PvE Elements into SCs

For proposals that have been rejected.
Dabbart
Posts: 2251

PvE Elements into SCs

Post#1 » Sun Oct 16, 2016 9:21 pm

Howdy! This is going to be quite extensive, due to the theoretical nature of the idea. So I thank you for read as much as you are willing to. On a personal note... No. I do not play DoTA2, LoL, or any other form of Moba. RoR and other PC based RPGs and tactical games like EU4, TW, and Civ take up my time. It is just an idea.

1. The "Problem"
  • Repeated statements by community surrounding the feeling of "no gains" to be had in SCs after a point
    Spoiler:
    This has been illustrated countless times. Between the constant demands for Purple numbers when RR40 was cap, to frequent(though silent lately) posts "requesting" medal/emblem drops in SCs, or other types of gains to be had view SCs. The legitimacy of the arguments are moot to this point, in that the feeling is quite general. Once you get the gear you need from SCs, they start to lose their carrot
    General lack of "competitive" gaming
    Spoiler:
    Perceived. Yes, we have quite a lot of 6man groups queueing. And this is the 2nd week of the 6man events(I wasn't there for this one, hope it went well). But the fact remains, there is very little room for it other than Cal woods pops, and meeting in a capped zone. I hope the scene grows, and think that this might help, more on that later. But the standard battles revolve zerging, or PUGstomps. Anything in between(IE the good fights people supposedly want) can be hard to find
    I HATE ORVR!
    Spoiler:
    A feeling shared by many of players on this Server. For a vast list of reasons. Some include; Lag, DCs, Zerg mentality, mass combat removes individual skill dramatically, EZwin bomb classes, issues with Rule-sets, ganking, raging, Xrealmers, exploiters, they have more friends than me, keep-or-bust mentality, etc. Yes, ORvR has massive Zergs. That does NOT mean those zerglings are having fun. Or maybe they all are. The general Tone in the various chats seems to indicate otherwise however.
    SC PvE is Dumb.
    Spoiler:
    Cap a flag. Bring this object here. Carry this object. Sometimes you take damage, sometimes you blow up. Whether the PvE in SCs HAS to be dumb to accomodate for the PUG nature of SCs is valid or if it was simply easier is something I am not sure of. I do know that most SCs end up with Braveheart Charges from both sides quite often. However, PvE in instanced based PvP combat is a WELL established success in the Video Game Industry. DoTA2 and LoL spring to mind. Say what you want about MOBAs but it is a highly successful model.
The Proposals
Adding PvE Mobs to SCs.
This can be accomplished in a vast multitude of ways. My idea's on this are 3 fold to begin with. I intend for each option to be seperate. They can be taken together, seperately, on rotation, wtf ever.
  • 1. Initiate an ORvR esque "Lord" attack in Battle for Praag.
    Spoiler:
    Add defensive champion mobs the the Flags outside each Spawn point and on the corner leading towards said Flag. Same rules for ORvR BOs would apply(IE mobs must be dead to cap the flag). Add a Higher lvl champ alongside the others for the Final flag. Each flag taken(from mid to enemy side) provides 0 guards. A retaken flag will respawn it's guards.

    The intention is NOT to incite party wipes upon powerful lords. It is to give players an introduction to fighting alongside PvE inside of an SC. Scaling up the power in the final champ would be dependant entirely upon extensive testing. In an ideal world, BFP would end up with a 499 victory unless the final mob/flag had been taken. Each kill of the final Mob should give 1 currency per kill of the final Champ to each member of the killing realm. The strength of the Final mob is to be discussed.
    2. Add Moba "Jungle Champions" into MKT and Tor Anroc.
    Spoiler:
    The SW corner of MKT would be perfect for a "mini lair boss", with the Islands West and East of the item spawn being suitable area's for Tor Anroc. The mob would be unlocked after 200points total had been gained with 50pts+1 Bestial Token to each of the killing party per mob. Both sets of Mobs are only attackable if the Part is being actively carried by attacking side. Each champions power should be stronger than the Final champ in BFP, to compensate for the general seclusion of the spawn area's. Once killed, should not respawn. The strength of the mobs is to be discussed. Would be a sweet place for Dragon or other "special" monster kills.
    3. Skaven Embrace Khaine!
    Spoiler:
    Skaven non-champion mobs emerge inside the Center cave of KE after each Explosion(all the rattling drove them from their caves). No additional gains per kill(other than XP). After 400 points total are score, a Ratogre(or some other suitable BBEG[Big Bad Evil Guy] appears similar to BFP Idea). The idea is again, to get players used to PvE mobs, offering new and unique strategies, alongwith the general shenanigans that is offered.
What is Gained from all that Crap? And why are those the only Idea's?
Spoiler:
Something New, exciting, and more opportunity for testing! I didn't place it with the problems, because I don't actively consider it one, but the inability to test out fighting "difficult" PvE along with pvp other than the silliness that can be keep sieges, or the often labeled griefing of a Lair boss, there is no where to go. I purposefully left the number of mobs, and rank/power blank on this, so that it can be applied to all Tiers, and for the discussion portion of this topic(if it gets that far) Should the Mobs be max rank for each Tier? I am unsure on that. I know that they should be min rank 40 for T4. Again, non of these mobs are supposed to be party wipes, but they should be more than just a bump in the road, with the potential for placing POWERFUL mobs for Live Events, or what-not.

I listed the 3 "Types" of Mob events that I believe RoR, and particularly SCs are suited towards. ORvR style "Pushes", "jungle" style champs, and the always loved "Rats!" These types can be utilized in other SCs in different locations and ways, but it is my thought that a somewhat intelligent(and Lore friendly) addition of mobs would add to the enjoyment, tactical requirements, help to break up any disillusionment, and offer an easily accessible way to test various strats out on "tough" PvE mobs while fighting PvP(Plus Vica Versa. A nice place for the Devs to let players test various Mob alterations). Not to mention, it does give an area for some cool Carrots.
Cool. So what's the next steps/discussion?
  • 1, Capability. Can this actually be done?
    2, Does anyone actually want to spend the time creating this?
    3, Would anyone want to play it?
Those aren't questions for me to theorize on. But they are pretty damned important.

What do I see the end result as?
Spoiler:
A **** load of fun! Want to enact a keep siege 18v18? queue BfP! MKT/Tor Anorc pops? Awesome, lets go see what Monsters are haunting the edges, I need X kills for a title/cloak/whatever. And KE with skaven charging out of the center after every explosion would add to the crazyness of those battles in a way that I can only imagine.

1 PvE based SC on each rotation to keep it fresh. I don't imagine we would see constant pops for it, but it would add something entirely different and unique to the current SC experience.
Whew! It's Over! Thank you for reading.
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

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Penril
Posts: 4441

Re: PvE Elements into SCs

Post#2 » Tue Dec 06, 2016 8:43 pm

Declining, not exactly a Balance proposal. Things like this should go in Suggestions forum.

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