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Old Dec 01, 2005, 02:27 AM // 02:27   #1
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Default 4 team PvPvE Arena Concept (with map)

Its one of the idea I have for long time. Anyhow, what it is is a PvPvE arena, meaning there are Mobs as well as Player that you have/could be fighting with. Here is a simple sample map.

It only show 1/4th the placement of things (too lazy to do the rest), but since the whole map is symetriacal, rest of 3 corners will have same placement. It will be for 4 teams, each with 6 players (or can also be modifiy to be a 4 to 8 player map). They will each start out on one of the 4 corners respectivly (also serve as res point). (show is a green team) The Objective is to go to the center, capture the "Flag", and run it to the Ending Zone. There are mobs on the way that you must defeat, and if you run into other player teams, you are free to attack them. Here are some explaintion of the legends.

Enemies: (differnt type of enemy groups, from a strong, harder to defeat group, to weaker type. They will stay in the room, and chase you only so far.

Helper: One of the interesting things in the game. If you defeat the enmy in the helper zone, and open the "jail", you will get a helper. What kind will be randomly chosen when start the map (thus they will be at the same location, but don't expect them to the same on each play) Here are some ideas:

-Hench: You get a extra henchmen to fight on your team.

-Charm Potion: One person must hold it (a big jar?). Once "drop it", will be in use, turning any nearby aggro mob to be none aggo and attack other targets. Only effect for few seconds. (good for when gang up by mob and other player)

- Mine Trap: An explosive mine trap. Once Drop, will be hidden from other player, and when step on, will active an damaging explosion.

- Moral Boost: give you some % of moral Boost (maybe like 20%)

- Healing/Energy Staff. Two hand hold item, give team mate around you +1 hp regen or +1 energy regen. Can not use your weapon when holding.

Gate: There are several Gate, Lever combo when you have the 2 cordor. It work like this. There will be 2 Lever controling the gate on the 2 end of the cordor. (2 gate, one for each cordor) When one gate is close, the other gate must be open. Since the controling lever is located at the "end room", it is helpful to block off incoming enemy and/or block off enemy escpae route, forcing them to backtrack and take the other cordor.

Enemy (Patrol): Beside the stationary enemies, there are also 4 group of Patroling enemy that walk in the red doted line square route. Thus if one must be careful of them when trying to go into the center room.

The mob can be a hinder, as well as help. One must be careful not to get caught between more than one mob/or player. The helper will server as advantage, but getting the flag to the endpoing is the way to win the game.

can have several different tactics, from rushing, to ambush, to stalking, to get all the helper first, and more. I think it will be fun to play.
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Old Dec 01, 2005, 02:40 AM // 02:40   #2
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ooo i like it

umm another extra could be a random lvl max 20 min 10 mob that acts like a pet i'd love to see a lvl 10 dragon or somthing on my side
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Old Dec 01, 2005, 07:23 AM // 07:23   #3
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Nice idea. I don't PvP, but this setup would even appeal to me. One thing I suggest though, make it so that the "flag" or whatever item you want for the theme, is an enemy drop. That way people won't simply rush in, grab the flag, and rush out without any combat.
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Old Dec 01, 2005, 07:26 AM // 07:26   #4
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Sounds very cool
-as Undivine said, make the flag an enemy drop to prevent rushing

-this is going as link in my summary thread for PvPvE
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Old Dec 01, 2005, 11:16 PM // 23:16   #5
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OOOO I like that idea I would love if they put it in.
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Old Dec 04, 2005, 03:19 PM // 15:19   #6
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would faction be the only reward , or do u think there should be greater ones?
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Old Dec 04, 2005, 03:48 PM // 15:48   #7
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Reminds me of Warcraft 3 maps ALOT. You even used enemy strengths as dots. Although i think it might cause too many stand offs in this kind of game, because people would be afraid of being ambushed
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Old Dec 04, 2005, 06:50 PM // 18:50   #8
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Quote:
Originally Posted by derrtyboy69
Reminds me of Warcraft 3 maps ALOT. You even used enemy strengths as dots. Although i think it might cause too many stand offs in this kind of game, because people would be afraid of being ambushed
Yeah, there would have to be something motivating people to push ahead. Maybe a timer, and if no one has the flag when it ends, it looks at the distance of each player from the flag, and the team with the lowest average distance gets a morale boost or something?
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Old Dec 05, 2005, 11:31 PM // 23:31   #9
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Quote:
Originally Posted by derrtyboy69
Reminds me of Warcraft 3 maps ALOT. You even used enemy strengths as dots. Although i think it might cause too many stand offs in this kind of game, because people would be afraid of being ambushed
The Warcraft 3 Maps are fun my favorite would have to be DOTA. I wonder how much time it took to make those.
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Old Dec 07, 2005, 03:09 PM // 15:09   #10
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actionjack. I think you have jsut made an improved HoH. Since there are Mobs in your map it will go totally different. I would really love to play this arena if it would come out.
/signed
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Old Dec 07, 2005, 04:41 PM // 16:41   #11
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I like it too and might serve to draw PvE-only guilds like ours into PvP. For the flag, make it like the cauldron that the flame keepers carry in the Surmia mission: once you defeat all 4 they drop it. Helps totally buffed runners from a hit and run.
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Old Feb 21, 2006, 04:29 PM // 16:29   #12
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Quote:
Originally Posted by actionjack
Its one of the idea I have for long time. Anyhow, what it is is a PvPvE arena, meaning there are Mobs as well as Player that you have/could be fighting with. Here is a simple sample map.

It only show 1/4th the placement of things (too lazy to do the rest), but since the whole map is symetriacal, rest of 3 corners will have same placement. It will be for 4 teams, each with 6 players (or can also be modifiy to be a 4 to 8 player map). They will each start out on one of the 4 corners respectivly (also serve as res point). (show is a green team) The Objective is to go to the center, capture the "Flag", and run it to the Ending Zone. There are mobs on the way that you must defeat, and if you run into other player teams, you are free to attack them. Here are some explaintion of the legends.

Enemies: (differnt type of enemy groups, from a strong, harder to defeat group, to weaker type. They will stay in the room, and chase you only so far.

Helper: One of the interesting things in the game. If you defeat the enmy in the helper zone, and open the "jail", you will get a helper. What kind will be randomly chosen when start the map (thus they will be at the same location, but don't expect them to the same on each play) Here are some ideas:

-Hench: You get a extra henchmen to fight on your team.

-Charm Potion: One person must hold it (a big jar?). Once "drop it", will be in use, turning any nearby aggro mob to be none aggo and attack other targets. Only effect for few seconds. (good for when gang up by mob and other player)

- Mine Trap: An explosive mine trap. Once Drop, will be hidden from other player, and when step on, will active an damaging explosion.

- Moral Boost: give you some % of moral Boost (maybe like 20%)

- Healing/Energy Staff. Two hand hold item, give team mate around you +1 hp regen or +1 energy regen. Can not use your weapon when holding.

Gate: There are several Gate, Lever combo when you have the 2 cordor. It work like this. There will be 2 Lever controling the gate on the 2 end of the cordor. (2 gate, one for each cordor) When one gate is close, the other gate must be open. Since the controling lever is located at the "end room", it is helpful to block off incoming enemy and/or block off enemy escpae route, forcing them to backtrack and take the other cordor.

Enemy (Patrol): Beside the stationary enemies, there are also 4 group of Patroling enemy that walk in the red doted line square route. Thus if one must be careful of them when trying to go into the center room.

The mob can be a hinder, as well as help. One must be careful not to get caught between more than one mob/or player. The helper will server as advantage, but getting the flag to the endpoing is the way to win the game.

can have several different tactics, from rushing, to ambush, to stalking, to get all the helper first, and more. I think it will be fun to play.
I love this idea... even though I havent fully read it all just the part:
TEAMS, MOBS, COMBAT ALL TOGETHER IN ONE (various actually) MAP! WOOT!

Well it really sounds like something out of the usual drab of PvP adding mobs (hopefully smart mobs) to the maps to make it much harder and such. I really hope this idea gets signed up.

//signed.
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Old Feb 21, 2006, 04:40 PM // 16:40   #13
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/signed

would require a decent ammount of coordination too, very nice.
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Old Feb 21, 2006, 05:07 PM // 17:07   #14
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//signed, Oh So Freking Signed This Is

Love It
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Old Feb 21, 2006, 06:40 PM // 18:40   #15
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wonder how this got dig up...
now looking back, some of the map enemy/helper placement seem unblance, but again, that is only to server as an example, so it could be better.

Again, would see serveal different team strategies, from Bliz, to ambush, to "resource" acquiring, to defensive, and much more.

feel free to comment, or question.
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Old Feb 21, 2006, 06:56 PM // 18:56   #16
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Quote:
Originally Posted by actionjack
wonder how this got dig up...
now looking back, some of the map enemy/helper placement seem unblance, but again, that is only to server as an example, so it could be better.

Again, would see serveal different team strategies, from Bliz, to ambush, to "resource" acquiring, to defensive, and much more.

feel free to comment, or question.
Ya there are 3 helpers by team 1 and none by everyone else that's just a little unbalanced
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Old Feb 21, 2006, 08:10 PM // 20:10   #17
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Well since it got pulled back up, I will say that this sounds like a pretty interesting idea. Is the ending for each team the same point, or are there 4 seperate ending points, one for each team?
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Old Feb 21, 2006, 09:09 PM // 21:09   #18
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I myself as a mostly PvE player, am wondering about drops...

Would these mobs be dropping items or giving faction?

And with items, assigning them could get confusing when teams get close to each other but still are fighting. Things will start dropping for the opposing team from the mob you are killing.
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Old Feb 21, 2006, 10:32 PM // 22:32   #19
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to SaintGreg: 4 seperate points (or atleast in this graphic example) Each team will need to run a L shape route. Since this will make the team be moving toward one and other (the last part of the route be in between 2 enemy team's spawning points), this create more tensions. (atleast in theory)
So the lower left corner's starting point team will need to end at the middle up ending point.

to VilaptcaL: (what a strange name) I would say this map be not more drops. If the mob do drop, would assign to small amount of gold (say 60 gold) and/or salvage item (of very small value of couse). This map is not for farming. However, would still be fun to see people jumping over the drops (thus will make the mob drop be free for all).
However, possible to make for some sort of item/gold award to the winning team. (was toying with the idea of the red mob drop the good loot, and only the winning team will get to keep it after the game... hmm)

Last edited by actionjack; Feb 21, 2006 at 10:37 PM // 22:37..
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Old Feb 21, 2006, 11:05 PM // 23:05   #20
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Kind of like the chest for winning HoH?

I was just thinking about would players think it funny if a rare dropped for them from the opposing teams mob and would they run to get it, or would they get angry if the team killed them before they could pick up their drop.

Anyways, I guess it could be interesting if the easy mobs give you faction and xp, but then the harder mobs drop some ok/good items and xp.
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