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Thread: unchained world pvp zones

  1. #1

    Default unchained world pvp zones

    point of thread is to describe a working semi ffa pvp environments without the current issues underlying open world lack of popularity.

    wich are unconsensual pvp where people trying to pve just get attacked while trying to pve and total lack of rewards/incentive to do any open world pvp or to go in pvp enabled zones/servers, horribad cryminal system wich ruins pvp.


    basics of zones

    .no guards and only lvl80's allowed to enter

    .perpetual night time with lighting like dragon spine dark night

    .upon entering you have extended shield of risen in the zoning area where you can pick up 11 pve quests rewarding 50 moas each+caravan bag, the eleventh quest rewards 5 rare tokens and lets you choose between blue magic potion or combat rating potion upon completing the other 10 pve quests successfully; all these quests daily repeatable quests on a billboard at entrance.

    .upon entering you may choose to join a contender side for control of an area inside zone, each side can have max 12(or even 24) players, and only contenders may capture flags.
    contenders can only kill or be killed by oposing side

    .pvp quests to kill 10 people in the zone with daily cooldown granting 2 campaign badges

    .1 area of zone to defend or conquer granting pvp xp for capturing flags inside it and holding them for 2 minutes exclusively while under atack, if there is no fighting no xp or any gains at all, rewards 5 conquest trophies each 2 minutes of holding a flag/cap point.

    .upon entering zone you get maxed out aa's and pvp gear, this would require a revamp of current pvp gear as a whole because while some classes get extreme power with pvp gear others get gimped by pvp gear and not to mention the total inadquate state of all pvp weapons.

    .10 epic lvl85 npc's will aid in defense/atack wich respawn every 3 minutes and target oposite contenders

    .pyre system from cimmerian end each of these zones to sacrifice body parts

    khopshef province

    upon entering you can talk to an npc of the free slaves or the stygian army.

    caravanserai with a destuctible main gate, inside arena gate and an added gate near rez pad area entrance to town.
    adjacent to each of these gate a capturable flag and siege camp where siege weapons can be deployed to destroy gates; as well inside gate siege defense weapons at roofs 1 close to each gate

    conarch valley

    upon entering you see a vanir captive and a moragh sentinel, talking with them will let you ally with the vanir or the moragh

    chieftain dwelling
    inside a flag to capture and hold

    clan moragh settlement.
    flag inside tavern
    falg behing main gate with added destructible gate door siege camp out side and siege defense weapon on the inside pallisade

    on choosing the vanir side you get teleported outside of main wall to vanir controled area.
    pve players or others not contending will need to sneak past settlement to outside area to do their quests .

    wild lands of zelata

    upon entering you can join the nemedian or tesso city defendors
    tesso

    is extremely ill defended against any organized offensive, should prove fun to defend the undefendable.
    3 flag points to hold, 1 on top of tavern, 1 inside mitra temple, 1 by npc keyx inside harbor warehouse.

    this content should be available for premium players only. to encourage pvp'ers to actualy subscribe and not be just f2p doing minigames watching eachother in hub cities.

    key idea is reward pve'rs daring to quest in ffa pvp environment as well as have actual open world objectives+content working in a mix of consensuality fairness and providing rewards for all.

    joining an unchained zone giving rewards for solo pvp'rs, pve'rs and team pvp'rs.


    criticism welcomed.
    ranting not welcomed.

    cheers.
    FORUM PVP LVL 10

  2. #2

    Default

    Cool..
    Funcom must hire you as pvp coordinator..

  3. #3

    Default

    How do you want to avoid that big guilds dominate the zone by short pvp and then keep doing the pve quests to avoid being ganked in northern grasslands, kk and chosain? (like with Bori)

    Maybe link the pve rewards to the kills and enemies happening in the zone?

    Or move the rare token reward to the pvp quests?

    I would also not make it premium only, but rather add a temporary access option via the shop.

  4. #4

    Default

    Quote Originally Posted by Kurt2013 View Post
    How do you want to avoid that big guilds dominate the zone by short pvp and then keep doing the pve quests to avoid being ganked in northern grasslands, kk and chosain? (like with Bori)

    Maybe link the pve rewards to the kills and enemies happening in the zone?

    Or move the rare token reward to the pvp quests?

    I would also not make it premium only, but rather add a temporary access option via the shop.
    premium only enough f2p pvp'ers not giving any money to game, but cheap access to zone would be profitable.

    if enough people try join contending for dominace part of map and its already full new instance generates and teleports people who sign to new instance, that is one of points of player cap.

    also nothing wrong a guild going in zone with enough players to fight itself, its intended to add pvp content not be simple solo player content, for that solo ganking on people trying to quest+ kill 10 players in zone+pyre system would do the trick for solo and small groups ganking or trying to quest.

    a guild entering to try and dominate wouldnt gain pvp xp by avoiding pvp they might achieve to secure by numbers safe questing, but on the mini siege part if they dont fight each other no pvp xp and the npc's atacking oposite team would help prevent people trying to exploit it and only actual player capturing would grant pvp bonuses.

    besides at least this would be an atempt to actual pvp content not fail farm nodes bori crap.
    Last edited by noite80; 20th August 2013 at 17:43.
    FORUM PVP LVL 10

  5. #5

    Default

    That 5 campaign badges per 2 minutes of fighting will be horribly exploited unfortunately.

    I like where you're going with this though.
    Baneric / Munok / Johnkruk / Tomjones / Elgranorgo

    US first kills - Arch Lector Zaal, Bat of Nerd Rage, Emperor, Cloud, and Entity.

  6. #6

    Default

    Quote Originally Posted by Erock25 View Post
    That 5 campaign badges per 2 minutes of fighting will be horribly exploited unfortunately.

    I like where you're going with this though.
    how long you think would be fair to reward with tokens while fighting?
    part of having npc's atacking on both sides is to prevent exploiting.
    FORUM PVP LVL 10

  7. #7

    Default

    Quote Originally Posted by noite80 View Post
    how long you think would be fair to reward with tokens while fighting?
    part of having npc's atacking on both sides is to prevent exploiting.
    Tough question. Personally I think accepting that people will exploit is a necessary evil that has to be accepted for the sake of fun. The campaign badge gain should be no more than two every two minutes though.
    Baneric / Munok / Johnkruk / Tomjones / Elgranorgo

    US first kills - Arch Lector Zaal, Bat of Nerd Rage, Emperor, Cloud, and Entity.

  8. #8

    Default

    what clearly slipped my mind is that this is too simplistic.

    maybe best approach would be by each side given quest objectives reward each side diferently as they unluck each step of quest.
    something like atacking team gets quest to destroy gates awarding prowess xp only and when actualy breaching and killing 10 players 2 tokens update on quest and then 2 tokens each flag capped and held while under atack, with quests only updating by actual damage received or players killed/died during the flag was held.
    FORUM PVP LVL 10

  9. #9

    Default

    Steplike quests would also allow for smaller groups really disturbing big guilds trying to dominate. For example they would have no chance to (with Bori terms) get many body parts or an altar (and thus limiting the motivation to enter the zone and spend time being farmed), but they might intercept a transport or disrupt a quest (so if they see a certain guild or player in there, they might zone just to antagonize and have a chance to do that).

    And the rangertracking problem could be solved by adding "track spots" (npcs, dummies) that would count against the targets, thus limiting the range according to zone design.

  10. #10

    Default

    without a doubt unchained open world pvp zones would counter all game faults.

    why?

    . it would bring incentive and reward for people doing pve in a ffa pvp environment.

    . having all people entering forced into using pvp armor(wich still needs a revamp given its unbalanced) would even the score along side granting all aa's upon entering.

    . having pvp kill quests+ pyre system would provide suport for open world pvp.

    . adding small capturable places within zone would provide an alternative to have open world siege like activities.
    -------------------------------------------------------------------
    now what is plain to see is people dont want this because it fixes unfair open world ganking wich people are still to afraid to even discuss it and tag discussing it as plain tabu when its main cause for new players coming to pve servers.

    one day i hope funcom finaly realizes the truth and makes open world pvp zones like i described, pvp servers are dead due to systemic lack of content and plain failure of ffa no consequence system, on both pve and pvp servers you have the exact same pvp content.

    and while bori remains ingame pvp lvl's have no meaning any nolifer can just farm quietly without any pvp his pvp lvl's.
    FORUM PVP LVL 10

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