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


AlexModny

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I like to thank the Devs for reaching out to us on warzone design the few cynical people that keep asking for this and that to be fixed first need to realize that not every one share there view on things. While asking for cross server que and bolster are pvp issue they do not belong in this thread. You just hurting the game acting like you are that being said.

 

A storm the castle warzone would be nice as well both teams have a NPC the team that kill the other team NPC first wins. Make it say 12v12 to be fun don't put laser and moving object in the warzone just a base maybe some static walkers to take a barrier down at each base that we fire laser from. Not a node that can be turned. But guns you right click on and fire. Once the enemy gate goes down you storm the base allow defending team players a spawn inside the base. so they can defend and kill the enemy NPC mean a win.

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A new concept? Include companions in a Warzone. Class balance wouldn't be a problem, since everyone gets the same companions in terms of abilities and stats; and it would introduce new tactics. They can be bolstered to the same level for everyone, or they can use Expertise gear if the developers feel the need for more grind.
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Two baby ideas:

 

1) TF2's Payload style warzone. Have a cart/star wars equivalent/droid/whatever that needs to be moved from point A to point B. Having members of the attacking team near it makes it move forward. It moves backwards if no attacking players are near. Give the map 3 or 4 checkpoints.

To prevent an all out 8v8 zergfest, create an activation objective to unlock the checkpoints. IE you cant get to checkpoint one, without slicing a security panel on the farside of the map... Think voidstar, but East is an objective to cap and West has the cart being pushed.

 

2) Tic Tac Toe! Objectives arranged in a 3x3 pattern, you need to link 3 in a row to complete the slicing array... OMG WE HACKSD YOUR SYSTEM. Think this should be laid out in a diamond pattern instead of a square, relative to the spawn points. IE, spawn points are on corners and not on the flat side of a square, making the nearest 3 objectives to either spawn create a triangle instead of a vertical or horizontal line.

 

 

 

I love the idea of Capture the Flag, but you would need a workable solution to turtle teams, that just stack defense.

Scoring system would somehow need to give points for things other than captures, and not rely on kills as a tie breaker.

Perhaps add several layers to capping a flag, IE have to deactivate a forcefield first, then activate a bridge, etc.. each step grants points.

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Ah yes Murderball! I like this game mode but as you alluded to it suffers from the whole team pocket healing one person and turtling.

 

How would turtling be prevented? How do we keep the crystal moving around? How do we make healers not OP in this game mode? For example, what if you couldn't be healed (like when you are in the Arena sudden death Acid Cloud) while you carried the crystal, good idea? Bad idea?

 

If you couldn't get healed with the crystal you would just get focused and die in < 5 seconds.

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Ah yes Murderball! I like this game mode but as you alluded to it suffers from the whole team pocket healing one person and turtling.

 

How would turtling be prevented? How do we keep the crystal moving around? How do we make healers not OP in this game mode? For example, what if you couldn't be healed (like when you are in the Arena sudden death Acid Cloud) while you carried the crystal, good idea? Bad idea?

 

A healing debuff would be cool. Or being forcefully teleported all over the place too would also be amusing. There could also be environmental hazards that also only effect the crystal holder

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The four recurring ideas in this thread are

 

  1. Capture the Flag
  2. King of the Hill
  3. New maps of the existing gametypes
  4. NPC-based objectives

 

 

I love all four of these ideas, and I'll share my thoughts on them.

 

1. Capture the Flag. Needs to be true to the classic Capture the Flag formula- each team has a flag planted near the team's spawn/base. Choose either to defend your own flag or to go capture the enemy's flag. Should have a 3-dimensional layout near the bases so that ranged DPS can employ various defensive tactics. Should have close-quarter paths to the bases so that melee DPS can rip through to the enemy base- LoS'ing the defenders until they are near the base.

 

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2. King of the Hill. Should probably have at least two hills, so that the entirety of both teams aren't all within 10 meters of each other- otherwise AoE spec's would vastly overpower single-target specs. Points every second for every player in the hill. Points for killing enemies in the hill. My major concern is that abilities like Force Pull, Grapple, Force Push, Overload, etc. will be abused. One Sorc should not be able to remove all 8 enemy players from the hill with one Overload.

 

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3. New maps of existing gametypes. We're getting a new Huttball map, so everyone naturally wants a new map for the others. Balmorra Civil War, Voidstar-style WZ set in a Belsavis prison, Novare Coast set on Hoth, etc.

 

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4. NPC-based objectives. Like a combination of LoL and Smite.

 

Each team has a Champion (Malgus or Satele Shan), and two elites (Sith or Jedi). Each team spawns on opposite sides of the map, connected by three paths- a central, main path and two smaller side paths. In the center of each path is an objective- holocrons, turrets, or what-have-you.

 

Your Champion and Elites can do significant damage to the holocrons in the middle but only fair damage to enemy players. You must protect your NPC's so that they can push their way to the objectives in the middle and do the most damage to them.

 

Players have the choice of either protecting their NPC's from enemy players and enemy NPC's, or attacking enemy players and NPC's.

 

When NPC's are at the objectives, they will do less damage to the objectives if they have to attack and defend themselves from enemy players/NPC's in the area. If the area is clear, the NPC's will do tremendous damage to the objectives.

 

Players can also attack the objectives, but will do much less damage to them than the NPC's will. There are also weak minions for each team that try to kill opposing NPC's that can actually be taunted and tanked. Actually now that I think about it, the Champion and Elites should be able to be taunted and tanked.

Edited by UTlNNl
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And to add to the 'hold the crystal' idea. You could make it so that the crystal holder is immortal to player damage (except from stuns mezzes etc), and the enemy team can use highlighted environmental things to top the holder, or even corral the person to a particular location (with pulls and pushbacks etc).
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Devs, I have great news for you: You don't have to create a new place for the war between the Republic and Empire to be fought! The whole galaxy can the warzone!

 

Seriously though, use the great planets you already have and give incentives for people to fight the opposite faction on them. We're not asking you to make another Ilum. We don't want a place to zerg fest. We want reasons to go back to all the dual-faction planets we enjoyed leveling on, and kill people. Not because we are fighting for the rewards (the reward is the satisfaction of killing the opposite faction), but because we need assurance that when we go out into the open world, we will actually be able to find max-level players of the opposite faction to battle. Without such assurance- in the form of some kind of incentive- the lack of open world pvp in the game will continue to drive off players to other games, as it has done since the removal of Ilum pvp quests.

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Devs, I have great news for you: You don't have to create a new place for the war between the Republic and Empire to be fought! The whole galaxy can the warzone!

 

Seriously though, use the great planets you already have and give incentives for people to fight the opposite faction on them. We're not asking you to make another Ilum. We don't want a place to zerg fest. We want reasons to go back to all the dual-faction planets we enjoyed leveling on, and kill people. Not because we are fighting for the rewards (the reward is the satisfaction of killing the opposite faction), but because we need assurance that when we go out into the open world, we will actually be able to find max-level players of the opposite faction to battle. Without such assurance- in the form of some kind of incentive- the lack of open world pvp in the game will continue to drive off players to other games, as it has done since the removal of Ilum pvp quests.

^ This.

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Here's my idea,

Attacking base with a defending base, the attacking opponents have to defend a tank who's moving towards the defending base. The defending base opponent attack the tank, as they do more damage to the tank it gets slower. The attacking opponent have to repair the tank using supply points (supply point can be rez points) and kill the enemy. As the tank moves towards the defending enemy base at one point it gets close enough to attack and destroy the defending enemy gate the tank keeps moving forward, the defending base as to protect the boss inside the base, it becomes a last stand to defend and kill the enemy.

 

This would be a timed WZ since damaging the tank slows it down.

 

Tank would only attack the gate to leave the ground fighting to the opponents, same goes for the boss it would only attack the tank once inside the base. Factor of how much damage done to the tank dictate if the boss kills the tank or gets killed.

 

On the defending base we could have big guns to attack the tank ( this could be inside or outside the base)

 

This could be round robin 10 -15 min between each match. If you cross certain objective like Voidstar dictate winner.

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How would turtling be prevented? How do we keep the crystal moving around? How do we make healers not OP in this game mode? For example, what if you couldn't be healed (like when you are in the Arena sudden death Acid Cloud) while you carried the crystal, good idea? Bad idea?

 

Make it so that you also get a lot of points for killing the crystal holder. This way, groups will have to fight each other to kill the opposing team's crystal bearer if they want to succeed. Killing bearers would be like getting the third turret in Civil War, both teams turtling on the crystal would result in a tie. Stealthers could sneak in and attack the crystal holder while other teammates attack the healers, causing them to stop healing the bearer except through HOTs. You could also give a 30-50% or maybe even higher healing debuff to the crystal bearer to make it so that even if the whole team was 7 people healing a tank bearer, they would not be getting that much. Maybe use the current arena system where you can tell what skill tree people are in, then either only let a team have a max or 1-3 healers. Another idea is to let teams have unlimited healers, but add an additional 10% to the crystal's debuff for each healer in the group.

Edited by OMGITSJAD
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Hello Warzone Aficionados!

 

We are starting our pre-production (ideation stage, if you are into buzzwords) for the next Warzone and we want to get your ideas for a new Warzone!

 

We have a few ideas (even got a few prototypes on the backburner) on what we would like to do and what we *think* you would like but we want to hear your ideas before we move forward with a design!

 

Remember when you post, the more information the better. Layout pictures and descriptions always help, some of us are visual learners =P Think about and post your thoughts on how will the scoring work? What is the goal for each player? Will some players have different goals? How can players make a come-from-behind victory? Is this fun? The more questions you ask yourself about a design that you can answer and feel good about, the better the design.

 

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!

 

Also please note that this Warzone will not be released Live during the current Road Map.

 

Looking forward to reading what yall have in mind!

 

Cheers! :w_smile:

 

Hey Alex,

 

I don't know if this suggestion is worth putting here (maybe I should start a new thread?) but how about a PvP warzone that is always up and resets every 30 mins? Something like the following:

 

 

PvP Title: Ilum Warfare

 

Objective: Control 3 Objective Points on Ilum and gain increased XP points /valor (?) per kill? Maybe you can add a "PvP" reputation for this type of game play like "Soldier of the Republic/Empire"...

 

How it works: You create an instanced PvP map that essentially never ends. 8 imps and 8 reps can be in the instance and each time one drops, someone else is added to the instance. There are 3 "control" points that start off as a base for each faction (so that is already 2) and a neural one in the middle. Each time you gain control of a base, NPCs (that attack, mind you, and would be a feat to take on - probably elites) for your faction spawn at the control point and help you defend it while you are off attacking other bases.

 

Now you might be saying "How do we prevent one faction from always holding control of control points?"... Well, you could add a system where if more than 2 control points are held by a certain faction, a "dropship" of 4 champion level NPCs are dispatched at a random control point and will fight any NPC/Player on the opposing faction to gain control of that control point. If that control point is taken, the NPCs dispawn... If it is not, it happens again at another place.

 

So, can you "win" in this type of map/playstyle? The answer is... no. It would always keeping happening and with smart players, the game play of the map will always change. The option to reset everything at 30 mins is just a suggestion if there are randomly long stalemates (but I don't see any in this idea) and also for the instance to start clean.

What else could Bioware do to make this map be enjoyable/worthwhile to play? This game play is very easy (imo) to add additional PvP dailies. For example: Control 2 of the 3 Control Points in Ilum Warfare for more than 5 minutes; Kill X amount of players in Ilum Warfare; Kill X amount of each factions champion/elites mobs; etc. Don't forget that reputation idea. Each kill/each time you gain an objective, you are granted +rep points.

 

 

 

I hope you guys like this and please let me know if you liked this idea or if you saw any potential issues. I love this feedback between players and devs! Keep at it, Bioware!

 

 

 

EDIT: The map, if you would compare it to the original ilum open world PvP idea. should be at least half the size. I am not saying use the old Ilum map, but rather create a new zone. Heck, you could use this idea for a number of places, such as Hutta, Hoth, etc...

Edited by Ludwig_VanCover
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Ah yes Murderball! I like this game mode but as you alluded to it suffers from the whole team pocket healing one person and turtling.

 

How would turtling be prevented? How do we keep the crystal moving around? How do we make healers not OP in this game mode? For example, what if you couldn't be healed (like when you are in the Arena sudden death Acid Cloud) while you carried the crystal, good idea? Bad idea?

 

Not being able to be healed while carrying the crystal would result in you being dead almost instantly. There could be reduced healing done to the crystal carrier to kinda of balance it out. As far as turtling, the way the map could be designed as you have to stay within 100m of the crystal stand or else you die or take three times the tick amount, and have the crystal stands in the middle of the map so they cannot turtle by their respawn point. Also a way to make every class viable to this warzone, would be allowing the guard from the tank to take some of the crystal ticks, This being a way to still being able to live through the minute of holding without a healer, but you still have a chance of getting killed by enemy players easier.

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