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Old Aug 19, 2008, 11:19 AM // 11:19   #1
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Default AB Quest Idea

Greetings, I have formulated another brainwave to improve Alliance battles.

My idea is Alliance Battle Quests/Achievements:
Once an alliance battle begins, players have quests that they can choose to achieve, in order to earn extra faction or experience.

I will explain tokens later down.

Quests involve:
Killing 0/5 players of the enemy Faction during one Alliance Battle.
Reward : 1 Luxon/Kurzick Token

Kill 0/5 Enemy NPCs during one Alliance Battle.
Reward : 1 Luxon/Kurzick Token

Capturing 0/5 enemy Shrines during one Alliance Battle.
Reward : 1 Luxon/Kurzick Token

Receive 3000 points of damage during one life
Reward : 1 Luxon/Kurzick Token

For Monks
Heal 5000 points of damage during one Alliance Battle.
Reward : 1 Luxon/Kurzick Token

Heal 3000 points of damage on friendly NPCS during an alliance Battle
Reward : 1 Luxon/Kurzick Token

On Ancestral Lands or Kaanai Canyon:
Destroy 0/3 Enemy gates
Reward : 1 Luxon/Kurzick Token

Repair 0/3 Friendly Gates
Reward : 1 Luxon/Kurzick Token

On underdog maps the defending team's goals should be greater.
Quote:
Killing 0/5 players of the enemy Faction during one Alliance Battle.
Reward : 1 Luxon/Kurzick Token
Instead of 5 players required to be slain on Grenz Frontier while playing Luxon. The Kurzicks must slay 10 Luxons in order to receive their Token. And 15 Luxons while on Ancestral lands.
Vice versa for Luxons on underdog maps


Of course, the rewards may be too great, receiving 3 Tokens for 3 questions. Maybe the quests can be synthesized to form a few larger quests.
Such as :
Quote:
Killing 0/5 players of the enemy Faction during one Alliance Battle.
Kill 0/5 Enemy NPCs during one Alliance Battle.
Capturing 0/5 enemy Shrines during one Alliance Battle.
is one quest and completion of these three objectives, earns the player 3 Luxon/Kurzick Tokens.


Now onto the tokens
The token's earned by a player can be redeemed at any Luxon/Kurzick Scavenger.
The items the player can receive can be good.
x Tokens for y Luxon/Kurzick Faction.
x Tokens for y gold pieces.
x Tokens for y Jade shards/amberite.

I think this idea would improve the amount of attendance in Alliance Battles and reward players on their individual and group achievements.
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Old Aug 19, 2008, 11:25 AM // 11:25   #2
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No offense, but I think this would be kinda bad. notsigned
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Old Aug 19, 2008, 11:43 AM // 11:43   #3
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I really like this idea and there's a lot of things that can be done with it. Even going so far as adding new elements to the games themselves.

However, there is one important thing to note. Alliance Battles are a Team Game. There should not be any quests/missions/whatever that deliberately detract from that.

Example of Bad Ideas:

Kill X Players of the Other Faction.
Capture a Shrine by Yourself.

Example of Good Ideas:

Assist Capturing X Shrines before the Battle Ends.
Assist in Defeating X Faction NPC's.


Also, it's difficult to typecast the builds people will play. In a way, this shaping up more like an Achievement type thing. So possibly breaking them up would be the best idea. I don't know, I'm going off on a tangent...

...oh well, I like the idea.
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Old Aug 19, 2008, 11:47 AM // 11:47   #4
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Might be interesting. I doubt it'll be implemented though.
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Old Aug 19, 2008, 11:55 AM // 11:55   #5
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This would just make people play to get achievements rather than to win (see alot of this in shooters on Xbox Live) which actually makes the game worse as they are then out for themselves rather than their team.

/notsigned
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Old Aug 19, 2008, 12:55 PM // 12:55   #6
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ye.. if it works nicely the way it works why add quests that would only distract the players' attention?
if this was added instead of hearing: "cap!" we weould be hearing "stop questing!"
and instead of adding tokens to teh game it would be better for the quests to just give lux / kurz faction
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Old Aug 19, 2008, 01:21 PM // 13:21   #7
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Too involved, too difficult to balance out, and what Unreal said.
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Old Aug 19, 2008, 01:37 PM // 13:37   #8
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I sign everything that convince noobs to cap. So remove the killing quests and only keep the cap quests :>
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Old Aug 19, 2008, 01:51 PM // 13:51   #9
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i see no point in this leave the game the way it is i don't see why people want all the things like ursan and shadow form to get nerfed who cares GW2 is coming out soon anyway
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Old Aug 19, 2008, 02:27 PM // 14:27   #10
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Quote:
Originally Posted by The Arching Healer
I sign everything that convince noobs to cap. So remove the killing quests and only keep the cap quests :>
Good concept, though I don't see the need for "tokens." Killing and healing bonuses aren't needed either. Theres plenty of Balth and alliance faction to be had. There are builds out there that don't necessarily focus on killing or healing. I'd rather not see them dissappear. And I also don't want to reward the players that forget about capping and just go hunting right from the start.

What WOULD be good, however, is if they awarded some alliance faction every time your side caps a shrine.. say 50 faction, for example. This would be an ever-so-slight incentive for people to prioritize capping over mindless combat outside shrine range.
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Old Aug 19, 2008, 02:47 PM // 14:47   #11
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Quote:
Originally Posted by TheodenKing
What WOULD be good, however, is if they awarded some alliance faction every time your side caps a shrine.. say 50 faction, for example. This would be an ever-so-slight incentive for people to prioritize capping over mindless combat outside shrine range.
/signed, and make it noticeable enough, e.g., every time when your side completes a shrine cap a big friendly +50 pops up with an appropriate 'ding' sound

Incidentally, that would also somewhat compensate for the faction gain rate disparity between AB and various FFF methods.

Last edited by tmakinen; Aug 19, 2008 at 02:49 PM // 14:49..
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Old Aug 19, 2008, 03:07 PM // 15:07   #12
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all this will do is disproportionately reward a few styles of play, and completely ignore all the other ones. for example, how can you possibly reward those who play disruption/shutdown? there's no way to objectively define such playstyles, so they won't get rewarded. you also cannot reward those who can actually DEFEND a shrine, since there's no clear mechanic that defines it.

with a system like this, AB will rapidly become a bunch of fire eles running around the circles, which is NOT what it needs.

/notsigned.
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Old Aug 19, 2008, 04:15 PM // 16:15   #13
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lol go monk teams go?

infusing all day long staying in base sh*tting on ab just for cash?

no thanks

/not signed
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Old Aug 19, 2008, 04:54 PM // 16:54   #14
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Quote:
Originally Posted by moriz
with a system like this, AB will rapidly become a bunch of fire eles running around the circles, which is NOT what it needs.
I disagree with some respect (though I'm not favouring the idea) as stopping said Fire Eles would then become a key dynamic of the battle if you're on an unfavoured map hence adding a little more strategy to the game via attacking and defending perhaps?

On the neutral maps it would probably make for a good game if the idea was balanced properly.

Quote:
Originally Posted by TheodenKing
What WOULD be good, however, is if they awarded some alliance faction every time your side caps a shrine.. say 50 faction, for example. This would be an ever-so-slight incentive for people to prioritize capping over mindless combat outside shrine range.
How about multiplying the bonus for each party member in range too, to minimise solo capping and hopefully generate more team work?

Last edited by Unreal Havoc; Aug 19, 2008 at 04:57 PM // 16:57..
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Old Aug 19, 2008, 04:57 PM // 16:57   #15
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It's a pretty bad idea. AB is as boring enough as it is.

Also, things like sustaining 5000 damage and healing 3000 damage are dumb ideas, simply because 55 monks will tank damage and HB monks will run around healing everything they can just for the reward.
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Old Aug 19, 2008, 06:24 PM // 18:24   #16
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Quote:
Originally Posted by Unreal Havoc
I disagree with some respect (though I'm not favouring the idea) as stopping said Fire Eles would then become a key dynamic of the battle if you're on an unfavoured map hence adding a little more strategy to the game via attacking and defending perhaps?

On the neutral maps it would probably make for a good game if the idea was balanced properly.
i would agree with that only if people are rewarded equally for stopping the fire eles. unfortunately, you can't, since you cannot completely, objectively define what shutdown/disruption is. it could be me plinking an endless stream of interrupts to interrupt the nukes, or could be as simple as me running around in a circle, dodging all of the AoEs. both effectively stops the fire ele, but with the current game engine, only the first one can be rewarded.
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Old Aug 19, 2008, 07:43 PM // 19:43   #17
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I think it would take too many people's minds off the task at hand, which is enough of a problem already. tbh I think the AB format is pretty good now.
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Old Aug 19, 2008, 10:13 PM // 22:13   #18
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I would steal kills away from teammates ALL MATCH LONG

wait a sec

that's pretty much what I've been doing so far
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Old Aug 20, 2008, 12:00 AM // 00:00   #19
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Quote:
Originally Posted by moriz
i would agree with that only if people are rewarded equally for stopping the fire eles. unfortunately, you can't, since you cannot completely, objectively define what shutdown/disruption is. it could be me plinking an endless stream of interrupts to interrupt the nukes, or could be as simple as me running around in a circle, dodging all of the AoEs. both effectively stops the fire ele, but with the current game engine, only the first one can be rewarded.
My idea in this respect would to simply be given faction points for warding off an opposing attack on a shrine, by anyone, (catching them out in the middle of nowhere doesn't define them as attacking a shrine does it?), easily measured by the shrine capture meter which is already in place in the game. Offering say 25 points per person assisting in the defence (within the shrines aura) per kill on any target within the shrines aura, and somewhat widening the shrines aura (but not the scoring aura), giving it two seperate auras. A kill aura and a scoring aura, both of which have a status meter on screen at any time. Also give the same opposite, give 25 faction points each for every kill (excluding NPC's) within the shrines kill aura too.

Perhaps also both offer a faction points multiplier every 10 player kills or so for the long drawn out battles (Resurrection Shrines, etc) to spice things up a little.

Failing that, using similar to the above, make a whole new King of the Hill gametype with no NPCs and just one shrine to fight over, and bring on the carnage!

Oh and make it 100 vs 100, alliance teams only, too! (Wishes)

Last edited by Unreal Havoc; Aug 20, 2008 at 12:09 AM // 00:09..
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Old Aug 20, 2008, 02:23 AM // 02:23   #20
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so, i get a guildie, i sac life constantly, he heals me and gets us tokens....pve farmers in pvp is bad enough already

/notsigned
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