I would love to have challanges that sendt unlimited amounts of monster waves and you would have to defend a castle or a keep. This could be a format where 5 or 10 people would defend it. It also would get harder and harder every round. Ofc there would be leaderboards and rewards for getting 1,2 or 3 place. This could take place in the mists even though it is not PvP, or there could be 5 different maps, one in each main city.
What are your thoughts on something like this?
Yeah, that'd be cool. Contrary to popular taste I always found PvP more fun with trash mobs mixed in. It makes my "hero" fell more "heroic"
I would love to have challanges that sendt unlimited amounts of monster waves and you would have to defend a castle or a keep. This could be a format where 5 or 10 people would defend it. It also would get harder and harder every round. Ofc there would be leaderboards and rewards for getting 1,2 or 3 place. This could take place in the mists even though it is not PvP, or there could be 5 different maps, one in each main city.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it."-Jeff Strain, co-founder of ArenaNet, 2007
I would love to have challanges that sendt unlimited amounts of monster waves and you would have to defend a castle or a keep. This could be a format where 5 or 10 people would defend it. It also would get harder and harder every round. Ofc there would be leaderboards and rewards for getting 1,2 or 3 place. This could take place in the mists even though it is not PvP, or there could be 5 different maps, one in each main city.
I don't really think MOBA style game would work well inside a MMO as something that's simply tacked on for sake of "innovation". Even the supposed innovation would be questionable considering how old DotA is, and the mode would never be as polished as dedicated games of this genre.
I'm pretty sure they wille xpand on PvP over time however, seeing as at release only COntrol PVP maps will be in game, but waves and waves f NPCs along with towers and all that fancy mechanics... too much resource heavy to bother while you have to upkeep whole MMO alongside.
I admit that the only innovation of a Dota minigame in an MMO would be the fact that its done in an MMO...
But if done well, it can be just as good, or maybe even better then a dedicated Dota game.... Arenanet has a habbit of making these things work incredibly well.... Polymock anyone?
A complete MOBA minigame within an MMO would never attain the diversity and flexibility that results from being able to select from almost a hundred different champions with unique abilities, which is one of the utmost key factors that make these MOBA games so compelling and fun for so long.
There is one common feature of MOBA games, however, that I think would enhance instanced MMO pvp tremendously: character progression over the course of the pvp match. I don't even fully understand why, but it's ridiculously exciting and fun to level up, gain new skills, enhance the effects of those skills, and decide on your gear build order in a LoL match every single time. Obviously implementation of this in an MMO pvp setting would vary significantly from how it is done in MOBA games, but there are certainly ways to have MMO characters achieve personal progression within a single match.
This would help serve the additional purpose of making each pvp match about choices made and performance within that PVP battle, and less about how good your character's gear is prior to entering the pvp battle, which is already a stated goal in GW2. It seems like it would fit perfectly in GW2's current pvp design, where you are automatically advanced to max level with end game skills and (I believe) a streamlined set of armor in structured pvp battles. Since everyone starts off on the same footing, they can make the same progression available to everyone. It could be a lot of fun.
This is something that must be implemented in a very very good way, almost like a separate game. Otherwise this will not have the same appeal like another MOBA and will fail hard.
I would love to have challanges that sendt unlimited amounts of monster waves and you would have to defend a castle or a keep. This could be a format where 5 or 10 people would defend it. It also would get harder and harder every round. Ofc there would be leaderboards and rewards for getting 1,2 or 3 place. This could take place in the mists even though it is not PvP, or there could be 5 different maps, one in each main city.
Funny I have not seen that map, just says how meaningless it was. They have to make it more fun and rewarding for players to do it.
You haven't seen a map, so you draw the conclusion that it's meaningless, nobody is doing it and that it needs to be more fun and rewarding?
At least some people are still doing it (at least 50 attempts today and their scores are nowhere near the quarterly best, so there must be guilds still strategizing for it)
Even if people really aren't doing it, it's really a stretch that it's meaningless. The reward is primarily Luxon faction, which automatically divides the population in half (Kurzick/Luxon) and excludes people who didn't buy Factions. If you're Kurzick, that's the reason you've never seen it right there.
Because its reward is Luxon faction and it came out 5 and a half years ago, there's probably a lot of people who no longer need it or simply don't care anymore. Just because something like Black Temple in WoW is never done anymore doesn't mean it wasn't at one point extremely important to a lot of people.
I've tried doing Zos Shivros with heroes on a whim (not well). Even trying to get a bunch of other people to do it or invest enough to develop strategies is probably extremely hard to find, especially since it does take a significant amount of time to do, being wave after wave.
Anyway, my point is that you should be happy it was in GW1 and thus might have a good shot of making it into GW2, not worry about how well it's held up to present day.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it."-Jeff Strain, co-founder of ArenaNet, 2007
I would love to have challanges that sendt unlimited amounts of monster waves and you would have to defend a castle or a keep. This could be a format where 5 or 10 people would defend it. It also would get harder and harder every round. Ofc there would be leaderboards and rewards for getting 1,2 or 3 place. This could take place in the mists even though it is not PvP, or there could be 5 different maps, one in each main city.
Funny I have not seen that map, just says how meaningless it was. They have to make it more fun and rewarding for players to do it.
You haven't seen a map, so you draw the conclusion that it's meaningless, nobody is doing it and that it needs to be more fun and rewarding?
At least some people are still doing it (at least 50 attempts today and their scores are nowhere near the quarterly best, so there must be guilds still strategizing for it)
Even if people really aren't doing it, it's really a stretch that it's meaningless. The reward is primarily Luxon faction, which automatically divides the population in half (Kurzick/Luxon) and excludes people who didn't buy Factions. If you're Kurzick, that's the reason you've never seen it right there.
Because its reward is Luxon faction and it came out 5 and a half years ago, there's probably a lot of people who no longer need it or simply don't care anymore. Just because something like Black Temple in WoW is never done anymore doesn't mean it wasn't at one point extremely important to a lot of people.
I've tried doing Zos Shivros with heroes on a whim (not well). Even trying to get a bunch of other people to do it or invest enough to develop strategies is probably extremely hard to find, especially since it does take a significant amount of time to do, being wave after wave.
Anyway, my point is that you should be happy it was in GW1 and thus might have a good shot of making it into GW2, not worry about how well it's held up to present day.
I know, and thats why I want it if they add something similar to be yes more important and avaible for everyone, so people actually bother developing tactics etc.
Originally posted by Lord.Bachus Originally posted by altairr
Originally posted by jondifool
with 30+ minigames already in GW2 and most of them i quess would be PvP based , why now want to add the next ones to the in-game store? Or maybe you can explain more clearly what road it is you are visioning ?
Yes that is really true, you must consider it first, and then think about it. 30 is enough for game like GW2 LAst number i hear was around 11 at release... Where did you ever find that number in the 30's? On top of that, there was no mention anywhere that these minigames would involve PvP.
Many of those minigames will be of the more simple kind, like a bow shooting minigame... Nothing very spectacular... but knowing Arenanet, very much fun to participate... I have seen a playingcard game mentioned somewhere else, but never i have seen PvP kind of things.
On top of that we are derailing from the oprriginal post, would a LoL kind of minigame be fun?
It might be, but I am not sure it would work in GW2. Perhaps some sort of arena minigame would be similar to what you want, but I imagine there is already something very like that in Lion's Arch as it is.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." Jeff Strain, co-founder of ArenaNet, 2007
I would like for there to be a map like LoL in one of their conquest maps. Instead of the trebuchet as the secondary mechanic, this map could have portals that spawns npcs and guard towers. These portals can be repaired, but destroying these portals will temporarily provide your team with an advantage.
It could also be setup similar to LoL, with 3 lanes. You'll find some capture points behind the enemy's towers.
I think it could work easy enough, but tbh I wouldn't want this feature in GW2.
LoL is pretty fun, I admit, but it really does have it's own niche fanbase. Trying to replicate something similar in GW2, with far less heroes (ie less variety) would seem like a pretty poor want to spend resources imho.
If, they did something similar in terms of map setup (waves of NPCs and your team fights not only the other team, but also NPCs to achieve victory), that would be pretty fun.
In fact, that would be almost identical to how GvG worked in the first game. I'd definitely welcome something like that (still 3rd person perspective, no change of skills / etc., just conquest with added NPC armies to keep the momentum going). This wouldn't really be needed, given how fast paced the combat already is in GW2 (and the respawn rate is really quick as well), but it could be really fun if setup right. The trebuchet's would probably kill the map, though, lol. I could definitely see that being the deciding factor.
I really doubt LoL is in the niche anymore, doesn't it have more players than WoW or something now?
But I don't think less heroes equal lesser variety, the fact that you will have many builds within one class makes it have more variety than LoL. Think customisation as heroes.
But I think the devs already have something like this in mind, GW2's PvP display at (Gamescom?) showed a lot of similarities with the Dominion mode. Their PvP last much longer than your average PvP. It rewards teamwork and personal prowess in combat (I've actually seen one person defending a capture point by himself)
I don't think the mode will be exactly the same as LoL, but the idea of lane and tower defence are probably in one of the structure pvp modes already
How much WoW could a WoWhater hate, if a WoWhater could hate WoW? As much WoW as a WoWhater would, if a WoWhater could hate WoW.
I think it could work easy enough, but tbh I wouldn't want this feature in GW2.
LoL is pretty fun, I admit, but it really does have it's own niche fanbase. Trying to replicate something similar in GW2, with far less heroes (ie less variety) would seem like a pretty poor want to spend resources imho.
If, they did something similar in terms of map setup (waves of NPCs and your team fights not only the other team, but also NPCs to achieve victory), that would be pretty fun.
In fact, that would be almost identical to how GvG worked in the first game. I'd definitely welcome something like that (still 3rd person perspective, no change of skills / etc., just conquest with added NPC armies to keep the momentum going). This wouldn't really be needed, given how fast paced the combat already is in GW2 (and the respawn rate is really quick as well), but it could be really fun if setup right. The trebuchet's would probably kill the map, though, lol. I could definitely see that being the deciding factor.
I really doubt LoL is in the niche anymore, doesn't it have more players than WoW or something now?
But I don't think less heroes equal lesser variety, the fact that you will have many builds within one class makes it have more variety than LoL. Think customisation as heroes.
But I think the devs already have something like this in mind, GW2's PvP display at (Gamescom?) showed a lot of similarities with the Dominion mode. Their PvP last much longer than your average PvP. It rewards teamwork and personal prowess in combat (I've actually seen one person defending a capture point by himself)
I don't think the mode will be exactly the same as LoL, but the idea of lane and tower defence are probably in one of the structure pvp modes already
They announced 15 million accounts created about 4-5 months ago and 1.4million uniqe accounts playing every day and 4.5 millions play every month. So yea, it's a pretty niche fanbase, LoL:p
Anet has said that every structured PvP map so far is Capture points, which I think is a bit sad:( Why no deathmatch, kill counts etc... Probably the whole comunity would want this...
One question, when you enter the mists/structured PvP do you use your own armor and get access to all upgrades. I mean do you get the armor that you have struggled for in PvE?(Cosmetic looks, not stats)
Hell NO! They did that crap in WoW with the addition of the plants versus zombie game and that was the dumbest thing I have ever seen. I hope ANet is more original than that and just does not copy and paste other games into their game! Taking the model of LoL and making it something that would work in GW2 lore so you can kind of see the base but it is nothing like LoL, would be fine by me. But the moment they just add any game without changing it to the lore will be the day I know ANet has stopped caring and the day I stop buying their products!
LoL and MOBA game-play is far from a niche, and I was actually thinking about something similar as the OP. Would be a very fun minigame, I'd think. Particularly if rewards were tied to participation.
I would love to have challanges that sendt unlimited amounts of monster waves and you would have to defend a castle or a keep. This could be a format where 5 or 10 people would defend it. It also would get harder and harder every round. Ofc there would be leaderboards and rewards for getting 1,2 or 3 place. This could take place in the mists even though it is not PvP, or there could be 5 different maps, one in each main city.
What are your thoughts on something like this?
Certain Skirmishes in Lotro work this way... And they are a lot of fun...
I think GW2 might have this mechanisme covered in certain dynamic events....
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
There is one common feature of MOBA games, however, that I think would enhance instanced MMO pvp tremendously: character progression over the course of the pvp match. I don't even fully understand why, but it's ridiculously exciting and fun to level up, gain new skills, enhance the effects of those skills, and decide on your gear build order in a LoL match every single time. Obviously implementation of this in an MMO pvp setting would vary significantly from how it is done in MOBA games, but there are certainly ways to have MMO characters achieve personal progression within a single match.
This would help serve the additional purpose of making each pvp match about choices made and performance within that PVP battle, and less about how good your character's gear is prior to entering the pvp battle, which is already a stated goal in GW2. It seems like it would fit perfectly in GW2's current pvp design, where you are automatically advanced to max level with end game skills and (I believe) a streamlined set of armor in structured pvp battles. Since everyone starts off on the same footing, they can make the same progression available to everyone. It could be a lot of fun.
Exactly this.... this is the reason why we love MMO's......building up a character, but in MMO it takes months to flesh out your character... in these games it takes less then an hour...
I think it will be kind of hard to implement this part of DOTA games intoo a PvP battleground concerning ballancing tough.... But it can be done.... Thats why i would prefer this kind of map more as a mini game then as structured PvP....
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
There is one common feature of MOBA games, however, that I think would enhance instanced MMO pvp tremendously: character progression over the course of the pvp match. I don't even fully understand why, but it's ridiculously exciting and fun to level up, gain new skills, enhance the effects of those skills, and decide on your gear build order in a LoL match every single time. Obviously implementation of this in an MMO pvp setting would vary significantly from how it is done in MOBA games, but there are certainly ways to have MMO characters achieve personal progression within a single match.
This would help serve the additional purpose of making each pvp match about choices made and performance within that PVP battle, and less about how good your character's gear is prior to entering the pvp battle, which is already a stated goal in GW2. It seems like it would fit perfectly in GW2's current pvp design, where you are automatically advanced to max level with end game skills and (I believe) a streamlined set of armor in structured pvp battles. Since everyone starts off on the same footing, they can make the same progression available to everyone. It could be a lot of fun.
Exactly this.... this is the reason why we love MMO's......building up a character, but in MMO it takes months to flesh out your character... in these games it takes less then an hour...
I think it will be kind of hard to implement this part of DOTA games intoo a PvP battleground concerning ballancing tough.... But it can be done.... Thats why i would prefer this kind of map more as a mini game then as structured PvP....
I don't think it would be all that difficult. You already start off on equal footing in GW2 structured pvp with basic armor sets. We've heard that, prior to the match beginning, you get to set your skills, talents, and reallocate stats (possibly on your gear) to match the role you're looking to fill. This is right in line with setting your runes and masteries in LoL.
Then throughout the course of the match, you can acquire points (or gold or whatever) for kills, assists, points captured/defended (since many of the GW2 pvp maps seem to be "conquest battles," which feature such objectives), structures destroyed etc. When you return to a base/graveyard area (or die), you can spend the points you've accumulated on various items, gear (or gear upgrades), or consumables just as you do in MOBA games. In the Battle of Kyhlo, I saw someone carrying around a battle standard that buffs nearby allies when placed on the ground. This could be the type of thing that is purchased as well.
Also, over the course of a match, you can earn...let's call it...."conquest experience," which will eventually increase your "conquest level." Upon "leveling up," you can unlock or increase the effectiveness of one or 2 of the abilities you preset before the match started.
So much potential and not too terribly difficult to balance or implement.
for the hopefuls(like me) in this particular subject:
"Please note that the distinction between what is and isn't conquest is a pretty fine distinction to make especially since the secondary mechanics can really change how the map plays. Also, we spent a lot of time developing many different game types including capture the flag, attack/defend, regicide, and even a DOTA like version to name a few. I am certain Regina played in and saw some of those other gametypes."
for the hopefuls(like me) in this particular subject:
"Please note that the distinction between what is and isn't conquest is a pretty fine distinction to make especially since the secondary mechanics can really change how the map plays. Also, we spent a lot of time developing many different game types including capture the flag, attack/defend, regicide, and even a DOTA like version to name a few. I am certain Regina played in and saw some of those other gametypes."
i'm hoping this and the other game modes mentioned will make their way into the game.
During the Gamescom they clearly stated that they left all the other game modes behind to have a more cosistend form of structured PvP... this is needed to become a real contender in the e-sports arena...
Maybe they can offer all those non conquest maps in a less competitive environment... and add them post release, because to many different PvP maps at release is not a good thing. If they add them it might be fun... but they will not add tehm to their competitive tournament system... because that will be clearly based on conquest maps...
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Originally posted by Lord.Bachus During the Gamescom they clearly stated that they left all the other game modes behind to have a more cosistend form of structured PvP... this is needed to become a real contender in the e-sports arena...Maybe they can offer all those non conquest maps in a less competitive environment... and add them post release, because to many different PvP maps at release is not a good thing. If they add them it might be fun... but they will not add tehm to their competitive tournament system... because that will be clearly based on conquest maps...
I think it would be something like FPS tournaments where you have separate CTF tournaments or DM tournaments. So you might have a GW2 Conquest Tournament or a GW2 Assault Tournament.
I'm sure some modes would be more popular for tournaments, but that's no reason not to include them.
"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss
Comments
Yeah, that'd be cool. Contrary to popular taste I always found PvP more fun with trash mobs mixed in. It makes my "hero" fell more "heroic"
Guild Wars 1 has pretty much this exact thing. http://wiki.guildwars.com/wiki/Zos_Shivros_Channel
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
Funny I have not seen that map, just says how meaningless it was. They have to make it more fun and rewarding for players to do it.
MOBA PvP would be amazing in gw2!
Remember Old School Ultima Online
A complete MOBA minigame within an MMO would never attain the diversity and flexibility that results from being able to select from almost a hundred different champions with unique abilities, which is one of the utmost key factors that make these MOBA games so compelling and fun for so long.
There is one common feature of MOBA games, however, that I think would enhance instanced MMO pvp tremendously: character progression over the course of the pvp match. I don't even fully understand why, but it's ridiculously exciting and fun to level up, gain new skills, enhance the effects of those skills, and decide on your gear build order in a LoL match every single time. Obviously implementation of this in an MMO pvp setting would vary significantly from how it is done in MOBA games, but there are certainly ways to have MMO characters achieve personal progression within a single match.
This would help serve the additional purpose of making each pvp match about choices made and performance within that PVP battle, and less about how good your character's gear is prior to entering the pvp battle, which is already a stated goal in GW2. It seems like it would fit perfectly in GW2's current pvp design, where you are automatically advanced to max level with end game skills and (I believe) a streamlined set of armor in structured pvp battles. Since everyone starts off on the same footing, they can make the same progression available to everyone. It could be a lot of fun.
This is something that must be implemented in a very very good way, almost like a separate game. Otherwise this will not have the same appeal like another MOBA and will fail hard.
You haven't seen a map, so you draw the conclusion that it's meaningless, nobody is doing it and that it needs to be more fun and rewarding?
At least some people are still doing it (at least 50 attempts today and their scores are nowhere near the quarterly best, so there must be guilds still strategizing for it)
http://www.guildwars.com/competitive/challenge_mission_ladder/default.php
Even if people really aren't doing it, it's really a stretch that it's meaningless. The reward is primarily Luxon faction, which automatically divides the population in half (Kurzick/Luxon) and excludes people who didn't buy Factions. If you're Kurzick, that's the reason you've never seen it right there.
Because its reward is Luxon faction and it came out 5 and a half years ago, there's probably a lot of people who no longer need it or simply don't care anymore. Just because something like Black Temple in WoW is never done anymore doesn't mean it wasn't at one point extremely important to a lot of people.
I've tried doing Zos Shivros with heroes on a whim (not well). Even trying to get a bunch of other people to do it or invest enough to develop strategies is probably extremely hard to find, especially since it does take a significant amount of time to do, being wave after wave.
Anyway, my point is that you should be happy it was in GW1 and thus might have a good shot of making it into GW2, not worry about how well it's held up to present day.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
I know, and thats why I want it if they add something similar to be yes more important and avaible for everyone, so people actually bother developing tactics etc.
LAst number i hear was around 11 at release... Where did you ever find that number in the 30's?
On top of that, there was no mention anywhere that these minigames would involve PvP.
Many of those minigames will be of the more simple kind, like a bow shooting minigame... Nothing very spectacular... but knowing Arenanet, very much fun to participate... I have seen a playingcard game mentioned somewhere else, but never i have seen PvP kind of things.
On top of that we are derailing from the oprriginal post, would a LoL kind of minigame be fun?
It might be, but I am not sure it would work in GW2. Perhaps some sort of arena minigame would be similar to what you want, but I imagine there is already something very like that in Lion's Arch as it is.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." Jeff Strain, co-founder of ArenaNet, 2007
WTF? No subscription fee?
I would like for there to be a map like LoL in one of their conquest maps. Instead of the trebuchet as the secondary mechanic, this map could have portals that spawns npcs and guard towers. These portals can be repaired, but destroying these portals will temporarily provide your team with an advantage.
It could also be setup similar to LoL, with 3 lanes. You'll find some capture points behind the enemy's towers.
I really doubt LoL is in the niche anymore, doesn't it have more players than WoW or something now?
But I don't think less heroes equal lesser variety, the fact that you will have many builds within one class makes it have more variety than LoL. Think customisation as heroes.
But I think the devs already have something like this in mind, GW2's PvP display at (Gamescom?) showed a lot of similarities with the Dominion mode. Their PvP last much longer than your average PvP. It rewards teamwork and personal prowess in combat (I've actually seen one person defending a capture point by himself)
I don't think the mode will be exactly the same as LoL, but the idea of lane and tower defence are probably in one of the structure pvp modes already
How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
As much WoW as a WoWhater would, if a WoWhater could hate WoW.
They announced 15 million accounts created about 4-5 months ago and 1.4million uniqe accounts playing every day and 4.5 millions play every month. So yea, it's a pretty niche fanbase, LoL:p
Anet has said that every structured PvP map so far is Capture points, which I think is a bit sad:( Why no deathmatch, kill counts etc... Probably the whole comunity would want this...
One question, when you enter the mists/structured PvP do you use your own armor and get access to all upgrades. I mean do you get the armor that you have struggled for in PvE?(Cosmetic looks, not stats)
Hell NO! They did that crap in WoW with the addition of the plants versus zombie game and that was the dumbest thing I have ever seen. I hope ANet is more original than that and just does not copy and paste other games into their game! Taking the model of LoL and making it something that would work in GW2 lore so you can kind of see the base but it is nothing like LoL, would be fine by me. But the moment they just add any game without changing it to the lore will be the day I know ANet has stopped caring and the day I stop buying their products!
LoL and MOBA game-play is far from a niche, and I was actually thinking about something similar as the OP. Would be a very fun minigame, I'd think. Particularly if rewards were tied to participation.
Certain Skirmishes in Lotro work this way... And they are a lot of fun...
I think GW2 might have this mechanisme covered in certain dynamic events....
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Exactly this.... this is the reason why we love MMO's......building up a character, but in MMO it takes months to flesh out your character... in these games it takes less then an hour...
I think it will be kind of hard to implement this part of DOTA games intoo a PvP battleground concerning ballancing tough.... But it can be done.... Thats why i would prefer this kind of map more as a mini game then as structured PvP....
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I don't think it would be all that difficult. You already start off on equal footing in GW2 structured pvp with basic armor sets. We've heard that, prior to the match beginning, you get to set your skills, talents, and reallocate stats (possibly on your gear) to match the role you're looking to fill. This is right in line with setting your runes and masteries in LoL.
Then throughout the course of the match, you can acquire points (or gold or whatever) for kills, assists, points captured/defended (since many of the GW2 pvp maps seem to be "conquest battles," which feature such objectives), structures destroyed etc. When you return to a base/graveyard area (or die), you can spend the points you've accumulated on various items, gear (or gear upgrades), or consumables just as you do in MOBA games. In the Battle of Kyhlo, I saw someone carrying around a battle standard that buffs nearby allies when placed on the ground. This could be the type of thing that is purchased as well.
Also, over the course of a match, you can earn...let's call it...."conquest experience," which will eventually increase your "conquest level." Upon "leveling up," you can unlock or increase the effectiveness of one or 2 of the abilities you preset before the match started.
So much potential and not too terribly difficult to balance or implement.
for the hopefuls(like me) in this particular subject:
"Please note that the distinction between what is and isn't conquest is a pretty fine distinction to make especially since the secondary mechanics can really change how the map plays. Also, we spent a lot of time developing many different game types including capture the flag, attack/defend, regicide, and even a DOTA like version to name a few. I am certain Regina played in and saw some of those other gametypes."
-Eric Flannum
source: http://www.guildwars2guru.com/forum/exclusive-interview-about-lore-and-t23133.html?p=959726#post959726
i'm hoping this and the other game modes mentioned will make their way into the game.
Maybe they can offer all those non conquest maps in a less competitive environment... and add them post release, because to many different PvP maps at release is not a good thing. If they add them it might be fun... but they will not add tehm to their competitive tournament system... because that will be clearly based on conquest maps...
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I think it would be something like FPS tournaments where you have separate CTF tournaments or DM tournaments. So you might have a GW2 Conquest Tournament or a GW2 Assault Tournament.
I'm sure some modes would be more popular for tournaments, but that's no reason not to include them.
"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss