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  1. #1
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    PvP: involving Dungeons/Some other ones not involving.

    There isn't many MMOs out there that have a PvP mode that involves Dungeons. Got a few on the top of my mind, thought Id share them.

    Multi Group Dungeons(2-4 groups) - Every team starts at a different spot, makes their way to boss chamber, kills boss together, Kill each other for the loot, a fatal four way tornado tag match. Then if the group wants to, FFA among the winners. Taken from 2moons

    Dungeon Territory Wars - Haven't played PW before, but read up on the TWPvP, seems like a Battlegrounds like thing. Same concept as that but you fight for Underground territory.

    Player made dungeons - If creator is online, he can accept himself as being the Boss, or if offline or not in the mood, a AI controlled Boss Mob.

    Combat Switches(Heavily depends on how optimized the engine is) - 2 players or 2 groups, fight in a series of rooms against Waves of Mobs. The goal, indirectly eliminate the opposing team, by activating random switches around the rooms which release a new wave of Mobs. Each Room has a time limit, mob respawn and a Mob limit. Once time is elapsed, the next room will open. Once mob limit is reached, you lose, so you have to keep killing. Number of Rooms is set by host from 3-10. Mobs respawn after a certain number of kills, happens in 10 secs.

    Room Time, Mobstart/Kill total for predetermined respawn(50% of Mobstart), Moblimit, Switchtypes
    Room 1 - 2:00, 10, 75, New Wave(5) - Appears every 30 seconds for 10 secs
    Room 2 - 5:00, 15, 60, New Wave(5), New Wave(10) - Random Choice every 25 secs for 15 secs
    Room 3 - 7:00, 20, 40, New Wave(5), New Wave(10), New Wave(15) -Random every 20 secs for 10 secs
    Room 4-10 same as room 3, but with Friendly Switches(-XX seconds, kill XX mobs, New Wave Protection), and Time Increasers, Respawn rate changers, other weapons.

    If both players survive, they enter the final room and must team up to survive a 10:00 onslaught of Mob Waves, you can kill each other, but each amount of dmg you do on the opposing player == 50% of that dmg to you(will not kill you, you'll be stuck at 1 health), NO POTIONs or healing in this room. If you do kill your enemy, if you die you lose and he wins.

    What you do in the room determines your reward if you both survive, now heres the fun part you fight each other for your prize.

    Winning in Rooms = Predetermined reward.
    Surviving Final Room onslaught by yourself = Predetermined reward
    Killing other player after onslaught = Activity based reward.

    FFA/Team CTF using randomly generated dungeons - A concept everyone knows, but with one change, bases are not on preset areas, and are random like the rest of the map. Flags spawn randomly, not near bases. For FFA CTF multiple turn in points for flag, and is randomly selected after each turnin.

    I just thought a dungeon based MMO should have dungeon based PvP

  2. #2
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    Re: PvP: involving Dungeons/Some other ones not involving.

    Your first idea could be fun with a small change: what if instead of killing a boss, your team has a large maze-like dungeon filled with enemies, and to escape/win one team has to take out the other team. Could be modified to include several groups. That would actually make me want to attempt PvP, because then I would be working in a group and using strategy.

  3. #3
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    Re: PvP: involving Dungeons/Some other ones not involving.

    Quote Originally Posted by Omnifas
    If both players survive, they enter the final room and must team up to survive a 10:00 onslaught of Mob Waves, you can kill each other, but each amount of dmg you do on the opposing player == 50% of that dmg to you(will not kill you, you'll be stuck at 1 health), NO POTIONs or healing in this room. If you do kill your enemy, if you die you lose and he wins.
    The group who attacks other one will always win there. There are no potions and healing and attacked ones will be killed by mobs in a second because of 1 hp. OFC attacking group will be smart enough to suddenly attack one player first then other players etc.

  4. #4
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    Re: PvP: involving Dungeons/Some other ones not involving.

    I think more group PvP is generally needed in RPGs
    The first idea seems really fun

  5. #5
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    Re: PvP: involving Dungeons/Some other ones not involving.

    I liked the PvP in Mythos, where someone could show up behind you in the cave, tear ya down, and steal your loot. I mean, the rest of the system was kind of wonky, but I like that you share quests with other players and fight them over it. Felt like a more natural approach.

  6. #6
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    Re: PvP: involving Dungeons/Some other ones not involving.

    Quote Originally Posted by permaximum
    Quote Originally Posted by Omnifas
    If both players survive, they enter the final room and must team up to survive a 10:00 onslaught of Mob Waves, you can kill each other, but each amount of dmg you do on the opposing player == 50% of that dmg to you(will not kill you, you'll be stuck at 1 health), NO POTIONs or healing in this room. If you do kill your enemy, if you die you lose and he wins.
    The group who attacks other one will always win there. There are no potions and healing and attacked ones will be killed by mobs in a second because of 1 hp. OFC attacking group will be smart enough to suddenly attack one player first then other players etc.
    The 1hp person will be the attacker because if he attacks his opponent willingly he loses 50% dmg of what he(the attacker) caused. Kinda encouraging people to be cheap, yet discouraging it because if he attacks his opponent he gets dmged as well, then he has to survive by himself otherwise the attacked gets his prize.

    But after a nights rest I thought about it abit and feel the mob onslaught is more trouble than its worth. Maybe instead of surviving, I keep the concept of the other rooms, and have it be a 1v1 or GvG(Group=G) with mobs in the mix to pester them as they fight each other, and switches that release waves that target the opposing team, or protect the team from mob damage. Or better yet I think this makes for a better mode altogether.

  7. #7
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    Re: PvP: involving Dungeons/Some other ones not involving.

    A race out of a random labyrinth would be cool, have different monsters and triggers and stuff...

    I'd make it so that you didn't *have* to kill the other team to win, but if you did kill them then you won. That way it makes getting out of the maze more significant. Alternate primary objectives ftw!

  8. #8
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    Re: PvP: involving Dungeons/Some other ones not involving.

    I think PvP connected with these kind of "games" could be really fun. I never really got into PvP in any game because most of the people were just too good and it got really frustrating when I actually treid to fight some but these varations sound cool and if they would be implemented in the MMO then I might give it another shot...

  9. #9
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    Re: PvP: involving Dungeons/Some other ones not involving.

    Quote Originally Posted by hydrolysis
    A race out of a random labyrinth would be cool, have different monsters and triggers and stuff...

    I'd make it so that you didn't *have* to kill the other team to win, but if you did kill them then you won. That way it makes getting out of the maze more significant. Alternate primary objectives ftw!
    I would play that, especially if it was a really well done maze.

    Quote Originally Posted by xandur
    I think PvP connected with these kind of "games" could be really fun. I never really got into PvP in any game because most of the people were just too good and it got really frustrating when I actually treid to fight some but these varations sound cool and if they would be implemented in the MMO then I might give it another shot...
    Until this thread I never even thought about other kinds of PvP existing. The most I had ever come across was 1v1 duels, getting shanked by people in PvP areas, and Capture the Flag. I would totally play more PvP if they had mazes and team objectives and all sorts of stuff. Heck, I would even consider joining a guild if they specialized in maze PvP.

  10. #10
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    Re: PvP: involving Dungeons/Some other ones not involving.

    I've never tried Capture the flag in an RPG before, perhaps I'm missing something there. I generally just stay away from pvp in rpgs because it usually just is about 1v1.

    Perhaps more of these fps usual team objectives can make it into rpgs, like(taking from cod now :P) headquarters or perhaps domination.
    I would certianly try out domination if it would ever work.

    The maze idea sounds quite interesting.
    Or if you had a closed in maze with a center room for one team to hold to get points and ultimately winning the game. Either a time- or point limit.
    Old Mythos forum name: Hasse

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