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[Content/Event/Mission Fan Concept] Colosseum: The Competitve PVEVP Event/Mission {Responding Devstream 131 Talk on Content}


FoxFX
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THE COLOSSEUM

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INTRO

Content in Warframe has taken a troubling stand lately in this game. There hasn't been a sustaining content to keep some player more motivated.

For the longest time, I have once experimented an idea where players can compete with each other to see who is most proficient in PVE.

This is my experimental concept, and one I would like to share among with you all: "Colosseum"

 

What is the Colosseum?

A special competitive event in the [Simulacrium], Cephalon Simaris hosts a unique competition where two teams are placed in separate maps destroying waves of enemies. Each enemy killed grants individual players special [Kill Data] they can consume to create "Anomalies" to the opposing team. The time limit and win condition of the Colosseum can vary with this concept.

 

Players Needed in Colosseum?

Each of the two team can consist of 1-4 members in their group. If the possibility of a solo player competing with a full group is viable, I will only leave that to viewers to decide. NOTE: Companions are removed in this game mode.

 

Time Limit?

This can also be a variable in this concept, but based on average time some player tolerate most missions I would suggest a range of 5 - 20 minutes total in a Colosseum match. A special "Endless Colosseum" is also possible with special rules.

 

Enemies in the Colosseum?

The starting level of enemies in a Colosseum can vary. For lower tier (practice rounds), I would suggest level 30 enemies as a starting level. For more advanced tier of Colosseum, level 60 enemies can be a decent starting point. IMPORTANT: As a Colosseum match progresses, the level of newly spawned enemies will begin to increase. How much this increase ramps up can vary or can be affected by Anomalies. Enemy types spawning can vary as well.

 

[Data Points] and [Anomaly Points]

  • [Anomaly Points] Points accumulated by a single player each time they kill an enemy.

    • These points are necessary to spend to have a player cast an [Anomaly] on their opposing team

    • [OPTIONAL] Up to XXXX [Anomaly Points] can be held by a player

    • Points can be spent by a player as long as they are NOT downed.

  • [Data Points] Points indicating the total amount of points earned by the entire team killing enemies

    • These points are NOT consumed

  • [Anomaly Point Pickups] Dropped from enemies killed in the Colosseum. Can be picked up to gain [Anomaly Points]

 

Colosseum Removes Gear Wheel? The "Anomaly Menu"

  • Gear Wheel is replaced with the [Anomaly Menu]

    • [Anomaly Menu] is a UI which allows individual players to spend [Anomaly Points] to inflict events on the opposing team.

  • Up to X [Anomalies] can be stored into the [Anomaly Menu] which can be customized by players outside of the contest/mission. (Thinking of limiting this to 4 [Anomalies] per player)

 

Anomalies

This is a small example list of [Anomaly] a team can inflict on their opposing team.

  • Seal: A random member of the opposing team has their abilities sealed and cancelled.
  • Tactical Cascade: Creates a bomb in the opposing team's map which needs to be found, hacked, and destroyed before it blows up killing all players on the map after XX seconds are up.
  • Upgrade: Increases the amount of levels the next enemy wave gains throughout the Colosseum
  • Health/Shield/Energy Drain: Drains the opposing team's Health/Energy/Shield overtime until duration ends (these are three separate ones)
  • Disarm: Disarms all opposing player's Primary/Secondary weapons scattering them randomly around the map
  • Arena Master: Summon a Rathuum/Index Mob to the opposing side as a Side Boss
  • Mod Rejection: All opposing players have a random Warframe Mod in their build ejected from their bodies onto a random place in the map. The players can pick up their lost Mod
  • Bombardment: Unleashes a bombardment of telegraphing ordinances dealing 50 True Damage.
  • Encumber: Speed of opposing team are severely cut temporarily
  • Increased Gravity: Increases gravity on the opposing team's map.
  • Eximus Charge: Until the duration ends, increase the chance of opposing enemies mobs to spawn Eximus
  • Offensive Protocol: Improves the damage of enemies by XX%.
  • Friendly Fire: Opposing team can damage themselves temporarily
  • Aegis: Create X Arbitration Drones on the opposing side.
  • Defense Systems : Summons defensive systems (turrets & traps) on the opposing side
  • ...
Quote

NEW ANOMALY SYSTEM : WARFRAME ANOMALIES

Another option for Anomalies can include players activating anomalies that are dependent on the specific Warframe a player brings to the mission. This would host the same restrictions including the duration/cooldown/Anomaly Point cost, and since no duplicates of the same anomaly can exist at the same time, it leaves room for a more flexible gameplay.

The Anomalies in this variation can even balance out the nuking Warframes from the non-nuking Warframes. For the time being, I will list up possible Anomalies a specific Warframe can inflict on their opposing team.

 

WARFRAME SPECIAL ANOMALY BRAINSTORM:

Excalibur: Drops telegraphing Javelins at he opposing side dealing XXX IPS Damage.

Volt: Adds Electric Damage to opposing side's enemy attacks.

Mag: Creates temporary Magnetic Hazards at the opposing side

Frost: Creates Ice Environmental Hazards on the opposing side's map

Ash: Adds Slash Damage to the opposing side's enemy attacks

Loki: Temporarily turns enemies of the opposing side invisible

Atlas: Summons Rumblers on the opposing team's map

Equinox: Temporarily reduces amount of Health/Energy gained from collecting Orb on the opposing team's map

Valkyr: Temporarily increases the speed of melee-type enemies on the opposing team's map

Baruuk: Creates temporary AOE zones that damage players if they attack with their Primary/Secondary/Melee in those areas

Chroma: Enemies on the opposing side gain a 5 second damage buff which triggers when they are hit. Lasts temporarily.

Gara: Enemies on the opposing sides gain two glass shields which oscillates around them protecting them from damage. Lasts temporarily.

Garuda: Creates Blood Totems which heals enemies on the opposing side. Can be destroyed.

Gauss: Enemies on the opposing side pulse one Heat or Cold AOE from their bodies.

Grendel: Enemies on the opposing side gain Toxic Damage buff temporarily.

 

 

Anomaly Rules

  • Up to 3 [Anomaly] can be present on an opposing enemy side at a time. This means if there are 3 [Anomaly] active that have a duration present, no other new or Instant [Anomaly] can be activated

  • When an [Anomaly] is activated, the opposing team is shown a 3-second countdown which shows that an incoming [Anomaly] will occur.

  • You cannot activate the same [Anomaly] that is currently on duration.

 

Colosseum Game Types and Win Conditions

 

  • BASIC COLOSSEUM Within the time limit of 5-20 minutes, each team must have the most [Data Points] before the time ends

    • Each player killed in this mode will respawn 5 seconds after death ( a bit longer if suicide)

 

  • SURVIVAL COLOSSEUM Each player has X lives to spare in this endless Colosseum match and each member cannot be revived. Win Condition requires that all players in an opposing team must be killed off in order to win.

 

  • DEFENSE COLOSSEUM Periodically, a special defense point will spawn in each team's map. Have a member capture the point to earn a temporary random buff for the team in this endless Colosseum match.

 

  • More Colosseum Types to come

 

Possible Colosseum Rewards

  • New Ephemera types (Glowing Energy Wings, Stone-shattering Steps, Water Splash Steps, Burning Body, Tenno/Orokin Body/Steps, Thunder Body [has lightning bolts appear periodically], etc...)

  • Weapon Skins

  • Universal Medallion?

  • New Syandana & Armor

  • [Unlockable Anomalies]

  • Resource/Endo/Transmutation Core Packs?

  • Repetitive Participation Rewards {Some could include a Rare Mod or something}

  • Other Options are being considered...

 

OTHER POSSIBILITIES

  • [Clan/Alliance Competition] This one could be a bit tricky to implement, but perhaps even hosting some sort of Tournament based on Clan Sizes could be something to look into.

    • Some competitive seasons of this Event could also account for how many runs in the Colosseum each member has done accumulating points for special Clan/Alliance Rewards such as trophies/statues/decorations.

 

EXCERPT/INTERPRETATION ON "CHALLENGES" IN WARFRAME AND IN RESPECT TO THE COLOSSEUM

Quote

 

In games, I define "challenges" in games to be the culmination of obstacles for a player to overcome. Obstacles can come in many different varieties: platforming/movement, environmental hazards, enemies, etc. Surprisingly in Warframe, while mission types can be categorized as specialized challenges, I also feel that the way we modify our Warframes can be classified as a challenge. How do you want your Warframe to be? Tanky with high sustain mods, a glass-cannon or specialist focused on a specific strategy with no vitality mods, or modded to fit a specific weapon playstyle. Overall, player choices sometimes play a special part in their own challenges.

The game has recently been criticized for not having a more challenging content at times, and with how the game progresses players will soon find other means and build strategies to overcome the system. New content to incite a new challenge is something to think about, but this concept I have presented added a new formula to challenge.

I've thought to myself that if the current "challenges" players take are designed by the system and themselves, then what if there were challenges placed from other players "dynamically?"

Thus, the Anomaly System in the Colosseum plays a great role with this concept's challenge aspect. Now players can set obstacles to the opposing team and vice-versa. This simulates and exchange of strategic obstacle placement from competing teams of players which has the potential to adapt. An adapting challenge can make a content very sustainable.

This concept in general has the high possibility of existing and working in the game with how Disruption has a more static-dynamic obstacle system into it. If the "Mission-Link" feature can work as presented in the last Tennocon, then this particular content has a high potential of working as well.

 

 

A VIDEO WHICH HAD ME THINK ABOUT CONCLAVE AND THIS CONCEPT I HAVE PRESENTED:

 

Edited by FoxFX
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This reminds me a lot of Danger Room from Marvel Future Fight...

Even though I am not a big fan of Player vs Player content (even if it's indirect, like here), a competetive challenging mode sounds really good.

It would really suit what Simaris has to offer, although I think Tesshin could also host sth like this.

It seems like you really thought it through (unlike some people in the fan concepts section...), with restriction on Companions (damn those rng cats!) and adding Anomalies (It would definitely spice things up; I also really like the Wheel idea, if we couldn't use gear items in this mode, it makes sense that we would have sth to make up for that system).

Anyway, I think the idea is fantastic. Not only that, I think MOST Warframe players would love a mode like this.

Great job, mate.

 

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3 hours ago, (PS4)xKNIGHTJK said:

This reminds me a lot of Danger Room from Marvel Future Fight...

Even though I am not a big fan of Player vs Player content (even if it's indirect, like here), a competetive challenging mode sounds really good.

It would really suit what Simaris has to offer, although I think Tesshin could also host sth like this.

It seems like you really thought it through (unlike some people in the fan concepts section...), with restriction on Companions (damn those rng cats!) and adding Anomalies (It would definitely spice things up; I also really like the Wheel idea, if we couldn't use gear items in this mode, it makes sense that we would have sth to make up for that system).

Anyway, I think the idea is fantastic. Not only that, I think MOST Warframe players would love a mode like this.

Great job, mate.

 

 

I thank you for the insight and your thoughts. I also do feel that some may not feel too comfortable with player vs player idea.

But if there is one thing I feel Warframe is starting to wane on, content is starting to become a notable category.

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12 hours ago, (PS4)stormfalcon2018 said:

So Destiny 2 Gambit but in warframe.

 

The concept was inspired by a friend who informed me of the mechanics of MMO Maple Story's "Monster Carnival". The premises is similar to Destiny's Gambit, but there is a solid reasoning for this concept. There is also some major difference in this concept that the Gambit does not have.

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EXPLAINING REASONING ON THE CONCEPT'S DESIGN

I examined a lot of criticism of Warframe not having a challenging or sustaining content for player's to come to, and I have thought long and hard on something that could keep players entertained.

Warframe has always excelled as a PVE game while its PVP does have its own issues. But PVP in most games always exert challenges mostly because the player's main obstacles are other players themselves. In this way, the opposing player ends up being the optimum challenge. This concept I devised was made to simulate something for Warframe's PVE:

A PVE game mode where opposing players setup the challenges/obstacles to each other.

As a player that has experience with the PVE of Warframe, I believe that something like this could really amp up the play-time in Warframe simply because of the potential challenges and strategies that can be setup in this game mode.

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On 2019-09-16 at 5:15 PM, FoxFX said:
  • Seal: A random member of the opposing team has their abilities sealed and cancelled.
  • Tactical Cascade: Creates a bomb in the opposing team's map which needs to be found, hacked, and destroyed before it blows up killing all players on the map after XX seconds are up.
  • Upgrade: Increases the amount of levels the next enemy wave gains throughout the Colosseum
  • Health/Shield/Energy Drain: Drains the opposing team's Health/Energy/Shield overtime until duration ends (these are three separate ones)
  • Disarm: Disarms all opposing player's Primary/Secondary weapons scattering them randomly around the map
  • Arena Master: Summon a Rathuum/Index Mob to the opposing side as a Side Boss

adding a few new Anomalies:

 

  • Mod Rejection: All opposing players have a random Warframe Mod in their build ejected from their bodies onto a random place in the map. The players can pick up their lost Mod
  • Bombardment: Unleashes a bombardment of telegraphing ordinances dealing 50 True Damage.
  • Encumber: Speed of opposing team are severely cut temporarily
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On 2019-09-16 at 5:15 PM, FoxFX said:
  • Seal: A random member of the opposing team has their abilities sealed and cancelled.
  • Tactical Cascade: Creates a bomb in the opposing team's map which needs to be found, hacked, and destroyed before it blows up killing all players on the map after XX seconds are up.
  • Upgrade: Increases the amount of levels the next enemy wave gains throughout the Colosseum
  • Health/Shield/Energy Drain: Drains the opposing team's Health/Energy/Shield overtime until duration ends (these are three separate ones)
  • Disarm: Disarms all opposing player's Primary/Secondary weapons scattering them randomly around the map
  • Arena Master: Summon a Rathuum/Index Mob to the opposing side as a Side Boss
  • Mod Rejection: All opposing players have a random Warframe Mod in their build ejected from their bodies onto a random place in the map. The players can pick up their lost Mod
  • Bombardment: Unleashes a bombardment of telegraphing ordinances dealing 50 True Damage.
  • Encumber: Speed of opposing team are severely cut temporarily
  • Increased Gravity: Increases gravity on the opposing team's map.
  • Eximus Charge: Until the duration ends, increase the chance of opposing enemies mobs to spawn Eximus
  • Offensive Protocol: Improves the damage of enemies by XX%.
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EXCERPT/INTERPRETATION ON "CHALLENGES" IN WARFRAME AND IN RESPECT TO THE COLOSSEUM

In games, I define "challenges" in games to be the culmination of obstacles for a player to overcome. Obstacles can come in many different varieties: platforming/movement, environmental hazards, enemies, etc. Surprisingly in Warframe, while mission types can be categorized as specialized challenges, I also feel that the way we modify our Warframes can be classified as a challenge. How do you want your Warframe to be? Tanky with high sustain mods, a glass-cannon or specialist focused on a specific strategy with no vitality mods, or modded to fit a specific weapon playstyle. Overall, player choices sometimes play a special part in their own challenges.

The game has recently been criticized for not having a more challenging content at times, and with how the game progresses players will soon find other means and build strategies to overcome the system. New content to incite a new challenge is something to think about, but this concept I have presented added a new formula to challenge.

I've thought to myself that if the current "challenges" players take are designed by the system and themselves, then what if there were challenges placed from other players "dynamically?"

Thus, the Anomaly System in the Colosseum plays a great role with this concept's challenge aspect. Now players can set obstacles to the opposing team and vice-versa. This simulates and exchange of strategic obstacle placement from competing teams of players which has the potential to adapt. An adapting challenge can make a content very sustainable.

This concept in general has the high possibility of existing and working in the game with how Disruption has a more static-dynamic obstacle system into it. If the "Mission-Link" feature can work as presented in the last Tennocon, then this particular content has a high potential of working as well.

 

Edited by FoxFX
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On 2019-09-16 at 5:15 PM, FoxFX said:
  • Seal: A random member of the opposing team has their abilities sealed and cancelled.
  • Tactical Cascade: Creates a bomb in the opposing team's map which needs to be found, hacked, and destroyed before it blows up killing all players on the map after XX seconds are up.
  • Upgrade: Increases the amount of levels the next enemy wave gains throughout the Colosseum
  • Health/Shield/Energy Drain: Drains the opposing team's Health/Energy/Shield overtime until duration ends (these are three separate ones)
  • Disarm: Disarms all opposing player's Primary/Secondary weapons scattering them randomly around the map
  • Arena Master: Summon a Rathuum/Index Mob to the opposing side as a Side Boss
  • Mod Rejection: All opposing players have a random Warframe Mod in their build ejected from their bodies onto a random place in the map. The players can pick up their lost Mod
  • Bombardment: Unleashes a bombardment of telegraphing ordinances dealing 50 True Damage.
  • Encumber: Speed of opposing team are severely cut temporarily
  • Increased Gravity: Increases gravity on the opposing team's map.
  • Eximus Charge: Until the duration ends, increase the chance of opposing enemies mobs to spawn Eximus
  • Offensive Protocol: Improves the damage of enemies by XX%.

 

  • Friendly Fire: Opposing team can damage themselves temporarily
  • Aegis: Create X Arbitration Drones on the opposing side.
  • Defense Systems : Summons defensive systems (turrets & traps) on the opposing side
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Looking up new Anomaly types.

Upon reviewing this concept, I'd like to see how some players would feel about in-game drops form this content concept. Should Affinity/Credits/Mods/etc. be added as additional rewards to players during this content.

I'll share some thoughts on this one soon.

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In response to the Devstream 131, DE went over some Forum Questions and one of them is something I'd hop this concept could present:

Quote

How do you entertain players who have been here for 7 years?
Adding more surprises that push players out of their comfort zone. Liches will hopefully add some challenge.

What is the current most valid criticism of the game in 2019?
The game is overdue for some content.

 

This concept could provide a challenging content if handled right.

However, I'd like to hear your thoughts on this concept.

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On 2019-09-16 at 11:15 PM, FoxFX said:

Seal: A random member of the opposing team has their abilities sealed and cancelled.

See, this right here means I don't need to read anything else to know this is a bad idea.

This "anomaly" means that picking any other warframe than Inaros is literally wrong, because e.g. Mag who literally requires frequent ability usage to even survive might randomly get destroyed through no fault of the player.

I can already see a 4 stack of players spamming this to lock out the entire enemy team from abilities.

This idea is literally trolling. No.

 

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6 hours ago, HugintheCrow said:

See, this right here means I don't need to read anything else to know this is a bad idea.

This "anomaly" means that picking any other warframe than Inaros is literally wrong, because e.g. Mag who literally requires frequent ability usage to even survive might randomly get destroyed through no fault of the player.

I can already see a 4 stack of players spamming this to lock out the entire enemy team from abilities.

This idea is literally trolling. No.

 

One: the Anomalies cannot stack. Each Anomaly has a cooldown and a set duration and are made so that another of the same Anomaly type CANNOT be applied to a team at the same time. You cannot activate another Anomaly until its previous one's duration and cooldown has completely dissipated.

Two: Anomalies require special drops to collect and spend to activate Anomalies. These drops come from killing enemies and are collected by individual players of a team. It is made so a team cannot share the points to activate an Anomaly, only the teammate that has collected the points can activate them.

Three: There is always a way for Warframes to overcome a situation like this. Inaros is infamous for his tank and sustainability, but to use the Anomalies killing enemies are required. There are other Warframes that can gather the drops to activate Anaomalies faster than an Inaros taking into account that each Anomaly has their duration and cooldown.

 

Of course, the OP merely list of possible "Anomalies" this game type can have. I believe that should've been clear.

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On 2019-10-09 at 12:14 PM, (PS4)stormfalcon2018 said:

EXPERIMENTIVE ANOMALY:

Mister punchy: spawns in a melee heavy unit called "Mister punchy" into the opponents arena. While he has slower movment speed than the other enemies and only has a 1 minute duration, he is invincible and can one shot any warframe. 

 

This isn't an obstacle I would recommend for this particular game mode. The idea is to have it maintain the current feel of Warframe's gameplay while garnering it to a more competitive nature to it. Besides, with this mission, enemies will be rising in level as the mission proceeds.

If there is anything better idea you have to offer, please feel share.

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