1. #1

    An idea for a Warcraft 3 inspired world PvP zone

    This idea has been forming for several reasons, including the Warcraft 5/15year anniversary, a recent Halaa PvP session (which was completely epic, and was what world pvp should be), and the upcoming Cataclysm. Hang on folks, it's a long read, and has lot of flaws, but perhaps you guys have a few ideas of your own to add to it.

    Like Wintergrasp, it would not be instanced. Unlike Wintergrasp, the battle never stops. You just fly/port/whatever into the zone(perhaps that could be a new mage portal spell to take you and your group back to base). Upon entering the zone, you are technically grouped with everyone, for sake of everyone getting credit for kills. Here's where it gets tricky folks, we're about to get a little complicated, since a whole lot of PvP ideas from past battlegrounds and the like will soon be combined.

    The Alliance and Horde would have a base on the east and west sides of the zone, with a coast on the south end, and the obligatory steep mountains on the north. You'll see why the north and south geography is important later. In the middle of the map there are four towers that can be captured. When captured, reinforcements will arrive to shoot at enemy player passing through. Get to the top, click the banner, wait a minute, and voila! Your tower.

    Now comes the Warcraft 3 part. A random player will be assigned to be their faction's "zone leader." They will keep this title (and their name will be at the top of everyone's screen) until they leave the zone, log off, or click a button to relieve them of the title because they don't want it. At this point, another person is randomly given that job. Why wouldn't you want that job, you ask? Because it's a headache. You're in charge of many, many actions. First and foremost, you will be assigning important jobs to others.

    The first job you can assign is the Base Designer (for lack of a better term). He builds your base. You see, the base is essentially a roped off part of the map where you can build anything you like, or rather, what the base designer likes. The only permanent part of your base is the main castle/hold in the middle. The base designer has access to a number of buildings he can choose to tell the peons to run off and make. All of them have a strategic importance. Barracks will produce a steady stream of soldiers to patrol around your base. Arcane sanctums will create mages to man any of those four towers that you have captured, who will do more damage than the standard archers who usually appear.

    Once the base designer has built the aerie, the zone leader can assign another job: Patrol. Anyone assigned patrol will be given a free epic flyer as long as they have that job. Here's the catch: they can't dismount, and as such, can't fight. Their job is to scout out the zone safely atop their flyer and search for any enemies, who they can use a special button on their vehicle interface to mark and yell to the heaven's about. Safe, but unwanted should only ten allies be in the zone, since they can't fight now.

    The workshop works much as they do in WG and IoC. Go in, get vehicle, go tear down the enemies buildings. You can also place two towers within your base. I'm sure there are other buildings you guys can think of, I'll leave that to you.

    Next is the gold mines. There are three on the map, one close each base with one in the middle. You should have at least the one near your base, and if you can capture the one in the middle, troops are produced quicker by your buildings. If you don't have any because the one near your base was captured by the enemy, l2play. Similarly, there's a mine in the center that will make stronger buildings for whoever controls it.

    What I really miss about old AV was the fact that you could do repeatable quests to upgrade your troops, a useless idea these days. We're bringing that back. Go get some leather off those mobs over there. Miners, bring in your ore for the best possible armor. Go reign in some horses so a we can create knights from the barracks. We're gonna give the opposite faction second thoughts about fighting our NPC troops.

    Now for my final thought (and much thanks if you've made it this far, I know it's sloppy, we're almost there), we're in a war for resources and survival! The Cataclysm trailer said so! Besides, I think it would be great if PvE players got a benefit from PvP players in more of a way than they do in WG. As such, its time to bring back Grizzly Hills PvP, an idea I wanted to like, but wasn't fleshed out enough. In the north there's a lumber mill just like the one in Grizzly Hills. Capture it and you get access to lumber, causing buildings to be built quicker. In the south, there's a harbor. Controlling it is useless without the mine or the lumber mill. However, when you have the harbor and one of those other two spots, the ship will leave out with a cargo hold full of metal or lumber depending on what your faction controls. This will open up extra quests in other zones for people doing the whole PvE thing, since your faction has gotten their hands on some much needed materials!

    I guess that there would be little way to win the zone, since the battle never ends (which I think is the core factor in world PvP and the failing point of WG). Perhaps give a buff to everyone on the continent if their faction can get into the other's keep and kill the NPC general, who will respawn in an hour but in no way hinders the battle from being fought? That and I wish I knew about more jobs that the zone leader could assign. Oh well. What do those of you who actually had time to read all that, what do you think? Any suggestions?

  2. #2
    The Patient Dantrag's Avatar
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    Re: An idea for a Warcraft 3 inspired world PvP zone

    1.
    Unlike Wintergrasp, the battle never stops.
    this means that you can't actually win and you are forced to take part in skill-lost massacre.
    *the battle never ends*-mechanic useful only in Quake-based games. People must not try to win the battle, because they can't win the battle. this point is destroying your whole post about complicated strategy.

    2. imagine that some badass newbie became Zone Leader, and began to scream *WE NEED MOAR ZIGURATS HOWTOBUILD ZIGURAT GOGOGOG BOYS LET' ZERG 'EM* and to built barracks around your base like a wall and watchtowers inside the base, and your faction loses *cargo full of gold and quests*.

    3. blizz wouldn't do anything that makes pvE people to be dependent on pvP peoples, so the whole idea about *winner-only* quest hub is fail. or, just in case, there will be 1-2 weekly honor quests like in wintergrasp. also this would make live on non-balanced servers a hell - imagine server with 40% horde and 60% alliance - 90%of time pvp zone and quest hub will be on the *biggest* side.

    4. *Anyone assigned patrol will be given a free epic flyer as long as they have that job. Here's the catch: they can't dismount, and as such, can't fight. Their job is to scout out the zone safely atop their flyer and search for any enemies*.

    if anyone will be assigned as a patrol he will leave this zone immediately. i don't know any pvp-player (and pve too) who wish to fly around base just to scout. there must be Northrend-sized pvp zone, CoD6-level graphic engine and *army of enemies, hiding in grass* to make scout's role interesting.
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  3. #3

    Re: An idea for a Warcraft 3 inspired world PvP zone

    English isn't my native language, so i can read much better than write myself. so, compressed version of my opinion:
    author please go play wc3 or sc1/2, and keep your hands away from posting such *original and revolutionary* things.
    Let's try to be constructive, shall we? You bring up several good points, so let's take them and do something with them.
    Quote Originally Posted by Dantrag
    1.this means that you can't actually win and you are forced to take part in skill-lost massacre.
    *the battle never ends*-mechanic useful only in Quake-based games. People must not try to win the battle, because they can't win the battle. this point is destroying your whole post about complicated strategy.
    I did mention that the idea was flawed and I wasn't really sure how you would "win" the zone, so I asked for ideas. Please try to provide one in the future rather than simply getting angry because this is not on the level of a Blizzard press release, but rather written on the level of your average forum post.

    2. imagine that some badass newbie became Zone Leader, and began to scream *WE NEED MOAR ZIGURATS HOWTOBUILD ZIGURAT GOGOGOG BOYS LET' ZERG 'EM* and to built barracks around your base like a wall and watchtowers inside the base, and your faction loses *cargo full of gold and quests*.
    This is a very good point, I would imagine there would need to be a votekick option (like the one in 3.3's new LFG tool) for each job by everyone in the zone to keep such idiots being in power.

    3. blizz wouldn't do anything that makes pvE people to be dependent on pvP peoples, so the whole idea about *winner-only* quest hub is fail. or, just in case, there will be 1-2 weekly honor quests like in wintergrasp. also this would make live on non-balanced servers a hell - imagine server with 40% horde and 60% alliance - 90%of time pvp zone and quest hub will be on the *biggest* side.
    As for Pve people needing to rely on PvP players for a winner only quest hub, I'll point you in the direction of Tol Barad. However, I said nothing about that, just when certain points are captured, it would show in other zones through a couple of extra quests. I hate how we fight for stuff in battlegrounds yet never see the fruit of our labor. As for non-balanced servers, that's true, it's completely unfair. They tried to use tenacity in WG to cure this, but just ended up turning WG into a noninstanced battleground, completely destroying the intent. Unbalanced servers are just a risk you have to take.

    4. *Anyone assigned patrol will be given a free epic flyer as long as they have that job. Here's the catch: they can't dismount, and as such, can't fight. Their job is to scout out the zone safely atop their flyer and search for any enemies*.

    if anyone will be assigned as a patrol he will leave this zone immediately. i don't know any pvp-player (and pve too) who wish to fly around base just to scout. there must be Northrend-sized pvp zone, CoD6-level graphic engine and *army of enemies, hiding in grass* to make scout's role interesting.
    Another good point: what if you don't want the assigned job? I'm sure it wouldn't be too hard to employ a small box that pops up saying "Zone Leader has nominated you to be XXX job: Accept/decline" much like you see when invited into a group.

    English isn't my native language, so i can read much better than write myself. so, compressed version of my opinion:
    author please go play wc3 or sc1/2, and keep your hands away from posting such *original and revolutionary* things.
    Compressed version of my opinion: You had some valid complaints, but the fact that you are not a native English speaker does little to excuse the fact that, instead of bringing them up like an adult, you nerdraged at me about things you didn't like. I would suggest you keep you hands away from posting such "original and revolutionary" things.

  4. #4

    Re: An idea for a Warcraft 3 inspired world PvP zone

    Inc Wall O Text:
    You are giving a small number of people a vast amount of control already think how much some idiot in a siege engine hurts a team when he doesn't know what to do. Can you imagine the griefing a n00b player will get if he is the "Designer" guy and decides to invest exclusively in farms or some other support structure.

    It would be fun to combine the RTS and MMO genres but it is innately flawed since everyone cant be their own little general.

    What could be fun though would be a zone much like original AV where there are towers you take over (15 sec channeled cast to capture the flag then a 5 min timer as workers changed the tower from one faction to the other) resources you can collect (blood / armor scraps / lumber / ore what ever), and personal stacking buffs you can gain.

    Like WG it would be a big open world fight flying mounts are available but have air defense over the fortresses that will shoot down enemy players. The battle rages until one faction destroys the fortress keep then all reinforcements disappear and a 20min reset counts down as NPCs rebuild the towers / fortresses.

    Each fortress will have nasty guards (lvl 88 elete set to the normal trash difficulty of the current tier of gear ex 4.0 1M hp 9k normal hits, 4.1 1.2M hp 12k normal hit) going into the enemy fort solo or even a small group is suicide without NPC backup.

    NPC back up:

    Ground Units:
    Skirmishers (requires 1 tower 50 ore 50 armor and 50 lumber) one squad is 10x 25 sec deployment time, built from the barracks (inside the keep), lvl 85 elete npcs 100k hp light armor, normal damage 3-5k run 110% speed immune to slow / snare effects.

    Bruisers / Foot Soldiers (requires 2 towers 60 ore 100 armor and 50 lumber) one squad is 10x 25 sec deployment time, built from the barracks they are fast lvl 86 elete npcs 150k hp normal armor, damage 5-8k charge and shield wall at low hp.

    Beast Masters / Knights (requires 3 towers 100 ore 120 armor 50 lumber) one squad is 10x, 25 sec deployment time, built from the stables (located at the tower closest to the keep), lvl 86 elite npc 200k hp heavy armor, damage 6-8k with a charge and trample effect, can thow axes / lances at range targets. Inspire nearby players / npcs with +5% damage.

    Immortals / High Paladins (requires 4 towers 200 ore 200 armor 100 lumber) one squad is 10x, 30 sec deployment time, build from the battle pit / high temple (located at the 2nd tower), lvl 88 elite npc 500k hp heavy armor, damage 8-9k, have war stomp / AoE HoJ whirl wind / divine tempest and Impervious / BoP at low hp (npc BoP is non dispelable). Inspires nearby players with fanaticism / zeal increasing attack, cast, and movement speed by 10%.
    Air Units:
    Fighter escort (100 ore 100 armor 100 lumber) areal unit that patrols friendly skies (near towers / gy / structures controlled by your faction) built from the engineering lab inside the fortress. Shoots down enemy flying players, and enemy attack craft.
    he player who creates the aircraft is able to take gunner position and granted a number of abilities:
    Ground strafing runs: 1 min CD ground attack AoE (10 yard diameter) players / unit damage only. Fires 100 rounds over 2 seconds each round has a 10% chance to hit a target in the AoE area dealing 1000-2000 damage. (example 1 target in AoE 100 x 10% ~ 10 hits for about 10,000-20,000 damage, 10 targets in AoE 100 x 10% x 10 = 100 hits or 100,000-200,000 total damage)
    AA-guns: Damages enemy air units and flying players, short / no CD
    Set Patrol Area: Commands the pilot to patrol a particular zone of map, area must be a currently controlled zone (if you loose said zone the Fighter b lines to the closes friendly airspace).
    Parachute: Leaving the vehicle allows the player to parachute down wherever the plane currently is.
    Escort crafts have 150k hp fly at 300% speed but are NPC controlled. If an Escort Fighter is without a gunner players man enter the fighter from the engineering lab radio control station (same place its made). Fighter will B line to pick up new gunners flying 600% speed.

    Bomber (requires 1 tower 200 ore 200 armor 300 lumber) areal unit created from the engineering lab, player controlled flies in friendly territories 150% speed flies in enemy territories at 60% speed. Attacks ground units and structures. Abilities:
    Carpet bomb- drops a hail of bombs on a large target area 2 min CD drops a total of 20 bombs each dealing 9-10k damage to players / npcs and 12-15k damage to vehicles in a 5 yard radius (bombs scattered randomly within 20 yards of target reticule)
    Precision bomb – drops a single bomb on a target dealing 10-12k or 15-18k to vehicles.
    Evasive Maneuvers – 1 min CD decreases your planes chance to be hit by 30% 20 second duration

    Supply Zeplin / Copter- (Requires 2 towers 400 ore 200 armor 600 lumber) areal unit created from the vehicle work shop closest tower to keep.
    Player who creates the aircraft becomes the pilot if he leaves the pilot position an NPC takes over flying above friendly units. The pilot besides flying the craft has a number of abilities.
    Deploy Flac: Launches flack around the zeplin decreasing enemy anti air accuracy by 25% clouds persist for 20 seconds 30 sec CD.
    Oil Dump: Drops hot oil on enemy units below decreasing movement speed by 10% and increasing fire damage taken by 20% this is a physical debuf.
    Shields Full: All power diverted to shields decreasing damage taken by 50% and restoring 5000 hp / sec with this ability enabled all other build abilities are suspended.
    Deploy Skirmishers: Builds a squad of Skirmishers, when build is complete units paratroop down.
    Deploy Shredder: Builds a mechanical shredder, when built the shredder is dropped below where players can take control of it.
    Ready Sickbay: Heals all players and NPCs for 5% of their HP every second. Targeted / channeled AoE.
    500,000 hp flies at 60% speed.
    From the vehicle work shop players can teleport onto the Supply ship there they can man AA or ground cannons to defend the ship or paratroop down to the ground below.


    Ground Vehicles:

    Mechanical Shredder: (100 ore 100 armor 100 lumber) players create these from the Mech-engineer lab inside the fortress. Mele anti infantry unit. Players who make these have the option to piolot them. Abilities:
    Buzzsaw: 45 sec CD, Spinning blades just from the Shredder dealing 8-9k damage every second to all near by players / npcs but reduces movement speed to 80%
    Overload: 45 sec CD, Increases Shredder damage taken by 20% but increases damage done and movement speed by 30% (shares CD with Buzzsaw)
    Cleave: 15 sec CD, deals 8-9k damage to all targets in a 90 degree frontal cone 10 yard range.
    Pilfer: attack dealing 10k damage every 2 seconds to enemy structures or vehicles each successful attack has a chance to steal up to 20 ore and lumber.
    Repair: Repairs a friendly structure or unit 50,000 healing every 2 seconds, while repairing the Shredder takes 100% more damage.

    Steam Tank: (requires 1 tower 150 ore 200 armor 100 lumber) its almost the same as the WG tanks with two new abilities:
    Electrocute: 1 min CD, Charges the armor of the tank with electricity all mele physical attacks received the attacker is delt 100% back as nature damage. Decreases movement speed by 25% (10 sec duration)
    Shields: 1 min CD, Puts up a magical shield absorbing magic damage (up to 300,000) 10% of damage absorbed is returned as health. (shares a CD with Electrocute)

    Golioth: (Requires 4 towers 500 ore 1000 armor 300 lumber) built from the mad alchemist lab in the center of the map) Massive mechanical shredder 5x passenger spots.
    Main Abilities:
    Stomp: Stomps the ground dealing 15-20k damage to all targets within 10 yards (30 sec CD)
    Eye Beams: Fires eye beams (reticule controlled) dealing 10-12k damage every 2 seconds to any one hit. Golioth can not move while firing eye beams.
    Rocket Barrage: Fires shoulder mounted rockets at an area dealing 200k damage spread evenly amongst all targets 1 min CD.

    Right arm Abilities:
    Absorb: steals energy from enemy vehicles / structures dealing 2% damage per sec and increasing the damage done by Golioth’s next attack by 2%.
    Pulse Cannon: Fires a energy pulse dealing 10-15k damage to all targets within 10 yards any vehicles hit with the pulse take 100% additional damage over 3 seconds (2 sec CD)
    Crush: Grab a target within mele range and crush them dealing 20% max hp damage every 3 seconds while crushing no other abilities are usable. Target being crushed is stunned for its duration.

    Left arm Abilities:

    Detonate Mana: 25% of targets current mana instantly explodes as damage (20sec CD)
    Life Leach: Damages current target for 3000-5000 damage every second for all damage received all parts of Golioth are healed for 1000%. (example life leach damages player X for 4300 damage Left Arm, Right Arm. Body, and Shoulder Cannons are all healed for 43,000 health.
    Armor All: Decreases damage taken by all of Golioth by 50% 1 min CD 20 sec effect channeled.

    Shoulder Cannons:
    AA-gun: Basic Demolisher Ulduar AA gun
    Disruptor cannon: 10 sec CD fires a pulse reticule controlled all targets hit with pulse are knocked back 5 yards and movement, attack, and cast speeds are reduced by 15%.
    Repair: heals either the right or left (which ever side the shoulder is on) arm for 100,000 damage every second.

    Main Body 15M hp, Right arm 1M hp Left arm 1M hp Shoulder cannons 200k hp.
    Quote Originally Posted by FireBorne
    mongoloid?! wtf is that, you sound like a festeezio(see i can make up words too)

  5. #5
    The Patient Dantrag's Avatar
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    Re: An idea for a Warcraft 3 inspired world PvP zone

    i am sorry for my previous post, i was angry. i shouldn't move my real-life emotions onto forum's citizens.

    by topic:
    the main problem of this idea is size. battlefield's size must be Big to make all roles in battle interesting.

    imagine Lake Winterlag. it's big now, isn't it? but by strategy criteria it is very small. there can't be interesting macro-strategy on such size map.

    imagine, that you have implemented *votekick* option for zone leader. how much zone leaders will be randomly selected and then kicked before your faction lose? there can be even arena rating-filter... but even skilled microstrategist like arena player can be bad macro strategist.

    imagine, that you have implemented *accept/do not accept this job* button. if profession is fun-less, like scout, the battle will be finished without using half the *professions* like scouts etc.

    all of those problems can be resolved by increasing the battlefield to, say, full Northrend and implementing CoD6-level graphic engine, so there will be situations like *army of enemies hiding in grass crawled to our fortress' walls and blasted them, so all the scouts gain -5 dkp* or *i was scouting for enemies highly in sky, but i was stroked down with MegaSniperGun by rogue, hiding in the rocks*.

    with Giant Size this battlefield will be fantastic but this game will be not WoW. maybe, WoW-3, in say 2030 year so we will play it with virtual helms and in holographic rooms, so your skill in melee combat will be dependent on your real-life agility but with bonuses from items... but in nearby future it's impossible.

    on Ru-forums there is one story... it's a letter, which someone had written to MISTland game developing company. you can read it there: netlore.ru/korovani

    this letter contained a lot of grammar mistakes (that's why it became famous in ru-net) but it contained concept of the game.
    all the topic was nearby this:
    *I have an idea of game, you can play by the EvilMan(i didn't make his name) or by the Castle's guards, and you have to do what your Main Guy said. and you can play elves, humans and EvilMans. and if you are playing by elves, there are attacks of guards and evils, and you can pillage caravans.* etc.

    this theme is like that letter. it contains concept (powerful concept!), but this concept can't be implemented in life now, and easily can fail in retail.
    it can be implemented like in Battlefield series, which contains both micro-and mdilevel-strategy but even it has not *building base*-level of macrostrategy.

    i hope this text is readable.
    [Talisman of Resurgence] icon is made of small kitten's red eyes. each time you use the proc, the god kills two more kittens to refresh it's icon after cooldown.
    Holy Paladin trinket comparison

  6. #6

    Re: An idea for a Warcraft 3 inspired world PvP zone

    Quote Originally Posted by Dantrag
    i am sorry for my previous post, i was angry. i shouldn't move my real-life emotions onto forum's citizens.

    by topic:
    the main problem of this idea is size. battlefield's size must be Big to make all roles in battle interesting.

    imagine Lake Winterlag. it's big now, isn't it? but by strategy criteria it is very small. there can't be interesting macro-strategy on such size map.

    imagine, that you have implemented *votekick* option for zone leader. how much zone leaders will be randomly selected and then kicked before your faction lose? there can be even arena rating-filter... but even skilled microstrategist like arena player can be bad macro strategist.

    imagine, that you have implemented *accept/do not accept this job* button. if profession is fun-less, like scout, the battle will be finished without using half the *professions* like scouts etc.

    all of those problems can be resolved by increasing the battlefield to, say, full Northrend and implementing CoD6-level graphic engine, so there will be situations like *army of enemies hiding in grass crawled to our fortress' walls and blasted them, so all the scouts gain -5 dkp* or *i was scouting for enemies highly in sky, but i was stroked down with MegaSniperGun by rogue, hiding in the rocks*.

    with Giant Size this battlefield will be fantastic but this game will be not WoW. maybe, WoW-3, in say 2030 year so we will play it with virtual helms and in holographic rooms, so your skill in melee combat will be dependent on your real-life agility but with bonuses from items... but in nearby future it's impossible.

    on Ru-forums there is one story... it's a letter, which someone had written to MISTland game developing company. you can read it there: netlore.ru/korovani

    this letter contained a lot of grammar mistakes (that's why it became famous in ru-net) but it contained concept of the game.
    all the topic was nearby this:
    *I have an idea of game, you can play by the EvilMan(i didn't make his name) or by the Castle's guards, and you have to do what your Main Guy said. and you can play elves, humans and EvilMans. and if you are playing by elves, there are attacks of guards and evils, and you can pillage caravans.* etc.

    this theme is like that letter. it contains concept (powerful concept!), but this concept can't be implemented in life now, and easily can fail in retail.
    it can be implemented like in Battlefield series, which contains both micro-and mdilevel-strategy but even it has not *building base*-level of macrostrategy.

    i hope this text is readable.
    It's cool, man, I didn't get too upset over your first post, and I see your point about how hard it is to implement something, with your posted letter having a great purpose. But hey, we know nothing like this will never be implemented, so let's just dream a little. It's pretty much the equivalent of speculation by lore junkies (which I happen to be): it has no effect on the game, but it's fun to think about. Let me shuffle around a few concepts to try to implement some ideas from your and Haxxored's posts.

    First, the size is a good point. I don't think it needs to be as big as the entire continent of Northrend, but maybe give it the size of Wrath's starter zones and Dragonblight. that gives quite a large amount of room for the battle to take place. Also, bases will be sized to be about as big as a capital city. Once again, the only building you're guaranteed is a keep structure.

    Next, Haxx is right, that's too few people with too big of a possibility for error. So, let's tone down the jobs. No more zone leader or base designer. Now, when one building is finished, a box pops up on everyone's screen, and they vote on which building goes up next. Of course, different materials are needed to build different buildings, so nodes become even more important.

    The harbor node will work a little differently now, when your side has the harbor you have five minutes to board the ship. After five minutes, it will sail across the shore to the opposite faction's base so that the people on board can begin a naval assault. At this time, that unfortunate faction will be given a spot to pick up some gadgets to board the ship and take down the players on it. The assault ends when the ship is destroyed by siege vehicles (that's an option too) or the entire player crew is defeated.

    Next, new building ideas. To replace the old aviary idea (and to fix up the scout idea a little), your faction can build a gnomish/goblin (depending on faction) airstrip. You get six planes, and the building will begin to automatically regenerate any destroyed ones. Three are bombers (280% speed), which can bomb the enemy base, as well as have-anti air capabilities for dogfights. The other three are scout planes with 300% speed, but have no offensive capabilities. You'll have to use some speed to run away from any enemy bombers you might find. The airstrip also will begin producing NPC anti-air patrols.

    Next, the Assassin's Hall. This will slowly provide stealthed rogues to patrol your base. A nasty surprise for your enemies. I'd really love to add a building for every class, giving them each a shoutout in the form of NPC's that help in various ways. Come on people live it up a little, just let loose and let's create a fantasy pvp zone!

  7. #7

    Re: An idea for a Warcraft 3 inspired world PvP zone

    I loved the old AV quests but they're impossible to do now b/c #1 they take way too long #2 they're so out of the way in new fast paced matches.

    I would like to see a zone-wide AV that utilized in-game gathering skills. Treat it similar to Isle of Conquest in layout but not flow. I like the destroy the other teams base, then the zone resets in 20min - 1 hr idea.

    Objective: Destroy enemies base then kill the commander or simply capture the portal (WG / IoC rules: outer walls must break before inner before accessing victory condition). Walls are destroyed either with vehicles or explosives.

    Regarding gathering:
    *Everything is BG specific and the items you pick up / create are only useful inside the zone. They despawn after leaving zone / logging (like a conjured item). You are automatically ported out after a battle ends so items cannot be saved for the next game. Gathering will take (5) seconds.
    -Miners can mine nodes throughout the map
    -Skinners can skin "dead" npcs on the ground (they will just sit there like neutral units; no killing involved)
    -Herbalists pick herbs around thezone.
    There can either be 3 types of resources or 1 global type. Would have to check to balance it.

    Resources will be similar to the dust in Silithus. You can only "gather" one resource if you have none in your inventory. You will glow red and have reduced (mounted) speed while holding one. You can kill other players and loot whatever they had on them (either via looting or an item will drop which you can pick up). Thus you can return multiple resources at a time if you manage to kill other players.

    What can be done with resources:
    A player can only use (x) resources every (y) minutes, similar to how you can't just keep building vehicles in WG. Buffs gained via profession cannot be dispelled by normal means.

    Vehicles will have a fixed resource cost and be about as powerful as the tanks in IoC. Crappier vehicles / exposives can be taken at no resource cost but triggers your own (y) minute timer for resource use.

    -Blacksmiths: Use 1 (mining) resource to create 1 weapon for yourself and make 4 available for you team. Removing (buying) 1 weapon can be done by anyone on the team from a vendor but counts as you spending your resource point in terms of debuffing (you can't take a weapon then buy a vehicle immediately after). The weapon will be much stronger than currently available raiding ones; for instance an ilvl280 weapon right now. Would not require ammo so hunters don't get screwed over. It cannot be enchanted and will disappear when you die.

    -Inscription: Use 1 (herb) resource to cast a raid wide buff, like a 15% kings or 2x as strong fort, motw, etc. Lasts (10) minutes or until killed.

    -Enchanting: Use 1 (herb) resource to dispel the enemy raid of 1 random enchanting/inscription/jc buff.

    -LW: Use 1 (skinning) resource to create either a flag which increases damage or health (like the Centurion / AV ones) or reduces enemy damage or create a drum that gives raid members within 40 yards a 15% 30s BL that does not trigger sated.

    -JC: Use 1 (mining) resource to cast a raid wide buff that reduces either magic or physical damage by (10%). Lasts (10) minutes or until killed.

    -Eng: Use 1 (skinning) resource to create 1 bomb / teleporter / high explosive for yourself and 4 available for you team. Anyone can use these items, bombs will do massive AoE damage in a small radius (similar to current grenades, but will deal 7.5-10k damage) and teleporters will let you instantly teleport to a forward tower that you control. High explosives will do 3x the damage of a regular explosive for siege damage.

    Costs might need to be adjusted depending on how many resources end up coming in per x time.

    Towers will be placed throughout the map and captured like spirit towers / EotS / Halaa; more allies then enemies present over a period of time. You will always spawn at your home base, though you will be able to taxi to your controlled towers at a rate 2-3x faster than riding. You can choose to dismount directly below your current position if taxi'ing and will automatically be dismounted if the tower changes hands. Resources can be returned in towers. Not sure about the layout of the towers, maybe a 3 x 3 grid or a 2 - 1 - 2 layout.

  8. #8

    Re: An idea for a Warcraft 3 inspired world PvP zone

    I think an issue that needs to be addressed with this type of BG/world pvp zone is the sort of bottlenecks that cause the majority of players to clump up in one area. It's cool when it happens every so often but a major cause of framerate lag and disconnects in WG is the fact that at the start of each battle, 95% of players clump up in an area that represents maybe 3% of the zone's total area. There is very little concern given to the tower objectives in the south of the zone, or any other objectives for that matter, because they have little influence on the outcome of the game.

    What I'm trying to say is that the important objectives need to be spread in a non-linear fashion across the zone so that this doesn't become the case. They need to be close to equally important objectives, like Isle of Conquest has been relatively successful with. First it was the Hangar that was most important, then the Docks, then people realized that the War Factory (or whatever its called) could also be used to win games. WG doesn't have enough choice in the manner with which you attack the fortress to be interesting and fun, but if there is a new similar zone somewhere down the line of patches and expansions, I hope it has incorporated some similar ideas to the ones posted so far in this thread.

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