I would like to propose a new type of battlefield mode that esentially uses a 4 team concept divided by race. This would be not only epic and fun, but, also would help pinpoint areas of inbalance between classes and races. Iv asked this to many players randomly and they all thought it would be interesting to try and all had different opinions on the winning race.
On another note, to advance the guild system within the game, I would suggest a new land to be developed, which becomes a pvp zone (could even be a crossover point with Hammerine server) where there are fortifications scattered throughout, these could serve as a guilds HQ where there could be warping,dna traning,bank, blacksmiths auction . stationary defensive wepons, etc On the flip side this would be a pvp world where another guild may be planning to assualt your fort/base (maybe because of the guild bonuses it offers), This is clearly a rough suggestion that needs fine tuning as with above, but its implementation of simple, cost effective changes that keeps people wanting more, and keeps newbs interested to try. This would help create new purpose and goals for the citizens of Requiem!!! IF ppl like what i am trying to do here plz support and offer your suggestions! Iv always liked this game and id love to see it on steroids xD
from a paying subscriber.

NEW BATTLEFIELD/Guild MODES
Started by
bholl030
, Nov 01 2011 04:54 PM
1 reply to this topic
#1
Posted 01 November 2011 - 04:54 PM
#2
Posted 02 November 2011 - 09:23 AM
I like those ideas.
Something in the lines of the 4 team battle was posted here:last men on the hill foc map?. I think that some good maps to do that kind of battle could be Flamed Heart, Hydro Station and maybe Ancient Ruins (svs map). It could be some kind of capture the enemy base kind of pvp.
About the second idea:
Kind of Map: svs and gvg map, with pve included.
Map Size: huge, like Parness.
Enviroment: hundreds of castles protected by mobs, land overrun by nightmare monsters, dungeons with raids.
Castles: There could be 3-4 kind of castle's sizes, each one with a flag inside that give contribution (like in Dark Fotress). The amount of contribution could depend of the size of the castle. The castles would be guarded by monsters, and to capture it, one must kill those monsters, the castle would go back to neutral after each maintenance. After the castle is captured, the monsters guarding it, will help the guild to protect it. The castle also could have an NPC inside that sell pots and bullets, and another NPC that let the members of that guild to port directly there.
Smaller Flags: There would be another kind of flags that also can be captured, each of those flags will give the player control over a monster (like in Den of Arachnids). This also could be a good resourse to help to attack an enemy castle.
Contribution: The contribution would be different than the one give in the normal svs (or any other battleground). The monsters (all the open world mobs, dungeon mobs and raids), enemy players and flags would give contribution. All, except the raids, would give the same contribution, while the raids would have their particular kind of contribution points. The ammount of points given could be small (and small over time in the case of the flags), or the points required to exchange for rewards should be huge. Could be also daily quests that give contribution.
Rewards: There should be many rewards, like raid items (require the contribution points of that raid + the normal contribution), xeons, etc.
To balance it a little, other things should be added:
Guild Max Number Increase: The guilds should be able to increase their size. Could be something like this:
A total of 125: cost 1kk lant
A total of 150: cost 2kk lant
A total of 175: cost 5kk lant
A total of 200: cost 10kk lant
The different guild sizes also require to have a castle of x size to unlock it. For example, to get the posibility of increase the guild size to 200, that guild should be owner (at that moment) of a big size castle.
Guild Alliance: The guild alliances should be allowed, but the max amount should be definde by the amount of players and not the amount of guilds. That way, if a guild have a size of 200 people, only can join with another of x size, depending of the max size of the alliances (could be 300 or 600). For example, if the alliance cap was 300, then a guild of 200 people, only can join with a guild of 100 people. All this is to prevent all the strong guilds join in one alliance and leave the rest in a huge disadventage.
Mercenary System: There should be a mercenary system to let the players that dont have a guild to have as much fun as the rest. There should be a board with the available mercenaries, where each one could be hired. The cost of hire the mercenary would depend on the class, lvl and mercenary reputation. The mercenary reputation would be defined by the contribution points that are obtained by mercenaries when accomplish the mission they were hired for (for example, protect the castle for x time, capture enemy castle, etc). All this to prevent people to hire always the strong classes and leave the rest without chance of anything. Also, all the contribution obtained by the mercenary, count for the mercenary reputation too.
Traitor System: There should be also a traitor system but still didnt figure how it should be.
Something in the lines of the 4 team battle was posted here:last men on the hill foc map?. I think that some good maps to do that kind of battle could be Flamed Heart, Hydro Station and maybe Ancient Ruins (svs map). It could be some kind of capture the enemy base kind of pvp.
About the second idea:
Kind of Map: svs and gvg map, with pve included.
Map Size: huge, like Parness.
Enviroment: hundreds of castles protected by mobs, land overrun by nightmare monsters, dungeons with raids.
Castles: There could be 3-4 kind of castle's sizes, each one with a flag inside that give contribution (like in Dark Fotress). The amount of contribution could depend of the size of the castle. The castles would be guarded by monsters, and to capture it, one must kill those monsters, the castle would go back to neutral after each maintenance. After the castle is captured, the monsters guarding it, will help the guild to protect it. The castle also could have an NPC inside that sell pots and bullets, and another NPC that let the members of that guild to port directly there.
Smaller Flags: There would be another kind of flags that also can be captured, each of those flags will give the player control over a monster (like in Den of Arachnids). This also could be a good resourse to help to attack an enemy castle.
Contribution: The contribution would be different than the one give in the normal svs (or any other battleground). The monsters (all the open world mobs, dungeon mobs and raids), enemy players and flags would give contribution. All, except the raids, would give the same contribution, while the raids would have their particular kind of contribution points. The ammount of points given could be small (and small over time in the case of the flags), or the points required to exchange for rewards should be huge. Could be also daily quests that give contribution.
Rewards: There should be many rewards, like raid items (require the contribution points of that raid + the normal contribution), xeons, etc.
To balance it a little, other things should be added:
Guild Max Number Increase: The guilds should be able to increase their size. Could be something like this:
A total of 125: cost 1kk lant
A total of 150: cost 2kk lant
A total of 175: cost 5kk lant
A total of 200: cost 10kk lant
The different guild sizes also require to have a castle of x size to unlock it. For example, to get the posibility of increase the guild size to 200, that guild should be owner (at that moment) of a big size castle.
Guild Alliance: The guild alliances should be allowed, but the max amount should be definde by the amount of players and not the amount of guilds. That way, if a guild have a size of 200 people, only can join with another of x size, depending of the max size of the alliances (could be 300 or 600). For example, if the alliance cap was 300, then a guild of 200 people, only can join with a guild of 100 people. All this is to prevent all the strong guilds join in one alliance and leave the rest in a huge disadventage.
Mercenary System: There should be a mercenary system to let the players that dont have a guild to have as much fun as the rest. There should be a board with the available mercenaries, where each one could be hired. The cost of hire the mercenary would depend on the class, lvl and mercenary reputation. The mercenary reputation would be defined by the contribution points that are obtained by mercenaries when accomplish the mission they were hired for (for example, protect the castle for x time, capture enemy castle, etc). All this to prevent people to hire always the strong classes and leave the rest without chance of anything. Also, all the contribution obtained by the mercenary, count for the mercenary reputation too.
Traitor System: There should be also a traitor system but still didnt figure how it should be.
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