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AlexModny

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*

OPEN WORLD PVP

 

or

MASSIVE SIEGE WARZONES

 

This game is centered around a huge war between factions, and we hardly ever see any of it unless we can convince a horde of people to flag for PVP with us. If you add in either of these, I believe it will be a good addition to the already formidable roster of Warzone types, especially flavor-wise. Also, this game needed open-world PVP from the start, as well as incentives to cultivate an OWPVP population.

 

* Take a look at the Battlefront games, maybe? Have nodes that players can capture, and then have spawn points that open up to that team as a result?

 

* Reskinning existing Warzones is an easy way to add more variety in.

 

Also, I've not done any research on the Bolster system, but it might be worth looking into peoples' criticisms on the subject; many of their arguments seem well thought out and researched.

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First of all bring more players to the warzones. Where are the 40 vs 40 battles? 8 vs 8 is exciting like a chess game. Add siege engines. Maybe some epic battle based on Sacking of Coruscant, or battle for Correlia. Imagine all the killing on the streets, taking control over turbolasers, bringing down the defenses to go further. Strand of the Ancients style.

Also merge server queues so you won't have to go with battle simulations which suck and kill the lore.

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I like the idea of player VIPs! How would the player be picked? Random? If so, how would you make teams fair so one side didn't get a tank and the other side got a squishy DPS with 20k health? How would you handle stealth classes when they are the VIP? Would the teams go at the same time or would it be like Voidstar where one team attacks/defends and then switches sides? :jawa_confused:

 

I was going to suggest an idea just like this honestly. VIP was always my favorite mode in Counter Strike, & I'd love to see it applied here. Rather than just seeking out one person, maybe you could escort that person to an extraction point? Give the VIP 3 re-spawns & multiple jails to break out of (or safe houses to exit)? It the War-Zone was big enough...maybe we could have pilot-able viechels (think Invasion in Halo Reach)? They could have their own tool bars & abilities just like in GSF. Each map could have both in-door & out-door elements.

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I like this game mode as well! I have enjoyed it's iteration in a few different games but I think best were the Payload Race maps. I think the fighting is a bit more hectic when both teams have a cart they have to get to a different point, especially when the paths cross!

 

What do yall think of potential issues that would come with a "escort the cart"-type map in SWTOR? How would we avoid them? More carts the better or is it more fun to just have one focus objective? :rod_confused_g:

 

I think you'd have to do two karts or people would just camp. It kinda works in TF2, but I think the speed of game-play makes it work. If you do one kart, I think there would have to be multiple-routes it could take (by choice of the "attacking" players) to avoid campers. I think it would be cool if the kart could be guarded...maybe it could move faster then...like a tank could drag it? You know, in addition to players being in it's radius...I don't know how you avoid the defenders from just AOEing the kart though (tunnels & overpasses maybe?).

 

I really like the idea of building defenses (DPS turrets, Heal turrets, Slow turrets, Building weak NPCs, etc.), as players not geared as well...or as skilled could still contribute to a match. Again...balancing all this stuff would be interesting, but I think it would be worth the work.

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Interesting concept, I wonder what some of the issues would be with this method of VIP selection? Would it be too frustrating to not have control over who the VIP was or would it balance out in PUG vs Premade? Would the majority of players feel excited they were selected as the VIP or angry/upset? Would people /stuck because they don't want to be the VIP or otherwise leave? Would the team pick the VIP based on AC and HP? What info could we show about each character so the team can make an informed decision on who they want to target? :i_confused:

 

I would personally pick based on survivability -- tanks & stealthers personally. Gear would play a big role too....maybe if the VIP drops from the match...the person with the next highest amount of votes could become VIP. I think there would have to be a pause before the match (like a min or two) so teams could talk about what they wanted to do.

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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:

 

Please for the love of god make this!! This would have to be completely Co-OP for the survivors (imps & pubs could work together)! I think it would have to have a lot more than 8 people in a match for it to be feasible, especially with NPCs in the mix. I seen a match type very similar to this suggested in the Suggestion Box that might help....so please review it -- horde/onslaught mode!!

 

Infection has always been one of my favorite modes in Halo, & I think it could be a blast here. Maybe....once you get infected...every class could have different abilities as a Rackghoul? Juggernauts & Guardians could leap...maybe shadows and assassins could stealth slightly ...that sorta deal? Two different types of game play in each match.

 

Score could be awarded in in multiple ways: kills, time survived, whether or not you survive the time limit (could be an insta-win), defenses destroyed (turrets, npcs, healing buoys, & etc). Medals could be awarded for all kinds of different things.

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That would be amazing! I enjoy the commander aspect seen in other games and would be pretty cool to command groups/striketeams in Warzones. How would the commander be incentivized to be a "good commander"? How would players be incentivized to follow the commander's orders? Would you queue to be a commander or would it be random/top Valor once you got into the Warzone? What are the benefits and drawbacks of each? :mon_confused:

 

I've seen this mechanic implemented perfectly in another game called "Savage" -- check it out!! Commander's could receive awards based on the successful completion of Objectives? You know, like if they directed their team to it...but again....I think you're going to need more than 8 people on a team to make this work -- 16 at the least (17 with a commander). Commander's would be incentivised to do well because they want to win (they could receive currency as well to build things)? Players would follow orders because the Commander has more Intel than they do? Maybe the commander could deliver buffs or "support packages"? I know in savage he could make individual players squad leaders & they would get buffs. Maybe he could build defenses? You could add some RTS elements in here in that regard: research, building structures, & etc.

 

Commanders should be elected at the beginning of a match, but there should also be a way to vote the commander out if he's not doing what he's supposed to do.

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How about Hypergate that actually required you to get orbs? You know, it be an actual objective based WZ and not a glorified 8v8 arena.

 

Most points are derived through kills. There is no reason to even bother with orbs. Hold mid and hold your pylon and kill anything that goes near mid or your pylon will net you far more points than orbs ever could. Turning in orbs can actually be a detriment if people going back weaken your position in mid enough for the opposing team to take over.

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- Warzone with multiple points to control:

C.q. 5-6 points all spread over the map instead of just 3. This would require a lot more teamwork and tactical options.

 

- Warzone with only one point to control (King of the hill)

However due to class imbalance (a group of 4x healers +4x tanks would not be beatable) the team that controls the point will get stat debuff over time.(Every minute the point is control,the players would lose -10% main stat and -10% health) the debuff resets when the other team captures the point.

In the end the total time of control over the point counts.

This game has only 1 round, untill the point is under control of 10 minutes by one team, or untill 30 minutes total are past. (Times can be changed ofcourse)

 

- Protection:

One member of the team gets called the "VIP" this person is unable to go to stealth.

THe team has to protect that person at all cost.

If team A kills VIP of team B within 5 minutes, the other team has to beat that time.

 

- Last man standing:

Two teams fight on a massive battlefield, with lots of places to Line of Sight kite from.

If a player dies in the warzone they stay dead and cannot be revived/resurrected.

The team that has someone live while the other team all died wins.

 

- A warzone with guards:

each team gets a bunker. with PVE guards attached to it.

In between the two bunkers are several outposts.

In order to attack the bunker the outposts need to be captured first (Which then spawns pve guards to protect that node)

Then once a team assaults the bunker the PVE boss needs to be killed.

 

 

p.s. make 2different queue's:

Warzone / Ranked warzone

Arena / Ranked arena

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The Guard thing reminds me of when we had massive Open World battles on Tat for the World Bosses. You could make a warzone where there's a few Epic Enemies and the Ops of Imps and Pubs try to kill the most Enemies.

 

There could be a pentagon shaped arena with an enemy in each room. 3 epic enemies killed gets the win instantly. If one ops gets the aggro first then the other Op could attempt to wipe out the Opposite ops and steal aggro.

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How about Hypergate that actually required you to get orbs? You know, it be an actual objective based WZ and not a glorified 8v8 arena.

 

Most points are derived through kills. There is no reason to even bother with orbs. Hold mid and hold your pylon and kill anything that goes near mid or your pylon will net you far more points than orbs ever could. Turning in orbs can actually be a detriment if people going back weaken your position in mid enough for the opposing team to take over.

 

Add a rancor to hypergate, fixed.

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  • 2 weeks later...

[Full Planetary Assault]

Complex PvP Combination that can run a) parallel and b) sequencial to provide a different mesh and situation when played. Current Status prominently displayed at the Fleets center place. Resetting once a day.

 

Sequence I

This one is the gatekeeper for the PvP-Chain and must be played once and once only.

GSF (yeah... you'll need to improve that A LOT - joystick, remove/lessen equip-gap, ... ): Arriving at the planet and either capture the orbit or defend it.

Attacker Side switches each day.

 

Sequence II

This already depends on the outcome of Sequence 1:

If the attackers won Seq I: It will be a large scale 'capture 5 objectives or defend' map, like novare-coast: caputure and hold. A bit of D-Day just in planetary scale. Maybe even using a beach so dropships can do high-speed-landing by plunging into the sea...Add some Tank-reinforcement waves that either give your team an amored vehicle with blaster-cannons or gets vapourized while being landed ("Next offensive tank in 60 seconds on Point A" message -> defenders need to get/hold that point to blow the tank right out of the dropship!)

Victory offense: All points captured and held for 60 seconds. OR 4/5 after 15 Minutes or 3/5 after 30 Minutes.

Victory defense: All 5 points after 10 Minutes OR 4/5 after 15 Minutes OR 3 points after 30 Minutes.

 

If the attackers lost Seq I: Each of the 5 points need to be taken(destroyed) by a team in a 4on4 match (small blackops missions). The queues for these are explicit, seperate and visible: players can see who is queued for wich point and willingly decide to either support the ones queued or spread out to attack at multiple points simutaneoulsy. These can be lost back to the defender again! That makes attacking all at once a larger-than-one-group effort and creates a feel of "we are on the same faction" thing at the fleet. Also players can specialize on defense or offense of some of these maps and become known for it. And/or I see multiple pvp achievements possible there.

 

Sequence III

Attackers Win Sequence II: Territorial Control + Assault on Control Center Warzones follow and a Daily "Wining the War" Mission is unlocked.

Territorial Control: 3x 4on4 fights over "hydrofarms", "windenergy-farms", and "mineralmines". 1 8vs8 warzone ala voidstar "breach the bunker". Create some bunker map that matches the defending factions style. Maybe with elevators, ramps, corners, meeting-rooms, maybe add some NPC-Boss at the end or something. More for the flavour: Dark-Character who reaches him kills him with a nice little 'cool' animation: Sniper snipes, warrior chokes, Sentinel slashes, BH fries, ... And the light characters accept surrender / carbonize / Disarm-only ... (or give the players the choice for 100 align ;)). All objectives must be controled for a Victory. Same split-queue-coordinated-assault thing.

 

Defenders Win Sequence II: Quests for both, but half the value of the assault quest: "Drive them off!" vs "Save the Best.".

Attacks are now in retreat and must hold their launchsites long enough for their Commanders and important personel to leave the planet. 3 Launchsites, ever 60 Seconds an Elite will wait at a bunker-entrance until a player goes there and tells him to follow and then brings this one huttball style to the launchsite. 3 Types of NPC: Tank, Heal and civilian. Tanks will quard the player who escorts them, but take damage. Heals will heal the player and civilian will continue walking even if the player who 'triggered his escort' dies (the others wait for a new player to ask them). Defenders obviously have to prevent the elite from escaping by either killing them (dark) or auto-carbonize-for-later-trial (light character - just a change of reaction to being 'killed'). Even better: Make being good harder but more rewarding: You need to get a carbonizer from a station at the zone start - and then you can carbonize the npc at below 20% health. Each carbonized enemy gives you double-credits at the end or the warzone.

Winning: 10 NPC escorted successfully vs 10 NPC killed or apprehended (10 Minutes). => If one team did not manage to even get ONE through ... it must be vastly underperforming.

OR Who had more excorted / apprehended after 15 Minutes (if less than 3 difference, extend playtime by another NPC until one team has 3 more than the other OR 20 Minutes -> the one with the most. Draw => No winner, Two Losers.

 

Now, I'd say: Add an additional reward to warzones fought over in the Full Planetary Assault: Jawa-Scraps!

Give the stage quest when first entering any of the respecitve warzones.

Win stage 1 => 40x green scraps / lose => get 20 green scraps

Win stage 2 => 20x blue scraps / lose => 10 blue scraps

Win stage 3 => 8x epic scraps / lose => 4 epic scraps

 

Reasoning:

Team-Feeling for the Fleet. Getting GSF a place in 'the big picture'. Making PvP more prominent, so people might actually consider it. Add some logistics and some tactics to the queue, add some story to 4on4 and even huttball playstyle that does not make the character a plaything for a effin Hutt! And above all: The game won so many positive feedback due to it's storymode in pve... be bold: add storymode to pvp!

 

 

 

 

-------------------------

Some other ideas:

[sacking of Coruscant]

8vs8 - Warzone simulation alpha - could you have outperformed them? vs. Could you have prevented it?

 

[March on Alderaan]

20vs20 or larger! With "Hold the line" elements, "capture for x minutes to destroy" elements and "kill objective". Mix in "Build ATAT" and such... You know: a complex warzone that might last a couple of minutes or even hours.

 

Come on - how awesome would it be to:

a) Play something that resemples the intro cinematics.

b) Pick on wow's best times and do them better (with some foresight to rushing, and no mass-npcs).

c) Have a more large scale war with ATAT and ATST and such... best im playercontrolled!

 

Make it a bit of a parody to alterac valley in shall-not-be-named-but-is-clearly-inspiration. ;)

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you need to bring in class trainers like wow did with their bronze, silver, and gold star rating for dps, healer and tank. there are so many players on rep side that go into pvp and they know what the objective is and what their ment to do to win but, they lack the ability to play their class properly. probably because all people have to do is level up and pay for their ability's and boom they got their ability but they have no idea how to use them properly in pvp. and they go into warzones and get 40k dps for an entire warzone. and because you wont bring in rated queing and cross server ques so that good players get group with people of their rating and bad/beginner players can get grouped with people of their rating. I get grouped with a bunch of morons.

 

you should bring back the ability to let guilds group que as a team of 8 so they don't have to put up with ultra bads in warzones.

 

please please please bring in some sort of a rating que system so that before your able to play with the big boys at pvp you have to do well first at bads pvp. I mean leaving lowbies pvp and mid pvp alone as it is should be okay because that's just leveling pvp for fun. Its the 55's pvp where you need the rating ques to be

 

bringing in a new warzones isn't going to change the much bigger problems with this game you need to fix that before thinking of a new warzone.

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Well. You can help by upvoting the thread - after all you can't expect them to look at all the hundreds of threads in the forums and seriously work through all of them. So they have to prioritize.

 

a) threads they have posted in.

b) threads that are upvoted

c) very active threads

...

*) threads in certain boards

...

n) the usual whine and rubble.

 

Whatever the time permits gets combed by the community reps. Don't expect it to be every post.

 

Simple calculation: Say a post read takes 1 Minute (including understanding the weird language, i.e. removing the ,lol from the end of the sentences...) asking at least one fellow about the serious topic: 5 minutes (for 2 workers) so 10 Minutes. Then writing a reply carefully, making sure not to breach protocol and say some stuff they aren't allowed to... 4 Minutes (fast writer). Thats 15 Minutes of labour for a ... lackluster feedback of ONE Post.

 

Lets say you get about 100 Posts a day. 1500 Minutes of work. 25 hours.... 3,125 x 8 hours. That would mean 3 people doing nothing but reply in record speed in a meh way to all kinds of threads. I guess you want them to actually write summaries for their superiors, talk to those, ask a dev (if allowed), be friendly and not go nuts? Ok, so even 100 posts a day would end up causes 5-6 CRs and 1-2 devs and department leaders to work EACH DAY just to provide the 'read and react to everything experience'.

 

And that is why you have the same whine in almost every single MMO board: The expectation of "but this one is important"... maybe, but they still need to FIND it. AND read it.... and the whole processing, until a valid and proper response can be given.

 

So: Upvote threads you want them to read. Comment in threads constructively if you want them to be noticed and taken serious. There is no quarantee - but chances increase VASTLY.

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TBH personally, I don't mind not having or having new wrzs, I can't comment on other players because I have only started really playing this game early January so I don't know from previous patches how this game was, either way I'll still play this game because I like it plain and simple, however I'd like to see something done to Ranked WRZ have more then just 4v4 as an option 2v2 3v3 etc or the famous 8v8 that I keep reading about (was before i started playing as I read in forums this was in the game).

 

IMO adding new warzones into this game really won't help any servers or bring players back, as many forum posts that I have read, only thing that can really save this games PvP community, and keep putting money into BW pockets is to have cross-server. From sites and other posts, didn't SWTOR on launch week brought in like 2+ million WRZ played? and this game is somehow based on PvEsuperheroes? hmm... interesting, how many PvE Ques did it run through first week of launch?

 

They really need to focus on doing the cross-server more then remaking or creating new warzones, yes it brings variety for the current players, but still won't drive back the people that have left the game and make them want to resub.

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Boarding Party!

 

Two teams, 8v8, each team has a ship that has boarded the other. The teams must cross the space bridges to enter the enemy ship. Once in the enemy ship, one of two doors must be breached. Once breached the captain must be killed.

 

Winner is determined by final health of the captain.

If tied, who breached the door first.

If no doors are breached, most kills of opposing team.

Edited by Wittyavenger
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Things that I would like to see implemented, along with new wz's.

 

1) practice mode - you can invite people at will up to max of 16 total to a wz and just practice. For example, be able to kind of play a huttball match but with no official timer or score keeper. Just a chance to play offense and defense, work on offense and defense, strategy, etc...

 

2) non-daily match - So grouped pre-mades have a chance to play against each other. Pick your wz and/or arena, play an actual match, but it doesn't count towards the daily. Comms would still be made as a match was actually completed. Possible caveat, allow for the teams of have a winner take all, meaning all comms, other team gets nothing. Choose your area is primary here. Allows for players to make their own "Huttball league." As a side bonus here, it might actually stop some of the no-pre-made complaints in unranked. As, I would imagine, once done with dailies, there really isn't really a reason to queue other than for comms. This way, teams can queue for a competitive match, get comms but not affect unranked.

 

3) Huttball league - it's been said numerous times, needs to be said again.

 

4) in terms of WZ's, maybe something along the lines of Alterac Valley. While it started as an epic battle, it basically became a race. And IMO, there is nothing wrong with a race. A race is a competition.

 

5) the ability to name your favorite warzone. Changeable, but say you love Huttball, you put that as your choice, and as thus gives you a better chance of getting a huttball queue, esp if others in the queue have huttball as their favorite. But gives you the chance to change it on a dime. Thus if you are in a pre-made, and everyone wants to do Hypergate, you can all pick Hypergate as a favorite, thus increasing the likelihood of a hypergate.

 

6) fixed ranked queues - a) must have chosen an advanced class. b) no more bolster in ranked of any form c) must have unbolstered 2018 expertise to queue. d) all talent points must be used. Thus, and while it can't eliminate the trolls from the queue. It will at least get rid of those that just got to max level to troll the queue.

 

7) unranked talent switch - only for unranked, but allow people to retalent, say from dps to heals BEFORE the match starts. So if you queue as dps, and there aren't any healers, gives your team a chance to get a healer.

Edited by Anyakaschala
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Make every map a huttball map.

 

civil war hutball

 

Voidstar bridge hutball

 

Hypergate hutball

 

Hutball arena with no hutball, just deathmatch that ****.

 

Arena hutball.

 

Add random aoes that hit like artillery, some shields you can activate/deactivate. You can keep the spawn locations....except maybe in voidstar.

 

Delete queshball from the servers and never mention its exhistance again.

 

Create hutball league.

Edited by Haystak
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Take out the cut-scenes from all warzones (Voidstar and NC). This isn't PvE and people really don't care about the story. I do get tired of skipping the cut-scene every time and being required to press Space Bar just to load the map.

 

The warzone maps should load automatically and without cut-scenes (Like Huttball)

 

But honestly, there should be maps that are already on an open world planet. Take some of the terrain from Hoth or Taris or some of the significant buildings from the maps. (Senate Tower). There are already some good designs that just need to be incorporated into warzone maps. New maps don't have to be created (Although I like this).

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