Objective Party System for Node Wars
*Updated periodically as ideas/discussions occur*
Steven was recently asked a question about zerging bosses and rendering boss mechanics trivial. He answered that they absolutely CAN do that, but the loot will stay finite. Finite Rewards is part of the Risk vs Reward answer in Ashes with regards to zergs. In other words, opportunity cost matters.
How about we apply the same idea to the Node Wars, creating Finite Reward incentives to balanced PVP scenarios (more risk and typically more fun!) while still allowing zergs to overrun the war for less risk.
Introducing The Objective Party System:
-Objectives have PVE Objective Mob Packs designed for specific group level/sizes brackets to defeat; 8v8, 16v16, 40v40
-War Score can only be gained by completing Objectives and not PVP kills.
-When War is declared, a small number of Objectives open up in each node.
-Players join Objective Parties through in-game UI.
-As players from both sides queue and match into the Objective Parties, more Objectives come online, fluctuating to meet the size of the war.
-Only Objective Parties gain Participation Rewards after the war is over. Finite Reward.
-Only Objective Parties can deal damage to an Objective Mob Pack and complete Objectives.
-Everyone else can do open world PVP as would normally be the case in a Node War. Or they can go do something else if their side is clearly going to win.
Perhaps there could be Objectives for multiple level brackets, end game isn't the real game right?
Sample Rewards for a 10-60 minute Objective:
(obviously the actual rewards depend on real game economy balance)
Level 25-29 Objective: 10 War Score, 10 gold, 75% level worth of exp.
Level 30-34 Objective: 15 War Score, 15 gold, 40% level worth of exp.
Level 35-39 Objective: 25 War Score, 25 gold, 25% level worth of exp.
Level 40-44 Objective: 40 War Score, 40 gold, 15% level worth of exp.
Level 45-49 Objective: 50 War Score, 50 gold, 10% level worth of exp.
Level 50 Objective: 100 War Score, 200 gold.
Maybe 1000 War Score to win the Node War, in a Tug of War Score format.
Sample Gameplay Simulation
Let's imagine that a war is declared
Initial objectives open on the defender's territory, 2 for each level bracket and more objectives increasing as team matches are made.
Let's say that this war has the following people available to fight.
Defenders:
30 level 25-29 players
120 level 50 players
Aggressors:
250 level 50 players
Our brackets would look like this:
25-29 Bracket - 10 War Score victory:
Objective 1: Party of 8 (0 vs 8)
Objective 2: Party of 8 (0 vs 8)
The remaining 30-16 = 14 low level defenders can't join an Objective Party and can only help with PVP around the objectives, or go do something else with their time.
50 bracket - 100 War Score victory:
Objective 1: Party of 8 level 50s ( 8 vs 8 matched)
Objective 2: Party of 8 level 50s (8 vs 8 matched, when 75% full on both sides unlocks Objective 3)
Objective 3: Party of 16 level 50s (16 vs 16 matched, when 75% full on both sides, unlocks Objective 4)
Objective 4: Party of 16 level 50s (16 vs 16 matched, when 75% full on both sides, unlocks Objective 5)
Objective 5: Party of 40 level 50s (40 vs 40 matched, when 75% full on both sides, unlocks Objective 6)
Objective 6: Party of 40 level 50s (40 vs 32 matched, when 75% full on both sides, unlocks Objective 7)
Objective 7: Party of 40 level 50s (40 vs 0, no more objectives unlocked until this fills up opposing team)
In this scenario, 168 players from Aggressors, and 120 players from the Defenders will be in 7 Objective Parties, obtain Participation Rewards, and can increase the War Score. 5/7 Objectives will have evenly matched parties and 2 will be in favour of the Aggressor.
The remaining 250-168 = 82 players on the Aggressor's side will get no individual benefit for helping in the war. Maybe 20 of them volunteer to harass the evenly matched parties and guarantee the win. Risk vs Reward.
The other 62 could go kill a few bosses that night instead and get even further ahead. They don't even need to bother with the lowbies getting 20 War Score on defence unless they are bored.
It's not a 100% guaranteed fair and balanced PVP scenario, but it establishes an individual profit incentive pointed in that direction. It is self organizing and can accommodate bubbles of level brackets matching up. It can meet the needs of small node wars or scale to very large ones while maintaining the the Risk vs Reward incentive structure.
System also gives the devs strong control over the War Score collection rates and Participation Rewards as a way to guide player behaviour. They can use these as dials in relation to other activities.