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

STAR WARS: The Old Republic > English > PvP
Have an idea for a Warzone? Share it with a Dev!
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Neoforcer's Avatar


Neoforcer
03.31.2014 , 03:32 PM | #111
Quote: Originally Posted by Aerilas View Post
Is every dev from Texas or something?
Rob Hinkle keeps saying this aswell.
Yes and in Texas ya'll not from around here get a rope

UTlNNl's Avatar


UTlNNl
03.31.2014 , 03:33 PM | #112
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.

AlexModny's Avatar


AlexModny
03.31.2014 , 03:35 PM | #113 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by Aerilas View Post
Is every dev from Texas or something?
Rob Hinkle keeps saying this aswell.
I grew up in Virginia but Hinkle grew up in the midwest so I'm not sure what his excuse is
Alex Modny | Assistant Designer
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MasterFeign's Avatar


MasterFeign
03.31.2014 , 03:35 PM | #114
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).

JediMasterSLC's Avatar


JediMasterSLC
03.31.2014 , 03:37 PM | #115
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.

SithEBM-Reborn's Avatar


SithEBM-Reborn
03.31.2014 , 03:39 PM | #116
Quote: Originally Posted by JediMasterSLC View Post
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.

loztchild's Avatar


loztchild
03.31.2014 , 03:40 PM | #117
Guild Siege that's it that's all... I mean what the point in being in a guild nowadays?

RDX-TWO's Avatar


RDX-TWO
03.31.2014 , 03:40 PM | #118
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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Nivmagnus's Avatar


Nivmagnus
03.31.2014 , 03:41 PM | #119
Quote: Originally Posted by loztchild View Post
Guild Siege that's it that's all... I mean what the point in being in a guild nowadays?
^ Agreed.

OMGITSJAD's Avatar


OMGITSJAD
03.31.2014 , 03:45 PM | #120
Quote: Originally Posted by AlexModny View Post
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.