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@Gabe: Development Document - Fixing Ilum v1.0 - With Image!

STAR WARS: The Old Republic > English > PvP
@Gabe: Development Document - Fixing Ilum v1.0 - With Image!

Ashes_Arizona's Avatar


Ashes_Arizona
02.15.2012 , 10:01 AM | #1
Proposed Ilum Open PvP Area Fix v1.0

Summary:
It is well known that Ilum fails massively to be an effective open PvP world environment. On the busiest servers you have two daily "zerg" periods where everyone basically tries to get as many people as they can in ops groups, these ops groups then face off for the Central Assault area, pretty much making all the work that went into designing the rest of the Ilum OPvP area moot, you could have just built a 4096x4096m box for people to fight in and you'd have gotten the same results.

The problem with Ilum was the idea of the "objective" areas being areas people would actually attempt to control and hold, the issue there is that pre-release and for a little bit after release this simple objective was so exploitable some controlling factor had to be introduced, thus the change from actually taking objectives, to killing other players and if that fails to be achievable, collect "enemy armaments".

This generally works but is onerously boring if there is no one to fight, and, during the two time a day Ilum zergs, the zerg behavior makes Ilum PvP seem even stupider because its completely ignoring everything else about that area of the planet to focus a gigantic fight in one spot.


Proposed Fix:


Proposed Changes to Ilum Objective Structure <:That is a map based visual representation of what I feel will "fix" Ilum and make its Open World PvP more meaningful, challenging and fun for everyone involved.

Short Synopsis:

Using development resources already on hand that require very little additional functionality, you effectively seed the North and South assault points with more armaments than there are at the Central Assault, the issue at hand being, you have to hold those points for the armaments to be collectable by your faction.

This promotes a level of competitive attempts to stop the enemy from gaining the extra bonus by taking your closest assault point and defending it, denying the enemy faction access to their potential bonus.

It promotes defensive behavior where factions will effectively attempt to stop attacking groups from capturing their bonus spawns.

It also places the Empire bonus spawns closest to the Republic base and the Republic bonus spawns closest to the Empire base. (Because...duh, where would both factions be storing their armaments? Definitely not out in the middle of an undefended area, they'd be stockpiled at the "front" as such, and on Ilum the front for each side is in front of the other side's base imho.).


Overall Gain:
  • Fights on Ilum spread out more and do not center on one specific area of the map. As any one instance of Ilum can only have so many players on it. The potential of "zerg behavior" is reduced as it is not entirely possible to succeed in total on a map with multiple points of offense/defense by rolling as a single group "zerg".
  • Removal of the static walkers, and animated sequences for destruction/removal/addition of new troop carriers will reduce overall lag at each Assault point.
  • Replacement of Troop Carrier "objectives" with Shield Generator models lowers the polyface count of each area, making frame rate more consistent in fights, shield generators simply have a destroyed/undestroyed state and are easier on peoples CPU's when swapped from one state to another.
  • Shield Generators at each Faction Assault Point give a greater incentive to defend assault points due to minor defensive buff for doing so. Also gives slightly outnumbered defending groups a better chance against slightly larger attacking groups.
  • Multiple areas of spawn for "armaments" splits up the generalized combat population in their pursuit of their "daily" requirements and causes more "ranging behavior" around the map to attempt to complete dailies more efficiently which leads to smaller PvP encounters as "rangers" run into enemy "rangers" that aren't in large zerg groups.


In Final:Overall, Ilum has a lot of space and a lot of potential for a lot more fun, but the current state of Ilum makes it not very much fun at all and completely dissuades even the most ardent PvPers from becoming involved in it because theres no reason to go there other than the dailies. Kills on Ilum need to be giving Mercenary Commendations, perhaps 5x Mercenary Commendations per kill on Ilum, as was intended in its design. Theres no other incentive right now to be there, but the PvP dailies, and the PvP dailies create two predictable zerg traffic jams, then a whole lot of wandering around not engaging in PvP at all, for the rest of the day, because theres no reward incentive for staying on Ilum any longer than you have to.

My apologies if a write up on this has already been submitted, I know there have been many posts on Ilum but I've given this a lot of thought and I am of the fair belief that Ilum, as it is, is salvageable with very little extra development resources needed in regards to creating a functional open world PvP environment.

ToeTags's Avatar


ToeTags
02.15.2012 , 10:08 AM | #3

Remnic's Avatar


Remnic
02.15.2012 , 10:09 AM | #4
Why not make it Capture the flag instead?

Capture The Flag, whoever is holding the flag will be forced to rp walk through the map to the other base in order to get valor for everyone on the map.

Ashes_Arizona's Avatar


Ashes_Arizona
02.15.2012 , 10:10 AM | #5
Quote: Originally Posted by ToeTags View Post
Funny but not really relevant.

chosen_silver's Avatar


chosen_silver
02.15.2012 , 10:11 AM | #6
good stuff.

Ashes_Arizona's Avatar


Ashes_Arizona
02.15.2012 , 10:11 AM | #7
Quote: Originally Posted by Remnic View Post
Why not make it Capture the flag instead?
Too much area, too easy to runners to completely lose pursuers with RPG based powers.

Control point/w benefits is a better way to go, it promotes more predictable play which in the area of an MMORPG, you sort of need.

Remnic's Avatar


Remnic
02.15.2012 , 10:13 AM | #8
Quote: Originally Posted by Remnic View Post
Why not make it Capture the flag instead?

Capture The Flag, whoever is holding the flag will be forced to rp walk through the map to the other base in order to get valor for everyone on the map.
What about that? Seems like a challenge.

Anathar's Avatar


Anathar
02.15.2012 , 10:13 AM | #9
open world pvp zones are never a good idea. theyre always unbalanced and theyre always exploited. they just need to make it a regular warzone and leave it at that.

not like we have a lot of warzones. im tired of hut ball anyway.

Ashes_Arizona's Avatar


Ashes_Arizona
02.15.2012 , 10:15 AM | #10
Quote: Originally Posted by Anathar View Post
open world pvp zones are never a good idea. theyre always unbalanced and theyre always exploited. they just need to make it a regular warzone and leave it at that.

not like we have a lot of warzones. im tired of hut ball anyway.
Open World PvP has worked in a lot of games. Its not so good here and WoW's experiments with it weren't exactly stellar examples of OPvP.

DAoC and Shadowbane got it about as right as you could get it. Warhammer's OPvP model wasn't too shabby either, which makes it a damn shame that the rest of the game was sort of crap.