Yes please, give us this. Doesn't have to be the West Shroud even, but it makes sense and would be cool. (Actually, for my original thread I imagined it looking a little like how Eureka looks now)
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Yes please, give us this. Doesn't have to be the West Shroud even, but it makes sense and would be cool. (Actually, for my original thread I imagined it looking a little like how Eureka looks now)
The different roles are incredibly unbalanced in relation to each other, it seems like you would be screwed if you tried to play as anything other than healer if you were trying to go around solo.
I like it. It's straightforward and clearly defined. The outlaw sounds like a way to turn a player into a hunt, love it.
I would wonder about:
Map size
The sanctuaries sound like they would have vendors to redeem things. Would all sanctuary vendors sell the same things?
In the other thread we were in, I was also quite a fan of the idea of pvp fates,and had even my own really long post detailing how they might exist. So I was wondering if you think fates would fit with your version of this map or if that would be too much on top of what you already have defined.
I mentioned before that there would need to be adjustments applied to the jobs within the area so that people aren't encouraged to just run tank/healer in there.
I envision the map being perhaps a bit smaller than a Heavensward map, and the sanctuaries, for the sake of convenience would mostly have the same things. Perhaps a sanctuary deeper in might have a special item that makes it worth trying to reach? As for FATEs, they would very much work, especially as a flashpoint to promote competition. Perhaps some could be a competition for resources (say like, players would enter the area from one of two "gates" and thus be a red/blue team, competing to collect resources before time runs out), or a PvPvE encounter where perhaps an Allagan chimera or dark matter beast is just running rampant and will attack anyone in the area?
The Outlaw Adventurer concept very much takes from the Division's "Rogue Agent" status within their PvP area, which can now be turned on (it used to take actively attacking another player to trigger it). Rogue Agents don't get a buff, but they are marked on the map for other players to seek out. If they successfully take down a number of Agents, it triggers a manhunt, which I believe then awards more points for taking them down. What I envision is something more like the Battle High/Battle Fever buff in Frontlines, but with the risk/reward of slightly higher point gain/loss for K/D.
I just want to say I'm happy to see the idea's taken well with many of you. It's not perfect, and sure, there's bound to be things I overlooked, but that's an opportunity for us all to help create an open world PvP concept we might all enjoy.
It’s not perfect, but the concept has me curious enough to try it if I ever get bored with PVE content. I do that from time to time, trying to stealth my way to get a vantage point where I can pick off people low on health. Unlike most people, I don’t get frustrated too much if, when I die. Now my boyfriend on the other hand... Luckily he never types to people.
Personally I think the open world pvp zone itself should not have any sanctuaries, they should be placed right outside the PvP zone. When you die you are sent back to the any of the sanctuaries outside pvp zone.
I never had much issue with sanctuaries in WoW, but I have noticed in games with smaller pvp communities like SWTOR when it comes to open world pvp some players tend to try and hide behind guards or stay in sanctuaries when the going gets tough. If we had a larger pvp community sanctuaries would be a none issue since it would be easier to gather up the forces needed to storm the castle so to speak.
Overall neat idea. I know my suggestion will not be a fond one, but I do believe that their should be no safe space in a PvP zone expect being dead. :) My issue with guards and sanctuaries when it come to smaller pvp communities is to make sanctuaries function like sanctuaries you have to make the guards powerful enough that a small group cannot steamroll them to protect the players inside which I think defeats the purpose of an open world pvp. So if the sanctuaries are placed outside the pvp zone everyone wins since you could have an option to rez within the pvp zone or be sent back to the sanctuaries outside the pvp zone.
Overall it is not impossible to deal with, but with a smaller community becomes slightly more annoying if you play during off peak hours. Granted in tor when someone tried to hide in a sanctuary some of the bases had deadzones where they guards would not aggro you if you were capable of sneaking past them with smuggle ( group stealth), personal stealth, or guild ship teleport. Just was an added annoyance that I do understand why they are place, just personally do not agree with it.
I like this idea a lot and was thinking on how to stop the major issue that would be spawn camping. Allow flying while in these sanctuaries and for a certain amount of time while leaving so u can safely fly away from anyone that intends to kill u right outside spawn. Flying would have to be timed to not allow people to just hang out up there forever and drop in on people, and flying from the PvP zones would not be allowed. I was thinking like a 20-30 second fly window, obviously that can be tweaked depending on map size.
Another thought I had for the gathering side of things would be to have node spawns completely random so outlaws couldn't camp pre determined ones. And maybe set up some sort of system to where battle classes can sign up to protect gatherers and in return receive a percentage of the items automatically.
As much as I love this idea I can't say I'll like it with the current system we have for PVP. It feels like 4.0 PVP was made more with Feast in mind, duelling someone on a 1v1 is a matter of which job you have and which job your opponent has. Say you put Superman in a battle against Spiderman. It's pretty obvious who would win.
If you get singled out by, say, a group of 3-- or even 2 people, there's no way you're making it out alive; we don't have tools for that anymore (Push Back, MCH CC, Glory Slash, what have you.) It's been said before but there is nearly no choice on how you can play your job anymore. You could say that a solution would be to always be teamed up with a couple of people but, IMO, it was awesome to be able to faceroll a 3v1 if you kept calm and managed all your skills.
You're right, the current system was designed entirely with SE's "e-sport" Feast model in mind, which is why healers and tanks would need some adjustment anyways.
This could, however, be a way to revisit/explore the possibilities of a mixed system, where gear/stats doesn't matter (so to create an equal plane), but the PvE kits are once again used. This could be a good or bad thing, given the sweeping changes to many jobs, and the rigid, imperfect Role Actions system. I would consider a mix of the Role Action and Additional Actions systems from PvP. More than 2, and better variety than the current role actions (since with healers Protect, Esuna, and Swiftcast are always locked in. Same with tanks and Provoke, Shirk, and Awareness.).
Believe me, I miss Push Back, I miss my bind as a MCH, and many of the great tools 3.x PvP had. Changing EVERYTHING, but only tuning it toward the Feast is really not a good move on SE's part, and I can only hope they'll realize this sooner than later. I want to say it's unrealistic to think they'd make sweeping changes during this expansion, but they banned chat in the Feast midseason, and started a season with no balance changes before. It's entirely possible. . . we just hope the changes are positive ones.
If this would mean full usage of PvE ability kit then bring it on asap! It would instantly be my go-to PvP mode and i would camp there 24/7 but if it uses current PvP kit i wouldn't even bother to go there tbh. Just came back from 2 month brake and after 5 or so matches i already got bored, might do a roulette once a day after i have done new MSQ and then fade away until new story content gets added. PvP was what kept me online between patches but now that fun is gone i see no reason to even login when main meat is done, so a zone like this that could bring old fun back would keep me online for sure.