How future PvP should work
I will do this in bulletin form if you want an elaboration on anything just quote it and ask a question I will answer ASAP.
-Low yield zones (Resources can't be harvested as fast as PvP zone cities)
-Where your first city is
-Cannot build more cities here
-People who do not want to fight for territory will be here
-Battle system will not change from the current one here (Uses the strength calculator for even match ups)
-Epic units cannot die in this area (Wealth units)
-Winning a battle in this area will not gain you Wealth instead it will gain you a new PvE currency that will help you buy special units that make PvE easier but have no effect in PvP
-Map will be reworked so the safe SEMI-PvP zones are in the center to prevent noobs from accidentally running out into the Full PvP zone
-This is where you would build your second, third or forth city
-These zones have a high resource yield
-Each city you have in this area will make you a small amount of wealth per day
-Cities are hidden until discovered (Fog of war)
-Armies will appear when within a reasonable proximity to each other
-Anyone can fight anyone in this area
-Cities have an SOI (Sphere of influence) that prevents other cities from being build near them (you could probably fit 8 cities max in a PvP zone) this is to prevent overcrowding
-You can attack someone who is off line with restrictions
-If you attack someone that is offline you will have to wait up to 3 hours for your opponent or one of his allies to respond to the distress call if no one respawns in that time a simplistic AI will take over your opponents troops (This is to prevent people from just offline holding territory)
-It will cost a decent amount of resources to set up a city (10k of each resource and 30 wealth)
-All battle restrictions removed in this area (an army of 1 unit can be attacked by an army of 60)
-All units can die here except for the hero if he is slain he will be teleported back to your first city
-If you attack a city and succeed that city is destroyed and will free up that area to place a city of your own (This is to keep a constant resource sink in the game to get Reverie more money, its also there to stop people from rapidly expanding)
That's all I can come up with off the top of my head I would much rather see PvP like this giving meaning to alliances. It will also allow the people that just want to stick to the PvE a nice fluffy safe zone where they can bounce off all the walls and not fear falling on a sharp pointy object. Please if you can I would like feedback on what you think of this idea.
Completly against it.
The Whole idea of Seperating PvP and PvE content is not agreeing with me
if you dont want to PvP just buy the PvP Protection
the largest Protection costs you about 5 small quests Wealth reward and lasts 48 hours
On top only runs during your actual Online Time
This is already not sitting right with me
I think this should be much more Expensive
Or should only Work for Home City
In any case it should be nerfed
I cant support any Idea that will further weaken the PvP part of this Game
Revised re-read Sunleader
i Don't like the whole concept at all it makes the plans they have for the future and it makes the online mmo environment just feel too different your ideas are great but just too different for my tastes
I've discussed a little bit about that matter with Chinchy in the chat today and I'd propose some variations to its model since we both agree that overcrowding would still be a problem that could cause visibility problem on the world map :
This is the way I'm thinking about this :
You should have as Chinchy said " relatively safe zones" where PvP keeps the same way to work than right now (+/- 10% army value, random encounters, etc...) and with in NPC cities are the same as well. You can siege them but not take them. The players would have their city in them.
To sum things up, they would run excatly as the game now runs.
On the other hand, you would have "PvP zones" within which PvP is free (i.e. no army value thing) and most important of all, NPC towns can be taken. This would imply than only its owner/owner alliance's members would access to its services. Maybe adding 1-2 NPC towns slots which can be customized would be nice too. Rewarding the city's owner/alliance with wealth could be nice, even though it would be sad to reward them so much then can't be beaten by anyone else. This would request in siege system (allows several players to choose a target, make sieging impossible when already sieged, maybe timed attacks to make easier to defender to gather troups, etc...) that I don't know if it's easy to create, so here's just a suggestion.
Actually Reading this
Mate did you ever Play DoF ?
This is completly Different from the Actual Game System
And is pretty much Impossible to Realize
The Map is not Big enough to Support a System like that
and you dont have Multiple Citys to begin with since each City is an Complete Independent Player for itself
Your whole System would Require a whole different Gameplay mate.
And I actually like it pretty much as it is atm ^^
With the Exception that we need more Players of course ^^
Yeah, it isn't really a bad idea, but it wouldn't work out. Like sun said, you only get 1 city anyway, and DOF can't really handle all those extra cities right now.
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