PvEvP -- parallel map contest
sounds interesting enough. One could also expand it by adding branch timesavers that could hinder your opponents' progress. Such as a side path to a power control room that the villains could cut to get a series of doors unlocked, but only if they get there before the heroes get to a power re-routing terminal that would prevent the outage and lock out the shortcut.
"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict
after they fix pvp, sure. /sign
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
sounds interesting enough. One could also expand it by adding branch timesavers that could hinder your opponents' progress. Such as a side path to a power control room that the villains could cut to get a series of doors unlocked, but only if they get there before the heroes get to a power re-routing terminal that would prevent the outage and lock out the shortcut.
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As an alternative to straight PVP, I would like to see a contest between a villain team vs. a hero team based on PVE rules. Each team would start on its own separate map, and the team that completed its map first would win. There would be interaction in the sense that actions on one map could affect the other map, e.g. capturing an objective on map A would unleash a mob on map B.
For example, one scenario could be a prison break. The hero team is fighting thru prisoners to reach a control room guarded by AVs, and the villain team is fighting thru guards to reach the control room guarded by AHs. |
Guild Wars has an EXCELLENT PvPE end game and some great rewards for cooperative PvP games. (Such as special Auras exclusively for PvP ranking and high-end loot.)
I'm hoping perhaps the Developers from City of Heroes get a chance to work with the GuildWars PvP team.
I couldn't stand the grind of Aion, but that's anothr NCsoft game I'm sure the devs could learn from.
However, let them get PvP right first. (Meaning, it'll probably never happen.)
Having "Competitive" as the option in-between Co-operative Teaming and Direct PvP? Absolutely.
The idea has a lot of possibilities and since there is not DIRECT PvP, it could be implemented without having to fiddle around with the PvP rules and possibly doing more damage.
I like this idea of PvEvP. The entire City of franchise has never really lent itself to direct PvP, so the best way to do it would probably be competitive quests.
What CoH needs is a way to pit villains against heroes that appeals to the general populace. Most of the people who don't like PvP just don't like common attitude of "I pwnd u so hrd! u teh suxx0rz! lrn2ply n00b!" and this would eliminate that. No matter how you "fix" PvP, it won't change the attitude of the players there.
So I say again, what we need is an indirect PvP system like this.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
I gotta admit, the first thing that came to mind was the zone Buff/ DeBuffs from the PvP zone missions.
Just as a nod to the direct PvP fans you could maybe add some instances within the maps where one on one combat would take place; some sort of bottleneck. Say both the heroes and villains are working their way toward an ancient power crystal in a museum. The stairs are impassable and the authorities have sealed the building with force fields so the elevators are the only way up to the next floor. The first team to hit the elevators picks one person to remain behind to slow down the opposing team.
The second team to arrive elects someone to distract that guardian while the others move on and the two combatants enter an instance where they do battle. The loser is sent off to the hospital and the winner gets to rejoin their team immediately giving them slight edge.
This actually throws some strategy into the game.
>
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat

Just as a nod to the direct PvP fans you could maybe add some instances within the maps where one on one combat would take place; some sort of bottleneck. Say both the heroes and villains are working their way toward an ancient power crystal in a museum. The stairs are impassable and the authorities have sealed the building with force fields so the elevators are the only way up to the next floor. The first team to hit the elevators picks one person to remain behind to slow down the opposing team.
The second team to arrive elects someone to distract that guardian while the others move on and the two combatants enter an instance where they do battle. The loser is sent off to the hospital and the winner gets to rejoin their team immediately giving them slight edge. This actually throws some strategy into the game. > |
I wish I were as creative.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
See, I had this idea with Mayhem/Safeguard missions where villains try to rob the bank and heroes try to stop them.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
As an alternative to straight PVP, I would like to see a contest between a villain team vs. a hero team based on PVE rules. Each team would start on its own separate map, and the team that completed its map first would win. There would be interaction in the sense that actions on one map could affect the other map, e.g. capturing an objective on map A would unleash a mob on map B.
For example, one scenario could be a prison break. The hero team is fighting thru prisoners to reach a control room guarded by AVs, and the villain team is fighting thru guards to reach the control room guarded by AHs.