Sliverspark Posted May 10, 2012 Share Posted May 10, 2012 Star Wars: The Old Republic Suggestion Box Ilum PvP Changes What follows are proposed game system changes specific to world player-versus-player (PvP) gameplay on Ilum. The main focus of these designs; are the player’s fun-factor. Essentially, these changes will give the player an exciting PvP experience outside of Warzones. The goal is to bring the focus of PvP away from an arena-style system, and more towards a free-form system that is fun for players to engage in. The reason being that Warzones; specifically grinding Valor Rank and obtaining high-level equipment; can be extremely tedious and disappointing for a player. This culminates in the player losing interest in both PvP, and the game in general. In a perfect system, Warzones and World PvP would be equal in player participation. Philosophical Points NOTE: These are general philosophical points not specific to this particular design, but should always be followed when creating new game systems. 1. Increasing realism without sacrificing fun-factor or gameplay. Realism in a game hits home, because well, it’s REAL.Ex. A Force User wouldn’t die from a 50 foot drop, they would use the Force to slow their fall, or simply have decreased falling damage because they can use the Force as suchIn reference to point A – We all talk about being mesmerized by Star Wars at a young age, and loving it the same at an older age; because seeing real actors, real people in a Star Wars movie speaks to people 2. Decreasing or “masking” the ‘grind’ without sacrificing fun-factor or gameplay. The ‘grind’ in a video game can be described as a point in the game when the player feels as if they are working to play the gameMore rewards to lessen the grind – bonus experience for filling Codex entries is a good example of this, build on thatThe player needs to feel like they are having fun, always. The point of any game, be it board, handheld, video, or otherwise; is to enjoy oneselfPlayer thinks, “I have x amount of experience to gain a level”. Make them think, “Wow, I didn’t realize I gained y levels”. 3. All game systems should be ridiculously addicting for the player in order to keep their interest. The more fun it is, the more consistently the player will playFun, engaging, and familiarly innovative combat should be held as the MOST IMPORTANT part of a MMORPG because players essentially spend the most time doing itSecond, and tertiary, etc. game systems should be held on an even keel with combatFun-factor is, and WILL ALWAYS be what a video game is about. If you want to write a good story, go work in Hollywood or be a novelist. Take a look at recent popular games – Farmville, Angry Birds, Minecraft and others. They are popular because they are fun. 4. Innovate Simplicity and Innovate Complexity without Player Dissolution Some of the best games ever made have extremely simple concepts, like Tetris. The simplicity is stacking the blocks; the complexity is how the blocks are structured, (I.E. L-shape, Square-shape, etc.)The point here is this: Make game systems simple to make them fun; then make them complex while still keeping them fun for player interest. Blizzard does a good job of this by updating their combat system constantly; that is just one game system however Don’t innovate so much that your player doesn’t even know how to play. Don’t alienate themInnovate and evolve. Eventually, all players will lose interest if they are putting the same puzzle together every day for 8 hours a day Ilum World PvP Overview A PvPvE system introduction to keep players interestedHow to Capture and play the scenarioList of Quest Integration/Rewards/Capture Bonuses, etc.Examples taken from the opening scene of “Episode V: The Empire Strikes Back” and the Ewok battle scene from “Episode VI: Return of the Jedi” The PvPvE Style System – NPC’s & Artificial Intelligence NOTE: This design is loosely described here; please refer to the “Smart NPC’s & Artificial Intelligence” section for an in-depth explanation of the design. A PvPvE system keeps players interested, and also always allows players from different time zones the option to participate without high player populations. In order for this system to work, the NPC’s must be created as if they are players. This means that AI, as well as gear, and advanced classes should be a spot-on clone of a human player. The idea here is to trick players into thinking they are fighting against actual humans, not just a CPU; and to keep the PvP challenge rating high. This keeps the player on their feet, and presents them with a new challenge never before seen in other games in the genre. These are the bare bones of the game system. Obviously I cannot calculate specifics such as NPC difficulty level and such without the proper numbers. All NPC’s (except those at main faction bases furthest north and south) are human player clones. The design goes as far as using a random name generator, player obtainable titles, player gear, etc.NPC’s will spawn when events are triggered by human players, (such as a base being attacked, or calls for reinforcements) and may freely roam between capture points on foot or in a vehicle (if the NPC’s AI gives it a reason to)Actual number of mobs spawned is dependent on the number of active players in the vicinity of the baseNPC classes are based upon player advanced classes save for one difference; they have an ability that allows them to immediately break combat, spawn a speeder and attempt to drive away if they feel they are overwhelmed and need to retreat – they can however still be killed after this happensType of NPC’s spawned is completely random. Design as if 8 human players queued for a warzone, (I.E. there will not always be healers, or tanks)NPC AI grows smarter the longer it takes human players to capture the base. At this point they do not spawn randomly, but spawn based on the attacking team’s Ops makeup. Taking healers, tanks, and DPS into consideration The PvPvE Style System – Siege Vehicles **Reserved until Vehicle Combat Designs are written** How to Capture and Play the Scenario Bases are heavily fortified and will spawn NPC’s immediately after being attacked from the outside. Defender base turrets are able to be fired by both players and NPC’s. If a turret is not occupied by a player, an NPC will jump in it; but will vacate the turret if a player attempts to use it. Siege vehicles will also spawn inside the base when attacked. Actual number of vehicles spawned will be based upon actual offensive players in the vicinity. These vehicles may be used by both players and NPC’s on either side, offensive or defensive. NPC’s will vacate vehicles should a player choose to occupy one. You will also notice environmental hazards that add to the player’s immersive experience whilst capturing the base which are described in detail below. There are 3 bases that reside in the Ilum PvP sector, north, middle, and south. They are located in-between the Imperial and Republic headquarters (furthest north and furthest south areas of the map). In order to capture a base, the attacking faction needs to have 1 player from each base class present. Each class has a role in base capture which more or less requires using a capture point such as one found in the Denova Warzone. To avoid confusion; capture “abilities” are unique to Ilum PvP bases only – all they really are, are new animations. NOTE: Cast times can ONLY be interrupted through the casting player’s death. PHASE I Capping the outside walls (outer wall doors) requires an Operative or a Smuggler. There is a 1 minute cast time (this may need to be adjusted for balance purposes) which can be reduced if multiple Operatives/Smugglers click the capture console at the same time.A new animation (please do not rehash old animations - that’s boring for players and lazy for a professional, this applies to all new animations); during cast time is described: similar to an Operative/Smuggler out of combat regeneration ability with bright colors that can be seen from a distance as to alert player defenders outside the base walls.A new animation for cast time completion is described as: the player taking their gun and smashing the console. Damage from an electrical explosion on the console applies to players of both factions too close to it when the cast time completes – this can kill a player who lingers too long and is present to give the attackers/defenders an advantage. This AoE effect can only be applied by one player. PHASE II Penetrating the base complex (central building within the outer walls) requires a Bounty Hunter or a Trooper. Same as above applies.A new animation during cast time is described as: removing the player’s helmet, taking a kneeling position, then shooting heavy weaponry/missiles from a distance on the door until it explodes. A new animation for cast time completion is described as: the player shielding their face with their arm and quickly popping their helmet back on. Damage from a fiery explosion on the door applies to players of both factions too close to it when the cast time completes – this can kill a player who lingers too long and is present to give the attackers/defenders an advantage. This AoE effect can only be applied by one player. PHASE III Inside the complex, there is one last security door that must be breached by a Sith Warrior/Jedi Knight. Same applies as above; adjusted cast time, time bonus for multiple players, etc.A new animation during cast time is described as: a lightsaber melting the door from the inside out, (as seen by Jedi Master Qui-Gon Jinn in Episode I: The Phantom Menace). A new animation for cast time completion is described as: The door being Force Pulled backwards into the corridor. Damage from the Force Pull on the door applies to players of both factions too close to it when the cast time completes – this can kill a player standing in the middle of the corridor and is present to give the attackers an advantage. This AoE effect can only be applied by one player. PHASE IV Deeper inside the complex resides a power core that must be blown up before final charges can be placed. This requires a Sith Inquisitor/Jedi Consular. Capture details apply from above.A new animation during cast time can be described as: An Inquisitor casting Force Lightning on the core that appears to damage the caster themselves (but does no real damage). A Consular using a Force Implode ability that appears to suck energy from the core and into the caster themselves as the core implodes (again, this does not damage the player). A new animation for cast time completion is described as: For an Inquisitor, a bright flashed explosion with Force Lightning bolts lingering on the player for a few seconds. For a Consular, a Force Push such as the one seen by Jedi Master Satale Shan in the “Hope” trailer, with debris lingering in the air for a few seconds. AoE damage can only be applied here if a player jumps, or is pushed/pulled/grappled into the power core area at the exact moment it explodes.At this point, any player (non-class specific) on the attacking team can place explosive charges inside the base complex (a certain area inside the base complex is designated for this). There is no cast time for the charges and they cannot be disarmed. Before this final stage, defending players have been given more than enough opportunities to thwart the attacking team. Adding a disarm feature to the final explosive charges at this point would imitate an infinitely-timed Voidstar Warzone match (assuming there is a strong defensive player presence; even if there isn’t, there should not be a cast time of the charges, nor should they be disarm-able for continuity reasons).Once a total of 10 charges are placed a designated countdown timer to complete capture is initiatedPlayers caught inside the actual base complex when the countdown expires will be instantly killedIt takes approximately 30 minutes for the base to “respawn” for the capping faction (actual respawn time needs calculated) after it has been destroyedA final wave of NPC’s containing 1 of 25 different bosses and strong NPC’s based on attacking player population actually inside the base is spawned outside the base complex after the countdown is initiated. This final spawn is based on variables during the entire base capture, see List of Quest Integration/Rewards/Capture Bonuses, etc. for details Target Time for a Single Base Capture: 10-15 Minutes List of Quest Integration & Capture Bonuses; Etc. Daily quests for both factions can be obtained from the appropriate headquarters located at the far north and south areas of the Ilum World PvP map. Daily quests on Ilum award commendations that can be traded for Ranked Warzone; or Warzone Commendations. Daily Quest for capturing a baseBonus Quest for killing x amount of NPC’sDaily Quest for killing a Boss NPCDaily Quest for destroying a Siege Vehicle Capture Bonuses are described as bonuses that award Valor experience during the course of the base capture. These are randomly-generated mini-achievements that players will never know how to achieve. This encourages player participation and quick base captures so battles do not become drawn-out. Having them be randomly-generated adds continuity and verisimilitude to the game. Referencing Philosophical Point #4 – the player never puts the same puzzle together, it is different every time. Because a player never knows how to obtain a Capture Bonus, MOST of them should not be difficult to achieve. On another note – capture bonuses are just like warzone medals except they can be both group oriented, or single-player oriented and a player never knows what they are. Why New Game Systems Need to be Introduced NOTE: This is not a rant, insult, or an attempt to troll. It is simply extra information that needs to be shared, and realized. In order for things to continue moving forward the issues below must be addressed or the game will fizzle out within it's first year of release. It's no secret that people are leaving this game. You log on to any server, and you will find area populations far below what they were the first 2 months after release. It is nigh impossible now to even find a group for a regular Flashpoint, let alone a hard mode one. PvP queue times can also be upwards of an hour, or more. Server transfers will not help this. A more advanced group finder will help this, but will not fix the issue directly. Players need a reason to play this game, and they also need tons of end-game content to keep them active. At this point, as quickly as people are losing interest; revolutionary, fun designs need to be implemented just as quickly. People aren't having much fun playing SWTOR, and are moving on to other games. SWTOR features a lot of cookie-cutter MMO designs, but unfortunately, after 10 years of seeing other MMO's copy Blizzard; and also the success of Blizzard: People are looking for more, something new. But don't alienate them with new designs. Understanding the state of a game is key in making it better for everyone. No one wants to see this happen, especially a developer. Don't deny the inevitable; ask yourself why things are going this way, why those players that were subscribed, un-subscribed. A large part of the issue is the end-game content; there isn't enough of it, and people have played this scenario before. There always, ALWAYS needs to be continuity and verisimilitude in an MMORPG, more-so existing in the end-game than anywhere else. Players leave because they get bored of doing the same thing over and over. Take that variable out, or push it as far away from players as humanly possible and you're on the right track. A lot of people continue playing because they see the potential of this game, and that's all you need. Execution of that potential will make or break it. I will also note that I, myself am not a professional game designer (yet). I think of game design as an art form and I don't write them for anyone but myself and the player, and I will never sacrifice that. A lot of people won't understand this, or the reasoning behind it. To explain it simply; being a game designer, a musician, a painter, a novelist, etc. should never be about money, or getting famous, it should be about taking your talent and sharing it to the masses while being true to yourself. It may sound egotistical, or self-righteous, but it isn't. That being said, the design outlined above won't stray much from it's originality; so don't waste time trying to incorporate other design elements - and I say that humbly. Feedback on exploits/flaws or other issues are welcome. Please feel free to give your CONSTRUCTIVE criticism. Link to comment Share on other sites More sharing options...
Sliverspark Posted May 10, 2012 Author Share Posted May 10, 2012 *Changed from original to change topic title* Link to comment Share on other sites More sharing options...
Nemenik Posted August 22, 2012 Share Posted August 22, 2012 (edited) Outstanding ideas. No idea how no one else didn't jump on this post and support it. Edited August 22, 2012 by Nemenik Link to comment Share on other sites More sharing options...
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