What kind of PvP do you want for AoC?

Post by Kubitz2 on 2022-11-11 12:49:05

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Post by Ludullu on 2022-11-11 12:49:49

This stuff
https://www.youtube.com/watch?v=SgBQ1Vvx5HI
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Low floor, high ceiling. Abilities do dmg, but counterabilities and mechanical skill can mitigate that, so a high skill player can wipe the floor with a newb.
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Tight scaling. Gear tiers are only a few % of power away from each other. And I'd prefer if we'd get all our basic archetype abilities before lvl 25 and then would only need to augment them. And those lvl25 abilities would be hitting even lvl50 people for full dmg, but, as I said in the first point, the mitigation (most likely from augments) would limit that dmg to some extent.
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I want them to make good on their promise of 30+secs ttk. And with proper mana/targeting gameplay design huge battles would take a longass time.
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Kinda answered this already. And, again, I want Intrepid to make good on their promises of party-based balancing and RPS 1v1 balancing.
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Yes for i-frames, no for full invinc abilities, though I'd be fine if you could only run while under that invincibility.

Post by Kubitz2 on 2022-11-11 12:53:42

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Post by Ludullu on 2022-11-11 12:58:54

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Lagfest because it's a game from 2004 running on an unoptimized for mass battles engine. Intrepid are supposedly countering all of those issues, so AoC's mass pvp should look much better.

Post by Kubitz2 on 2022-11-11 13:37:40

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Post by Nova_terra on 2022-11-11 13:43:16

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Post by Ironhope on 2022-11-11 14:05:55

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Post by VekoKrava on 2022-11-11 14:54:48

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Post by Azherae on 2022-11-11 15:09:44

If I temper my expectations and try to think in terms of mass appeal to the sort of person who plays MMO PvP already and all that... I figure it's best to just leave it to them.

If it is just me personally...

I'll take slightly faster version of this with more teamwork.

https://www.youtube.com/watch?v=zVM9RBFrUCY


The remake (Predecessor) IS this, but all the clips are 'too long'.

https://www.youtube.com/watch?v=Mfnw7FjRWQE


Do you wan't competitive, fast and skill based(git good kind) combat or do you want PvP that is enjoyable for casuals and PvEers?
Don't care which, in conjunction with another point. See below.

Gear/level advantage:
If this is large, gameplay should be fast and skill based. If this is small, casual style PvP is better for me.

Time:
Literally wouldn't have backed the game if the TTK wasn't 30-60.

Balance:
I would like a 'modern fighting game' level of balance, and I believe the current fundamentals support this option, so that will come down to if the combat designers do NOT want that.

Invulnerability:
Non-spammable i-frames are fine with me, especially if they are not connected to high-mobility. I'd also be fine with i-frames that ARE connected directly to mobility if it was rare.

Post by Kubitz2 on 2022-11-11 15:09:46

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Post by Ludullu on 2022-11-11 16:31:41

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This https://www.youtube.com/watch?v=arYpkDaodN8

Full 8v8 proper balancing. Ideally 1 of each archetype in the party. Solo and party resurrection spells, which lead to 3++minute long pvps between equally skilled/geared groups.

Oh, and I couldn't give fewer shits about arena stuff. The only arena I care about is 1v1 intraclass one.

Post by Slinkyb on 2022-11-11 16:46:48

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Post by Kubitz2 on 2022-11-11 16:55:42

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Post by Nova_terra on 2022-11-11 16:56:44

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Post by Azherae on 2022-11-11 17:01:15

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The latter is so common that if NOTHING else is considered useful to be taken from the MOBA Genre, you can at least take their metrics.

Most good ones now will literally not pair premades against randoms, and they will not pair doubles where one player is quite strong against any group less than THAT player's skill regardless of the skill of the other player.

This isn't just to avoid 'smurfing', it's because the gaps are that large. SImilarly, even though players can stretch out a match until 'all players in the system are near max level', they don't cap 'Gold' as this goes, meaning that whoever gets there first and optimizes their gold farm has 'better gear' and wins anyway.

This isn't a counter to NiKr's point, of course. Equally skilled/geared groups usually have a 'good time'. If only we had a way to cause those without flattening all the growth curves.

Post by Ludullu on 2022-11-11 17:17:24

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This was taken from a competition and I used it as just an easy example of how I see party pvp going. But to me, party pvp always means high energy high stakes action. You're either fighting for loots or for a boss or for the rights to pass a road. I'm sure people will have some super casual organized fights, but I'm not really interested in those.
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It's not necessarily that I disagree with it, it's just that my pov is completely different from wow-like arena stuff or just incomplete group gatherings.

I'm waaay too used to having a constant group of people that I play with, who all have their own roles and play them well. And it's always a full group. And if I don't have such a group to play with, I'd rather suffer hardcore content by playing solo than group up with randoms.
This isn't a counter to NiKr's point, of course. Equally skilled/geared groups usually have a 'good time'. If only we had a way to cause those without flattening all the growth curves.
Yeah, I haven't been able to come up with a good enough solution to this problem w/o making the mmo into a ladder-based system, or just having complete and utter equalization of any and all pvp encounters.

Post by Kubitz2 on 2022-11-11 17:18:49

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Post by Kubitz2 on 2022-11-12 11:26:28

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