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PvP event suggestion thread

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notears
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PvP event suggestion thread

This is a totally not for launch thing but I wanted to make a thread about suggestions for experiences in PvP and stuff that can be added later to make PvP more interesting

My Ideas: The Opportunity to play a giant monster, whether it's a giant mecha your in, or you where changed into it through some spell or genetic experiment I think it would be fun for a villain to turn into a giant monster and fight a horde of heroes.

I also think it would cool if there was a event where the villain has taken over a lab or a hideout or something and it plays like fables legends where you put obstacles and enemies in the way of a group of heroes trying to get to you

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Project_Hero
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I mentioned something like

I mentioned something like the second suggestions in a mission builder thread.

Basically having the option in a mission builder to play as the end boss, while a team of heroes come to fight you.

That and/or having team based PvP missions where both teams have a goal to accomplish

Protect/steal an item

Protect/capture a person

Get the McGuffin

Etc.

"Let the past die. Kill it if you have to."

Wolfgang8565
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I think playing as an end

I think playing as an end boss would only work if you play as that set character with their stats and abilities and not your own. What if the character you made is extremely weak and the group kills you in 5 seconds? Same for a giant monster, you would be limited to a couple high damage abilities and limited to no movement.

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Project_Hero
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Likely if you played as an

Likely if you played as an end boss your HP would be boosted to allow you to better fight multiple opponents. Possibly giving you a couple of special attacks to boot.

Or an ability to call in more minions.

"Let the past die. Kill it if you have to."

Tannim222
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Yup, the giant monster one we

Yup, the giant monster one we have thought about several years ago. We have a lot of kaiju fans.

We have ideas for a type of king of the mountain where you babe to capture and hold a location, a version of capture the flag, and protect the president.

The tricky thing about some of these are all the ways player builds in CoT break conventional game play.

King of the hill - get some AoE heavy builds in there, or a couple of weeks timed niukes.

Ctf, teleport and super speed say hello.

Protect the president, say help snipes or teleport.foe.

It will be interesting to see if we can put our ideas into design that makes them work within the context of the game without resorting to heavy handed tricks to prevent players from using powers they are used to using.

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CTF- Since you have to target

CTF- Since you have to target a spot to teleport to, then change the environment. Lots of walls and corners so that if someone did try and teleport far they could probably only target a certain distance, like 10 feet before hitting a wall. And in that kind of space, super speed would be a nightmare.

Protect the president - Instead of an open area, have it setup where the president is in a certain room or chamber. The other team can have it where they can attack certain weak spots to try to get in, or certain tunnels to get to that chamber. The defending team has to defend those spots and are sort of the last resort if the other team breaks in.

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Huckleberry
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Tannim222 wrote:
Tannim222 wrote:

Yup, the giant monster one we have thought about several years ago. We have a lot of kaiju fans.

We have ideas for a type of king of the mountain where you babe to capture and hold a location, a version of capture the flag, and protect the president.

The tricky thing about some of these are all the ways player builds in CoT break conventional game play.

King of the hill - get some AoE heavy builds in there, or a couple of weeks timed niukes.

Ctf, teleport and super speed say hello.

Protect the president, say help snipes or teleport.foe.

It will be interesting to see if we can put our ideas into design that makes them work within the context of the game without resorting to heavy handed tricks to prevent players from using powers they are used to using.

I would think that as long as some archetype/specialization combos are the banes of some others in a rock-paper-scissors-lizard-spock kind of way, that should level things out without having to resort to heavy handed tricks.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

Tannim222
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Protect the president js

Protect the president js usually an escort through a map.
The ctf suggestion is exactly the kind of heavy handedness I would like to avoid. It also limits the macguffin (flag) movements to generally indoor areas or labrynrh like locations with limited air space.

It may be that is what we have to do. I’m hoping we can pull off something better.

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notears
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Yeah I think it's good to

Yeah I think it's good to look at Overwatch when it comes to these different pvp events, maybe when you protect the presedent, the president isn't even outside, maybe there's a building you have to go to to participate in the event with a lot of rooms in it while you try and find either attack or protect the president. Maybe with a king of the hill game it's more like a maze and the top of the hill is at center of this maze, and there's plenty of corridors where an AoE build might not be all that useful when it better to hit 1 person with a single target, highly damaging attack rather than an aoe that only kindof damages everyone around you

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Well if im being honest, I

Well if im being honest, I never play any events in PVP. I like the open world PVP.

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notears
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Tannim222 wrote:
Tannim222 wrote:

Protect the president js usually an escort through a map.
The ctf suggestion is exactly the kind of heavy handedness I would like to avoid. It also limits the macguffin (flag) movements to generally indoor areas or labrynrh like locations with limited air space.

It may be that is what we have to do. I’m hoping we can pull off something better.

Alright I get what you're saying but, you don't have to make all the arenas labyrinths and mazes. Take for example Overwatch, now overwatch may not have customizable characters in terms of mechanics, but the arenas do have to take into consideration many things that our characters could do. It has heroes that can fly and teleport and the like and yet feel open ended. A good idea for arena features are those that can let people with different movement types sneak in, and can give ways for other people to counter act those methods. Let's say for example there's this screen that only teleporters can teleport through, that would mean that people defending the objective would have to check over there now and again to see if people snuck in through there, or the ability to press a button in a certain area to put up a wall, but that wall only exists for a limited time until you press the button again, stuff like that. I'll post a video to give you some inspiration

[youtube]4DynhzEQtog[/youtube]

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Tannim222
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Yes, but Overwatch matches

Yes, but Overwatch matches are small. And their characters will not move as well or as much as ours will. Comparatively, if we were to make instanced PvP event maps, there wouldn’t be a comparison.

We’re probably looking at an entire district instance. And doing that well, that’s where we end up with problems with incredibly high mobility. Not to mention the much greater range of mechanics we will have compare to Overwatch.

Either way, there is stuff we want to do, but there is no easy way to go about designing it at this time.

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notears
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Well yeah I get that it would

Well yeah I get that it would be hard, but well developing a large MMO is hard. I mean I understand that it's not going to be at launch, I'm just arguing more because it helps the devs get ideas.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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It would suck to have a

It would suck to have a character who's specialty is sniping then have the PvP event where sniping would be most useful turn out to be useless.

Cause when it comes to something like this you have to think about what's fun for all involved.

With the protect the president you could have him have some secret service members who will jump in front of him to protect him from sniper attacks, like 4 of them, so they're more like sniper shields. These service members could also help the heroes in combat by doing pitiful damage. Then it becomes a game of clear the VIPs shields, then snipe him.

For CTF having them not be able to teleport with the flag might work, or having an area around the flag that opposing teams can't teleport into/out of. It could cancel out all travel powers to be fair. Or maybe having the players be able to build structures around the flag to better defend it, guns, travel power jammers, forcefields, etc. Then a porter could get a few quick points but after that they'd have to get people inside to destroy the equipment to do it.

The king of the hill problem has a seemingly obvious solution of lowering AoE damage, but that doesn't seem fair. An AoE centric build may be able to keep the hill better, but getting it will still be difficult especially in a team game. All someone needs to do is hang back and snipe them down. And usually AoEs are weaker than single target abilities so if a couple of tough characters get up to the AoE-er they'd probably not do so well. I think the king of the hill AoE-er would sort itself out.

"Let the past die. Kill it if you have to."

Tannim222
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Yes we could do those things,

Yes we could do those things, but they are all fairly heavy handed in application to limit what players are capabale of doing.

I want to explore ways to let players do the things they are used to doing.

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Project_Hero wrote:
Project_Hero wrote:

It would suck to have a character who's specialty is sniping then have the PvP event where sniping would be most useful turn out to be useless.

Cause when it comes to something like this you have to think about what's fun for all involved.

Personally I'm against the idea of trying to make every part of the game individually accessible and optimized for all of the different play styles that could exist. If you're going into a PvP match or event of some kind, bring a toon that's not totally gimped by the map parameters, etc, or alternatively, bring a sub-optimal build on purpose just to try to challenge yourself. Either way, I personally would rather have a set of available PvP maps to play on and events to join that are varied and different, even if some of them don't really look terribly inviting to some play styles. Just have something for everyone, don't try to sanitize the game such that EVERYTHING is for everyone. Because that limits the amount of variability you can have.

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Tannim222
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The thing is Radiac, we don’t

The thing is Radiac, we don’t have separate specific PvP maps. We have the city and instanced maps. And the instanced maps are not necessarily hand crafted but many are dynamically generated based on a set of paramters.

If we are going to make certain PvP events possible, we have to account for what players could do in them, where those could do builds break expectations and how to address them.

If we make a “ctf” event of rob the back / return the loot. The bank limits some things that can be done, but once outside... of you had a teleport power - you could clear large portions of the exterior map pretty easily, making it difficult for the teleport user to be tagged and drop the loot.

We also wouldn’t want such encounters to come down to who can stack the most movement debuffs first.

At the same time, we want to make it fun to use your super powers, including travel powers as part of the experience of playing a super powers themed PvP.

I have some ideas for how to address some of this, but they require a bunch of unique rules. Stuff we are far, far away from ever implementing.

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I would think that the

I would think that the counter to a snipe is a character with tremendous damage resistance to shrug it off or evasion to avoid it, or maybe even a control ability with the same range, or a counter-snipe meant to interrupt the incoming snipe attack.
Is that teleporter ruining your flag defense strategy? cast darkness or an AoE snare around the flag. Cast blind on the teleporter so she can't pick a spot to jump to.

I feel that every power or ability should have an achilles heel such that no single build can be the answer to all threats.

Since I am a fan of self-organizing behavior, this type of build design in the game would provide an incentive for a team of players to work together to find the optimum combinations of power sets for the moment; only to require an adjustment as soon as their opponents reorganize, and so on and so on.

So rather than heavy-handed rules and/or map weirdness, we put the agency in the players hands. Continual power set adjustments may be necessary on the part of the game designers; while at the same time a certain amount of restraint needs to be exercised to keep from making knee-jerk reactions when the playerbase complains about a seemingly overpowered team build synergy, when what is really happening is that the best counters just haven't been discovered by the player base yet.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Maybe make the teleport

Maybe make the teleport starting spot very visible (a column of light from where the guy is teleporting?) and balanced to the other movement powers (if it's so fast/unpredictable that you fear it could be a cheat in some pvp situations, than you may need to balance that with a slower casting time). That way teleporting may attract attention in PvP maps and have a slow-interruptible cast (a superspeed guy could interrupt them, or a flyer could easily see the column of light being summoned etc.).

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And Snipe is just one power

And Snipe is just one power out of a dozen one might have. It doesn't seem effective to pile all of your power behind a single attack. That might work against static mobs, but players don't stand still for the 30 seconds of build-up.

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On the bank robbery, it's

On the bank robbery, it's kinda an illustration of how overpowered teleportation is :p

*zip* in the vault grabbing stuff, *zip* outside, *zip* back to lair :p

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Fireheart wrote:
Fireheart wrote:

And Snipe is just one power out of a dozen one might have. It doesn't seem effective to pile all of your power behind a single attack. That might work against static mobs, but players don't stand still for the 30 seconds of build-up.

Be Well!
Fireheart

They don't need to stand still, just stay in range. And it can be easy to land when the foe doesn't see it coming.

Mostly this becomes a problem for a PvP escort mission as likely the NPC will be moving slowly. Just stand somewhere unlikely (or be stealthed) start the snipe when they get into range then a few seconds later you deal massive damage maybe taking out a player, or more importantly the NPC they're protecting. If you're lucky your enemies won't know where the attack came from so you just start charging it up again (cooldowns permitting).

Either way you can take a big chunk of HP off of someone especially so if someone specced themselves for maximum sniper damage.

And that's just having one sniper. If the opposing team had 2 or 3? How many snipes should an NPC reasonably be able to take?

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Huckleberry
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Project_Hero wrote:
Project_Hero wrote:
Fireheart wrote:

And Snipe is just one power out of a dozen one might have. It doesn't seem effective to pile all of your power behind a single attack. That might work against static mobs, but players don't stand still for the 30 seconds of build-up.

Be Well!
Fireheart

They don't need to stand still, just stay in range. And it can be easy to land when the foe doesn't see it coming.

Mostly this becomes a problem for a PvP escort mission as likely the NPC will be moving slowly. Just stand somewhere unlikely (or be stealthed) start the snipe when they get into range then a few seconds later you deal massive damage maybe taking out a player, or more importantly the NPC they're protecting. If you're lucky your enemies won't know where the attack came from so you just start charging it up again (cooldowns permitting).

Either way you can take a big chunk of HP off of someone especially so if someone specced themselves for maximum sniper damage.

And that's just having one sniper. If the opposing team had 2 or 3? How many snipes should an NPC reasonably be able to take?

But can you imagine if someone on the escorting team put a reflection barrier on the NPC!

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Are any powers so far listed

Are any powers so far listed as reflection for ranged attacks? I honestly don't remember.

Also I think any such powers only deal a small amount of damage back to the attacker, definitely not like how reflect in final fantasy works. So they'd deal a massive amount of damage then get a small amount of damage, I don't think they'd mind so much.

Just looked at the powers and there's a reflective barrier power in force control which seems to be a stationary area which unless you can put it up constantly for the NPC every step of the way, it's still not enough. Granted if you had a large part of the team doing that... You'd likely get slaughtered by melee.

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Since we have only seen two

Since we have only seen two powers from every set, and since we have not seen any augments or refinements (tonight maybe?), and since masteries are also still not detailed out for us; I feel there is probably plenty of design space for MWM to add or remove features as they see fit.

For all we know, there could be a snatch barrier that brings ranged attackers up close to the defender. We just don't know. But this is our chance to make arguments for any positions we take until we hear otherwise.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

notears
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Alright so I think I have

Alright so I think I have some ideas for PvP events that could work. What if instead of heroes trying to protect the mayor, it's villains trying to hold the mayor for ransom, like they put the mayor in a cage and have to keep the heroes from clicking on it to open the cage while they buy time for their money to come in, or there's this big crash and a van carrying money or powerful relics or something is now on it's side as it's cargo is spilt everywhere and the point of this works like a variation of capture the flag, where villains try to pick up loot and try to bring it somewhere while the heroes are trying to bring the loot to a nearby police van, and if anyone is attacked they drop their loot so that the other side can try to pick it up.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears wrote:
notears wrote:

Alright so I think I have some ideas for PvP events that could work. What if instead of heroes trying to protect the mayor, it's villains trying to hold the mayor for ransom, like they put the mayor in a cage and have to keep the heroes from clicking on it to open the cage while they buy time for their money to come in, or there's this big crash and a van carrying money or powerful relics or something is now on it's side as it's cargo is spilt everywhere and the point of this works like a variation of capture the flag, where villains try to pick up loot and try to bring it somewhere while the heroes are trying to bring the loot to a nearby police van, and if anyone is attacked they drop their loot so that the other side can try to pick it up.

Great idea! You just reminded me of a really fun game called Fat Princess on the PS3 in which it essentially works the same. There's the blue side and red side. Each team's princess is trapped in the other team's castle. Each team must get into the castle and carry their princess back to their own castle to win. The more people escorting you the faster you move to get back to your castle quicker. Maybe instead of carrying the mayor, he just runs alongside us as we head back. The more heroes with us the faster the group moves back.

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Wolfgang8565 wrote:
Wolfgang8565 wrote:

Great idea! You just reminded me of a really fun game called Fat Princess on the PS3 in which it essentially works the same. There's the blue side and red side. Each team's princess is trapped in the other team's castle. Each team must get into the castle and carry their princess back to their own castle to win. The more people escorting you the faster you move to get back to your castle quicker. Maybe instead of carrying the mayor, he just runs alongside us as we head back. The more heroes with us the faster the group moves back.

This formulation has merit for a lot of things, including PvE content. Heck, you could even pull this sort of thing as a PvEvP sort of deal too, with a little bit of finesse.

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Interesting if there are

Interesting if there are mechanics to help/hinder (like security doors in the lair or emergency henchman button being pushed, etc). Otherwise this is just capture the flag. Plus it restricts combat to just two sides (which can be a good thing for managing pvp).

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