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Fair fights for advanced and new players

Discussion in 'Game Suggestions' started by Nyxa, Feb 22, 2017.

  1. Nyxa

    Nyxa Active Member

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    In crush, u want to combine moba and rpg genres, some of their features are the opposite of each other. while moba is going for fair fights and fight always with same starting conditions or maybe very small improvements, rpg is going for char progress, char developement and getting stronger depending on how much time u invested in your char. so the question is, how to combine this both ways, that try to go in different directions. because in long term u have to give more content how a char can getting stronger, get more skills/masteries, improve the gear, lvl further (rebornsystem, subclasses, "paragon" lvls...) to satisfy the players with the rpg feature. on the other hand the moba need to keep balance of new and old players in some way, so pvp fights can be done on equal terms, if not, its an mmorpg pvp, not a moba pvp.

    the moba fair fights between (old vs new players) could be fixed by adding fixed war equip sets to the game and every character wears them as a second outfit that replace ur normal gear when u join a war. lets say the war pvp set is also made of 8 equip items and this pvp set does not depend on your chars EP. every of this 8 items has just low basic stats (u can get war items with other basic stats also), but every of that items also has 5 empty upgradeslots. the upgradeslots are not upgradesteps like with different stats like on regular equip, but are made of sockets where u can put runes in. lets say there are 10 different kinds of runes with different stats that they can provide and to make it more interesting, some runes give on some equiptypes better stats than on others. for example the armor rune gives 150% armor bonus if applied on armor or helm, but just normal 100% armor bonus if on ring or necklace, while 120% bonus while on gloves or shoes. so it does matter where u install what kind of runes, but if u want, u can go for same rune on all items. so this would make 8 items x 5 steps x 10 different runes, theoretical 400 different builds, not counting the different basic item stats in that. the upgrading of this sockets while in war also works with sp and u have to get the right amount of sp first and decide what itemsocket should be filled with a rune.

    the pvp items with basic stats are for all players same and new players get one pvp itemset from tutorial quests and also get access to just 4 of each rune (4x10=40 for 5x8=40 equip sockets) for the start. to get more different pvp equip with other basic stats or more runes of the same kind (so u can equip more of same kind in ur build if u want to specialize to a few stats) players can do pvp fights, earn medals and buy that stuff from medals shop. runes has also durability, so its an ongoing process that u need to fight for them, just the 4 on each kind that u got at start for free are without durability. so there are always ways to add new runes with other stats, that will be same for all players or add special event runes to the game with special bonus stats (that ppl normaly dont get from medal shop) or maybe some special events where u can get runes without durability. there are alot of ways to add more content to that.

    with that, all payers (new, same as old) will use same equip quality in the wars and can play for getting more options, but not for having "better" runes or upgrades on their equip. pvp will become fair if the runes stats are well balanced.

    the normal equip with the upgrades we know is still used for the pve part and the open pvp area abyss. for this, abyss should also get a rework with having more interesting stuff to farm there, so ppl want to go in there and will meet other 2 nations there and have to do open pvp (A vs B vs C), maybe also for some special rewards.
     
    InDeed and esv like this.
  2. esv

    esv Member

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    For war PvP being balanced, I could see having Addition Affects not apply to PvP war at all. Do that and have weapons also have a system that forces them to roughly even with newer players. That wars would generally be balanced between older players and newer players.

    After that you can have Arena be limited to St6 players only to address the matchmaking issue and end game content issue. This is where character progress would also matter so you'd have all your add effects and upgrades. Arena would be 3v3 and have a ranking system to keep long term players interested.

    Of course the opposite could work to. Where PvP has character progress and Arena is forced to be balanced. Honestly I kind of prefer the first option in agreement which goes along with what Nyx is saying, but both options have pros and cons.
     
  3. Nyxa

    Nyxa Active Member

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    The problem with current gear is, thats our only way to progress in the game, improve this only gear to high end ( weapons for st6 is easy and st7 impossible). by adding a new equip that is used in wars and have also different ways to be upgraded doesnt add just new way to improve our char, but also allows to balance wars equip and pve equip in different ways. for example see the the inv. armor, that was way to op in wars but were never a problem in pve, now this armor was balanced for the wars and is nearly useless in general.

    taking bonus stats away from the current gear in wars would also mean alot of rework to the items in general, because with low armor we would eat alot dmg from the weapons/skills. so there would be need also a change to that, but then it could influence also the pve alot if for example the weapon dmg is much lower. or just lower the weapon dmg for wars? That way of balance would need tons of steps by stop and go and repeat method. Its like using same variable for 2 methods by overwriting it instead of just using 2 variables and handle them each by their own.

    also i wish more content into the game how to progress and this way opens a lot of new ways to add that to the game. even create a connection between normal gear and war pvp gear would be no problem to make them not completely separate game progress mechanics. but that is something that can be looked at if this general idea is accepted.
     

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