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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
250v250/500v500/Castle/Node Siege Gameplay Concepts.
Dolyem
Member, Alpha Two, Early Alpha Two
Feel Free to make and share your own concept ideas!
These thought were brought to fruition because of a post by @Nerror
I made this bit based on the most recent dev update with the 1300 test models. This minis arent to scale but there are 250 on each side
I like a relatively simple objective based gameplay style.
-1 Spawn point for Defenders in the throne room, and 2 Spawn points for the attackers shown in the bottom corners of the image. I feel the attackers having 2 Spawns allows the prevention of being spawn camped if it gets a bit one sided, where defenders only need 1 spawn point at the winning objective because at that point the game is basically finished and they are where they need to be to defend anyway.
- The 3 siege rally points are spots needed to allow siege to move unhindered.it could be fun to have a defending NPC mini boss of sorts at each of these points that range focus siege in their respective zones of influence. Basically siege deterrents that arent require to be taken down, but it is strongly advised to do so, allowing siege players to move without worry of being targeted by that NPC. Once killed, these points can be captured and used to create siege closer and provide a closer spawn point for the attackers. Whether or not it can be recaptured is up in the air, could be fun, could be lame.
-these points of interest can also be the focus point for 8-class siege ability channeling, or for the
resources needed before channeling them elsewhere.
- The next/simultaneous objective is taking down the gates. 1 or all 3 of the outer gates, and maybe an inner gate to the keep, and a gate to the throne room. Repairs may or may not be a good idea for defenders, that all depends on how durable the structures should be. I personally find the whole "THAT GROUP IS THE REPAIR GROUP!" to be a not fun game mechanic so I would opt for just difficult to destroy structures.
-Defenders should have objectives as well. Obviously "hold the gate" is the main one, but perhaps retaking Siege rally points would allow for resources to repair gates or launch counter mechanics such as reinstating an anti siege NPC, or allowing for a playing to take that role themselves at that location. Making it a constant struggle to keep these under control. Otherwise Everyone is always in the same spot.
-Should the winning objective be a capture point? Something to kill/destroy? A channel? I have no idea honestly, I think these should all be tested.
-Other ideas not shown on the map could include points on the map or on the castle that allow for subterfuge or limited use back entrances (although these would be camped eventually unless their location becomes random/only discoverable by certain classes) allowing for stealth objectives which are very difficult but can speed up the attackers progress if successful.
This is a very basic concept but I hope you all expand on it further so we can give intrepid plenty of ideas to consider.
These thought were brought to fruition because of a post by @Nerror
I made this bit based on the most recent dev update with the 1300 test models. This minis arent to scale but there are 250 on each side
I like a relatively simple objective based gameplay style.
-1 Spawn point for Defenders in the throne room, and 2 Spawn points for the attackers shown in the bottom corners of the image. I feel the attackers having 2 Spawns allows the prevention of being spawn camped if it gets a bit one sided, where defenders only need 1 spawn point at the winning objective because at that point the game is basically finished and they are where they need to be to defend anyway.
- The 3 siege rally points are spots needed to allow siege to move unhindered.it could be fun to have a defending NPC mini boss of sorts at each of these points that range focus siege in their respective zones of influence. Basically siege deterrents that arent require to be taken down, but it is strongly advised to do so, allowing siege players to move without worry of being targeted by that NPC. Once killed, these points can be captured and used to create siege closer and provide a closer spawn point for the attackers. Whether or not it can be recaptured is up in the air, could be fun, could be lame.
-these points of interest can also be the focus point for 8-class siege ability channeling, or for the
resources needed before channeling them elsewhere.
- The next/simultaneous objective is taking down the gates. 1 or all 3 of the outer gates, and maybe an inner gate to the keep, and a gate to the throne room. Repairs may or may not be a good idea for defenders, that all depends on how durable the structures should be. I personally find the whole "THAT GROUP IS THE REPAIR GROUP!" to be a not fun game mechanic so I would opt for just difficult to destroy structures.
-Defenders should have objectives as well. Obviously "hold the gate" is the main one, but perhaps retaking Siege rally points would allow for resources to repair gates or launch counter mechanics such as reinstating an anti siege NPC, or allowing for a playing to take that role themselves at that location. Making it a constant struggle to keep these under control. Otherwise Everyone is always in the same spot.
-Should the winning objective be a capture point? Something to kill/destroy? A channel? I have no idea honestly, I think these should all be tested.
-Other ideas not shown on the map could include points on the map or on the castle that allow for subterfuge or limited use back entrances (although these would be camped eventually unless their location becomes random/only discoverable by certain classes) allowing for stealth objectives which are very difficult but can speed up the attackers progress if successful.
This is a very basic concept but I hope you all expand on it further so we can give intrepid plenty of ideas to consider.
0
Comments
oooo like a much higher stakes Dolyak escort in GW2 eh?
Assassinating the mayor or ransoming the mayor would also be an interesting scenario.
Now, the dragons need to go completely for any siege. I don't want them ruining a good siege experience. We get two hours to have fun PvPing, not kill some big lizards. We can do that outside the siege.
The control points are ok conceptually, as a way to have points to fight over outside the castle. I'd like to see the system fleshed out more than A1 though.
Instead of focusing on the surrounding area, I think we should focus on how we fit 1000 players with collision detection inside the castle in a meaningful way, where it isn't just most of those 1000 players trying to capture a single point. Even if it was an empty field with the capture point in the middle, the amount of cluster-fuck near the objective will be massive and honestly not super fun.
I think we need a big-ass castle with several levels and multiple objectives that have to be captured simultaneously or within short order of each other, forcing people to spread out and forcing people to communicate and coordinate attack and defence efforts.
Big castle dungeon may work, or you could make the terrain around it multilevel with choke points. making zerging inefficient. But I like what youre sayin
Perhaps each team is allotted or allowed to bring a finite amount of resources in order to make repairs during a siege? In that scenario, it would make you "pick your battles" so to speak, since your guild would be using resources to "fund" a fight for control over another node that might be rich in various other resources.
ETA: Would make the gathering profession and trade that much more important/impactful, imo.
ETA2: On a side note related to siege weapons; Has there been any mention of crafting different types of ammo for them? IE explosive type, or a type that's more geared towards breaching of gates/walls? Or will they all have generic ammo available? Can ammo run out, or is it infinite depending upon the life of the siege weapon?
Nobody mentioned flying mounts being used so I'm gonna guess the whole thing has an exclusion radius to prevent going over the walls and barriers.
ESO had the ability to breakdown keep walls which helps to reduce choke points, I hope something like that can be implemented since it can be intense to have multiple ways in or defending against it. If not, then maybe a tunneling/wall scaling mechanism (since we can climb).
This would all be designed to prevent 200 peeps from jamming the opening gambits (or whatever the key starting points are); after toons start dying and resurrecting elsewhere the load will spread out.
Breaking and repairing the walls will hopefully be a thing and be away to avoid the main gate choke points as well.
Like a lot of looking at UE5 and what is possible found this tech demo. Not saying they should use this kind of thing only that it is possible with UE5.
https://www.youtube.com/watch?v=bvcBBa3X4js
UE5 can make it look prettier I am sure though.
I would actually love to see sappers digging tunnels under the walls too, which I think is something UE5 would be good at. It's scope creep, because I think they'd have to re-work a lot of stuff to allow players to actively dig in the ground, so not for release. But one can dream for the future
You don't want to overcomplicate the mechanics to where casual players and unorganized groups are near ineffective or useless, but you do want mechanics where being in an organized group is very advantageous, obviously. These two opposing aspects need to be balanced to a good middle ground.
In other words, the mechanics shouldn't be braindead nor should they be rocket science. They should be interesting, but not confusing. Multiple pathways to victory perhaps, but not overly complex or gimicky. Casual friendly, but not easy. Good luck haha.
I don't have any ideas at the moment. The dragons in their current form gotta go, feels like pve added in just for the sake of pve. I love the idea of a castle with multiple floors.
SPREAD PEOPLE OUT. Please don't give us another zergball aoe meta game.
Sorry if this has already been suggested, but if you imagine how the payload works on Overwatch, having a couple of "objects" moving towards the encampment could be an interesting idea, certainly objectives need to be attacked/defended.
Purely based on the dev video
Flying mounts will be extremely rare 5-10 per server if I remember right. I think they may have abilities but it won't be like 50 dragons flying over your wall and destroying everything
you may see that a siege on a castle involves 4 sieges
3 minor sieges on say a weekend - lets grab Saturday for this example
Saturday 1 - Nearby farmland goes under siege to attack the <TARGET NODE/CASTLE>'s supply stores.
Saturday 2 - Nearby Node gets attacked to reduce or weaken NPCs on defender's side
Saturday 3 - attack a node in the mountains that may correlate to say Ballista ammo or some form of siege engine's effectiveness in the actual battle
Saturday 4 <THE SIEGE> - the big old BRAWL of death
im diving through the wiki and stuff to find sources or something on this but i definitely recall hearing similar.
On the other hand, gliding mounts are intended to be more common, so many of those skins will work on gliding mounts.
I made a mistake, the bird in the cosmetic shop says flightless but I'm glad to hear the gliders are in for the commoners amongst us.
Do the attackers get Godzillla?
Kill the abomina..... whaaaaaaaat the.....?!
HIDE!!!!!