Collaborative Development Topic- Game Modes

Collaborative Development Topic- Game Modes

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Posted by: Chris Whiteside

Chris Whiteside

Studio Design Director

Next

Hi All,

We are now moving to the discussion phase of this initiative. The topic with the most votes in this area of the game was Game Modes (Note: The topic tally was aggregated across all Community Forums per supported languages). The Coordinators for this thread will be Jonathan Sharp.

As discussed here: https://forum-en.guildwars2.com/forum/game/gw2/Collaborative-Development/

First I would to lay down some rules for as we move forward regarding how we collaborate with one another:

1: This initiative is all about discussion.

2: We will not be disclosing information pertaining to what is currently in development.

3: Anger and emotion will have less impact than intelligent discussion.

4: Together we will share and evolve design philosophies which will impact how we develop the game moving forward.

5: Aggression and disrespect to a fellow community member or developer will not be tolerated, and in the extreme could lead to the shutting down of the initiative.

6: The teams primary focus is work toward the development of GW2 and therefore posting of discussion and commentary may not be as frequent as you like. Please do understand that the initiative is taken very seriously by us all and that we will be reading the discussions and joining in as often as it is possible to do so.

We will be closing the thread on Monday November 4th, and shortly after we will have an open discussion about what worked and what did not in regard to the process of the first topic discussion.

Until then thank for taking the time to take part in this and I look forward to discussing the game with you.

ChrisW

P.S: it is likely that we will watch the discussion for a few days before posting.

(edited by Chris Whiteside.6102)

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Posted by: Mash Hog.5672

Mash Hog.5672

How bout a game mode in which guilds can play competitively against each other?
(first post)

Gasmic > Mic Gazzy
Leader of [GASM] #ELEtism
(Retired) Commander [2500+ tPvP Matches Won]

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Posted by: Brigg.6189

Brigg.6189

Some of the GW1 modes may be a good starting spot.

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Posted by: Bonaparte.5160

Bonaparte.5160

We can imagine a map with three points catchable, and an orb.

This orb will give you points as one of the players on your team will, for against the player in question will lose hp regularly.

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Posted by: evilapprentice.6379

evilapprentice.6379

I can see King of the Hill working fairly well with how the game has been designed so far, as long as the capture mechanism is an object you interact with to “flip” the point rather than a Capture Point circle you stand in to cap/decap.
- Bunkers will still have a role in guarding the flip mechanism
- Burst will still have a role in trying to dislodge/distract bunkers from guarding the flip mechanism, or going after the opposing teams burst.
- Support and harrasment specs will have a role in disrupting enemy “supply lines” (Ressing players traveling back to the hill from their home point), and possibly dislodging players guarding the “flip” point and delaying them.
- With only 1 point to hold, comebacks from large point deficits will be possible – a team will have time to examine and adjust their strategies and hopefully re-take the point.
- Most importantly with the “flip” objective being an intractable object rather than a capture point you stand in, the dynamic of holding and flipping the point will be changed enough to shake up the current meta without being so extreme as to force balance changes which are currently all balanced around capture point.

(edited by evilapprentice.6379)

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Posted by: Thedenofsin.7340

Thedenofsin.7340

Is this discussion about the idea of new game modes, or how to better support the existing ones?

I don’t like the idea of supporting more game modes than we currently have. As it stands today, the developers are loathe do perform any kind of balancing around the game modes of open world PVE/dungeons or WvW. Adding more game modes seems like a recipe for disaster.

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Posted by: EnemyCrusher.7324

EnemyCrusher.7324

A map or mode that uses something similar to the skill selection system in Aspect Arena would be cool, especially if the options were randomized for each match but the same for both teams.

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Posted by: Avster.1935

Avster.1935

FA/JQ/AB/GvG like it was done in GW1 would be nice ^^

[SG] Realm Avenger | Jade Quarry EST. August 27, 2012

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Posted by: AndrewSX.3794

AndrewSX.3794

Some of the GW1 modes may be a good starting spot.

+1

Surely there is a big obstacle – the lack of a healer, compared to Gw1, which makes impossible to just do a carbon copy.

In a Jq/Fa Arena you can’t heal efficently your Carriers/Npc anymore.
In GvG you can’t heal the lord underpressure.
In a Ha/GvG/Ra you can’t fuse somebody to save them. Even proactive defence like SpiritBond/ProtSpirit/ect is gone.

There are 2 options.
Either a huge rebalance of classes (even adding a new one?) to fit in a “free trinity BUT there is a Healer” Gw1style system in Gw2
or
Rework mechanics to blend with Gw2 system.

I think everybody here will agree that the former would be a MASSIVE work to do, and with unknown results. While the latter sounds much more reasonable, even if it means reworking some key features of the modes.

Anyway, more modes. If Gw1 ones makes a return, even better.
But KotH/CtF/etc or even a MOBA style map could be considered too.

Seafarer’s Rest EU – PvE/WvW – 8 × 80 chars.
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.

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Posted by: Lian Olsam.9541

Lian Olsam.9541

i’d like to see 1v1 and 2v2

1v1 allow solo players to do something competitive without hope in a lucky soloq

2v2 will help player that dont have team for some kind of reason (playing time, ragers, etc etc i’d left pvp for those reason, i’m pvp player and i’m doing pve, and i know alot of player that left pvp for this reason) to found just one teamate and play as team (i had played 2v2 in another game and it was awesome) 1 control point (less time then 5v5 for capture it) and some mechanics outside the point, like fire turrets or buffs

ofc need a leaderboard for those mode

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Posted by: Leonschiggen.1860

Leonschiggen.1860

The conquest game mode we have is good enough. This mode should be the official tournament game mode.

Any other game modes you guys come up with, I’d suggest clumping them all up into 1 thing like Tomb of Primeval Kings from GW1. To advance to Hall of Heroes (whatever mode this may be) you will have to win the previous game modes against other teams. The winning team of HoH should then be broadcasted to the global chat + whatever rewards.

Deathknight NA
twitch.tv/deznaito

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Posted by: Swagg.9236

Swagg.9236

Jade Quarry redeux

  • Capture shrines and escort NPCs from a captured shrine to your home base to score points.
  • Possible thought of introducing consumable items or environmental hazards at various places across the map that allow players to set up traps for enemies and apply powerful, unique boons to assist their escorts since it would be difficult to truly protect an escort NPC from heavy fire like one could in GW1.
  • The map design could be a copy-paste.
  • 10 v 10

Fort Aspenwood redeux

  • Simultaneous Attack/Defend style game-mode.
  • Effectively just the old FA except it goes in both directions now.
  • Map design could be a mirrored copy-paste with a large, open no-man’s land in the middle of the two opposing gated walls.
  • Game-mode could maybe be linear domination in which one team has to capture all control points to win. Both teams start out with two main points owned and a middle zone that is uncontested. Once capturing the middle zone, the team victorious at the mid-fight could then move to capture the next furthest point owned by the opposing team. This could help eliminate the issue of healing/protecting target NPCs as was the norm in the GW1 version.
  • 10 v 10

Alliance Battles redeux

  • Just copy the new zone in the WvW borderland maps and remove siege.
  • Could also just be a copy-paste of old maps.
  • 20 v 20

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Posted by: Swagg.9236

Swagg.9236

The conquest game mode we have is good enough. This mode should be the official tournament game mode.

Any other game modes you guys come up with, I’d suggest clumping them all up into 1 thing like Tomb of Primeval Kings from GW1. To advance to Hall of Heroes (whatever mode this may be) you will have to win the previous game modes against other teams. The winning team of HoH should then be broadcasted to the global chat + whatever rewards.

The conquest mode makes for a very “turtly,” static meta. Conquest is OK, but what would really light it up would be to introduce more control points. Having only 3 control points in a 5v5 situation on such small maps is really the issue. It’s very easy to lock down two out of three points if you can win a mid-fight, and that often spells the end of the game. If there was more space between players and more active objectives going on simultaneously, the battlefield would feel a lot more alive with options and paths to victory could multiply outside of “Kill that warrior/guardian sitting on mid and watch out for the rest of the opposing team when they come piling in.”

Introducing new game modes and maps would have a positive, alleviating effect on any sort of metagame currently going on. That was truly the flavor that made GW1 so enjoyable from a pvp stand-point. There were so many options, and each option dictated different behaviors and objectives. Furthermore, and most importantly, they were all separate to some extent. You didn’t have to run a gauntlet before you could do JQ or AB, you could just zip to them and queue.

The Hall of Heroes idea sounds neat. That could be a gauntlet of several game-modes strung together as a tpvp option.

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Posted by: Blackjack.5621

Blackjack.5621

I never played a moba since i dislike the camera angle and movement, but it´s quite obvious that this game mode has a lot of potential. Maybe it´s possible to create a gamemode similar to “Smite” . This could also help increasing the playerbase since this is so popular.

I Zapdos I

Team: Cheese Mode

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Posted by: Quincy.2198

Quincy.2198

I think King of the hill might be something intresting indeed.
The fact that we have guardians can make the aspect of holding the point different than in GW1.
We must be aware of the fact that it can’t be like GW1 because we have no Monks that can Preprot or Infuse to save a teammate. Since GW2 professions have insane amounts of damage u have to balance something there, ór change something at the side of the Guardians skills. To be honest i practiced some Guardian bars that could be act very well.
They should make the way to KOTH like GW1 though. I think it brings the competitive part back into the game.
Alot players want to have HoH also, not just KOTH else we are on the way to one map again. The map rotation in GW1 was good, lets keep this.

Just wanted to give a quick opinion, because I dont have alot of time atm.

(edited by Quincy.2198)

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Posted by: unleashed.8679

unleashed.8679

King of the hill would definitely work in GW2. PvP is basically designed for that.
Probably with a new map or existing maps with only the middle point enabled.
An other possibility would be an Orb so the fight is more mobile and not focused on one point the whole time, because i think that could get boring after a short time.

Capture the flag could be a possible game mode as well.

  • Every team gets a treasure, Gold coins, Orbs, …
  • There need to be some people defending the treasure (bunkers)
  • Others have to get the treasure from the enemy (DPS)
  • If the enemy breaks through, CC could be use stop them.

MOBA Same as Dota/LoL, with minion waves etc.

  • Level is fixed 80, you receive trait and skillpoints instead
  • You start the game with a blanc white armor and you have to buy new stuff with the gold from your kills.
  • You only have weapon skill #1 just like a lvl1 character
  • The only thing that is free of charge are those basic weapon, so you can get every weapon from the beginning

Smaller Scale battles

  • 1v1 (duel) and 3v3 would be nice

larger scale Battles GvG – Castles

  • Every Guild has their own Castle with a Guild lord.
  • You have to kill the enemy Lord to win
  • There are Quagan Camps to support you, etc.
  • Castle could be the Guild-halls and you are able to modify the castles so they are unique.
    Just like a small WvW

larger scale Battles GvG – Ships

  • There will be a new Science Tree for the guild
  • Every Guild has their own Ship (probably some different designs to choose from faster+weaker vs. slow and heavy)
  • It is possible to build jollyboats so you can have smaller squads and different tactics
  • One person has to steer the ship
  • The ships are full of canons etc. and you have to destroy the enemies ship

(edited by unleashed.8679)

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Posted by: AndrewSX.3794

AndrewSX.3794

The conquest game mode we have is good enough.

Interesting that the first topic requested by majority of player has been “Give us new game modes cause Conquest is crap” then…

Seafarer’s Rest EU – PvE/WvW – 8 × 80 chars.
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.

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Posted by: alemfi.5107

alemfi.5107

A CTF mode is definitely something that I feel could be introduced into GW2 that would allow for a lot of fun without being to broken due to specific class mechanics. Regarding the flag, it would work similar to the orb in Spirit Watch ( invuln/shadow step dropping orb, can’t stealth etc. ), but I think the mode would work better with a setup similar to WSG, where you need to have control of both your own flag, as well as the enemy’s to score, as that creates needs for an assault/ defense team type of mechanic.

EDIT:
To avoid stagnation, there can be side objectives similar to those in our conquest mode. Perhaps a central orb that one can hold onto to start ticking for points every X seconds. Scoring flags will be the primary source of points, but the orb would allow for the game to keep moving, in case the two teams go full defense. Something perhaps like every 10 secs, the orb ticks for 5 points or something, while scoring flags will give 150 points. Subject to tweaking.

Crystal Desert – [Binary Alliance]
When ground-targetted bone minion explosions become a thing, I will change this signature.
Sylva Nightwalker

(edited by alemfi.5107)

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Posted by: Myrmidian Eudoros.4671

Myrmidian Eudoros.4671

1) Do not deviate from the 5v5 format. If you split the remaining player base it will be a major problem.

2) A King of the Hill with a kill race secondary mechanic would make for interesting play and give you a Death Match feel without forcing Death Match play that isn’t realistically workable with this combat system. Have it where holding the hill make kills worth +X points so that it is a substantial advantage, but not impossible to overcome. The mechanism for flipping the “Hill” could be a flag plant or some such thing in order to push strategic splitting into match play.

I have a bit more to throw into this thread, but no time for it now, so I’ll be back later.

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Posted by: SuperHaze.4210

SuperHaze.4210

Thanks for getting an official thread started.

One of my biggest concerns regarding new game modes such as CTF, Team DM, KotH, etc. is the pace of the games (largely due to overall high damage across all classes). I’ve been advocating new game modes since launch but understand the challenges of implementing all of the game modes that players want to see.

Most of the game modes that are being requested can not be played competitively, but are purely for fun which in turn can increase the pvp population and maybe get a few to play conquest competitively.

Moba style battles can make for some very fun pvp. Some people will say to just play WvW, but sPvP doesn’t have gear imbalances so that argument is rendered mute. Plus WvW is a continuous mode whereas a GvG large scale map can have a winner.

All in all, I just want to see something different. New game modes with different objectives will allow for more build variety. In CTF for instance, it may be necessary to run more CC builds, whereas KotH might need more bunkers etc. I guess we wouldn’t know what will happen until it happens. I would suggest toning down the damage of every class so that we can have larger teams.

Edit: The concerns surrounding splitting the current player base is the reason why the current population is so stagnant. What needs to happen is that we need to attract more players to pvp thereby increasing the player base. New game modes will definitely bring in new and former players who will at least give it a shot. In the short term, the player base will be split, but as population increases from the new game modes I feel it will come back stronger. Casual friendly battlegrounds and GvG will make players recruit from outside the current pvp population. WoW battlegrounds are full of casual and my former guild would recruit PVE only members to come join us in BGs. Some of them remain casual and some become pvpers, but at least we got a few to pvp with us.

(edited by SuperHaze.4210)

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Larger-scale Battles and MOBA-style Battles could potentially substitute Conquest Mode someday if the are to exist and if the community liked them more.

By MOBA-style, I mean minion waves, kill-their-base/lord objectives with towers (OR conquest points) inbetween, and with equipment and food progression through the match. This would be an opportunity for Anet’s pvp team to experiment with food buffs in their pvp. Still 5v5 with same map size. I think this mode has the biggest potential of all of them – it would basically be an upgrade of the existing conquest mode. More on this bellow.

By larger-scale battles, I mean a mode tailored for GvG, but not exclusive for GvG only. Everyone can join, even if not from the same guild. But then again, with the way the guild system works in GW2, where everyone can be in more than one guild, making it GvG exclusive wouldn’t be a big deal, I guess. This mode would have bigger maps, with more verticality, in a 8v8 up to 20vs20 scenario, and siege and base-assault/ defending involved. It would basically work like a mini-WvW with more focus on strategical pvp and less-to-no focus on map domination. It could also have a MOBA-style progression system with players being able to unlock stronger sieges, stronger food buffs, and unique environmental effects through the match. This could also feature conquest points to advance through (or as secondary objectives).

However, I think Conquest itself should be designed differently to be more exciting. It should involve less bunkering and more “push-through” tactics. A new version of Conquest should have a main objective at the two opposing edges of the map (destroy base, steal flag, kill lord, orb/ ball-running, or even a final, game-deciding conquest point), and conquest points would exist inbetween as means to unlock passages and go through.

If we think a bit about it, all three modes I suggest above have similiarities between each other. All of them can feature capture points. All of them could feature moba-style progression. But what’s specially important, is that all of them would favor offense over defense.

And THAT is the problem with the current Conquest mode. The current Conquest mode favors staying at one mode and defending it, or else it can flip to the opposing team at any time. It’s a very cycling, bunker-driven Conquest mode. Should it have a more “push-through” style of playing, Conquest would be far more exciting to watch (and potentially to play).

Another problem with the current Conquest Mode, is the lack of flavor. Assaulting or defending a base is very flavorful. It makes “sense” within the context of a war. Capturing the Flag and other modes are less flavorful, but they revolve around a “push-through” playstyle with an objective or a target that represents it (the lord that must be killed, or the flag that must be stolen), so they still make “sense” as sports. However, the current Conquest Mode revolves around people sitting at a specific area and winning by doing so. It feels “weird” for someone who is observing it.

TL;DR: The idea of Conquest being the main game mode is still a fine idea, but the way the mode works should be expanded, diversified, designed for a more exciting “push-through” playstyle, and in some cases, go as far as have sieges, in-battle progression, minion waves, and other stuff.

Elementalist.

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Posted by: Oraith.1732

Oraith.1732

2 vs 2 Arenas
• You and a friend qeue up, and go against another pair of dudes and duke it out in a gladiator-style coliseum.
• Would have it’s own meta, because you don’t need to worry about map rotations, and you can focus your traits/skills to either crush the enemy or help out your teammate.
• More builds would be considered viable (for this gamemode).
• It would also be fun (and hopefully have leaderboards to be competitive)!
• Q times would also be very short, considering it’s only 4 people in one match.
• Best 3 out of 5 format would be nice, if your team wins more than 2 rounds you win basically.
• Would be great practice for new players to study how other classes are played.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Actually, it would be interesting if there was a 2v2 or a 3v3 team deathmatch mode in the Rated Matches menu, with the possibility of spectators and a special system that makes it cycle through players (winners stay, losers go to the end of the line). Or alternatively, just add those options to Custom Arena.

This not only adds a fun, casual mode with simpler steps, but it also creates incentive for players to spectate (because they’re forced to do so while they wait) and thus to gain some popularity by being good.

1v1 would suck, unless some skills were banned, so that’s fine for Custom Arena only. 4v4 and more would be a mess. I’ve already experimented with 2v2 and 3v3, and both are interestin enough in different ways. In 3v3, you feel within a bigger team, and usually there’s no bunker that can that can hold pressure from 3 sources (and the chances to get a 3-team bunker is low, and when that happens, it’s not that effective). In 2v2, it can be possible to troll with bunkers, or alternatively, it might become too easy to burst and kill, so I consider 2v2 the least interesting of the two, but outside of those specific situations, it’s a simpler and cleaner team deathmatch mode (you only have to worry with two opponents; you only have to consider a single ally), and it’s the closer you can get from a 1v1 situation, especially when each player happens to be within a situation where they’re dueling a single opponent.

Elementalist.

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Posted by: Jgr.8765

Jgr.8765

Alliance Battles from GW1 have been the best PvP I’ve ever played. I’d compare it’s to me what CoD (Domination) is for many people. I doubt it would work without a dedicated healer tho. I’d like to see something like rated battlegrounds / GvG.

I wish ArenaNet could have more than one game alive. I’d play a MOBA based on Guild Wars. Prince Rurik would be the best champion ever, haha!

Legend of the Mists
Playing A Game [TaG]
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Posted by: Raizan.6824

Raizan.6824

1)King of the hill with 3 teams 5vs5vs5.

2)Deathmatch 2vs2 5vs5.

3)Kingslayer 10vs10: 2 Npc Lord(or maybe a player with some particular skills).

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Posted by: cymerdown.4103

cymerdown.4103

1v1 Duels

  • Because just about every PvP game has this mode, even if it wouldn’t be the most balanced with the current state of PvP balance, people just want to have it and it should be an option. Smallish arena, immediate respawn, first to X kills wins. Something would probably need to be done about perma-stealth in order for this to work properly, though. Might have to be 1v1 King of the Hill or something. Also, Cleric and Settler amulets would probably have to be banned in order to prevent stalemates.

King of the Hill (3v3 or 5v5)

  • A smallish arena with a single capture point in the middle, but holding the capture has a much smaller impact than in Conquest to prevent massive snowballing.
  • One or more buffs (commune or NPC) that spawn on regular intervals near the capture point that provide a small benefit to the capturing team (similar to NPC buffs from Forest of Nifhel).

Castle Siege (10v10)

  • Assault-style gameplay where one side is the Attackers and the other side are the Defenders
  • Attackers have a few sequential objectives in order to win, and a certain amount of time to accomplish those objectives. Completing an objective moves their respawn location farther forward.
  • Could involve the use of some static props to help with the siege (trebuchets, rams, etc.)
  • Defeating the Defender’s Guild Lord is the final objective
[GF]Kensuda (Bunker Guardian)
Bunker Guardian Guide
Twitch Stream

(edited by cymerdown.4103)

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Posted by: Bhawb.7408

Bhawb.7408

I’d like to see an officially supported 1v1 game mode. It doesn’t need to be a ranked queue or anything important, but just an easy way to conduct 1v1s.

Similarly, I’d like something that is 2v2 or 3v3. They don’t need to be strictly Deathmatch, but killing your opponents should be the primary way to succeed, with the secondary mechanic forcing them to still actually fight (similar to Counterstrike did their competitive games, most games were won by killing most of the enemies, the objective was primarily there to make you not hide in a corner all game).

And I’d love to see a larger game mode than 5v5. It might end up having a lot of similarities to a small-scale isolated WvW fight and that is totally fine, but I’d like to see it in game.

As for more ways to have official type game modes. Do more maps that focus heavily on secondary objectives. Temple was a great example of this, although it ultimately failed a bit due to water. But there should be mechanics for huge turn arounds.

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Posted by: Dardamaniac.1295

Dardamaniac.1295

Many have state the moba word..I wont.Making an mmo moda isnt possible imo.
What i really want is the core mechanics that make the moba succesfull pvp games.With the great combat system of GW2 it could make a great pvp game..
The core mechanics imo are:

Leveling your character through the match..Everybody starts from the same point but depending on the circumstances you adapt your playstyle.You are being rewarded that way for playing good while the ones playing bad are left behind.Not much, just a little..

Conquest is fine..Mobas are not arenas, are not Deathmatch..Still killing a player rewards more than the current killing in GW2..So you have in your mind the greater goal but you know that to get there you have to kill some ppl.In the current conquest mode killing is viable only on points, its not necessary,you can just let your enemy go..I dont like the absolute killing mode on arenas (the first one who dies loses the match, its almost imposible to win when you are 1v2,2v3,4v5).Still you must spread the pvp in the whole map..

Some ideas:
Points should be in the same distant..No need for the far point, its too risky and mid sometimes becomes too zergy

No regen when out of combat, make places where ppl can go and regen there or to use their own regen skills

Skills and traits are unlocked as you gain points..Capping and holding rewards you with points as well as assisting and killing

No need for new maps, keep the one you got.

thank you

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Posted by: Hoikson.8437

Hoikson.8437

My dream is to get 2v2 and 3v3 rated deathmach. First team to get about 10 kills wins. I can buy gems every month for that good mode with rankings. peace

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Posted by: Coloxeus.3480

Coloxeus.3480

rated game GvG and team arena/random arena death match mode (eliminate enemy team)

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Posted by: Enektric.4527

Enektric.4527

I would very much like to see a Bomb run mode:

1 railway towards the enemy team with lot’s of narrow parts and strategic opportunities around the track.
A cart with a big bomb on top is being pushed by the red team towards the blue teams castle, when the bomb reaches the castle in time it will explode if not the blue team wins.

there has to be at least 1 person pushing the bomb to keep it moving.
I understand that balancing this map is hard but a lot of fun stuff can be added along the track like big rockblocks coming down blocking the track or maybe something that pushes it back a part of the track, maybe some rail crossings where the cart can be redirected in a longer route by the enemy team. loads of ways to make this map.

yes this is inspired by TF2:D

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Posted by: Romek.4201

Romek.4201

ok here my ideas^^ for casual spvp and than tpvp modes

casual
1v1
*button for “Join Random 1v1” will bring me in an Arena vs some other guy who joined this mode and it will be a deathmatch
when i win i get Qued for another match and each win in a row give me a higher reward than the win before – capped at 10 wins = best reward

same mode/arena for duell
*rightclick someone give option “Duell?” and when he click yes we get beamed in this arena and can fight – at end we get beamed out to the old place
*would be nice when work in pve/wvw too + option in options to disable this

mmorpgMOBA style^^

  • i rly would love to have a map like Alterac Valley in WoW with 3 Lanes for 10-25v10-25 people but with a lot objectives each side can use/start/upgrade to counter the enemy objectives
    *like enemy build a big frostwall on a lane so we work on our firelemental to destroy it
    *match should need hours

competive
for sure 2v2 and 3v3 deathmatch

and i rly would love to see a 3v3v3v3v3 deathmatch in a big circle and after match end the best 3 teams have to fight again in this circle
would give a lot room for stratgic/tactic play in a deathmatch game

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: style.6173

style.6173

I’m in favor of the following:
1. Ranked 1v1 (it will also help determine balance issues if the top of the boards are dominated by one class/spec)
2. Team deathmatch. 5v5 would be ideal with custom arenas allowing for other number options.

What I am not in favor of:
1. GvG. The PvP game mode is too basic to handle that. Selecting an amulet and a sigil is way to basic. I’d rather see GvG build into WvW since there are so many other options such as gear, food, etc. Options = more strategy which is good.

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: docMed.7692

docMed.7692

#1 - WoW’s Classic Arena Model: Team Deathmatch
- 2v2, 3v3, 5v5
- Time Limit (10 minutes)
- Anti-cheese mechanics (i.e. stealth reveal spawns at set interval)
- Tie Breaker: Damage Done + Healing Done = winner
- Maps rotate and encourage line of sighting/kiting/coordinated play

# 2 8v8 Game modes (these maps need to be large w/ key objectives spaced out to discourage zerging!)
- Capture the Flag
- Tower Defense (best of 3 rounds; each side takes turn attacking and defending a small tower with pre-defined siege available and/or laid out to both sides)

# 3 1v1 Bracket Tourney
- Simple enough; queue into 1v1 and be placed in a small map with the same reveal/tie-breaker mechanics outlined in the WoW mode
- Supports up to 8 players at a time
- Brackets for 1v1 formed automatically and 6 watching wait their turn for the next round/etc (have to address issues with ’seeing their build’ though, so block the spectator inspection abilities)
- Single elimination
- Award top 3 placers

Those are some game modes I can see being quite fun.

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: dday.9532

dday.9532

2v2/3v3
most important, since there is only soloq and 5v5team q. many people with just a friend or two have trouble finding a full five. just straight deathmatch 1 life each. was very popular when custom arenas first came out and works very well for this game.

another soloq, besides conquest

so either a fort aspenwood style mode
10v10 or 15v15, larger groups, attack / defend a keep. almost like a mini wvw, soloq to enter.
would be a good bridge between pve/pvp/wvw. mainly just another soloq to keep busy when you dont have a group. conquest doesnt work very well soloq in my opinion, as commication in that mode, and often typing is not quick enough.

or a random arena style mode
4v4 deathmatch 1 life each. usually matches are fairly quick, ques are faster than any other game mode. soloq ofcourse. just a fun little thing to do while not in a group and lookin to play casually.

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: runeblade.7514

runeblade.7514

No Deathmatch mode please.

Instead, Disguise Deathmatch as King of the Hill or one node conquest.

In GW1 RA, there is always a tank troll griefer that exist only to stay alive forever.

In GW2, it will be a Perma-stealth thief.

(edited by runeblade.7514)

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: EverythingEnds.4261

EverythingEnds.4261

Maybe some kind of “real” Conquest-Map:

- A size which rly allows fights bigger then 5vs5 without ending up in zerging.
- More Capture points
-Capure points which can also be used as spawn points.
-BIGGER Capture points (Like “Graveyard” on Legacy), so that 2 ppl can fight on a point, without being in meleerange & and that AoEs don’t cover 60-200% of the capture point.

And even if this is no real game mode, but PLEASE:
Make sure, the new mode encourages to fullfill the objectives and does not reward zerging.

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: the sober ninja.6539

the sober ninja.6539

I’d like a spectator mode for solo q and tpvp (delayed by however much to prevent ghosting). Waiting for twitch streams to come online sucks.

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: dday.9532

dday.9532

No Deathmatch mode please.

In GW1 RA, there is always a tank troll griefer that exist only to stay alive forever.

getting focused by 4 people in gw 2 u will die a lot faster than gw 1, especially with no healer. so that wouldnt be a problem.

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: klarkc.3754

klarkc.3754

WvW/MOBA Mode:

How that works:
Like Moba genre, we have towers and we have mobs. Each player starts normally, and following the game objectives, the wave of mobs receives bloodlust stacks. Bloodlust stacks gives boosts like in WvW. The main objective is to kill the opponent champion lord.

All game rules:
1- We have 4 towers, two castles with two Champion Lords and two shops.
2- The spawn-mobs have a simple IA and predefined routes, going through the enemy tower, destroying tower gates and castle gates/walls up to the champion lord room, so the mobs try to kill lord.
3- After [X minutes or X deaths] go to the next turn. We can only have one BLUE and one RED scout event on the map.
4- Players can use gold to buy Sieges on the Shop.

Game start rules:

1- All Mobs and Lords don’t have any Bloodlust Stack

Running game rules:

1- The game starts after few seconds, so the team can discuss strategy.
2- We start at turn 1 without any bloodlust stack
3- On the first turn, spawn a scout event, with a wave of mobs for each team, The next event only spawn on the next turn.
4- The event picks a random route, and keep going this route until the dead.
3- Each player death and mob death gives gold to the enemy player and a permanent bloodlust stack to the closest enemy mob.
4- Each tower lost gives permanent game bloodlust stack to all mobs.
5- All towers are equipped with some sieges, controlable by npcs.
6- To destroy the tower, the players or mobs need to destroy the Gate and kill the Tower Veteran Lord. When this happens, the tower is permanently destroyed and can’t be used anymore.

Attached is a paint art, with my concept of map

Attachments:

Ultimate Legion Týr
Tt eSPORTS

(edited by klarkc.3754)

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: XGhoul.7426

XGhoul.7426

I would be curious to see conquest with 4 capture points, since this essentially makes it a more “organized” deathmatch style which results in each team holding 2 points while focusing on individual skirmishes making clutch plays (reducing the 4v4/5v5 clutter we have now). It could also push bunkers out and focus more on specs that are good for surviving and pushing out damage. This is also a chance to reduce the blowouts of having every point capped in the current system, because with 4, the team is spread too thinly to defend all 4 points or even 3, leaving the majority of matches coming down to kills made when each respective team holds 2 each.

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: hackks.3687

hackks.3687

I’d like to see something along the lines of a 3v3v3 or a 2v2v2v2v2 on a map along the lines of the Mad King’s Labyrinth (possibly a little larger), where you could have multiple teams and alternate/secondary mechanics in play such as the portals, weapons/buffs, mobs, etc. without the need for any of them to be a requirement for winning

Hackkz/Riggamaroll

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: Frozenlordjohn.8403

Frozenlordjohn.8403

how about we add more skill boxes so we can do alot more or be aboul to make macros but i love how the game is going so far but if possible make it where we can have more skill boxes u know instead of only doing like 10 skill make it so we can do like 20 or more u have alot of skills already in the game it would be nice if we can use more of them instead of switching out after cool down other then that i love this game

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: Gele.2048

Gele.2048

Arena mode whit rank points 2vs2 3vs3 DUELING also in PVE for love of god i miss dueling , also make some pvp mode where there is monk class i wanna heal in pvp so much it was epic in gw 1 and i still play paladin in wow cuz of that healing thing only

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: Dino.3680

Dino.3680

Larger dungeon modes (called raid in WoW, and Ops in SWTOR) where your party consists of 8, 10, 12 or 16 players.
And not just one dungeon that is for 8 players one for 10, one for 12 and one for 16, but many new dungeons, where you can choose to be 8, 10, 12 or 16, and off course the dungeon scales accordingly.

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: Soulstar.7812

Soulstar.7812

Bodyguards and assassins

-Bodyguards protect an NPC.
-Assassins try to kill that NPC under a time limit.

simple.

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: Spooko.5436

Spooko.5436

Play SWTOR, Engage in Huttball. Do what is necessary within the legal framework to completely steal this mode for yourself. Name it Moto-ball, Aetherblade Ball, Moto-cube (it doesn’t have to be a ball after all).

Traps are an important element in PvP, but as we see in Skyhammer, the traps must be handled with finesse or else the map is too imba for certain builds. As in Skyhammer there is just essentially a “falling” trap which can often be un-counterable.

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: Wolf Fivousix.4319

Wolf Fivousix.4319

Bring the Random Arena back, I know I can just wonder around and kill players in a “Capture and Hold” type of game, but it’s not the same thing as 2 teams fighting to death (like sudden death). That was just plain fun (and now that there’s no healer, it would be like the good old times!)

Alliance Battles were great too, even though that would be a larger version of the current PvP, I’m sure it would be fun.

Also something new involving what we already have in the game, like the Gladiators Arena (which would kind of be RA, but 1×1) or inter racial wars, like Human Vs Charr (oh, that would be plain fun) – maybe a “Super Historical War Box” ?

// Dragonbrand
Wolf Fivousix – Elementalist

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: Storm Valkyrie.9471

Storm Valkyrie.9471

I’d like to see an exclusively underwater map. Underwater combat is almost completely overlooked in pvp. It only features in one map and most players just ignore the fact its there. It also means that certain playstyles will have some drawbacks where currently there are none. Eg. stun warriors, where is your hammer now!

Collaborative Development Topic- Game Modes

in Structured PvP

Posted by: thor.3904

thor.3904

Guild v Guild.

Same ish as in GW1, only with some jumping platform elements to get from place to place faster and a way to deck your base (guild hall?) out with siege weapons.

Maybe some guards that smaller guilds can get, or that automatically get activated if one guild has less then x numbers so that all guilds can do this (unlike guild bounty’s)