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View Full Version : Idea for Warfields


miken82ndabn
12-13-2010, 01:53 PM
<p>I have an idea for PVP Warfields....   Let's face it, in the warfields its more of a race than it is actual PVP, you have the Q's going strictly for the FP towers, and the FP going straight for the Q towers, and the Guardians?  [Removed for Content] are they good for they don't even attack back, they just stand there with a stupid look on their face while the players beat the crap out of them.  How about we try this out, put 2 castles on each side of the field i.e. One near the southern towers location for one faction and one near the north towers for the opposing faction, for arguments sake, lets make South FP castle, and north Q castle.  From here players can garrison their faction appropriate castle and the objective is to guard a mystical relic.  You get writs for these that would give you something besides the carnage flagged quest (you would get both rewards, just 1 reward would give something a bit more tangible and something that you could use in PVP i.e. health pot, mana pot, or some sort of pot/totem/item that can be used for PVP + status tacked on to the already PVP tokens from the Warfield carnage flag buff).  You make it to where people like scouts and mages could utilize the idea of garrison one of the corner guard towers.  Those on the wall (tanks, healers) could have flaming tar or some sort of object they could push onto the opposing faction as they neared the castle gates.  Now the opposing faction could use weapons/vehicles of such tenacity to help bring down the wall or gates i.e. battering ram.  The battering ram could garrison up to 12 players, and those 1-12 players would be protected from the canopy of the battering ram except by the object the castle guardians (players) wall item, it has splash dmg, where as without the battering ram it would do we can say 2500 dmg with a dot that does 250 dmg every tick, and with the battering ram it does 500 dmg with 100 dmg every tick, and these could not be resisted, but instead of resisted i could be dodged, or it can miss the players.  Now I know what you are all saying, well the issue with this is one faction would have more people guarding the relic vs going after the opposing factions relic, well you would have a key to get into the garrison and the garrison could only house x2-x3 of players, the rest would have to go and get the other relic.  Now the relic is like the BG version of Capture the Flag, but on a much grander scale, once they pick up the relic they get a debuff that while holding the relic the run speed of the holder will only be 50%, so if it were to be a ranger instead of him having 100% run speed, the relic would encumber him and cause him to run at 50%, this will allow the faction who lost their relic to have to go get their relic back before it is capped.  The relic holder would not be allowed to use sokokar/mount posts, if the person Evaced the relic would stay right where they were when the evac occurred.  There will be a beacon on all that's relic faction for the location of the relic as it would call to them, or if this seems to be a bit to much, then it would call to those who were within range of it.  Now the faction who had its relic removed could not just touch and it go back to the castle for another round of safe keeping, instead since the castle was destroyed, the factions now must carry the relic permanently until the end of the warfield.   To spice this up, the person with their faction specific relic has a debuff of 25% run speed, with a loss to HP while the relic is in their possession.  Unlike Capture the flag, you do not have to return your relic in order to cash in the opposing factions relic, all you must do is bring it back to their starting factions castle and place it on the pedestal, faction who does this first whens the WF and will cause all opposing factions immediate (but not counted against them's, and they retain buffs and do not get "Revived Sickness buff") death, which they can respawn anywheres, and either A) keep the warfield going at this point, or B) people can go back to leveling, crafting or whatever.  I'm opened to idea's to this.</p><p>The Battering rams could do a certain amount of dmg per person inside, if 1 person 100 dmg, 2 people 300 dmg, and so on and so forth.  The castle wall/gates could have enormous amounts of HP, but  heres another catch, the computer randomly choose a side and puts a weakness into the defense of the wall or even the gate (players would have to discover the weakness on their own.  These machines would be located somewheres near the opposing factions castle or could be carried from their own garrison (however to make this fair, if they are carried from their own garrison both sides' battering ram can not be garrisoned by the opposing faction).  The troops on the ground could have a buff that would either enhance their class, or their team (would force people to make groups vs o solo mio).  I.e. Mages would have a certain temp buff that would add either mana or a stat or even dps mod; Healers could have theirs as hp buff, stat buff, or defense mod; tanks would be a stat buff, a deagro buff for the group (to help them maintain agro on others), or another def buff, and scouts could give a see invis to group buff when he/she is stealthed, a dps mod or a simple speed mod.  Players could mix and match a team to where they didn't have to go strictly for the norm, a healer or 2, some dps, a tank or 2, the stats could compliment each other and could make a team more viable in the ending result.  The Corner guard garrisoned towers could give scouts and mages a + ranged puff or a dps mod buff, the tank and healers wouldn't get a buff as their dmg from the object could be more sufficient for what they are being used for.  and not everyone would have this object but maybe 3 per wall, and the splash dmg isn't that big of an area but maybe a 25m radius.</p><p>To me this idea of a Warfield would force the PVP instead of a Knock down the tower Race, first one who destroys the two towers wins, as a good majority of pvp is avoided to get to the next tower to get the reward.  This isn't PVP, this is carebear PVP, theres no repercussion to knocking down an opposing factions tower, and the players get to avoid pvp and just go in for the kill.  Wheres the fun in this?  I mean every 2 hours a WF and when you get there it finished in 15-20 mins and not one PVP battle was met, this isn't PVP this is again Carebear PVP.  I want honest down hard, make you sweat at your keyboard borderline intense PVP action, and I believe this could be achieved in the proposal of forced combat.  I'm tired of seeing PVP server's die cause people lose interest in it.  People are not losing interest in PVP, they are losing interest in the actions of current pvp, where people avoid it, and the more people that avoid pvp, the less fun it becomes.  Some of us went into PVP for the fun and testing our skills against other players, but what skills are we testing when we are going for a tower guardian who just stands there with a finger in his butt?  I believe PVP is dieing, but isn't quite dead yet, and if we can just bring back actual PVP, the servers may become more lively once again! </p>