Jan 22, 2007, 05:20 PM // 17:20
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#1
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Krytan Explorer
Join Date: Nov 2006
Location: PM me for JACT Invite
Guild: Feathermoore Clan
Profession: R/Mo
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Kill Count - FFA - Yes or no?
Now, i got interested in a half sarcastic comment from a topic in the HA test weekend forum and though to myself. Would that work? If so would people play it?
What it comes down to is someone yet again proposed the idea of 1v1s. My thoughts went to a higher possibility. What about Free-for-All Kill Count with 12 people. Basically a giant 1v1v1v1v1v1v1v1v1v1v1v1. To me i like random mayhem. And in fact 1v1v1 Killcount in HA was some of the most fun I had playing in a while.
I digress. The reasons i think this may work/be fun would be because each profession has its weaknesses. If its balanced - like it should be - no one profession should be able to own everyone. There would be no dp so characters cant constantly gank one target.
Granted i can see people already saying this is just going to be who-ever can kill steal and produce most the dmg. However i think it wont be just whoever can produce the most dmg. SS eles for instance rely on small spaces and idiots who actually attack through SS. (those complaing SS should realized SS only hurts the most when your attacking DEEE DEEE DEEE) Those think this may be sin heaven. Sins generally have a recharge/down time any mesmer/necro should easily be able to degen out a necro.
On the topic of degen, it would count as dmg just like the principle that gaile said the dev used for kill count in hoh.
So what are your thoughts on a FFA Kill Count 12-man battle. No DP. Rez every minute or so. Yes or No?
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Jan 22, 2007, 06:07 PM // 18:07
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#2
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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XD, a 1v1v1v1 is called a 'Deathmatch'.
Well... basically in those figts there will be some killing many, some scaping al the time, and finally, those that after scaping from anyone else, will kill the survivors (that is, assassins teleporting al over the palce until there is just one character left, then shadow form, and done, XD)
It's something that must be tested in order to see if it would work.
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Jan 22, 2007, 06:14 PM // 18:14
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#3
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Skill Factor 0/10
Fun Factor 10/10
/signed
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Jan 22, 2007, 06:38 PM // 18:38
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#4
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Krytan Explorer
Join Date: Nov 2006
Location: PM me for JACT Invite
Guild: Feathermoore Clan
Profession: R/Mo
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Quote:
Originally Posted by MithranArkanere
XD, a 1v1v1v1 is called a 'Deathmatch'.
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Thats the word i was looking for. lol :-P
And yea of course it would required testing, every idea is bound to have its flaws.
I think it would just be fun, new change to guildwars. Allowing for different pvp aspect as opposed to team vs team all the time. Yea i know thats what RA is for, but it still pits two teams against each others.
This way it would eliminate "holding builds" or "high-defensive builds", in favor of that finding the right "balance" between offense and defense.
But really it would just be a fresh new arena, for both pve and pvp players to test their luck and [survivng] skills.
As well maybe it could have something along the lines of top two or three people stay on the map. As well maybe, a npc who keeps track of the most kills for the day. Just like the NPCs for the Challenge missions.
-BAH class started I'll add some more in a few minutes
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Jan 22, 2007, 07:07 PM // 19:07
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#5
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Krytan Explorer
Join Date: Oct 2006
Location: Iowa, USA
Guild: HoTR
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Would definatly need testing and tweeking to your idea, but sounds like a lot of fun.
/signed
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Jan 22, 2007, 07:18 PM // 19:18
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#6
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Eh could be fun, but I don't see how it could be implamented. If 2 guys are attacking the same guy, who gets the kill? The guy who put in the final hit? The necro who cast wither on that dieing guy and was half way across the map from him when he died?
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Jan 22, 2007, 11:12 PM // 23:12
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#7
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Krytan Explorer
Join Date: Nov 2006
Location: PM me for JACT Invite
Guild: Feathermoore Clan
Profession: R/Mo
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As for the kill/point system. It would have to rely on dmg figures similar to what they tried to implement in HA. (Gasp). Its a good concept on paper yes.
Maybe there are some glitches in the system that allows for kill stealing that the devs dont know about, IDK. It would have to be refined of course. But it would count dmg from all sources (excluding self-inflicted) including degen.
So say for instance. A degen ranger is facing off with a warrior with 400 hp (less its low whatever its an example), and then a ele comes in and spikes the warrior.
Putting aside armor and criticals and heals and what not lets say if a ranger with base 12 marks and 11 expertise and 6 wilderness for simplicity. uses:
Apply Poison - N/A
Pin Down - Poison for 6 seconds, Cripple for 13 second and 28 dmg
Burning Arrow - Poison reapplied for 6 seconds, Burning for 4 seconds and 54 dmg
Screaming Shot - Poison reapplied for 6 seconds, Bleeding for 17 seconds and 50 dmg.
Assuming the attacks take 3 seconds to excute, the warrior suffers from 132 dmg, Poison(3pip) for 9 seconds, Burning (7pip) for 4 seconds and bleeding (3pip) for 17 seconds.
3 seconds after Screaming Shot (warrior trys to run away from ranger or whatever), ele(base 12 fire) hits the warrior with Flare and Immolate taking two seconds.
Flare - 48 dmg
Immolate - 51 dmg and burning for 3 seconds.
So the dmg goes:
TIME in seconds: DMG
1: -28hp, Poison - 6hp
2: -54hp, Posion - 6hp, Burning - 14hp
3: -50hp, Poison - 6hp, Burning - 14hp, Bleeding (max degen)
4: Poison - 6hp, Burning - 14hp, Bleeding (max degen)
5: Poison - 6hp, Burning Ends - 14hp, Bleeding (max degen)
6: Poison - 6hp, Bleeding -6hp
Total loss of hp: 230hp
7: -48hp, Poison - 6hp, Bleeding -6hp
8: -51hp, Burning -14hp and Poison - 6hp, Bleeding -6hp
9: Burning -14hp, Poison Ends - 6hp, Bleeding (max degen)
10: Burning -14hp, Bleeding -6hp
Total loss of hp: 171
Time of death 10 seconds. Ok So the warrior died from the spike from the ele, but since the ranger inflicted a total of 230hp by himself, and the ele with the rangers conditions did 171dmg. The kill goes to the ranger.
There would have to be a time limit however. Say after 7 seconds if you dont hit the target with a physical attack, your dmg counter on the target is reset. This would prevent people from draining people to 1/3 health and using other people to finish the target thinking they would get the kill. (granted you would want to finish the foe regardless as that is one less person to kill you)
I think 7 seconds would be enough time to establish the same target. Although since stances come into play, it may need to be 10 seconds before counter is reset.
Thats how i believe the system Gaile mentioned should work for both HA and my idea. And as well of course this would have to be tested to make sure it actually works.
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