View Full Version : Tundra Revamp: King of the Hill (Middle)
Souse
12-25-2011, 10:10 PM
<p>Tundra SUCKS</p><p>Therefor I have a proposition to make: revamp Tundra to become a team deathmatch with king of the hill options.</p><p>First off: CREATE A GIANT CIRCLE IN THE MIDDLE</p><p>Second: TAKE OUT ALL NPCS</p><ul><li>You can kill people, but it will not count unless you control the middle</li><li>Controlling the middle is like controlling a zone; it's the amount of people in the middle that determines which direction for which team the meter is going toward</li><li>Towers act as protection zones for people who are near them, giving extra defensive capabilities<ul><li>this is to protect people who have no gear, and give them a shot into fighting off people if controlling the middle is impossible</li></ul></li><li>Towers are invincible (unkillable nor targettable)</li><li>Points are gained FOR EACH KILL as long as you control the middle</li><li>Game ends after time limit and those with higher amount of points are the victor</li><li>Spawn should be moved to off the huge cliff and next to the base, of which will act as a tower with bonus defensive capabilities as well</li></ul><p>Optional:</p><ul><li>Killing people around towers gives bonus points, but you have to control the middle in order to do so.</li><li>Points are gained periodically by controlling the middle</li></ul><p>Conceptual Notes:</p><p>Tundra sucks, and therefor a revamp will help BG's become popular and fun again.If gear sucks, then that is irrelevent to this topic, as a BG should be more fun than just getting gear! If you play just for the gear, then you should be raiding! It's the same kind of effort, nonetheless.If there is no one fighting for the middle on one team, and everyone is just waiting at the tower, then you can either keep one person in the middle and try to murder them, or you can just wait until the game finishes in the middle.You should be able to have time to organize and plan team tactics while at the towers, and that is their purpose.</p><p>If you wish to add any ideas, feel free to do so</p>
Rahatmattata
12-26-2011, 07:24 AM
<p><cite>Tumultuous@Nagafen wrote:</cite></p><blockquote><p>If you wish to add any ideas, feel free to do so</p></blockquote><p>Team deathmatch... nothing fancy. Bam done.</p>
Souse
12-27-2011, 01:21 AM
<p><cite>Malevolencexx@Nagafen wrote:</cite></p><blockquote><p><cite>Tumultuous@Nagafen wrote:</cite></p><blockquote><p>If you wish to add any ideas, feel free to do so</p></blockquote><p>Team deathmatch... nothing fancy. Bam done.</p></blockquote><p>Then they should kill the map, and create a new one incorporating ideal Arena style team deathmatch mechanics</p><p>Otherwise, there is too much room to run around in in this map to allow ideal teamdeathmatch mechanics</p>
Rahatmattata
12-27-2011, 07:16 AM
<p>uh, the map is plenty small for 18 v 18 tdm</p>
MurFalad
12-27-2011, 02:44 PM
<p><cite>Tumultuous@Nagafen wrote:</cite></p><blockquote><p>Second: TAKE OUT ALL NPCS</p></blockquote><p>The NPC's in there do give the hope of making the BG enjoyable for people who don't have tons of gear, although the gap between newly geared and fully geared is way too big still imo, even wearing full SF BG gear I have no chance against a fully DoV geared character (a particular problem with my class is that 1001 proc's go off to that automatically damage me and are impossible to block with stoneshields).</p><p>I like the idea of a BG where both sides are hunting down the NPC's, in the games I've played most of the battles end with one side camping the others base while the other players browse and post on the official forums, due normally to one side having healers and the other having none (made worse by premade's where the gear is horribly mismatched, effectively like level 50's in a level 90 BG).</p><p>In one of the few battles where we both had healers it was good fun since we'd go after their NPC's and also try to stop them going after ours, it was a fun dynamic, but its only happened in 20% of so of battles due to match making problems.</p><p><cite>Tumultuous@Nagafen wrote:</cite></p><blockquote><ul><li>Towers act as protection zones for people who are near them, giving extra defensive capabilities<ul><li>this is to protect people who have no gear, and give them a shot into fighting off people if controlling the middle is impossible</li></ul></li></ul></blockquote><p>I like this idea, in theory having NPC's in a BG should also allow that. Often I've seen a non-fun matchup in PVP say in WAR turn into a good fun fight because one side has retreated to the protection of their uber guards and there is a cat and mouse game where they get to enjoy luring us into traps (without the guards there would be no game).</p><p>Here though having the towers as powerup areas I think would not work as there is no reason to hold them in this BG, the other team could just take the centre and then /AFK for the win as without the center the other side does not get points and has no hope then of winning. A BG with some sort of features like the towers you describe though would be interesting.</p><p>There are already plenty of BG's in EQ2 that give a battle where the strongest side will always win irrespective of how badly they play. What I would like to see in EQ2 is instead something like WoW's Alterac Valley, there they have guards patrolling, res points and towers guarded and events that can be triggered off by the players.</p><p>In the end its always won by one team killing the other teams general, but weaker geared players can make use of the NPC's to do something useful in the battle (drawing them into a fight for example). It used to be a classic (battles raging literally for days) but it was gutted out to optimise it better for token farming so ironically now it often involves very little PVP, but it used to....</p><p>I'm still thirsting for a BG that has NPC's in it used in the above manner especially if it told a historical event in EQ2 (a major battle where players took on illusion forms for example).</p>
V-I-I-I-X-I-I-V
12-27-2011, 03:38 PM
<p>Pretty easy fix.. remove the NPCs and award points based on pvp kills instead of npc kills. Oh & the extra points you get for killing the captain mob or whatever it is, grant them points when someone kills a yeastlord, sk, paladin, warden, zerker, & any other OP flavor of the month class to come.</p>
Kryvak
12-27-2011, 05:00 PM
<p><cite>V-I-I-I-X-I-I-V wrote:</cite></p><blockquote><p>Pretty easy fix.. remove the NPCs and award points based on pvp kills instead of npc kills. Oh & the extra points you get for killing the captain mob or whatever it is, grant them points when someone kills a yeastlord, sk, paladin, warden, zerker, & any other OP flavor of the month class to come.</p></blockquote><p>Would be neat to have a class to focus on that switches off every 2 minutes or so, award double points for killing a mage, then maybe a scout for the next 2 minutes.</p>
Winter12345
12-29-2011, 07:01 PM
<p>The OP's idea is good, but we kind of already have it with smuggler's den (capture the flag..hold the hill type of thing).</p><p>I think a 18v18 tDM would be pretty neat. Honestly, they should have a map that is tDM but in the format of siege the castle. It would be pretty cool to defend a castle, item, etc from the opposing side. If the attacking side breaches the defenders' castle and occupies it for 1-2 minutes, they win. </p><p>As we're speaking of BGs, I also think that all the maps that require more people should grant more tokens. If we really want all BGs to be alive, we need people wanting to que for specific ones. If we don't want to do use this method, we could revert back to the old system where each BG gave different tokens. Back then, every type of BG was alive because people needed tokens from different BGs.</p><p>Overall, at least all of us can agree that Tundra needs a revamp. The NPC's are too op at lower levels, the towers are impossible to kill, and NO one under t9 has ever destroyed the gate that holds the relic...everything is broken.</p>
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