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Have an idea for a Warzone? Share it with a Dev!


AlexModny

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That would be a lot of fun, especially if the map was very labyrinth-esc! How would the winners and losers be determined? How would the rewards be determined? The player that infected the most amount of healthy players? The player that survived longest? :rak_02:

 

I can see this as a survival type of game. Your suggestion to combine this with a labyrinth map seems really fun. What could be even more fun is a labyrinth that changes throughout the match. Changes to the maze can be influenced by both factions to benefit their side. You already have a somewhat similar mechanic that can be modified for this purpose. That is the bridge expanding in the Voidstar Warzone. It would incredibly fun to remove a previously existing bridge while the enemy team is crossing it. :p

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Maybe in order to make VIP something fun to do, the character selected as VIP has their abilities and gear switched out to a specific set, with fun to use abilities that are standardized? There might still be a difference with the player's experience level, but that would always be an issue. Maybe make them a special assault soldier who gets a huge rocket launcher to shoot at people and has to destroy something at the end of the escort?

 

While switching out the abilities would be a more involved engineering task it would be really fun! A set of abilities only the VIP had. Should the abilities be more powerful than normal abilities so the VIP is a force to be reckoned with? Or should the VIPs be more support/less DPS focused and rely on their teammates for survival? :rod_confused_p:

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-Four nodes arranged in a diamond

-Spawn points E/W so each team has one natural node.

-Points are gained by controlling nodes and kills

-Controlling a node is accomplished by outnumbering the opposing team at a node

-Each node has ~15m radius to stay inside that constitutes control

-If there is nobody at a node it is not controlled and does not give points

-When there are equal numbers of each team at a node it is contested and no points are gained by control

-Stealth players may control a node while in stealth but may not contest (if they are guarding a node solo the team receives points from the node but as soon as an opponent enters the area control reverts to the opposing team until the stealth comes out of stealth at which time the node is contested).

-Point allotment from nodes and kills and node "point tick rate" as well as points to win are open to testing for desired game time.

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As long as some of WZ referes to OP(ancient hypergate,novare coast), it would be nice to have some WZ maps of Darvannis, Oricon. Also, more WZ modes should be added, like Deathmatch(16-16), and stronghold siege( well known for WoW). And I think, it would be great to find a way to combine PvP and PvE content(something like an instance with one team defending NPC and the other attacking it). And remember Colicoid Wargames. Imagine: we have two teams which both must fight their own separated ways through some PvE bosses to face each other in the last chamber, then kill last boss together and then - fight for the loot. Or maybe they can fight each other and try to kill the boss simultaniously. Both teams must act according to some timer which is forcing them to improve their playing skills. And of course would be nice to have a combination of WZ and Starfighter matches. Players must fight through orbital defence of a planet fot example to reach a battlefield or on the contrary they can fight on a battlefield to reach a spaceport and then they must fight through the orbital blocade to evacuate.This may be refered to the main game story.
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So....Alex, after a week of listening, how long before we see action by Bioware? How soon will you address the players on what your final plan is given these suggestions? Or will this be another one of those polls like "Which planet do you wanna see next" that fades into obscurity?

 

Queshball was teased in August iirc. August to April is what, 8 months?

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I always thought the Infiltration section of Scum and Villainy was a cool mechanic. I could see turning it into a WZ like this:

 

First, it would be two rounds, like voidstar, first you defend, then you attack. There would be 3 objectives (kill an NPC, plant a bomb, sabotage a ship, etc) to secure on the map for any match. The objectives would be pulled from a set of like 10, so that matches would be different. The objectives would not have to be secured in any particular order, and there would be multiple paths (some open, some more or less concealed) to each objective. The objectives would be revealed to both the attacking and defending teams at the beginning of the round, so the teams could plan a strategy. The defending team would always be given a head start to get to the objectives at the start of the round only. The objectives would have features that significantly, but not overwhelmingly benefited class types, for instance, one objective could be surrounded by numerous pillars that would make maintaining los difficult for ranged, and another objective may have a 'bunker', which, when occupied, slowed any enemy character within 15 meters of that bunker. I think maybe speeders (whether you had one yet or not) would be available to use because of the size of the map. Each round would have an 8 to 10 minute timer. Winner and loser would be determined by number of objectives won, then by how fast if tied, then by who knows what.

 

I think you could have a ton of strategy: how do you split up teams, do you just abandon an objective to help secure another, do you try and ambush the attacking team on the way to an objective, etc, etc..

 

If it were designed in the right way, new objectives could be 'plugged in' to the rotation over time without having to do a whole new WZ map.

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'Teamwork' is not an objective.

 

In a VIP game mode, teamwork is the objective.

 

The objective isn't to defend a node or score a Huttball, but to actually defend a teammate from attack. That makes teamwork the direct objective, since you are forced to defend the teammate that gets chosen as a target. In everything beyond VIP, teamwork is only a means to accomplish the objective and thus people do not learn it as well unless they have overcome that little jump in understanding.

 

Don't really see how you can muck that up, fairly simple concept. But considering how you also didn't have a retort in your "shot in the foot" comment about arenas being only "kill the other team", it's not very surprising that you can't seem to comprehend how to improve a standard of skill.

 

Then again, having a set of WZs that only seems to emphasize DPS roles over anything else, it's no surprise nobody knows the real value of the three roles in PvP, and why a tank healer combo can play god in a random queue full of ignorant DPS.

Edited by ZooMzy
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In a VIP game mode, teamwork is the objective.

 

The objective isn't to defend a node or score a Huttball, but to actually defend a teammate from attack. That makes teamwork the direct objective, since you are forced to defend the teammate that gets chosen as a target. In everything beyond VIP, teamwork is only a means to accomplish the objective and thus people do not learn it as well unless they have overcome that little jump in understanding.

 

Don't really see how you can muck that up, fairly simple concept. But considering how you also didn't have a retort in your "shot in the foot" comment about arenas being only "kill the other team", it's not very surprising that you can't seem to comprehend how to improve a standard of skill.

 

Then again, having a set of WZs that only seems to emphasize DPS roles over anything else, it's no surprise nobody knows the real value of the three roles in PvP, and why a tank healer combo can play god in a random queue full of ignorant DPS.

 

Like, for srs?

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In a game where the emphasis is on the ability to strategically allocate team members, focus fire, guard, defend, peel, coordinate CCs, gear level, class synergies, etc., pitting teams of preselected players with VOIP against random groups of pugs in reg wzs is beyond stupid. It ensures negative game play experiences for a large majority of players and is simply bad business practice.

 

There have been threads 1000s of pages long containing many suggestions going on for months about the subject. Since Bioware hasn't bothered to even respond there is no purpose in providing more suggestions. Farming or being farmed results in the same subjective experience for the player no matter what the warzone. So why bother creating another. It's pointless until they institute match making.

Edited by MotorCityMan
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Please make sure you understand that this is not a vote. Even if there is a consensus on a specific idea that everyone wants that is no guarantee that we will develop it. Also there is no guarantee that we will develop an idea that is suggested. We want to gather ideas on what you want from the next warzone so we can make something ya'll want!

 

Is it just me or did this dev just go full ####### ?,because you should never go full $###$$.

first you say that this is not a vote and even when everybody agrees they want 1 thing you say there is no gurrentee it will actually happen. ( I already lost you at this point, but oke let´s continue). Then you ask us to give you all our ideas so that you can make something we all want. Now is this just me or are you kinda contradicting youself here?

 

maybe if would get some devs of cartelmarket designing and into developing more content, this game could have a chance of surviving the release of wildstar.

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Are you guys really that scared of a couple of NPC traps messing up your PWNZORZ?

 

All this no NPC stuff is silly. Every hazard in PvP maps IS effectively an NPC. If I had a line of mobs that did a slow dps on you like a dot and made them immune to you effecting them you'd have huttball acid traps. A single mob that stood in one place and hurt you a ton but only every once in awhile? Fire trap. If I made a fire trap move would it be an NPC then? How about give it a face and body? Oh that's the issue.

 

I want more ideas on warzones. THANK YOU to everyone contributing new WZ ideas.

Can I get a WZ. That simulates this thread? Plz thx.

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I bet a dota/moba themed warzone could be adapted for swtor.

 

And most important, why can't you choose which wz you want to play why its always random. I dont like 4 vs 4 for example.Please add achoise.

 

You originally could choose which warzones you queued for. That resulted in huttball all day every day...for like a month or two.

 

But I agree. Arena's should be split from the other warzone queues.

Edited by Vinak
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I'll share my warzone idea because I love this game and I feel happy to help with ideas for it to grow ^^

 

I would love to see more historical battles in the war between the republic and the empire. Arenas and Huttball are good but I think we are getting away from the real war between both factions.

 

Here's one example about what I have in mind, If you people liked my little drawings I will totally draw more lol:

 

The Package

 

THE MAP:

 

Map Drawing:

http://oi60.tinypic.com/i2veb6.jpg

 

The map (can be made two maps) focuses an Imperial/Republic Security Outpost, depending on who is the defending team (In case two maps are made which would be awsome).

Where one man who holds important intelligence form the Empire/Republic (again depending on the def. team). (In case we cant have two diferent maps at least change the textures so it looks as a different building)

The areas on the map could be:

  • The Gate: Located at the south of the map, Composed by a Shielded Gate with its shield generator and a blocked Passage trough a mountain with a drill ready to break trough. Some plains, hills, some trees and rocks that can be used to lose your enemies while they are after you.
  • The Entrance: A plaza with some stairs, barricades, banners and battle ready turrets protecting the entrance.
  • The Outpost: A two floors building with a main hall with some big pilars, stairs and maybe some debris that would work to make tricky moves while fighting on the area.

(If you wonder why my drawing looks like Alderaan its because the main idea was to assault an important building of House Organa or House Thul in order to capture or neutralize an important member of the family, but I remembered we already have a Warzone on alderaan so the planet can be changed and the story could go as follows.)

 

THE STORY:

One of the factions captured an officer with classified information about the other faction. And is being hold on a security outpost while he awaits his extraction to the capital world where he'll be interrogated.

An assault team is dispatched with the orders to rescue or silence the hostage.

Once in the ground they have two options to break into the outpost:

A secret passage on west trough a mountain that can be opened by repairing a drill there.

And by shutting down the east shield generator which will bring down the gate's shields.

After entering the outpost's surroundings they have two new objectives to enter the building:

Deactivate the main entrance turrets with the panel on the west.

Or detonate a bomb on a secret passage on the east.

After entering the outpost they must proceed to secure or neutralize the package.

The inside features two floors, the 1st floor holds the office where the hostage is being held, along with a terminal to slice the door open and secure the hostage.

The second floor holds the main security wing where they can sabotage the office defenses and kill the hostage.

 

THE SPAWNS:

The spawns here can be changed depending on how the players progress trough the warzone.

For example, if the Drill was used to enter the outpost the spawn point must be on the drilled cave. If they disabled the shields the spawn point could be on a room near the main gate.

Same for the Stage two objectives. If they used the secret entrance the stage 3 spawn will be on the 1st floor passage. If they disabled the turrets they start on a room near the main entrance on the second floor.

PS: The turrets on stage 2 since they are protecting the defenders' spawn they must kill any attacker who gets near so we avoid spawn camping. They get disabled if the attackers use the turret controls to proceed to stage 3. If they use the package the turrets wont have further use so you can let them be or have them destroyed by some bombardment or stuff.

 

OTHER NOTES:

I was thinking of it like the Voidstar Warzone progression I guess, but what I think that makes this warzone special is that the two captureable objectives can change the way you solve the warzone making it a little different each time you play. You can start by deactivating the gate's shields, then taking the secret passage and killing the hostage. or using the drill, taking the passage and kill the hostage, or shields > turrets > kill hostage, shields > passage > secure, drill > passage > kill, drill > turrets > secure.

Get er dun Bioware. I really like this idea. Like a more advanced version of Voidstar. I am a sucker for changing of events. No two Warzones are the same kind of thing. +1 Good sir/ma'am

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More than just a warzone, but an innovative never before seen warzone and a really impressive answer to ending any and all complaints on wanting more end game content and upgrading the quality of life elements, on top of being completely PVP - ALL IN ONE solution, right here.

 

**CANTINA BRAWLS**

 

Enemy players would have to sneak into already existing enemy bases to get to an enemy Cantina. This would mean they would have to either sneak pass or defeat NPC's and defending players to get to the enemy Cantina. This alone is fun (for invader and defender), especially if there is a real reason to do so.

 

Once there, they would be safe and can not be attacked unless they accept a challenge. The enemy player can then also use the enemy Cantina's quick travel point after reaching it for the first time, to come back at a later date, as they choose, when they choose. This assures that only high level players can participate in invading. Lower level players can aspire to get to this type of action in the future, as they see all the action in their local Cantinas.

 

If more than a given amount (3 or 5 or 10) of guild members reach the same Cantina, their Guildship will get a special Cantina Brawl Terminal, which will Quick Travel any one of their members to the already invaded Cantina. This can be unlocked automatically or available to unlock after the Guild meets the requirements.

 

Once at the enemy's cantina, players can sit on Cantina chairs (damn straight) and challenge enemy players in Pazaak, 2 or 3 different types of Holochess games (ie. Ancient Typhon Monsters, Droid Wars, Jawa vs Ewok) or a traditional duel and ONE ON ONE GSF MATCHES!

 

[Note: DeJarik is the Holochess game we all know about, and there is already an emote of it in SWTOR. But is that really proper? It's true that its origins are forgotten, but this is still eons before ANH. Which is why we should have 2 or 3 or more Holochess themes that are not Dejarik, in my opinion. And Ancient Typhon Monsters inspired from "Dawn of the Jedi" would be more fitting. Droid Wars and Jawa vs Ewok would be an insane addition to Holochess themes. The players will wet their pants.]

 

Enemy players can also drink together. These drinks would have different effects on different classes. For every class, it would negatively mess with your stats, speed, Pazaak cards/Holochess pieces (probably not) and abilities. After 20 minutes or 15 minutes, everything goes back to normal, except for the smuggler and bounty hunter, whose stats would then become boosted in GSF for 24 or 12 or 6 hours after being in the Cantina for 40 minutes with messed up stats - to encourage those two classes to hang out in Cantinas longer, to help it feel like a real Cantina. Other classes can also get GSF boosts or general PVE/PVP boosts and new Pazaak cards through Pazaak and Holochess games only. Smugglers and Bounty Hunters get boosts in both of those ways, which means they will have the advantage. But those advantages are used outside of the Cantinas, not effecting most of Cantina PVP, except for traditional duels. Brawling/duels while under the influence of drinks with messed up stats and abilities, gives special boosts to the winner, which gives players a reason to fight while on the "violet milk".

 

You can get rare Holochess pieces and sets or new themes (ie Hoth wildlife vs Tatooine wildlife) through the Cartel Market. The creatures already exist on many planets, and planet vs planet isn't a bad idea. But Ancient Typhon Monsters in my opinion would be the jump off.

 

You can also "Perform Battle" on stage in a guitar hero type of match. This can be one vs one or better yet group vs group where more instruments are being used. Yes, I said ... instruments. Personally, I wouldn't be into that myself but it is a genre people like and would be a pretty epic mini game and a welcomed addition for the Cantina and end game content.

 

You would get ranked and titles for each Cantina and epic mini game, to help spread out the action.

 

This would pretty much shut everyone up on end game content and fix the problem of empty Cantinas, forever.

 

So to wrap up, this would be utilizing much of the stuff already in game, like Cantinas, bases, planetary creatures, quick travel terminals. But would require allot of work to develop Pazaak cards, multiple Holochess themes, new drinks, musical instruments, working chairs, etc. But I just have this gut feeling all of that is already being worked on.

 

Hope I helped.

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Team Death Match

 

game time limit and number of kills wins.

 

1. Fix our Gear. lower gear cost and let us craft pvp gear. the old 100 reg comms per wz thing is fine, but 8 wz's can take up to 2 to 3 hours for low end gear. EVERY RAID drops gear and matts to make gear as well as comms.

 

2. Give pvp'rs who might want to Raid Bolster so thier pvp gear works in raids. after all, it takes more time to get, period. Then again, you could just fix it like it was and let it be useful in RAIDS by making it the same stats.

 

3. I was able to get a toon geared for any raid on the game in less than 2 weeks, which is mathematically impossible to achieve the same level in pvp gear. Only difference is each tier of gear actually gives you an advantage in Raids.

 

4. Address to the pvp community why the MULTIPLE Bolster bugs have been totally ignored and responed to with a "we'll get to in when we feel like it" approach. ALL of us know that if we could craft or buy lvl 45 mods and gear and clear the hardest ops in the game, it would be fixed as soon as it was found.

 

5. either fix the seperation created by gear seperation by the pvp/pve community or just tell the pvp community that they are not a priority to Bioware.

 

I used to like to do a RAID every know and then, and I could with top tier pvp gear that was min/maxed, but SOMEONE at Bioware didn't think that it was fair for a pvp'r to be able to do this. WHY? my gear took longer to get and can NOT be crafted. Now, out of spite, I do NOT do PVE.

 

6. Review your reasons for Bolster. PVE players still get face rolled and people w/o decent expertise eat 11k and 12k hits all the time. since closed beta, that has been how this game has been and still is that way. So, why deal with all the headaches of bolster? What goals did bolster achieve? a 40k sage in pve gear will melt in seconds in pvp but someone with lvl 45 blue gear has a huge advantage over min/max Obroan.

 

I know this is kind of a Rant, but I'm kind of tired of seeing the pvp community drop like flies to other games because of being ignored.

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no more arenas - they are hideous - keep them for ranked if you must

 

multiple objectives are way more interesting, like in void star or novare coast

 

multiple objectives that make game over half way through like civil war are dull and boring after that point - making the middle turret 50% stronger than the other two and then when two are held the power to the third drops by 50% would make this a far more interesting exercise and go some way to allowing a come back after the double points thing happens ( holding middle and one other under this scenario would allow a win after being doubled)

 

Some sort of raid where you progress (like void star) with respawn points along the way is by far the most interesting and fun

 

Fix queing so pugs aren't farmed by premades in unranked - when one team has an unfair advantage over another - ie voice chat in a premade - that is the definition of CHEATING

 

Stop idiots in PvE gear from queing for ranked - i refuse to play solo ranked while i'm am at risk of being qued with idiots in tionese pve gear (yes, that happened)

 

fix solo ranked scoring so that my performance counts and not the deadbeats that I get qued with - if you fix this scoring issue you could also use it in classic 8vs8 ranked matches as well

 

Have a severe penalty for rage quitting

 

Have ranked matches abort when the teams become unbalanced and a very severe penalty for the one who caused it

Edited by MarkusBiggus
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The original open PvP area on Illum was popular at first but being out of the way and no other reason to be there is largely why it fell into disuse once warzones happened. I think this kind of combat could be successful if it wasn't in an out of the way place.

 

All-in brawling in large groups was really popular in the Rahkgoul event tunnels when there was and achievement for it. We currently have no real all-in brawling opportunity on a regular basis, i think it could be popular if it isn't too often and there is a reward for it.

 

Something along that concept of objectives that can be fought over for control, but on the fleet of each faction and accessible by both factions.

 

The fleet can have another hanger deck, they only have 3 at present a 4th could be for PvP mission purposes, like a shuttle to Outlaws Den, Illum pvp area and a shuttle to raid the other faction's fleet. A consequence of this hanger is that the fleet can be raided though this hanger. This new hanger is always an open pvp area and a path of open pvp leads from the hanger up to the 'combat' quadrant of the main level on fleet (where pvp mission terminal is) .

 

To get a bit sophisticated, the open pvp path from the pvp hanger to the combat area on the main level will only be active for open pvp during a raid by the other faction. This allows allows time for non-combatants to retreat to a safe area while a raiding party is still in the hanger and for others to take up defensive positions or join the action. Sentinel droids can be deployed at the boundaries of pvp area to kill any raider who tries to enter the main part of the fleet. Non-participants would be able to watch the pvp action from the safe are behind the sentinel droids. (Sentinel droids work just like the partition droids in Gree Secant entrances).

 

The path up from the pvp hanger for the raiding party is through service tunnels and access ways that can be ambushed by the defending faction. Two different paths lead up from the pvp hanger to the main level to emerge in the combat quadrant near where the pvp mission terminal is in the centre. The pvp path opens up in section as each stage advances the next stage is enabled for open pvp giving. The last stage near the mission terminal is only active for pvp in the final stage of a raid to minimise the disruption to non-combatants on the fleet.

 

Respawn point for the raiding party will be the pvp hanger, respawn point for the defenders will be one of the med droids already present in a safe area of the fleet.

 

The objective of the raid is to get to the combat mission terminal and pickup a mission which you then return to the combat terminal on your own fleet for a very handsome reward. First of the raiding team to collect the mission from the terminal gets bonus, every one in the raiding party that has reached the final stage (ie near the mission terminal) get the raiding mission and a signal that the raid has finished and to return to their own fleet. After a short interval, the sentinel droids move in and kill off any raiders as the pvp path to the hanger is returned to normal.

 

A fleet raid can only happen once every 24 hrs. Final stage of the raid (when the pvp mission terminal area is active) has a timer to limit disruption to non-combatants, the raid fails if the mission is not collected by attackers before the timer expires. (10 minutes?) The stages leading up to the final part have a timer of an 30 minutes or more since non-combatants are unaffected before raiders reach the final stage. A pvp lvl 50 bolster is is effect in the open pvp areas on the fleet so anyone can participate on equal-ish footing just like in a warzone.

While a raid is active, the fleets news terminals (the ones from gree event) appear and give emergency news reports on how the raid is going, like how far the raiders have progressed).

Edited by MarkusBiggus
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