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Posted by: Skeub.6740

Skeub.6740

Hi,

I am here to explain you an idea I had, since people like 2v2, 3v3 or even 4v4 but wihtout capping point, that could be a mix between RA,TA and Codex (from GW1)

Some explaination for peoples who didn’t play gw1:

  • Random Arena : Pretty much like soloQ but instead of leaving after the map you won you stay with the people you had and continue to win, the more you win the more you have points (for RA title) and loot with a max of 25 consecutives wins, you can also leave after one game if you don’t like the party and you’ll find a last while it’s looking for your next opponent.
    RA Wiki
  • Team Arena : You create a party with 4 peoples and fight against another team, first with all dead lose, or after 3min of a killcount.
    TA Wiki
  • Codex : There is a restriction of skill that change every day and you can’t bring 2 characters with the same profession, it’s also a 4vs4 arena with the same rules to win than RA or TA.
    Codex Wiki

You create a team with two, three or four players then face a team with the same amount of players. First team with all players dead lose, pretty simple but still effective. Some rules could be added as such as no double classes or even a restriction about the trait used which could change daily/weekly. There could be the same system as consecutive victory, and perhaps a new rank with points earn by victory.

Thank you for reading

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Posted by: Hugh Norfolk

Hugh Norfolk

PvP Game Designer

Next

These are interesting ideas!
We have always tried to stay 5v5 to be consistent with the Conquest game mode, but I like what you were trying to solve there with the restriction of skills/traits.

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Posted by: BlackBeard.2873

BlackBeard.2873

Here is an idea I put in another thread:

Goal: Emphasize fighting at the 2v2 and 3v3 scale more, reduce the importance of “rotations” towards winning games.

Intended size: 2v2 to 5v5

Scoring: count up to a certain number of points, or deplete a limited number of respawns.

How to gain score:
-While standing on a point (perhaps bigger than currently), capture progress ticks just as it currently does. However, when the bar is filled, you are awarded 10 points (or the other team loses 1 respawn) and the capture point goes back to neutral. The point only ticks while you are the only one standing on it, ticks down when your enemy only is standing on it, and stays neutral like currently.
-Kills also add 10 points (or enemy loses 1 respawn).

Map: (these need to be tested an played around with)
- For 2v2 or 3v3, only 1 capture point in the middle, with some places to LOS, get high-ground on the sides
-For 3v3 up to 4v4 have 2 capture points
-For 5v5 have 3 capture points

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Posted by: KarsaiB.9475

KarsaiB.9475

Great ideas. I’d add that I’d love to see a moba-like game mode being implemented, which would be similar to smite in a lot of ways probably, but with the dodge mechanic and classes of the game. Might fail horribly, might end up amazingly fun.

55 HP Monks // Random scrubadub

(edited by Moderator)

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Posted by: Hugh Norfolk

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Hugh Norfolk

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BlackBeard
Would this be for more of a Deathmatch second objective or what current game mode do you see this fitting into?

KarasiB
Can you try and come up with the mechanics and secondary objectives behind this MOBA like game mode in our game?

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Posted by: Numot.3965

Numot.3965

KarasiB
Can you try and come up with the mechanics and secondary objectives behind this MOBA like game mode in our game?

I think if you wanted to try a MOBA style game mode, you guys should look at revamping Jade Quarry from GW1. You’ve already got lanes, and various roles are encouraged and supported that would translate well in GW2. Have it be golems you protect and escort in 3 lanes that collect ore, with turrets/npc camps that you can capture/destroy to help you and hinder the other team.

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Posted by: kirito.4138

kirito.4138

  • Random Arena : Pretty much like soloQ but instead of leaving after the map you won you stay with the people you had and continue to win, the more you win the more you have points (for RA title) and loot with a max of 25 consecutives wins, you can also leave after one game if you don’t like the party and you’ll find a last while it’s looking for your next opponent.
    RA Wiki

Sounds great on paper, but with the low population now that would be horrible. The losing team will be scattered then reformed to fight the same team they can’t beat. It be almost as bad as when sync queuing was a thing.

http://www.twitch.tv/kirito4138
The only exclusive skyhammer stream

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Posted by: Polismassa.6740

Polismassa.6740

KarasiB
Can you try and come up with the mechanics and secondary objectives behind this MOBA like game mode in our game?

I think if you wanted to try a MOBA style game mode, you guys should look at revamping Jade Quarry from GW1. You’ve already got lanes, and various roles are encouraged and supported that would translate well in GW2. Have it be golems you protect and escort in 3 lanes that collect ore, with turrets/npc camps that you can capture/destroy to help you and hinder the other team.

Please bring back GW1 jade quarry, and Fort aspenwood for that matter. Honestly, with such an amazing back catalog of game types, game modes, and mechanics to pull from in the original guild wars, I find it strange that you haven’t fallen back on them yet.

[IX]

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Posted by: ZeroOverTwelve.1864

ZeroOverTwelve.1864

Fort Aspenwood and Jade Quarry were the most fun I’ve had in any MMO’s PvP. If those were brought back here I’d definitely have a hard time logging out. Not only that but you could add tons of new exclusive armor/weapons that you can get only from doing JQ/FA. Either by bringing back the Kurzicks and the Luxons (I’m sure you could do something with an Asura creating some type of hologram room or w/e that replicates events from the past and just make the asura that creates it a real big history buff thats super into the kurzick/luxon rivalry) or creating 2 new factions.

It would be grand.

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Posted by: Killthehealersffs.8940

Killthehealersffs.8940

They can always create a map that let you Vote at the start of the game if it is a 2v2 or 3v3 and the rest of the guys are fighting underground ( or sidelines) for some buffs that will show up in the surfuce to help them and slow the game a bit.
If the ppl in the upper-main map are killed , the game ends

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Posted by: MarkPhilips.5169

MarkPhilips.5169

I remember a cdi about new game modes, ended 12th november…..

We are in Juve now, and we have nothing new.

Pretty sad.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

Alliance battles!

Fort Aspenwood!

Jade Quarry!

Ah man I would come back to gw2 for this. The pvp really does need some love! Switch it up guys!

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Zietlogik.6208

Zietlogik.6208

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

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Posted by: Julie Yann.5379

Julie Yann.5379

I remember a cdi about new game modes, ended 12th november…..

We are in Juve now, and we have nothing new.

Pretty sad.

I think many others have also given up hope of seeing something other than conquest in PVP.

On a different note, I think it would be fun to have some form of King of the hill. Have 2 circles. A tiny one inside a larger one. You get 1 point per tick for every man that stands in the larger circle and 5 points for owning and having someone in the tiny one cause it decaps very in you aren’t standing in it..

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

(edited by Julie Yann.5379)

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Posted by: Polismassa.6740

Polismassa.6740

On a different note, I think it would be fun to have some form of King of the hill. Have 2 circles. A tiny one inside a larger one. You get 1 point per tick for every man that stands in the larger circle and 5 points for owning and having someone in the tiny one cause it decaps very in you aren’t standing in it..

All the turret/decap engies… shiver

on a more serious note though, my personal opinion is that Anet should be focusing on game modes that de-emphasize the importance of staying on a point. Not that I don’t enjoy conquest to an extent, but if they intend to add new game modes, those that are added should somewhat balance the meta in this way. Classes that are capable of bunkering/staying on point already have a distinct advantage over others, a king of the hill style game mode would simply further exacerbate this issue.

This is not to say that your idea could not be fun if implemented well, however, it should only be considered when other game modes are added which offer a more significant change to the current formula.

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Posted by: Edmo.7159

Edmo.7159

Great ideas. I’d add that I’d love to see a moba-like game mode being implemented, which would be similar to smite in a lot of ways probably, but with the dodge mechanic and classes of the game. Might fail horribly, might end up amazingly fun.

I think the chances of fail are low.

MOBAs have characteristics that developers already know that GW2 players like.

1. Character Progression – You have to progress on every match, unlock all your skills again. We have also gear progression but i think GW2 moba style pvp don’t need that.

2. We have PVE and farmers – I know a lot of people, include my self that start playing mobas as farmer and only kill NPCs, this would be great for PVE players, until they learn to play and have courage to face other players. Once they learn to play, they will not want to be the farmer of the Team

3. Quaggans – Minions are small, so Quaggans can be the minions of Blue Team and Skritt of red team. They can say funny things while they kill each other.

Unique things besides combat.

The Market – As i said, GW2 moba don’t need gear progression, but we can buy stuff from various prices, weak (early match) and strong (WOW such gold).
To not give work to make a new UI, a normal merchant UI could be used. It would have 3 tabs: Food, Potions and Bundle. All of then don’t go to your inventory or other new UI bar, instead, everything you buy is automatically consumed.

Runes, Sigils, Traits and Weapons are things that you chose before the match, but I’m not sure about utility skills, since learn skills would be part of the character progression on the match… Maybe you can chose the skills before the match and unlock then in the bar later.

Or we can earn skill points in the match and buy any skill. But for that, would be nice if we could buy skills direct on the bar , without the need to open the skills panel.
_______

There was a moba style mini-game in Halloween that several people said they liked… but
I do not like. For these reasons:

1- We do not use our character skills
2- Few skeletons, minions should walk in packs/“zerg” like in Marionette fight.
3- No separation of lanes, no mountains or other solid thing between them like in Marionette fight.
4- The enemy base don’t do anything to kill you.
5- No farm/leveling progression.

edit: links buged, showing code (<a href=…), removed

(edited by Edmo.7159)

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Posted by: BlackBeard.2873

BlackBeard.2873

BlackBeard
Would this be for more of a Deathmatch second objective or what current game mode do you see this fitting into?

I see the game-mode proposed above as being a way to implement a deathmatch-style game-mode within the bounds of the current game. As it currently stands, straight deathmatch won’t really work, as many builds are balanced around fighting over a capture point. So then the question becomes, how can you have a “capture point”-type mechanic that emphasizes killing instead of capturing the node and bunkering it forever?

My solution is to have full-captures award a set amount of points, bet eliminate the held-point advantage by just awarding a set number of points and resetting the capture progress to 0. The amount of points is high enough that there is incentive to fight on the node, but low enough that getting kills is more important.

In a way, the “capture-node” mechanic as described is mainly meant to keep the focus of the fight in an area and keep cancerous specs like SA thief, PU Mesmer, and solely decap specs at-bay.

Suggestion: a quick way to test would be to have a 2v2 or 3v3 match on Foefire where only mid is active. When the point is captured, that team gets 50 points and the point goes back to neutral. Kills count for 50 points. This would be a quick and dirty way to modify some scoring code and get a feel for the proposed game-mode.

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Posted by: Seed.5467

Seed.5467

Codex : There is a restriction of skill that change every day and you can’t bring 2 characters with the same profession, it’s also a 4vs4 arena with the same rules to win than RA or TA.

The thing is that Codex-Arena had the advantage to choose skills from a greater pool than in GW2.
But would be interested to see, how a “Trait – Restriction” that changes every day will work with this modus.

Regards

Seed

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Posted by: Silent Shino.7239

Silent Shino.7239

My idea:
Free for all arena where all players fight each other, no points to hold, just openfield chaos. A bit like southsun survival only with (hopefully) more 1 vs 1s. It’s kind of like a survival of the fittest game.

The first player to reach 100 wins.

Shino: Guardian of the Glade
Aurora Glade EU [JUST] roamer
All is vain: https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboard/first

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Posted by: Skeub.6740

Skeub.6740

  • Random Arena : Pretty much like soloQ but instead of leaving after the map you won you stay with the people you had and continue to win, the more you win the more you have points (for RA title) and loot with a max of 25 consecutives wins, you can also leave after one game if you don’t like the party and you’ll find a last while it’s looking for your next opponent.
    RA Wiki

Sounds great on paper, but with the low population now that would be horrible. The losing team will be scattered then reformed to fight the same team they can’t beat. It be almost as bad as when sync queuing was a thing.

i think you misunderstand what i was saying, the RA explanation is the mode from gw1 that’s how it works in gw1, and not how i would like to see it in gw2, sync still exist even if it’s a bit less but it still does. The mode i’m talking about is a mode that you form a team so you’re automatically with ppl you choosed.

My idea:
Free for all arena where all players fight each other, no points to hold, just openfield chaos. A bit like southsun survival only with (hopefully) more 1 vs 1s. It’s kind of like a survival of the fittest game.

The first player to reach 100 wins.

what will you do if thief are playing full stealth ? and they are like the 2 last players standing? quite a mess

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Posted by: KarsaiB.9475

KarsaiB.9475

KarasiB
Can you try and come up with the mechanics and secondary objectives behind this MOBA like game mode in our game?

No time limit anymore.

I’d like to have a true itemization, making players way weaker at start compared to late game, with a lot of different paths they could go for depending on the situation/seeing what the ennemies builds tend to go for.

Maybe use conquest as a base, points not being the goal anymore but the actual currency (no score cap). Players would have their personnal score plus the teams global score to spend each.

Introduce minion waves obviously, last hitting a minion granting 1 point to the last hitter. Not sure what the patterns would be tho.

Have stronger creatures and camps being introduced, spawn at regular intervals granting meaningful individual and group bonusses (including 2 or more stronger ones like chieftain and svanir, NOT soloable early/midgame). If a player carrying an individual buff gets killed, the player getting the killing blow gets the remaining duration of the effect for himself or refreshes the effect if he is already benefitting from it.

Also perhaps use a revamped, larger legacy of the foefire map for this, killing lord being the ultimate goal. No close/far point anymore but 2 equally placed sidenodes (or maybe 1 point close to both bases and 1 further off with better tick/sec).

Place turrets dealing Agony Damage at strategic spots (including inside bases obviously) so players would have to buy AR stats through itemization to access inner turrets safely/wait for minion waves.

That’s what I can think of from the top of my head, could refine the concept way more. But yeah, please, make it happen.

55 HP Monks // Random scrubadub

(edited by KarsaiB.9475)

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Posted by: Silent Shino.7239

Silent Shino.7239

My idea:
Free for all arena where all players fight each other, no points to hold, just openfield chaos. A bit like southsun survival only with (hopefully) more 1 vs 1s. It’s kind of like a survival of the fittest game.

The first player to reach 100 wins.

what will you do if thief are playing full stealth ? and they are like the 2 last players standing? quite a mess

I should have worded that better :P they respawn instead of being killed off.

Shino: Guardian of the Glade
Aurora Glade EU [JUST] roamer
All is vain: https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboard/first

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Posted by: rizzy.2104

rizzy.2104

i am bored of the conquest mode in the same map for 1.5 years

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Posted by: Julie Yann.5379

Julie Yann.5379

On a different note, I think it would be fun to have some form of King of the hill. Have 2 circles. A tiny one inside a larger one. You get 1 point per tick for every man that stands in the larger circle and 5 points for owning and having someone in the tiny one cause it decaps very in you aren’t standing in it..

All the turret/decap engies… shiver

on a more serious note though, my personal opinion is that Anet should be focusing on game modes that de-emphasize the importance of staying on a point. Not that I don’t enjoy conquest to an extent, but if they intend to add new game modes, those that are added should somewhat balance the meta in this way. Classes that are capable of bunkering/staying on point already have a distinct advantage over others, a king of the hill style game mode would simply further exacerbate this issue.

This is not to say that your idea could not be fun if implemented well, however, it should only be considered when other game modes are added which offer a more significant change to the current formula.

How about this? Instead of 2 rings you only get 1 huge one (1.5 times the side of graveyard) and a flag that 1 of your team has to hold and which has different skills depending on your class. The flag has to stay within that ring. that flag could also give you condi stacks (like the hammer in fractals, the longer you hold it the more you hurt) as to force you to pass it around, like crab toss ( the guild challenge). Of course there would be special objectives.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

(edited by Julie Yann.5379)

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Posted by: Tiborb.1453

Tiborb.1453

Can you try and come up with the mechanics and secondary objectives behind this MOBA like game mode in our game?

Just like a MOBA:
-You start at lvl 1 with only your 1# skill unlocked, and as you “lvl up” (by achieving secondary objectives and killing players/npcs) you unlock your weapon skills/weapon swap/healing skill/utilities/elite/traits/profession mechanic.
-You gain stacks that give you stats when you kill/assist someone and you lose 1/3 of these stacks when you die (something like “Mejai’s Soulstealer” in League of Legends).
-No means to go out of combat (the only exception is when you are in your base) so you can’t refill your hp by disengaging

[LOCK] The Closed Society – Seafarer’s Rest

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Posted by: Barosmare.2196

Barosmare.2196

Simple WoW type arenas would be a godsend 2v2, 3v3, 5v5…..

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Posted by: Jamais vu.5284

Jamais vu.5284

These are interesting ideas!
We have always tried to stay 5v5 to be consistent with the Conquest game mode, but I like what you were trying to solve there with the restriction of skills/traits.

Look, I’m not trying to be rude and I appreciate your forum engagement, but why do you ask us this? There is still a huge CDI about new game modes from last year. Yet we have not heard a SINGLE THING coming out of that.
Are you (Anet) essentially saying that all of our ideas and hopes from then, that it was all for nothing, and that we now start over?
It feels like Groundhog day. Every half year a dev comes into the forum and asks us about new game modes, better ladders, etc. without addressing the MILLIONS of ideas we already expressed about it, not least in your very own CDIs. And of course, nothing ever comes of it, not even a kittening status update! It’s like we’re all playing a giant game of “pretend”.

(edited by Jamais vu.5284)

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Posted by: PlayerX.7138

PlayerX.7138

I thought of something similar actually

Basically it’s a 5v5 gauntlet knockout deathmatch, but instead of all people going out at once. 1 member of each team face eachother until death, The loser gets knocked out and the winner gets to face the next person. The team with the most teammates left wins(Think, Tekken Arcade Mode)

Of course there has to be some restrictions like:

No Same Class Matches(I would rather chew my pulses than to watch a perma stealth vs perma stealth match).

No Bunker Classes(This could be accomplished by maybe limiting the amount of points you can put into Toughness/Vitality when you enter the match. Also for the same reasons as above)

This is still a rough idea that i have tho

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Posted by: Zietlogik.6208

Zietlogik.6208

I will just use the current tPvP maps for examples:

Legacy of the Foefire:
-Change side node to: "Each captured side node grants 5% bonus stats to the team who controls each.
-Center Node: Controlling the center node causes the gates of the enemy team to become vulnerable.
-Main Objective: Kill the enemy team’s Lord.

Battle of Khylo:
-Remove all nodes
-Change Side Nodes would become new Trebuchet locations (destroyable)
-Change Repair Kits to become team-colored Flags
-Change previous trebuchet location to become a flag stand.
-Main Objective: Bring the enemy teams flag to your flag stand 3 times.
Note: Players can pick up their own flag if it is dropped by an enemy player, will be dropped after 10 seconds, and removes the players weapon skills (allowing to re-position their flag)

Forest of Niflhel:
-Change side nodes to be Bomb Sites.
-Carrying a bomb removes weapon skills, and slows the player by 25%
-Remove middle node, change gate nearby to be destroyable.
-Change mob locations to be capturable, capturing these locations causes a wave of “minions” to assault the enemy bomb site.
Main Objective: Destroy the gate, place and defend a bomb on the alter for 15 seconds.
Secondary Objective: Have minions destroy the enemy bomb site, the team with the remaining bomb site wins.

Temple of the Silent Storm:
-Remove Nodes
-Change each node to a Primary Shrine
-Primary Shrines (node replacements) equate to 50 points on capture. 3 Minute respawn.
-Secondary Shrines (current shrines) equate to 10 points on capture. 1 minute respawn.
Primary Objective: Reach 500 points.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

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Posted by: Phadde.7362

Phadde.7362

So GD sick of Conquest; Only one game mode is already terrible, but it’s also quite a ‘niche’ which makes it even worse.

I’d personally love a game mode that is focused almost entirely on PvP combat, as in killing players.
I loved the 2v2 arenas in WoW, and I think that GW2 is a much better platform for that type of game mode.

Frankly though, I’d be overjoyed with any kind of additional game mode.

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Cred to Latinkuro
Gw2 is a masterpiece at it’s foundation. Content-wise however…

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Posted by: Rin.1046

Rin.1046

I would love to see some kind of assault map like in the old days of Team Fortress 1, where one team defended points and the other team had to capture those points in sequence. Kind of like the current conquest system, but with a more tug of war kind of play.

Part of the enjoyment of those games was the map design I’m sure, but the game type itself was also a good one because it worked so well on all available maps. You could even add PvE mobs and side events/mechanics to make things more interesting.

Another thing I think that is missing from the current conquest games is the feeling of a defined goal. While we do have a goal in conquest (to reach 500 points) it seems such an arbetrary one. The battle cry “Charge!!! We must get 500 points at all costs!!” doesn’t quite sound as exciting as something like “Charge!!! We must take their base at all costs!!”. If each map had a more defined goal (take the enemy base for example) I really feel players would enjoy sPvP a little more.

Of course, there are those that just like to compete against other players, regardless of the game type, and none of these suggestions will effect them, as they will still have the ability to fight other players, but there are a lot of players that want more meaning to their actions, and getting 500 points just doesn’t do it for them (myself included). I enjoy the odd sPvP for the combat and challenge, but it gets boring very quickly because the goal is so arbetrary and not exciting at all.

So I really feel we need other game modes that have more defined or at least more exciting goals to them and an assault game mode would offer that in my opinion.

Simplicity is complex.

Good feedback is key to getting the developers to listen to you.

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Posted by: Bombsaway.7198

Bombsaway.7198

If I might inject another option that is similar but would really be fun. . . .

8v8 where each class is represented. Game would not wait to have each class necessarily represented. If after X time, there were not say 2 rangers available, then you would have a 7v7 fight (all the way down to a 4v4 fight).

But you never would have 2 of one class on a side and each side would have the same classes. With luck you would have every class on each side!

This would be a death match as it would be hard to setup objectives for what could be 8v8 or 4v4.

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Posted by: Hugh Norfolk

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Hey I appreciate all the feedback and suggestions we have gotten on this topic! I have seen people refer back to the original CDI thread we did awhile back and I appreciate that as well.

My goal here was to spark intelligent conversation between the community and myself with perhaps a newer audience then when the original CDI went out awhile back. I also will say that I am glad to see that people participated in this thread and are still here from when the original CDI happened. Thanks everyone for keeping this constructive!

Let me set up a quick recap of the thread so far:

  • You guys/gals seem to really like the idea of a MOBA style game mode
    * Unlocking Skills, Traits, consumable, bundles, and ect.
  • An idea about cap points that can be captured but then reset to address the problem with bunkers and stagnate point defense
  • GW1 Jade quarry and Fort aspenwood
  • Arenas 2v2 3v3 5v5
  • Attack/Defend map with rounds
  • 500 points doesn’t feel like a fun or rewards goal to hit in PvP
  • Free for all Arena
  • Trait/skill restriction game mode

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Posted by: Morfedel.4165

Morfedel.4165

There are two things I’d love to see:

a king of the hill kind of battle

And, something like Fort Aspenwood from GW1, where we have completely different goals when it comes to trying to win the battle.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I just came in to add that this game is not balanced around traitless builds, and some professions are much weaker without traits than others. A game mode that revolves around unlocking traits would be incredibly unbalanced, unless anet is willing to rebalance several professions. But, due to how scarce/ rare balancing updates have become in this game, loading even more work to the balancing team would be undesired, I think.

I do think a MOBA style game would be lovely, though. Item buffs/ consumables would be a good way to allow progression, but that by itself is probably a bit “boring” (not very visceral). A MOBA (at least the only one I’ve played, LOL) allows you to not only upgrade items, but your skills as well, in a way that seriously impacts the game. Unlocking utility skills is much like the early levels of a LoL match, but utilities are all under high cooldowns, and once unlocked, you can’t improve them any further. Wouldn’t that be a bit boring?

Things could be a bit more radical, and have weapon skills be unlocked by in-match levels as well, with everyone starting with an auto-attack and, maybe (depending on if progression is slow or fast) with their #2 skill too.

So that’s my big worry: a MOBA-style progression done in GW2 might turn to be either a bit too boring, or too radical and wreck balance. Also, MOBA is balanced around classes/ champions that have different levels of power through the game, with some being stronger early on, and others being late-game carries. This level of depth might be hard to accomplish in GW2, where everything is balanced around max-level builds.

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Posted by: Jasher.6580

Jasher.6580

  • Unlocking Skills, Traits, consumable, bundles, and ect.

No No No No.

STOP this right now.

The MAJORITY of us HATE unlocking things in sPvP.

It’s not fun and it is not fair.

No… just no.

Attachments:

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Posted by: kishter.9578

kishter.9578

KarasiB
Can you try and come up with the mechanics and secondary objectives behind this MOBA like game mode in our game?

I think if you wanted to try a MOBA style game mode, you guys should look at revamping Jade Quarry from GW1. You’ve already got lanes, and various roles are encouraged and supported that would translate well in GW2. Have it be golems you protect and escort in 3 lanes that collect ore, with turrets/npc camps that you can capture/destroy to help you and hinder the other team.

kitten dude is a great idea to implement in this game. i remember jade quarry in gw faction and that was amazing. the faction battle was always amazing. i still love it.

Moba style;
- 4 Parties
-5 character / party
-3/4 points to conquest advancing to the last point that would be the enemies base and destroy a target like a tower, a pillar or maybe a Lord whit a hell tons of HP and 6666666 stack of defiance.

why don’t we doing that?

edit: gw1 dont exist is just gw.

We just don’t want players to grind in Guild Wars 2. No one enjoys that.

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Posted by: Rin.1046

Rin.1046

I don’t mind unlocking utility skills unique to a MOBA style game, but I woukd not want to have to unlock core skills, traits, etc in general PvP. But if you had say blank utility skills at the start of a MOBA game, and you unlocked new MOBA based skills as you played the game, that would be ok.

But the freedom of build choice and the ability to jump straight into sPvP at max capability is one of the best features in GW2, so having to unlock them would be a big no no in my opinion. Unless it was only within the MOBA gamemode.

P.s.- I would play a ton more PvP if Fort Aspenwood, or a map/mode that felt the same, was added to the game.

Simplicity is complex.

Good feedback is key to getting the developers to listen to you.

(edited by Rin.1046)

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Posted by: kishter.9578

kishter.9578

I don’t mind unlocking utility skills unique to a MOBA style game, but I woukd not want to have to unlock core skills, traits, etc in general PvP. But if you had say blank utility skills at the start of a MOBA game, and you unlocked new MOBA based skills as you played the game, that would be ok.

But the freedom of build choice and the ability to jump straight into sPvP at max capability is one of the best features in GW2, so having to unlock them would be a big no no in my opinion. Unless it was only within the MOBA gamemode.

P.s.- I would play a ton more PvP if Fort Aspenwood, or a map/mode that felt the same, was added to the game.

i used to be a wvw player until anet decide to destroy the game introducing griding weapon and armor ascended, for me a casual gamer who only have 2 hours at day no including weekend that spend whit my family i stopped playing all kind of pve content.

Now im only Spvper and thanks GOD i dont have to unluck stuff like use to be in gw whit runes, weapon upgrades and skill.

We just don’t want players to grind in Guild Wars 2. No one enjoys that.

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Posted by: manveruppd.7601

manveruppd.7601

Hugh, I think you guys should be VERY careful about drawing inferences from the suggestion of a tiny handful of players. Just cause MOBAs have millions of players doesn’t mean GW2 can work by copying them.
First of all, consider the consequences of player progression, whether by gear or by skills:
a. if you consider that the main stat difference between a guardian and a thief in this game is 140 points of armour, you see what a dramatic difference gear makes in this game. It’s a complicated system already without accounting for the additional imbalances that would be introduced when one team level up and get better gear slightly before the other and the stat increase they’d gain gives them an insurmountable advantage.
b. the notion of unlocking skill slots as you progress also wouldn’;t work. characters in LOL or DOTA2 are designed from the ground up so they’re actually playable with their early skills. In GW2 though, many classes rely on their utility skills for survival, whether as stun breaks or condition cleanses, meaning many builds would simply not be viable at all until they unlocked those utility slots. And because some builds rely on those utility slots more than others, this has the potential to create even more imbalances that would leave entire professions completely unviable!
Secondly, consider what would happen if players had to fight through lots of mobs and turrets before the teams could face each other: pve in this game, as most people know, is simply NOT balanced! Entire CLASSES (not just builds, but classes!) are personae non gratae in most pugs, as you can see by taking off your ANET tag and trying to find a group in high level fractals, and most dungeon groups will curtly inform you to “max damage melee berserker or gtfo”. The gap between how opponents act in pvp and pve is RADICALLY different in this game, even more so than in GW1. Any mode that involves mobs/minions to fight through will therefore most likely mean the death of all condition builds at the very least and a degeneration of pvp into an all-zerker meta at worst.

I liked Fort Aspenwood and JQ, they were good fun, as were alliance battles. But let’s not mistake what they were: they were the casualest of casual pvp! They were pvp for when you wanted to have fun for 10’ but even Random Arenas felt like too much work. They were absolutely NOT balanced (Kurzicks were utterly hosed in FA), nor suitable for any serious competitive pvping. Moreover, the variety of builds available to each class was a factor of magnitude greater in GW1 than in GW2, so even in such lop-sided, unbalanced game modes as these, anyone could find a build that kinda sorta worked. In GW2, where most classesonly have a couple of viable builds, we’d be looking at larger portions of the playerbase being excluded.

A bad necromancer always blames the corpse.

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Posted by: Spooko.5436

Spooko.5436

Huttball, Huttball……Huttball…..

How’s about….some Huttball….with a side of some Huttball

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Posted by: Jasher.6580

Jasher.6580

Huttball, Huttball……Huttball…..

How’s about….some Huttball….with a side of some Huttball

This would be great actually.

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Posted by: Harbard.5738

Harbard.5738

Fort siege maps with siege weapons!! 8v8, 12v12 even 16v16!! One team defends the other tries to break in. (I woke up believing in miracles apparently :P)

Before people say this already happens in WvW, no, it never happens, never ever. If it’s not PvDoor, it’s a zergfest that often lasts 2min max, then the rest of WvW is the annoying running around. So, ironically, cool sieges is the last thing really happening in WvW.

Give me game. Not grind, not gating, not RNG, not +stat junk, not checklists.

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Posted by: Rin.1046

Rin.1046

I liked Fort Aspenwood and JQ, they were good fun, as were alliance battles. But let’s not mistake what they were: they were the casualest of casual pvp!

You say that like it is a bad thing. What exactly is wrong with a more casual PvP experience? Besides, the only reason those maps may have felt a little more casual was because they were more fun for the casual pvp player, so there were more casual players playing them. You still had more dedicated pvp players there, having intense fights with each other. Maybe not as much as in other maps, but they were there. I do not think an FA type of game mode would encourage casual play, it would just be more inviting to casual players, and that is a good thing.

Arenanet has talked about getting players to experience different aspects of the game (pve, wvw and pvp), hence why they added things like legendaries and world complete. But to me, the best way to get players playing other aspects of the game is to add gamemodes they would enjoy. If you provided a more casual friendly pvp mode, you would get more players into the world of pvp, who could progress onto more hardcore pvp once they catch the bug. As the game currently stands, the only modes they have are not that interesting for casual players, and even some hardcore players who want something a bit more.

Teach someone, without them knowing they are learning, and they may become a natural. Force them to learn the hard way and they will teach you to suck eggs.

Edit:

Fort siege maps with siege weapons!! 8v8, 12v12 even 16v16!! One team defends the other tries to break in. (I woke up believing in miracles apparently :P)

Before people say this already happens in WvW, no, it never happens, never ever. If it’s not PvDoor, it’s a zergfest that often lasts 2min max, then the rest of WvW is the annoying running around. So, ironically, cool sieges is the last thing really happening in WvW.

I would play this whole heartedly. When you do get the rare occasion when two zergs collide over a tower/keep/whatever, it is a LOT of fun. Though I do feel you may need some extra mechanics to draw a battle out a bit more. A strong team could wipe out a weaker team in no time, but at the same time you don’t want those mechanics extending battles too much when fights are even.

But yes, a siege game mode would be awesome.

Simplicity is complex.

Good feedback is key to getting the developers to listen to you.

(edited by Rin.1046)

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Posted by: Tiborb.1453

Tiborb.1453

  • Unlocking Skills, Traits, consumable, bundles, and ect.

No No No No.

STOP this right now.

The MAJORITY of us HATE unlocking things in sPvP.

It’s not fun and it is not fair.

No… just no.

That means unlocking them during every single game, just like in league of legends or DOTA2.

[LOCK] The Closed Society – Seafarer’s Rest

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Posted by: manveruppd.7601

manveruppd.7601

I liked Fort Aspenwood and JQ, they were good fun, as were alliance battles. But let’s not mistake what they were: they were the casualest of casual pvp!

You say that like it is a bad thing. What exactly is wrong with a more casual PvP experience? Besides, the only reason those maps may have felt a little more casual was because they were more fun for the casual pvp player, so there were more casual players playing them. You still had more dedicated pvp players there, having intense fights with each other. Maybe not as much as in other maps, but they were there.

There’s absolutely nothing wrong with having a casual pvp gamemode, but the way it was brought up here was by drawing comparisons with the big MOBAs like lol and dota2 which have big competitive esports scenes! So I’m not at all sure that Karsai made the suggestion because he was asking for an alternative casual-friendly pvp mode, or that Hugh took his suggestion in that vein!
If they tried to make a MOBA-style gamemode for pvp, it would be broken, unbalanced, and shambolic. It might be fun to mess around in, but it would be impossible to make it into a balanced, competitive game that you can base tournaments with cash prizes on!

And incidentally, the reason FA and JQ were “casual” WASN’T because they only had “casual” people playing in them: it was because the balance in them was broken, giving one faction a significant advantage. You’re mistaking the symptom for the disease by thinking otherwise.

A bad necromancer always blames the corpse.

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Posted by: Foefaller.1082

Foefaller.1082

Huttball, Huttball……Huttball…..

How’s about….some Huttball….with a side of some Huttball

This would be great actually.

Yes, Huttball is easily the greatest thing in SWTOR pvp, a version of that game type for GW2 would be amazing.

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Posted by: yanchoy.9176

yanchoy.9176

I think in-game build draft would be a nice mode, wherein:

1. Traits are picked in-game
– No profession-specific traits
– Select from a pool of random traits (not all traits are available)

2. Stat points are allotted in-game
– Only basic stats can be upgraded

3. Skills are picked in-game
– Each skill has a corresponding Fn skill
– Select from a pool of random skills (not all skills are available)

4. There is only 1 stock available for each jewel
– 10 jewels, 1 stock each, pick fast or qq

5. There is only 1 stock available for each amulet
– 10 amulets, 1 stock each, pick fast or rage q

6. There is only 1 stock available for each sigil

7. There are only 6 stocks available for each rune

8. Bring your own weapon
-Weapon skills are still dependent on your profession

9. Hobosacks can be toggled to show or destroy with fire

So in this mode, it takes approximately 42 hours before everyone can finish drafting their builds, for a game that will last for 5 minutes \m/

/Snow white and the 7 dwarfs and their wives

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Posted by: Abe Kleine.3568

Abe Kleine.3568

  • Unlocking Skills, Traits, consumable, bundles, and ect.

No No No No.

STOP this right now.

The MAJORITY of us HATE unlocking things in sPvP.

It’s not fun and it is not fair.

No… just no.

He’s talking about MOBA stuff, like your things are locked at the beginning of every round and you gradually get stronger the more you play, were not looking to make you unlock new things by forcing you to play a game mode.

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Posted by: Abe Kleine.3568

Abe Kleine.3568

Hey I appreciate all the feedback and suggestions we have gotten on this topic! I have seen people refer back to the original CDI thread we did awhile back and I appreciate that as well.

My goal here was to spark intelligent conversation between the community and myself with perhaps a newer audience then when the original CDI went out awhile back. I also will say that I am glad to see that people participated in this thread and are still here from when the original CDI happened. Thanks everyone for keeping this constructive!

Let me set up a quick recap of the thread so far:

  • You guys/gals seem to really like the idea of a MOBA style game mode
    * Unlocking Skills, Traits, consumable, bundles, and ect.
  • An idea about cap points that can be captured but then reset to address the problem with bunkers and stagnate point defense
  • GW1 Jade quarry and Fort aspenwood
  • Arenas 2v2 3v3 5v5
  • Attack/Defend map with rounds
  • 500 points doesn’t feel like a fun or rewards goal to hit in PvP
  • Free for all Arena
  • Trait/skill restriction game mode

Hit the hammer on the head if I do say so myself, these are some great points. A big reason why my friends don’t play sPvP is the lack of diversity in game modes, it’s control points or TDM and thats it, with more variety you’ll have plenty of people coming in and having fun. I do love my fair share of sPvP CP but after a while you start wanting more, hope you guys take these ideas and make them into something astounding in the next couple of months, it’s forum posts like this that revitalize my love for this game