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Thread: PvP dungeons.

  1. #1
    Player
    Zetsumei_Tsunarashi's Avatar
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    Zetsumei Tsunarashi
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    Sargatanas
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    Summoner Lv 100

    PvP dungeons.

    I had this idea and thought I'd share.

    This would be a new PvP mode that has a format similar to PvE dungeons. There would be trash mobs to kill, bosses, and treasure chests to open just like normal, the major difference would be that there is more than one team and each team has a different starting point in the dungeon and a different pathway through the dungeon, but the paths allow for the teams to intercept each other at various points in the dungeon such as boss rooms.

    Boss rooms wouldn't have lock outs like PvE dungeons so if one team gets there before the other, the slower team can attempt to kill the one engaged with the boss and steal the kill.

    Killing bosses would give points similar to killing the interceptor nodes in frontline and also drop treasure chests which only the team who killed the boss can open.

    Treasure chests would contain buffs that drop to a random player on the team that opened them or reward a small amount of points to the team that opened them.

    Whoever has the most points at the end of the dungeon when the final boss is killed is declared the winner.
    (8)

  2. #2
    Player
    Geologo's Avatar
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    Gridania
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    Character
    Leinas Kroma
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    Ragnarok
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    Armorer Lv 90
    I would like to do somethingdifferent like this
    But I fear the Dev has no such interest in PvP, and even if they realize it, it would be "the new one big pvp content" that basically would kill the other pvp instance and also problably only 1 or 2 Dungeon will be released, so after a little it will become boring again :/

    Sorry for pessimism xD
    Even if I don't seem happy about it, I would really like to see it implemented xD

    But PLEASE make the points earned by Boss proportional to the Damage + a kill bouns for the one who effectively hit it at the end.
    (0)

  3. #3
    Player
    Pence's Avatar
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    Limsa Lominsa
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    Bravo Whiskey
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    Ravana
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    Arcanist Lv 90
    Interesting idea, not sure how well it'd go down. People didn't exactly love the PVE aspect of Secure and Slaughter.

    And looking at SEs PVP track record? They would Brita it. Hard. I think adjustments to the existing PVP content (Slaughter (60), Secure (60), Seize, Den (60, Ranked) is more important at this point.
    (0)

  4. #4
    Player
    Yaichiro's Avatar
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    Yaichiro Shimo
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    Odin
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    Warrior Lv 80
    Quite interesting idea however it's not PvP but a competition since PvP is about fighting players themselves.

    Quote Originally Posted by Pence View Post
    Interesting idea, not sure how well it'd go down. People didn't exactly love the PVE aspect of Secure and Slaughter.
    People don't hate PvE aspects but when they hindrance the PvP experience such as having long queues due to overpopulated GCs then it goes to the wrong direction.

    The way that I envision this PvP dungeon is as the following:

    1. Multiple bosses exist about 8 in one instance all are unique with different mechanics. Points obtained from bosses worth at least 10 times of points offered to killing players. Random bosses will receive buffs making them harder but worth more points (Think about B, A and S ranks).

    2. Two alliances for each of the three factions (It should be a mercenary system not GC) who are spawned randomly in one of 8 possible positions. Initially there will be an area lock which can be passed by killing a mob of trash. Faster killing will allow an advantage to reach bosses faster. Two alliances are used so that one can focus on killing bosses while the other can try to hinder other factions by killing them.

    3. No boss require the trinity of roles and all can be killed by using DPS. This is possible by offering tactical play through using a variations of techniques such as binding bosses with chains, using cannons and landslide/wind/water currents that pushes players and bosses down a cliff to kill them (Maybe each boss offer a unique technique). For other factions they can either target players and kill them or hinder these tactical strategies.

    4. The initial player to aggro the boss is the aggressor. If he is killed then the boss HP bar becomes Yellowish similar to when no player has aggro. The aggressor is marked and thus if other factions want to steal the boss kill they need to kill the aggressor first and land the first hit after that.

    5. After 10 minutes all remaining bosses will enrage and start seeking players to one shot them even if no one pulled them. They would still have the same HP and defence before enrage. Being killed by a boss will also make the faction to lose points.

    6. The instance would have a time limit of 15 minutes.
    (0)

  5. #5
    Player Februs's Avatar
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    Februs Harrow
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    Diabolos
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    Paladin Lv 90
    Sooo... Basically, a crystal tower Raid, only the three Alliances can kill one another.... I'd say this is a cool idea, only it already happened in the real CT raids. Sure, we couldn't kill each other directly, but the number of morons who ran those raids certainly found a lot of interesting and innovative ways to screw each other over.
    (2)

  6. #6
    Player
    Vandril's Avatar
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    Ter'vin Valash
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    Diabolos
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    Ninja Lv 70
    Sorry if this is a bit of a jumbled rant of a post. 5 AM, exhausted, but can't sleep. @_@

    Quote Originally Posted by Yaichiro View Post
    People don't hate PvE aspects
    Actually, yes, many do. I'm one.

    Historically, I have disliked every single attempt made by any MMO to implement aspects of PvE into PvP. In other words, I very specifically do hate aspects of PvE in my PvP.

    That said, the reason I tend to hate aspects of PvE in my PvP is that the PvE mechanics always manage to take away from the PvP aspects of...what is meant to be PvP! Let's take drones in Secure and Slaughter, for example. When drones pop, the best and most logically beneficial thing to do is drop everything and kill them. Even if there are enemy players around, you're best off NOT ATTACKING THE PLAYERS in order to ATTACK THE NPCS INSTEAD. At that very moment, it stops being PvP, as all PvP interaction has been drowned out by the suddenly super-important PvE aspect of the match.

    I dislike that.

    In order for me and players like me to enjoy aspects of PvE within PvP, the PvE would need to perfectly coincide with the PvP. The PvE should not take away from the PvP experience, but rather support and improve it.

    As for the OPs idea... Neverwinter Online, a F2P action based combat MMORPG, introduced something along these lines a few months after its release. It's called Gauntlgrym, and it's this huge PvPvE dungeon event. I quit the game a bit before it came out due to realizing the game's cleverly hidden heavy P2W, so I never got a chance to actually try it, but I remember reading about it and it's what this thread reminded me of.

    Take a read: http://neverwinter.gamepedia.com/Gauntlgrym#Gameplay

    If something like Gauntlgrym or the OP's suggestion were added to the game, I'd honestly try it. I can't say if I'd like it or not - history points toward "not" being the likely answer - but the idea is intriguing enough for me to say I wouldn't mind it in game.
    (0)
    Last edited by Vandril; 09-23-2015 at 05:56 PM.

  7. #7
    Player
    Zetsumei_Tsunarashi's Avatar
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    Zetsumei Tsunarashi
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    Summoner Lv 100
    I was personally thinking of 4 man dungeons when I imagined the idea. And when I say different pathways, that doesn't mean that teams can't both use the same path if they want to.

    Also there wouldn't be any locked rooms so you're free to choose how you want to move about the dungeon

    Imagine for example hauke manor with one team starting at the top and the other team starting in the basement. With all the doors open you could choose what order you want to kill the bosses and you could freely decide where to go. A good strat might be to death pull a large group and chain it on to the enemy team. Then home point back to the start and engage the boss up the stairs while they are busy with that pack.

    Stuff like that is what I think would be fun.
    (0)
    Last edited by Zetsumei_Tsunarashi; 09-24-2015 at 03:33 AM.

  8. #8
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    How I imagine 2 devs looking at this:

    "The PVP community are giving us ideas to make the game more exciting."

    "....We have PVP?"
    (5)

  9. #9
    Player Beckett's Avatar
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    Beckard Arseneau
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    Midgardsormr
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    Paladin Lv 92
    This sounds like a fun idea. Not quite PVP, but more like competitive PVE. The one thing I would say is, you can't have the winners be the only ones to get treasure chest items, or you're going to have a riot of losers complaining about how terrible the mode is because they can't get anything. It would need to be either something like, the winners get two items from the treasure chest at the end, and the losers only get one item, or have the rewards be currency based like Wolf Marks, where the winners earn more and the losers still get currency, but less than if they had won.
    (1)

  10. #10
    Player
    aldarenn's Avatar
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    Tom Hanks
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    Mateus
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    Rogue Lv 61
    ESOTU just released their Imperial City DLC. The game has three factions, and you have different starting zones from the sewers to have access to the Imperial City's districts and various parts of the sewers. There are treasures that are unlocked through these items called Tel-Var stones, which are gained from looting players you kill, bosses and NPCs you kill, and dungeons within the Imperial City.

    This is very similar to the concept OP suggested, however it is failing in ESOTU for a few reasons.

    - PvP and PvE communities do not mix well, and it is very hard for the two to get along. (I personally do not like Esoteric farmers in Seize)
    - PvP tends to favor the biggest and strongest zerg, therefore premades have the biggest advantage.
    - Fighting for treasure is highly unfavorable.
    - The queues will be very long and wait times will cause players to leave. (ESOTU has major faction imbalance issues like FFXIV GC)
    (0)

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