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 Post subject: The world is our playground
PostPosted: Tue Mar 15, 2011 8:23 pm 
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Well Its about time we got new sections Ty Gazd. Any how as many people are screaming for we want huge battle we want carnage we want explosion we want entire areas going BOOM. Now how to make this happend? Npcs giving money to kill players? Few Servers for more concentrated populace making it easier to have a fight?? The question isnt should we, the question is how do we?

Im sure Khrone will love this game if it becomes system wide war

^_^ Opinions? Comments? Come on if vigil is reading we need to help em make this the most badass MMO of this Decade

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 Post subject: Re: The world is our playground
PostPosted: Wed Mar 16, 2011 5:54 am 
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I liked the idea of distress calls.
Normal players can make maybe zone- and guildwide distress calls, guild masters can relay them to other guilds and so on.
You could also tie this to the PvP ranks, so that maybe the 3 or so highest ranked players currently online can make serverwide distress calls. Every currently non occupied(i.e. bored) person would come to aid, maybe form an automated warband and voila: constant world pvp.


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 Post subject: Re: The world is our playground
PostPosted: Thu Mar 17, 2011 5:50 pm 
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YES do itttttt I want to beable to drive a stompa and contiuasly kill till i get board! :mrgreen:

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 Post subject: Re: The world is our playground
PostPosted: Fri Mar 18, 2011 10:03 pm 
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About the shooting system, well. I believe about it as the same system Knights of the Old Republic used, but with free FPS like style, something with free aiming but been affected by your stats.

And I'd love to see something like leveling for the guild with is own talent tree where you get cool stuff like, distress call with transporting features, something like, if you are the leader of the guild or an assistant you can put a list where you keep in first places the best pvp players and if they're online and you or any other member activate the distress call a transport collect those players and take them to the fight right away, but if you got that talent with just one point, then you your distress call ability collect just one player (the one at the top of the list and if is not online then the next one and so on) and if you give more points to that particular talent then you can collect more and more units every time you make the call.

:D

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 Post subject: Re: The world is our playground
PostPosted: Wed Mar 23, 2011 8:27 am 
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I can only hope the devs read this forum and heeds this... take a look at the intro movie for the first Dawn of War game, and do all you can to make PvP feel that way!

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 Post subject: Re: The world is our playground
PostPosted: Thu Mar 24, 2011 9:12 pm 
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Here's my take on something different. Let's pull out the ol' cauldron and see what we can brew up. Now imagine if every faction had a certain number of heroic NPC's, say 5. Instead of capturing zones (rvr), every zone has a little bit of everything. Pve encounters (think public quests), pvp encounters (think battlefield objectives or contestable PQ's), and open pvp areas (possibly like Halaa or the WAR lakes), now we add a dash of Trions RIFTS mechanic spearheaded by a random factions NPC hero and his support mobs, stir in a bit of Aions invasion portal mechanic, and bring to high heat!

Imagine now, that the point of faction versus faction gameplay is NOT to take and hold territory but to rack up Hero defeats. Now these 5 heroes per faction can randomly spawn ANYWHERE and will immediately start setting up shop similar to the RIFT mechanic. This in turn spawns a teleport circle that allows for players to go to any of their factions teleporters and input the cooridnate. This in turn attracts the attention of one of the opposite factions Heroes and he responds in kind, setting up a reaction force and teleport location for the opposite faction. Now you have a warfront and it can be ANYWHERE on ANY section of map. These impromptu fights could disrupt npc camps and quest hubs giving incentive to you and your faction mates to get stuck in. Victory conditions could be simple, minor victory for racking up more player and mob kills withing the contested area and major victories for taking out the origonal invading Hero. These Hero kills would be recorded by the server and tallied up every few days or every week and give a slight faction wide buff for the victors, possibly with a medallion redeemable for pvp rewards. This could automatically be doled out to the faction that got lucky enough to down all of the oppositions Heroes within the proscribed timeframe.

Now imagine that you've had a few days without either faction managing to put down any Heroes. With all of the Heroes off their respawn timers, you could end up with a snowball effect, since the appearance within any given zone is random, you could have multiple Heroes start showing up and adding to the fray creating truly unique and epic battlefields. And the beauty of it? Totally random and not tied to specific locales or conditions. You could even code in a slight increased chance for certain Heroes to spawn in zones that share a theme with that faction. Ork controlled zone, greater chance of Ork hero showing up to fight off the I.o.M. Hero thats running amok in the quest hub.

Just throwing this out there, how cool would it be to stand in the teleporter/warpgate/webway not knowing just what you will find when you zone down to the planet?

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 Post subject: Re: The world is our playground
PostPosted: Fri Mar 25, 2011 3:30 am 

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This would be great, even better if those heroes actually commanded their forces, making the to do flanking manouvers etc., like some of the better strategy game AIs, instead of the way rift does it, where an invasion means pick a target, go there in a straight line or on the preset roads, attack everything in aggro range. I think it would be great fun if things you pull and things coming at you in a straight line weren't the only things you have to worry about, but rather those orks charging down the hills behind you at any time.

And what could make an action-reaction based system like this work without it getting repetitive too soon? Of course the large scale and the fact that it is not instanced, thus players doing random things on the other end of the map can result in AI actions that are not reactions to your actions, but those of others, thus for example you're small and elite chaos marine group can be blasted by a bunch of conquerors on their way to blast the horde of orcs out of their town on the other end of the map .

Then you can also have it so when the hero dies npcs commanded by him/her suffer a significant morale loss (this should be quite a debuff, but fairly short duration in order to not mess up balance too much) and revert back to typical mmo mob mode or maybe rift's go in a straight line or on roads invasions.

And all this is just scrappin the tip of the iceberg! There is insanely huge potential in your idea!

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 Post subject: Re: The world is our playground
PostPosted: Fri Mar 25, 2011 9:46 am 
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Love the idea Male, but there is only one thing that I think will need to be specifically looked at, managed, and well thought out. Thats scalability. We have people mentioning combat with over 100 people. Now that is fun, especially when you have strategic maneuvers, but what happens at late week night and there is only 10 people on each side. Now I hope we get larger fights then even 100 vs 100, but small scale ORvR needs to be taken into account too.

Maybe small groups of NPCs could that would add a RTS element where players are almost just elite units in the scope of the whole battle.

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 Post subject: Re: The world is our playground
PostPosted: Fri Mar 25, 2011 2:35 pm 
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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.
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.

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 Post subject: Re: The world is our playground
PostPosted: Fri Mar 25, 2011 8:02 pm 
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009miky wrote:
Love the idea Male, but there is only one thing that I think will need to be specifically looked at, managed, and well thought out. Thats scalability. We have people mentioning combat with over 100 people. Now that is fun, especially when you have strategic maneuvers, but what happens at late week night and there is only 10 people on each side. Now I hope we get larger fights then even 100 vs 100, but small scale ORvR needs to be taken into account too.

Maybe small groups of NPCs could that would add a RTS element where players are almost just elite units in the scope of the whole battle.


Scalability would be done with mob adds. When a Hero randomly spawns in a given zone the first stage is the Forward Firebase. Think, temporary structures/tents/sandbag emlacements/etc. and a teleport pad/warpgate/webway arch sufficient to support the Hero and a small cadre of retainers. The Hero is going to stay camped at this location until he's ousted. A call goes out on the Heroes friendly faction channel that he's leading an incursion to alert the players. The Hero is balanced to be a challenge for a basic unit of players (5 man group, 10 man group, whatever Vigil decides a 'group' should be). This way, even during off peak times, a group could eventually wear him down and collect the kill. I imagine it would be a very long fight, giving plenty of opportunity for players from that Heroes faction to arrive and assist. Should this Hero draw the attention of an opposite faction Hero, then we would see and escalation to a Warcamp. More NPC's arrive to begin dealing with the new interlopers and the newly arrived Hero puts out the call on friendly channels for more reinforcements (players). From this point forward the server A.I. would just keep adding more npc's to balance for the influx of player characters with a slight edge in power to the factions npc's that are getting more kills. This slight buff in power would be the thing that ensures that the confrontation doesn't continue to escalate endlessly.

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