild.
- One reward can only be claimed at maximum once per 3 days.
- Reward of the raid is a tmap, difficulty depending on the kill points you spend.
- To claim a reward, you pay money (dependent on the difficulty of the map you want) and kill points to an NPC.
i.e. To get enough points for a VD tmap, you need to have an 18-0 victory over the top raid force once,
or have lesser victories over several other guilds.
 
Sounds like an interesting idea, but shouldn't the reward be better than a TMap? If not, it seems like going out and XP'ing and randomly getting cash/loot/spells/TMaps is a lot better and more beneficial (though, probably not as fun). I think the reward should be items earned only during the PvP competitions.

Felyn
 
Dude...no way...excluding water zones isn't right. An underwater massive PvP would be insane.

Cauldron of Dawn would be a sweet location. Interesting terrain, water, the island in the middle.

Man if a battle royal like that was on TV I'd watch it...
 
The idea is great but... for starters --> High Tier Guild > Low Tier... Just think of it as a T-Rex V. a Chipmunk... Not fun. :mad: :mad:

ALSO, guilds could let themselves get beaten... then let the other team get the map. Then the next time the team that lost before would be given the win and :dance: Yay! Free map! :toot:

The only way I see this working is if a group of 60 people were signed up, sorted by level and divided evenly by level. Then divided into 4 teams ( 15 ea.)--> Two 1v1 matches --> the winners face off for a final round --> Winner gets 5 mid-high level [NO DROP] items that are distributed by a GM througout the winning team. :dance:

Just my 2 cents. :dance:
 
What is to stop a collaborative effort to just buy a tmap from nowhere?



kukov, exclusion of water zones is to prevent going in and out of water to avoid spells.
 
iaeolan said:
What is to stop a collaborative effort to just buy a tmap from nowhere?



kukov, exclusion of water zones is to prevent going in and out of water to avoid spells.

Ah yes, dodging spells liek that would be gimp....hmmm a kedge battle would be sweet though ;) I just think it'd be a neat spectator sport underwater because there's not the same tactics used that people might have on land.
 
kukov said:
Ah yes, dodging spells liek that would be gimp....hmmm a kedge battle would be sweet though ;) I just think it'd be a neat spectator sport underwater because there's not the same tactics used that people might have on land.

Such as not being able to cast a spell unless you are wedged in a corner?
 
Rendian said:
The idea is great but... for starters --> High Tier Guild > Low Tier... Just think of it as a T-Rex V. a Chipmunk... Not fun. :mad: :mad:

ALSO, guilds could let themselves get beaten... then let the other team get the map. Then the next time the team that lost before would be given the win and :dance: Yay! Free map! :toot:
Because of the first thing, the points that guilds get is dependent on their ranking versus that of the other guilds, so when a guild kills a much lower tiered guild, they get almost no points or no points at all and if they get beaten everyone will see that they have lost. This will happen at the beginning but once the event is underway for some time, the rankings will settle and top guilds will fight other top guilds while lower ones will fight lower ones. You should be able to see the ranking of the guilds. There should also be a minimum of 2 full groups otherwise the event will not trigger, to prevent people of high tiered guilds to 1-group lower tiered guilds and "farm" the event that way.

The second thing, that guilds could let themselves get beaten is why it costs plats to enter the event, so a guild would want to win. Because the reward is limited to once per 3 days max, and because it costs money to buy the map also, it is definitely not a free map. The total amount of plat that the winning guild pays (entry fee + map price) should be a bit less than the average cost of a map on the regular market, but the amount of entry for both guilds added + the cost of the map is more than what it costs to buy a map on the regular market. So, this means that if you use the event in the way you describe, your maps will be more expensive on average than if you bought them on the market. However, if you use the event like it is intended and you keep winning your maps will be cheaper, but you will have to face harder and harder guilds to get enough points. For maps that cannot really be bought on the market like VD tmaps, the cost should be really high both in kill points as well as plat.

In the linked thread I gave some suggestions of other rewards than tmaps, but I think tmaps is better because it can be scaled to the difficulty easily and it is not a lot of work to implement such a reward compared to the other suggestions.

Water bugging, hill bugging, zone-hugging, in-combat drag-ressing, flawed resists system (casters either way too powerful or unable to do anything dependent on the resists), run speed imbalance (if other people have bard speed that is recast once dispelled you have no chance - selo is for travel not for combat!), self-dotting/hitting eachother to break mez, hitting others while engaged on mobs and letting them xp die are some of the largest shortcomings/annoyances of PvP on live that are all dealt with by the code when using this implementation. Because of the 15 minute timing, caster mana has to be managed (if it went too long, they would all be OOM but if it went too short they would just dump their mana). Also because this is large group vs large group, class imbalance is averaged because everyone has some role. i.e. you get all the fun aspects of PvP without the annoying ones, and for those who still want to do 1 on 1 there are always duels.
 
iaeolan said:
Such as not being able to cast a spell unless you are wedged in a corner?

Maybe...I guess it'd be a little different from casters owning most melee for a change. :)
 
ryutakin said:
You have been playing Guildwars too much. This isn't Guildwars

No, I have not been playing guildwars aside from once in the beta and did not like it.

I do know what problems game had on a PvP server though, and how easy they would have been
fixed if the code was changed only slightly. I did like the added dynamic that PvP had in guild advancement,
and something like this could bring a lot of extra excitement for not that much work. I only offer a suggestion
that I think would make the server even more fun. Maybe a good or maybe a bad suggestion, but intended
in a constructive way either way.

casters owning most melee for a change
On live at the low-end (before Planes) the flawed resist system made it so that casters had the advantage
and because of that spell damage was reduced to 60%, but after everyone had 300+ resists and mudflation
went awry, melees did have the advantage to the point that every spell aside from the unresistables was resisted
and even those often did less damage than one melee hit.
The system that I described above can easily be tuned so that the resists system is kept in check and the
caster/melee balance stays decent (in a large scale battle that is, one versus one is not the topic of this thread).
 
I would like this better if you could do this as a team instead of having to use members from your own guild.

It could get extremely fun if the server randomly picked teams and boom there you went, otherwise the 'powerhouse' guild or two would have no competition because no one would want to fight them. If you had 10 people and the server randomly split you up on teams, everyone would have a fighting chance at winning and gaining points.
 
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