(Edit: please don’t move this thread to the Suggestion section, i would like to have the pvp community feedback.)
I have been reading ton of thread, and collected and analyze what constructive post have been explain by some players about the current meta. This are some raw ideas that i came out with after taking into consideration of some informative post, i will be fine tuning and polishing these idea and take into consideration of what other ideas and feedback i get from the community, so feel free to comment. So prepare for a long read, and forgive me on some of my bad english XD.
This was an idea forward to Devs recently:
The post of needing a new mode for spvp and why death match/ arena is wanted more than conquest. Interestingly, players around the forum have given a lot of constructive feedback on why death match is not viable compare to conquest as a esport(as player need an objective to get player to react instead of a staring competition.). I also think that the finding the correct game mode is the 1st step to create a esport worthy pvp game. So an idea cross my mind when i was doing legacy of foe fire.
The idea for an esport, competitive game mode of conquest is chosen, but at the same time conquest set a undesirable meta to the game. Players hate conquest and love dueling/skirmishes, conquest don’t allow that. Conquest forces profession into extreme end of the build, i.e.: bunker and burst.
So something came into my mind, why not cross conquest + MOBA with special resource where a variety of build and strategy can flourish and it help reduce the gap of power and balance can be easier to achieve. So the objective to this map is not like legacy of foefire but with similar gameplay. The winning condition is to kill your opposing team lord, while conquest mode is still in place to gain resource needed to kill the lord. So this is how it goes, killing lord is the main objective, but the lord and the keep is impossible to breach and kill as players will start with their basic stats from the mist while lords and it gate are inflated to have more hp+def+dmg. How do players kill the lord is with special resource gain from controlling nodes and farms( both team start with 2 farm that give resource as time passes, i will go into more detail how this help the game mode). This resource is cap at 100 and as players gain resource it increases the all dmg dealt (condition and direct dmg) and all dmg reduction by a certain percentage( this need to be experimented on for the best ratio) and get more as the resource increase to 100. So as the game goes on players will get stronger and stronger(but does not break balance among players as dmg to dmg taken is the same) and breaching the gate and killing lord is then achievable.
So how does the nodes and farm come into play, i will go into more detail here. Both team will both have 2 farm next to their 2 gate away from the opposing team(for better defense.). Farm will provide a steady source of resource as the game goes on. The farm will consist of peasant that provide a objective to the opposing team, if the peasant are killed the farm then yield less resource for that duration till the peasant respawn. Let say if each farm have 2 peasant, killing all 4 peasant reduces the resource gain by 50%, without resource the team losses it edge to kill the lord. The node on the other hand also provide resource but less than farm, but it offer bonus resource and leverage as the team hold them for a certain amount of time. There will still be 3 node on this map, 1 node each on the extreme right and on the extreme left and a closer middle node to the player’s keep. The 2 extreme node provide more resource compare to the middle node and offer bonus resource if the team mange to hold it the time( let say extra 1% resource for every 2 min hold)., while the middle node yield resource but offer leverage like a waypoint in between(but closer to the the extreme node) extreme node and the keep to help ease defending a node and as the game progresses holding the middle node will offer the team a trebuchet to help seige the gates. The extreme node must be placed equally far from each corresponding gate and from each other so that it is hard for a team to control both node even with the middle node and so that skirmishes can happen and total domination of all node is unachievable by a single team if they well match(while the middle node is closer to the both keeps). One thing is that both node can be place equally far from both their corresponding gate but how to make the distance equal from each other, this i think can be achieve with a portal on both side of the middle node that help cut that extra distance from 1 node to another( this is for another strategy reason).
(edited by LonelyReaper.8075)