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Lisztomania



Posts : 19
Join date : 2014-04-05

PostSubject: wish list is it   Wed Aug 10, 2016 5:33 pm

PVP wise, the main options currently existing that I can think of are :
-classic pob/way of the wretched fighting, two/three teams, people fighting, dying, coming back, relogging, etc.
-tournament : 2 teams, one kills the other, best of 3 or 5, boom boom, dying team relogs one or two characters, done.
-terry fighting (thank you for making some doors bashable): hello, traps, boom, ouch, can't click, fucking small ass map, "/p door?", "/p here", "are they coming back?", "they are afk in dozo"

So what I'm thinking of is maybe add a fourth option, which would be arena-like, typically BoW-like (which is coincidental of course). It would be an alternative to the current pvp we're having, to make it somewhat more balanced, different, and make it last longer. could even just be a new event set by a dm when there are people on if you don't want to turn badlands into an arena server (which it won't, it will simply give people a chance to sometimes have pvp in a different way)

Two teams, two bases, one map to fight.
When you join you choose which team you want to join or it sends you automatically to the one with less players or less Power Rating (coming to that). Guilds would have no influence (or it could, if people want it).
A round of 15 (30?) minutes would begin when people enter that arena (4 people minimum ?)
No resting in the arena is allowed, and once you're in you can't go out. Open healkits, no rez.
When someone kills someone else, the killing team gets 1 point ! The guy who died is ported back to his base, can rest, buff up and go back in. At the end the team with most points wins.

ALTERNATIVE TO MAKE IT MORE FUN : POWER RATING
based on BoW's : (can be changed accordingly, since classes are different and everything, for example ranger & barbarian could have higher PR too):

The points you gain when you kill someone are adjusted based on the relative strength of each team.

A 40th level character is worth 40.0 PR.

Class PR Multiplier

The PR is adjusted further based on a Class PR Multiplier for the following classes and levels. If a PC has more than one such class, the higher value is used (not added) -- except for the Pale Master.

Bard
1.10 @ level 15
1.15 @ level 20
1.25 @ level 25

Cleric
1.15 @ level 11
1.20 @ level 15
1.30 @ level 17
1.40 @ level 20

Druid
1.15 @ level 17

Monk
1.10 @ level 3
1.15 @ level 6
1.20 @ level 9
1.25 @ level 15

Paladin
1.15 @ level 15
1.20 @ level 20

Pale Master
+0.05 @ level 10 (1.15 base for 1.00 PR chars)
+0.10 @ level 15 (1.20 base for 1.00 PR chars)

Red Dragon Disciple
1.10 @ level 10

Sorcerer
1.15 @ level 15
1.50 @ level 18

Wizard
1.15 @ level 15
1.40 @ level 17

Outsider Shape feat (Shifter): 1.25
Extra Smiting feat combined with at least Great Smiting I: 1.5

EXAMPLE : a cleric 38 monk 1 paladin 1 would get 40*1,4=56 PR.

Each team as a total power rating, which is the sum of the power ratings of each of its members.

Idk what the exact calculations were for points when you kill, but one way we could do it would be :
if one team has 250 PR and the other 200, the lower PR team gets 250/200=1,25 points for a kill, and the higher PR team gets 200/250 =0,8 points for a kill. This can be rounded to 1,3 and 0,8. That way (especially with lower numbers, for example 2v3 or 3v4), a team could effectively win the round with fewer kills thanks to a lower power rating. There also would be a minimum of 0,7 points gained for one kill, but no maximum.

Could also add at the end of the round, a calculation that tells each player his points earned, his points earned per points given, and the number of kills he did, and a shout with the two teams' Most Valuable Players.
(I know, let's keep it simple, but while i'm at it, let's not forget the bloodfrenzy state that gives ab/ac bonuses when you get 4 points without dying sunny )

dunno what the reward could be for the winning team, either ammies, or like 20 more kills for each guild who had a member in the winning team for the weekly thing maybe, not sure

also no idea if it's REALLY hard to create, especially to add the whole points n stuff with power rating thing in, or if it's feasible easily enough

just an idea !
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lolthatguy

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Join date : 2013-05-05
Age : 23
Location : larry town

PostSubject: Re: wish list is it   Wed Aug 10, 2016 6:27 pm

I think this would be a very good thing to have and it could potentially introduce a lot of pvp with more balanced teams. Anyone can play as long as they're forty. I have an idea about rewards though I'm not sure whether it should be based on increased item chance from gift of the gods or increased item value, could be both really. BoW had an exp multiplier for players who didn't counter log and just stayed on their build, each round they'd accrue a .5 multiplier and it stacked up to x4 iirc, towards their exp, instead we could to that for the gift of the gods perhaps?

Though amulets would work as well, perhaps for winning via points and also for capturing nodes on the map for the longest time. It'd be fun to try out.
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Highv Priest
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PostSubject: Re: wish list is it   Wed Aug 10, 2016 8:47 pm

Lisztomania wrote:
PVP wise, the main options currently existing that I can think of are :
-classic pob/way of the wretched fighting, two/three teams, people fighting, dying, coming back, relogging, etc.
-tournament : 2 teams, one kills the other, best of 3 or 5, boom boom, dying team relogs one or two characters, done.
-terry fighting (thank you for making some doors bashable): hello, traps, boom, ouch, can't click, fucking small ass map, "/p door?", "/p here", "are they coming back?", "they are afk in dozo"

Good points.

Lisztomania wrote:
So what I'm thinking of is maybe add a fourth option, which would be arena-like, typically BoW-like (which is coincidental of course). It would be an alternative to the current pvp we're having, to make it somewhat more balanced, different, and make it last longer. could even just be a new event set by a dm when there are people on if you don't want to turn badlands into an arena server (which it won't, it will simply give people a chance to sometimes have pvp in a different way)

Two teams, two bases, one map to fight.
When you join you choose which team you want to join or it sends you automatically to the one with less players or less Power Rating (coming to that). Guilds would have no influence (or it could, if people want it).
A round of 15 (30?) minutes would begin when people enter that arena (4 people minimum ?)
No resting in the arena is allowed, and once you're in you can't go out. Open healkits, no rez.
When someone kills someone else, the killing team gets 1 point ! The guy who died is ported back to his base, can rest, buff up and go back in. At the end the team with most points wins.

Arena was something in progress, but I didn't want to re-use the same TOURNAMENT maps for it over and over, because there is really only like 5. Although I didn't have such complexity planned.. My idea was your standard TDM of when everyone is dead(with teams decided based on the classes that are missing with a small weight added from account kills), and King of The Hill(where there is no lives limit and people get teleported to a different spot fully rested and the goal is to be the only ones within a section of space for so much time).

Lisztomania wrote:
ALTERNATIVE TO MAKE IT MORE FUN : POWER RATING
based on BoW's : (can be changed accordingly, since classes are different and everything, for example ranger & barbarian could have higher PR too):

The points you gain when you kill someone are adjusted based on the relative strength of each team.

A 40th level character is worth 40.0 PR.
I thought all characters were automatically level 40 on BoW.

Lisztomania wrote:
Class PR Multiplier

The PR is adjusted further based on a Class PR Multiplier for the following classes and levels. If a PC has more than one such class, the higher value is used (not added) -- except for the Pale Master.

Bard
1.10 @ level 15
1.15 @ level 20
1.25 @ level 25

Cleric
1.15 @ level 11
1.20 @ level 15
1.30 @ level 17
1.40 @ level 20

Druid
1.15 @ level 17

Monk
1.10 @ level 3
1.15 @ level 6
1.20 @ level 9
1.25 @ level 15

Paladin
1.15 @ level 15
1.20 @ level 20

Pale Master
+0.05 @ level 10 (1.15 base for 1.00 PR chars)
+0.10 @ level 15 (1.20 base for 1.00 PR chars)

Red Dragon Disciple
1.10 @ level 10

Sorcerer
1.15 @ level 15
1.50 @ level 18

Wizard
1.15 @ level 15
1.40 @ level 17

Outsider Shape feat (Shifter): 1.25
Extra Smiting feat combined with at least Great Smiting I: 1.5

EXAMPLE : a cleric 38 monk 1 paladin 1 would get 40*1,4=56 PR.

Each team as a total power rating, which is the sum of the power ratings of each of its members.

Idk what the exact calculations were for points when you kill, but one way we could do it would be :
if one team has 250 PR and the other 200, the lower PR team gets 250/200=1,25 points for a kill, and the higher PR team gets 200/250 =0,8 points for a kill. This can be rounded to 1,3 and 0,8. That way (especially with lower numbers, for example 2v3 or 3v4), a team could effectively win the round with fewer kills thanks to a lower power rating. There also would be a minimum of 0,7 points gained for one kill, but no maximum.

Could also add at the end of the round, a calculation that tells each player his points earned, his points earned per points given, and the number of kills he did, and a shout with the two teams' Most Valuable Players.
(I know, let's keep it simple, but while i'm at it, let's not forget the bloodfrenzy state that gives ab/ac bonuses when you get 4 points without dying sunny )

dunno what the reward could be for the winning team, either ammies, or like 20 more kills for each guild who had a member in the winning team for the weekly thing maybe, not sure

also no idea if it's REALLY hard to create, especially to add the whole points n stuff with power rating thing in, or if it's feasible easily enough

just an idea !

That's actually a pretty good point system. It's not very difficult to program that in and the reward really wouldn't need to be much as people would play it largely just to fuck around and entertain themselves. Most likely I would make the rewards on a random table based on number of players in the event:
1-3 = 1 in 20 bronze amulet for winning team, 1 in 10 "charger"(adds charges to items, such as tournament amulets), if both fail then random thing in the "junk" random(the one that gives random scrolls, which can potentially be good).
4-6 = 1 in 10 bronze amulet for winning team, 1 in 4 "charger"(adds charges to items, such as tournament amulets), if both fail then random thing in the "junk" random(the one that gives random scrolls, which can potentially be good).
7+ = 1 in 4 bronze amulet for winning team, 1 in 2 "charger"(adds charges to items, such as tournament amulets), if both fail then random thing in the "junk" random(the one that gives random scrolls, which can potentially be good).

Yea I can make Gift of The Gods an increased multiplier for chance of it firing for that player based on how many events they went through without relogging a different build.
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Lisztomania



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Join date : 2014-04-05

PostSubject: Re: wish list is it   Thu Aug 11, 2016 10:44 am

Quote :
Arena was something in progress, but I didn't want to re-use the same TOURNAMENT maps for it over and over, because there is really only like 5. Although I didn't have such complexity planned.. My idea was your standard TDM of when everyone is dead(with teams decided based on the classes that are missing with a small weight added from account kills), and King of The Hill(where there is no lives limit and people get teleported to a different spot fully rested and the goal is to be the only ones within a section of space for so much time).

Having different maps would be great, they don't have to be complicated.  

The main advantages of the option I mentioned compared to a standard TDM are :

-it's much more dynamic : when you die, you don't have to wait for the round to be over to play again; and the fights are more "evolutionary" in a way : people come back and when they do it adds a new parameter to take into account, which makes adaptability and anticipation more important and therefore the "playing your build" part becomes relatively more important than just the "quality" of your build (this is usually also the case in PotB fighting)

-NO REST until you die (usually the case in tournaments, but not in pob) : this adds so much balance to the game. In our current pvp situations, when a team is better than the other one, the best option for the worse one is usually relogging, it's rare that you come up with a better strategy with the same characters that will drastically change things.
No rest for the better team who is still alive is often a penalty that will give more chances to the losing team when they come back without having to relog. It also makes saving spells & abilities (div shield & might, smites, rages...) a more important strategy.
However, even though I love the regenerating things such as spells and pdk uses, it will probably marginally reduce the difference made by forbidding rest until death, as well as the unlimited heal kits. But still.  
I'm also thinking you could limit the heal kits you can use in the arena, but hey no let's keep it simple.

-the points add purpose, challenge, anxiety, rage, tension and happiness to the victors. Take it or leave it.

With that being said, any type of an arena system implemented on the server would be fantastic news anyway afro

King of the Hill would also be nice.

Quote :
I thought all characters were automatically level 40 on BoW.

It was 28-40 during most of its existence, and changed to 40 only eventually, but the point is that every character has a base PR of 40, though I guess it wouldn't change much to use another number.



Quote :
That's actually a pretty good point system. It's not very difficult to program that in and the reward really wouldn't need to be much as people would play it largely just to fuck around and entertain themselves.

I agree completely.

Quote :
Most likely I would make the rewards on a random table based on number of players in the event:
1-3 = 1 in 20 bronze amulet for winning team, 1 in 10 "charger"(adds charges to items, such as tournament amulets),  if both fail then random thing in the "junk" random(the one that gives random scrolls, which can potentially be good).
4-6 = 1 in 10 bronze amulet for winning team, 1 in 4 "charger"(adds charges to items, such as tournament amulets),  if both fail then random thing in the "junk" random(the one that gives random scrolls, which can potentially be good).
7+ = 1 in 4 bronze amulet for winning team, 1 in 2 "charger"(adds charges to items, such as tournament amulets),  if both fail then random thing in the "junk" random(the one that gives random scrolls, which can potentially be good).

Yea I can make Gift of The Gods an increased multiplier for chance of it firing for that player based on how many events they went through without relogging a different build

That'd be terrific.
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