It's an interesting idea. Sounds like a massive buff to bomblades.
I'm intrigued by the idea of a dynamic buff/debuff system based on the value of X in 1vX. But I worry that any such system which focuses on buffing the 1 in such situations would lead to too many exploitative situations (like the aforementioned bomblade, who would essentially get to throw out two ults in a row in the right situation). Instead of buffing the 1, it might work better to debuff the X -- maybe give them decreased ult gen or a scaling execute-ability debuff.
I don't think anything can be done to the abilities or skills that can soften outnumbered situations.
I think it comes down to wheeler and the world building team to create a different version of cyro that provides unique approtunities to create situations that make PvP fun.
The map is currently scaled to accommodate launch-size populations. This is problematic in that if you want consistent PvP action you go where you expect players to be. Due to emp keep rulings, the action is always at the inner rings therefore the most people will be there.
There is no incentive to promote smaller amounts of combat situations, from an environment standpoint but they have the locations to do that (empty towns, little forts, etc.). How do we get cyro to increase the flow of combat without creating zerg-only scenarios?
I think they need to do pick one/some of the following:
- reduce the map size. Players will not spend 5 minutes riding too a less Zerg/laggy location if they know there's a Battle they can fight via a quick transit +1 minute horse ride.
- make keeps less attractive and increase other objectives that players can easily get to. We can have entire thread on this discussion, but ultimately players will still go to inner ring keeps/outposts because it's easy to rez and expect players to be at.
- introduce randomized spawn points. I know this isn't very lore friendly, but there is strength to this. While chaoic, having a map of 60v60v60 the size of three keeps and 3 outposts without doors with this rez setting will keep the battles flowing in random areas. This means teams work to create fonts, flank lines, and move to get kills or capture a mobile flag/scroll.
Just my thoughts.
It's an interesting idea. Sounds like a massive buff to bomblades.
I'm intrigued by the idea of a dynamic buff/debuff system based on the value of X in 1vX. But I worry that any such system which focuses on buffing the 1 in such situations would lead to too many exploitative situations (like the aforementioned bomblade, who would essentially get to throw out two ults in a row in the right situation). Instead of buffing the 1, it might work better to debuff the X -- maybe give them decreased ult gen or a scaling execute-ability debuff.
That could be a better way of working around it. Heals less effective to players not in your group, less ult gen the larger your group is. Thanks for the inputI don't think anything can be done to the abilities or skills that can soften outnumbered situations.
I think it comes down to wheeler and the world building team to create a different version of cyro that provides unique approtunities to create situations that make PvP fun.
The map is currently scaled to accommodate launch-size populations. This is problematic in that if you want consistent PvP action you go where you expect players to be. Due to emp keep rulings, the action is always at the inner rings therefore the most people will be there.
There is no incentive to promote smaller amounts of combat situations, from an environment standpoint but they have the locations to do that (empty towns, little forts, etc.). How do we get cyro to increase the flow of combat without creating zerg-only scenarios?
I think they need to do pick one/some of the following:
- reduce the map size. Players will not spend 5 minutes riding too a less Zerg/laggy location if they know there's a Battle they can fight via a quick transit +1 minute horse ride.
- make keeps less attractive and increase other objectives that players can easily get to. We can have entire thread on this discussion, but ultimately players will still go to inner ring keeps/outposts because it's easy to rez and expect players to be at.
- introduce randomized spawn points. I know this isn't very lore friendly, but there is strength to this. While chaoic, having a map of 60v60v60 the size of three keeps and 3 outposts without doors with this rez setting will keep the battles flowing in random areas. This means teams work to create fonts, flank lines, and move to get kills or capture a mobile flag/scroll.
Just my thoughts.
I do think minimizing the map and turning haderus into that small scale campaign could be the way to go. Take areas like cheydinhal or other unique and variety terrain options and placing them as the focal point for pvp. Removing keeps, guards, siege and reducing group size.
Maybe even no factions but instead every group for themselves so as to promote more opportunities of pvp.
Random spawn King of the hill locations (3) could also generate points of interest for players to fight at or control. Every 20 minutes the location could move to another area and groups/guilds would compete to control these locations. Perhaps on the map you would be able to see which guild is claiming the "flag" and if they can control it up until reset they gain points that show up on a leaderboard.
Group size 4 With 20 teams or slightly larger groups and less total teams.
Once again ideas.
Another alternative to spreading people out on the map was scrapping current quest boards and making them
1. Escort convoy A to B
-escort Dc convoy from brindle to drakelowe. Ex
2. Hold "location" for x minutes
-control abandoned tower/runes in enemy territory Ex
3. Quest board to accept a mission to prevent the other 2 factions from completing their quest.
Vary group size for different quests and if more than the expected amount of any faction show up to the quest "icon" (flag/convoy) it fails the faction who brought more players.
So you could have 10 Dc groups out on quests 6 ad teams questing and 7 ep groups. And any other additional teams have the ability to accept the quest to stop any said group from the other 2 factions. Both an ad and ep group could accept the same mission to prevent the Dc team and whichever faction returns victorious earns their faction a small bonus
Bonus:
Your siege merchant at decided keep has reduced costs, stronger walls, or stronger guards for x minutes. Or the flip side is if you prevent an enemy from completing their quest you could increase one of their keeps siege cost, reduce wall hp, guard strength for x minutes.
The reward could be scaled based on how many teams accepted the quest and or to prevent the quest. (1 team per faction)
Each quest has a 5 minute prep time where it allows an enemy faction to see and choose to engage in it.
Most importantly use the cyro terrain that is largely uninhabited or used
leepalmer95 wrote: »Could just bring a mild dynamic ult gen back.
Currently you get 3 ult/s base gen.
Could give you an extra 1- 1.5 ult/s if your hit by 2 more other players.