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Re: PvP theory in Warhammer

Think to a zone, add two entry points at the opposite sides, one for the good guys, one for the bad guys. Then divide this zone vertically in three sections. The two at the extremities, near the entry points, are the "carebear zones", where you can do your PvE stuff without getting bothered. The protected space, the PvE game. Then, as you go outside your zone, you enter a PvP space. The transition is seamless but as you cross the border you are flagged for PvP.

They only need to add some sort of objective in the middle that attracts the players, or the whole PvP will be along the borders, no matter of the five minute cooldown (and will also lead to some dull gameplay).

It sounds interesting and quite workable, overall. The concept of 'battlefront' is no different from reality so it's easy to grasp... and at the same time creates option that seems to be overlooked in this design: that is, the actual position of this 'battlefront' zone could well be dynamic, and shifting to either left or right depending on how players of both factions perform within it.

This automatically solves the issue of 'carrot in the middle to attract the players' -- the carrot is state of zone itself -- the better the players perform in the war zone (say, through comparing overall ratio of enemies killed vs allies lost) ... the more area becomes their "white" zone where they can gain xp or resources or whatever mostly undisturbed. At the same time if one side performs considerably better than others, their zone gets large to point where they become spread out, while the enemy gets bunched closer due to lack of space. This has potential to make the winning side 'weaker' on average -- more people are busy all over the zone farming the PvE content and unable to respond to events in war zone fast enough... allowing the losing side to regain the ground.

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