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 Post subject: Re: The world is our playground
PostPosted: Fri Mar 25, 2011 8:17 pm 
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ClockworkGod wrote:
male, from what i can gather your idea sounds very interesting, but im not sure i fully understand it. will the heroes be paired off? so that if an eldar hero spawns in one territory/zone, will an opposing hero (either chaos or orks) spawn in the same location, and vice versa? or will the heroes spawn in totally random zones, sometimes the same zone, sometimes in adjacent zones, sometimes completely remote zones? the zones with one hero would be fairly one-sided, perhaps that's your point.
All things being equal, Heroes should spawn completely randomly, though you could have know racial enemies slightly skew the spawn percentage for that zone, just to make it interesting. You could also have certain zones slightly skew the spawn percentage for opposing Heroes. Theres alot of variables that could be added for flavors sake.
and also a spin on your idea, even though i don't fully understand it, perhaps if a hero survives long enough in a zone they claim it, and from there they can move to capture an adjacent zone, with a stronger force, seeing as they have friendly territory to their backs, and they have resupplied? would be intense, because if a hero is unchallenged and gains momentum, it would require much more to stop him/her. I would also like to see a high level of AI in the heroes, not in the sense of battle mechanics but how they act in a strategic sense. If a hero spawns in the back of enemy territory, it would be nice to see him try and strike important targets of the enemy, and even have him move around enemy territory without capturing a zone, so as to sabotage and keep the enemy wary. i hate AI that just mopes around being retarded. the zone map should be a chessboard. I agree, though I'm trying to stear clear of a zone capture mechanic, if your faction lets enemy Heroes set up shop in a given zone unopposed, those Heros should become a major player within that zone. The server could also gradually adjust the chances of opposition Heroes spawning in the zone over time heat things up. While the Hero camp would be the focus of the zone, the Hero should definitely be sending out roaming sorties of NPC's to make his influence felt across the entire zone.

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 Post subject: Re: The world is our playground
PostPosted: Sat Mar 26, 2011 9:54 am 
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Then wouldn't the areas with the hero always favor that side? Sure, more of the opposing force (lets say destruction) would come to combat the hero, but then more order come to kill the dest. the only place it seems the battle would be fair would be an area without a hero, but that is likely to get little attention because of the same reason, it has no hero. please correct me if I'm not making sense, I feel like i am thoroughly confusing myself.

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 Post subject: Re: The world is our playground
PostPosted: Sat Mar 26, 2011 11:10 am 
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ClockworkGod wrote:
Then wouldn't the areas with the hero always favor that side? Sure, more of the opposing force (lets say destruction) would come to combat the hero, but then more order come to kill the dest. the only place it seems the battle would be fair would be an area without a hero, but that is likely to get little attention because of the same reason, it has no hero. please correct me if I'm not making sense, I feel like i am thoroughly confusing myself.

Yes, a zone with a Hero camp would favor that faction until such time as an opposing Hero spawned there to even things up or the players cleaned him out. Thats part of the beauty of this system, is it's not tied to specific zones but can randomly occur in any zone. Many pvpers, myself included, seek out tough fights so I think this system would appeal to those types. Zones without current Heroes would tend to be quieter, which is good for those folks that want to do a little questing or farming or just want to roam solo looking for 1 on 1's.

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 Post subject: Re: The world is our playground
PostPosted: Sat Mar 26, 2011 11:53 am 
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Malefactour wrote:
Yes, a zone with a Hero camp would favor that faction until such time as an opposing Hero spawned there to even things up or the players cleaned him out. Thats part of the beauty of this system, is it's not tied to specific zones but can randomly occur in any zone. Many pvpers, myself included, seek out tough fights so I think this system would appeal to those types. Zones without current Heroes would tend to be quieter, which is good for those folks that want to do a little questing or farming or just want to roam solo looking for 1 on 1's.

would the heroes move of their own accord? or would they only move areas on death? if they could move whenever the AI saw fit, or just plain random, that would be sick. you would have to keep track of the enemy heros to make sure they don't converge or surprise attack.

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 Post subject: Re: The world is our playground
PostPosted: Sat Mar 26, 2011 5:43 pm 
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From what he says they spawn in a random RvR area, but they will stay there and make shorties from that point (or camp) until he dies or he rick rolls the other side and caps the zone.

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 Post subject: Re: The world is our playground
PostPosted: Sat Mar 26, 2011 6:47 pm 
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The Heroes would be static with the firebase but they would send out parties of minions on sorties to harass the entirety of the zone. The justification being that this camp is the Heroes foothold for assaulting the zone. I could see them being able to patrol the camp, but being leashed there so people wouldn't be able to kite them to guards or try and drag them away from other members of the same faction to try and monopolize on the Hero kill.

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 Post subject: Re: The world is our playground
PostPosted: Fri Sep 30, 2011 7:51 pm 
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I think we should look at DAoC. There should be a huge warzone with tactical control points to capture. Guilds/Chapters/Units can claim them on capture and the longer they hold them the more "logistical points" are accrued that guilds can use to purchase guild advantages. There should be plenty of opportunity for open pvp in such an area. Then have the closed pve areas for those types of players. Also, have instanced SQD v. SQD pvp with individual and guild rankings.. this satisfies the small unit types. Have the SQD v. SQD give tremendous ammounts of "logistical points" to motivate people. Also, some sort of currency should be used to be able to upgrade tactical control points... add defensive units or positions and fortifications.

As far as the hero thing... each tactical control point can be commanded by a certain hero when differing factions hold it. Zones can have lesser heroes on patrol.

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 Post subject: Re: The world is our playground
PostPosted: Sat Oct 01, 2011 3:22 am 
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Partisan wrote:
I think we should look at DAoC. There should be a huge warzone with tactical control points to capture. Guilds/Chapters/Units can claim them on capture and the longer they hold them the more "logistical points" are accrued that guilds can use to purchase guild advantages. There should be plenty of opportunity for open pvp in such an area. Then have the closed pve areas for those types of players. Also, have instanced SQD v. SQD pvp with individual and guild rankings.. this satisfies the small unit types. Have the SQD v. SQD give tremendous ammounts of "logistical points" to motivate people. Also, some sort of currency should be used to be able to upgrade tactical control points... add defensive units or positions and fortifications.

As far as the hero thing... each tactical control point can be commanded by a certain hero when differing factions hold it. Zones can have lesser heroes on patrol.
All good suggestions. The only point I'd hope that Vigil steers clear of is having areas artificially separated by activity. (pve areas/pvp areas/etc.) I saw some of the coolest content produced in recent years go completely to waste in WAR because of the focus of the game shifting to pvp. The pve areas became a ghost town and SO much awesome content became unused. This is why I'd like to see mechanics in place to ensure that PVE is everywhere and PVP is everywhere.

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 Post subject: Re: The world is our playground
PostPosted: Sat Oct 01, 2011 6:23 am 
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That's simple. In order to keep PVE areas populated you just need to ensure a couple things. First, make quest rewards, drops, and other pve rewards valuable in pvp... so, to compete with a good build... you gotta do pve.... Examples with successful pve/pvp are DAoC and AoC. Second, make the quests fun. Don't use repetative themes. Players like pve that isn't just some lame NPC telling you to go kill something to bring something back. Have stuff like leading riot control in a hive... an extensive investigation to locate a cult... maybe some puzzles.. escort a dignitary and prevent assassination... you get the idea.. we're all tired of fetching 20 kobold toes for Garth the Blacksmith. Another idea is to make pve experience that each player earns go to a Guild XP pool that levels the guild or benefits the guild in some fashion. So in Pvp you'd earn Pvp XP and logistical points. In Pve you'd earn regular XP and Guild XP. I think most MMOs are standard like this now.

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