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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Hey everyone,

After reading many Spvp posts a big concern is the lack of game variants. At this time we only have one, three plot point control which I actually do love. If it wasn’t for the heavy need for bunkers it would be very action packed. I hope bunkers will be fixed accordingly soon. But there is so many threads mentioning this so I thought why not start a list of game variants and/or map type ideas that everyone wants to see. At least then it can be a compilation of ideas in one area rather than scattered posts not getting as much attention as I’d hope.

Myself being a lover of the Halo series, I can’t say enough how multiple game variants really make the game better. Here are some idea’s that I have already, please post anything you can think of and I will keep updating the list.

Note: For game variants such as Capture The Flag etc, to counter “bunker” builds, a knockdown/knockback would cause the carrier to drop the Flag & a friendly player grabbing the flag causes it to reset. This would make use to skill timing, teamwork & attention to the surrounding very important.

Game Types

Three Plot Point Control – This is what we have now. Three points, game ends at a score of 500.

Capture The Flag – Two flags. One at blue team’s base, one at red teams. Score to win 3 flag captures. Team must have friendly flag at base to capture enemies. Would need specific map types to run well. Legacy could potentially work for this variant.

One Flag – One flag, Two rounds. Round 1; Blue team tries defends their flag from Red team. Round ends by time limit (5-7 Minutes possibly?) or if attacking team captures the point. Round 2; Same structure, roles reverse. Blue team attacks, Red team defends.

Center Flag Pull – One flag, centered in middle of the map. Standard time limit, score to win 3. Good example for map type would be Forest, place the flag standard at the Keep node.

King Of The Hill Player’s in Hill Zone score points, Score of 500 wins. Score is counted each second a player remains in the hill (Maybe 2 points per second). Points wouldn’t increase for more players in the hill. If any Blue player & Red Player are both in the hill zone, Zone is contested and no score tallied until one team control the node.

Crazy King – Same variant as King Of The Hill however the Hill Zone switches to random nodes after a random amount of time (Under a minute switch). Good example again is Forest. Take the three nodes already, add one in the courtyard area (maybe more) and the hill can jump from the four Zones.

Deathmatch – Teams fight to the death. One life per player, once defeated you remain in “Spectator view” until the match ends. Match ends by one team losing all remaining players. Last team with surviving members wins Round. Three Rounds Total, Best of 3.

Guild vs Guild Pretty obvious – Same format from Guild Wars 1. Could have a ranking system ei. Top guilds rating determined by Wins vs Losses. I would think 10 vs 10 would be an appropriate lobby.

Hold The Objective – Flag-like object in the center, teams need to grab and hold the object to gain points. Game ends at score of 500. Further you are from the Object’s starting spawn, the less points you get per tick. Team without objective has to kill the other team’s carrier. The person carrying the object takes constant damage, increasing the longer they hold it & the further they are away from the objective’s starting point.

Payload Race – Each team starts with a Golem carrying explosives. Standing next to your team’s Golem enables it to move. Objective is to lead your golem into enemy territory and detonate it before enemy team has their golem reach your base first.

Classic Slayer – Classic game variant. Basic time limit , Score to win 25. No point objectives, just one point per kill. First team to get 25 kills wins the round or time limit end. Still would have extra’s such as Forest Bosses etc that buff your team but no point tick objectives.

(edited by MarcusKilgannon.5048)

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Assault Gametype similar to kurzick pvp from GW1 and Strand of Ancients WoW. 2 Rounds – One defending team, One assaulting team. Teams consist of 15 players each. Defending team is in a “keep” like environment with height advantages, improved environment etc. Attacking team starts in regular environment, no buildings. Defending team must protect two main gates, if destroyed, protect inner main gate, if destroyed, defend their leader. Game ends on leader death or time limit end. Attacking team begins with two mobile catapults – requires two players to move, one to fire. They can use this to help destroy enemy gates. Each stage passed awards 1 point, killing enemy leader grants attacking team full 3 points. If time ends before leader death then accumulated points for attacking team stays. Round 2 same concept, teams switch roles.

Secondary Objective – There is two secondary points, mine shafts, lumber mills etc – varies on map style that grants “Resource points”. These points can be captured by both teams and accumulate 5 “Resource points” per 10 seconds if fully controlled the a team. These resource points are used for further siege development, Flame Ram (30 points), Arrow Cart (45 points) and Trebuchet (60 Points). A team member can receive blueprints from a vendor at the point if their team meets the required resource points. The member controlling the blueprint can place the equipment anywhere on the map with a few second build time. This idea would bring the full conquest feel of WvW but on a more stable, controlled game type. One of my personal favorite game types of MMOs.

(edited by MarcusKilgannon.5048)

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

I’m not trying to bump or double-posting. Just saving a couple top spaces in case I need more room to add to the list. In which case, I will edit these posts and add onto the list. Just looks more formal if the list is all in one place on the page.

And for map variants, if you think you have a cool idea on a map layout. Please Tell. I’ll add it on a separate list.

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Posted by: Aga.8641

Aga.8641

Yay, more games modes where bunkers will dominate!…

I just have no idea how ANet can possibly add more game modes which don’t completely favour bunker strats. How ever much I enjoy the lack of the holy grail, it really does limit the amount of game modes available. Nobody enjoys playing against bunkers, it’s so tedious….

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Posted by: R E F L H E X.8413

R E F L H E X.8413

There’s also

-GvG (Best one and is a “guildwars” format)
-Hold the Objective – Where both teams start out on one side, then there is one flaglike objective in the middle, each team tries tog et there and grab it and hold it, while gaining points while a teammate holds it the other team has to kill that person holding it and try to grab it from the opposing team, first to reach max score wins. This was in a way the best format in rift. You get more points for being brave and standing near the middle and less points per tick for being less brave and running it far back near your base to make dead opponents have a longer run from respawn.
-World PvP – Not a structured environment but still could be good in this game especially due to the level capping in lower level areas which is in a way a breakthrough or somewhat an evolution of its own in that kind of pvp. This needs to be on a separate server with taking other measures like its own black lion market, its own banks, cut off from wvw and takes no transfers but anyone can create an account on it, shared resource nodes to fight over, to make it it’s own environment, which would be a chaotic and quite fun one at times. I made a long post on this and a MOD deleted the THREAD because a troll posted in it saying he wanted flying ponies. If you are a person who likes both progression, playing the mmo pve and pvp, and pvp, this would be an excellent all round format for you, and I would definatly go 1-80 on one of these servers. The economy should also be so good on this server(s) you couldn’t even imagine. Cutting it off from wvw is a must and wouldn’t allow people to be on two wvw worlds and/or allow them to cheat through levelling using wvw, or take them away from world pvp, black lion cutoff is also a must due to the nodes being shared over you want people fighting over the nodes and shared nodes to keep them more rare and fought over/sought after. You also want no transfers here and a separated bank account or this would ruin what you did in the last point with the black lion and wvw.

I had another one in mind but it slipped. These are some solid ones right here though, including areanas. The capture the flag format gets old fast like conquest (actually faster) in this type of game.

I must’ve missed the sign that said it was a fire sale.

(edited by R E F L H E X.8413)

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Posted by: EoNxBoNx.9213

EoNxBoNx.9213

I think a KotH mode would be awesome, so would a CTF mode. Deathmatch would not be as fun, the way the game is going currently. And the way you describe it I am not sure how it would work in sPvP, in tPvP oh yeah sure, but sPvP is about casual play. But to be honest, if they add any other game modes they would most likely only be added to sPvP, and not towards paid tournaments and tPvP in general.

In a CTF mode there are classes that have so much good defense and can feel immortal. Some classes that move so fast they would be able to get the enemy flag and get out. The One Flag Pull, same thing. A thief for example could Infiltrator’s Arrow and shadowsetp his way to the flag and the Shadowstep return, ( not to say the enemy team won’t have a thief) and get the flag in possibly less than 10 – 20 seconds. Maybe if it is the same distance getting to Chieftain as red team or Svanir as blue.

It would just be the same thing we have now, some classes would just out shine others in other ways, and it wouldn’t even be different classes.

“You’re either a Noob or a Pro your entire life, that’s life”
IGN – Kinjax // World – Anvil Rock
IGN – InTheseDays // World – Anvil Rock

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Posted by: potemkin.4239

potemkin.4239

I would like to see a Payload Race mode, similar to the one used in Team Fortress 2.

Each team starts out next to a golem NPC that’s holding some explosives. Standing near your team’s golem gives it the ability to move. The objective is to get your golem to enemy territory while preventing your opponent’s golem from reaching your territory.

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Awesome suggestions, I added the ones you guys offered. Keep in mind, I’m pretty sure Arenanet mentioned they are addressing bunkers so hopefully this will not be an issue.
Eonx, I know some variants are very situational but deathmatch I think would be very interesting in Spvp and Tpvp once classes start to balance more.

Also, with the capture the flag variants etc, a good counter to bunkers would be a knockback or knockdown causes the player to drop the flag. It would make dodge timing, skill use and stability very key elements. Thoughts?

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Posted by: EoNxBoNx.9213

EoNxBoNx.9213

Also, with the capture the flag variants etc, a good counter to bunkers would be a knockback or knockdown causes the player to drop the flag. It would make dodge timing, skill use and stability very key elements. Thoughts?

I like this idea, it make it more team oriented also. Then his teammates would have to be more alert and try and pick up the flag when it’s dropped, if it gets dropped.

“You’re either a Noob or a Pro your entire life, that’s life”
IGN – Kinjax // World – Anvil Rock
IGN – InTheseDays // World – Anvil Rock

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

I like this idea, it make it more team oriented also. Then his teammates would have to be more alert and try and pick up the flag when it’s dropped, if it gets dropped.

Ok awesome, I thought it would work well since at least then the Bunkers wouldn’t be able to control the game, especially since they usually lack mobility. I got it right from the Keg Brawl event, with that knockdown skill that causes a “fumble”.

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Posted by: Infiniafication.2394

Infiniafication.2394

When I asked my friend why he doesn’t want to play SPvP, he said one of the reasons is because he doesn’t get to see dragons in SPvP!

So I was thinking, maybe if some dragons were added into SPvP, more people would be interested to join SPvP!

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Posted by: Aga.8641

Aga.8641

No….dragons should not be in pvp…..The only dragons you will see in pvp are dragon finishers and i doubt there’s going to be a r80 for atleast 18months

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

When we were in Beta wasn’t there a Spvp article Arenanet put out talking about a map that had a dragon? I swear I remember reading about a map that if you controlled a certain point, a dragon would collect rubble and drop it on the enemy team.

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Posted by: R E F L H E X.8413

R E F L H E X.8413

Oh I forgot to add in the hold the objective the objective does damage to the person holding it and it does larger amount of damage over time to the point where it will one hit him if he holds it too long and if he runs too far from the center the damage also multiplies this causes drops, the kd isn’t really needed like stated in your post. That’d be way too much, in order for him to hold it long to begin with he’s going to need quite a bit of support.

I must’ve missed the sign that said it was a fire sale.

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Posted by: juanma.9813

juanma.9813

Hey everyone,

After reading many Spvp posts a big concern is the lack of game variants. At this time we only have one, three plot point control which I actually do love. If it wasn’t for the heavy need for bunkers it would be very action packed. I hope bunkers will be fixed accordingly soon. But there is so many threads mentioning this so I thought why not start a list of game variants and/or map type ideas that everyone wants to see. At least then it can be a compilation of ideas in one area rather than scattered posts not getting as much attention as I’d hope.

Myself being a lover of the Halo series, I can’t say enough how multiple game variants really make the game better. Here are some idea’s that I have already, please post anything you can think of and I will keep updating the list.

Game Types

Three Plot Point Control – This is what we have now. Three points, game ends at a score of 500.

Capture The Flag – Two flags. One at blue team’s base, one at red teams. Score to win 3 flag captures. Team must have friendly flag at base to capture enemies. Would need specific map types to run well. Legacy could potentially work for this variant.

One Flag – One flag, Two rounds. Round 1; Blue team tries defends their flag from Red team. Round ends by time limit (5-7 Minutes possibly?) or if attacking team captures the point. Round 2; Same structure, roles reverse. Blue team attacks, Red team defends.

Center Flag Pull – One flag, centered in middle of the map. Standard time limit, score to win 3. Good example for map type would be Forest, place the flag standard at the Keep node.

King Of The Hill Player’s in Hill Zone score points, Score of 500 wins. Score is counted each second a player remains in the hill (Maybe 2 points per second). Points wouldn’t increase for more players in the hill. If any Blue player & Red Player are both in the hill zone, Zone is contested and no score tallied until one team control the node.

Crazy King – Same variant as King Of The Hill however the Hill Zone switches to random nodes after a random amount of time (Under a minute switch). Good example again is Forest. Take the three nodes already, add one in the courtyard area (maybe more) and the hill can jump from the four Zones.

Deathmatch – Teams fight to the death. One life per player, once defeated you remain in “Spectator view” until the match ends. Match ends by one team losing all remaining players. Last team with surviving members wins Round. Three Rounds Total, Best of 3.

Guild vs Guild Pretty obvious – Same format from Guild Wars 1. Could have a ranking system ei. Top guilds rating determined by Wins vs Losses. I would think 10 vs 10 would be an appropriate lobby.

Hold The Objective – Flag-like object in the center, teams need to grab and hold the object to gain points. Game ends at score of 500. Further you are from the Object’s starting spawn, the less points you get per tick. Team without objective has to kill the other team’s carrier. (Possibly knockdowns or knockbacks would cause a drop).

Payload Race – Each team starts with a Golem carrying explosives. Standing next to your team’s Golem enables it to move. Objective is to lead your golem into enemy territory and detonate it before enemy team has their golem reach your base first.

All my support to this post!

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Posted by: Vena.8436

Vena.8436

They clearly have the ground work set for more than one format (see; Halloween). Why they have use limited to only one is beyond comprehension.

Vena/Var – Guardian/Thief
[Eon] – Blackgate

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Oh I forgot to add in the hold the objective the objective does damage to the person holding it and it does larger amount of damage over time to the point where it will one hit him if he holds it too long and if he runs too far from the center the damage also multiplies this causes drops, the kd isn’t really needed like stated in your post. That’d be way too much, in order for him to hold it long to begin with he’s going to need quite a bit of support.

Ah ok that would make a lot more sense. I have updated this and for that variant, definitely knockdowns/knockbacks would be too much. But I think they would be a great counter to bunkers for Capture the Flag etc.

Also I added above game variants the proposed idea to game variants were “Bunker” builds would normally dominate. Please read the above “Note:” for the idea to address this issue. It seems like it would be an easy way to keep the action fast-paced and fair.

(edited by MarcusKilgannon.5048)

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Posted by: Ickorus.4518

Ickorus.4518

+1, I like Conquest but it gets stale after a while, new game modes even if they weren’t so well supported as Conquest would be very welcome.

Guild: Afterlife [AFTL] (Piken Square)

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Just Added Classic Slayer to the list. I have many variants I want to add but have been busy so keep checking in for updates, please forward all ideas too! If you think the score for slayer is too high let me know. I think it’s a good amount and I love slayer based games so I want to see this.

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Posted by: MarcusKilgannon.5048

MarcusKilgannon.5048

Added Assault game variant below main list. Too large to fit. I love this game type and I only would play it on every other MMO I’ve played. Hopefully this idea is something others want to see as well.