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How De Should Approach Matchmade Pvp Play


War_Admiral_Adama
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As a well known Theorycrafter and once a Pro CIrcuit gamer on the singles ladder for CoD4. I wanted to suggest what, from my experience from a successful game players point of view, how DE should go about PvP to make it addicting, rewarding and successful. This will in it's entirety promote the game and possibly have it become one of the most played and streamed games. (Streamed games are usually the most popular and always PvP)

 

Gameplay and Ease of the Combat system: Making it critical to use abilities to survive or kill

Now some of us know how easy it is to kill players in the Dojo Arena. Some players disagree with how fast and easy it is, others see it being good. Nobody wants to spend years shooting another player just to kill them. I personally think it's good, but could be tweaked, maybe by giving tanks a bit higher armor/health and giving weaker frames abit higher shields and mobility.

 

Regardless, the system as it is, is good. The ease of killing a player, is both rewarding and keeps them playing. It also makes you use cover better and in this case ability's the either counter or promote team based play. ( I'm talking in future-tense when bigger maps and team based play is possible) This was (and still, in some cases) what the original Call of Duty games were based of off. I think if the game ran like the call of duty combat system, with the abilities which can be used to create defensive and offensive approaches will make warframe huge.

 

However, due to the fact parkour is a factor, this will give Warframe it's edge to be better then a Call of Halo 3 type game. Movement mechanics and the variety of weapontry will easily create a Meta for PvP and make it stand out from the Basic call of duty spray and pray/dropshotting and the average halo combo (grenade, spray and melee while jumping like crazy). Halo and CoD are both incredibly successful pvp games because of how versatile and easy it was to kill others. Making PvP complicated (like every cod after mw2 has done) makes the game too much to intake.

 

A successful game is created when simplicity creates punctuality.

 

How would games play out? (Step by Step)

Maps should have chokepoints and alot of versatile approach. So snipers, shotguns, and rifles are all viable in different areas.

 

Players spawn with their team (or solo) in a spawn point. (also: Do not ruin the respawn system like CoD did!)

 

Everybody runs and gets positioned, if not stays together. (Warframe is kind of like a Moba in some cases eg: smite)

 

When an engagement takes place, the player caught out in the open is more subject to death then a player behind cover or using a defensive ability. (Due to all warframes having a Offensive/utility/defensive/ultimate ability)

 

Energy should regenerate as if Energy Siphon was on. (increased with energy siphon on) (Auras will serve as passives as they would in league of legends.)

 

Players now choose when to use ability's wether it be at critical times (snow globe goes up as a team mate is running for cover, result: team mate is saved!, UNLESS, metal auger penetrates the globe and pegs them to death)

 

Parkour is used to get the edge on hiding enemies or transport critical gameplay items such as a flag faster

 

Metal Auger can penetrate certain materials and deal lower damage.

 

No two of the same warframes should be playable on the same team (to create a balance of abilities shared by both teams)

 

There needs to be a utility belt like feature (like summoner spells) that gets you into or out of sticky situations better. (We are ninjas afterall, so why not have a smoke screen "temp invis" or a teleport like feature.)

 

Destructible environments outside of destroying Windows is a no. (this keeps some warframes like rhino out of OP status where he could charge through a wall and obliterate campers)

 

Snipers can one shot to the head (maybe two against tanks, not my decision)

 

Shotguns have high damage close range.

 

Rifles are you know. rifles.

 

Pistols should be viewed as backups when out of primary ammo. (Weapons like acrid or other strong weapons can remain how they are, but should be situational.)

 

Crowd control needs to be a huge part of the game. (Like it is LoL, locking down the bigger threats and out of position players is key to success, also promotes players not to run around aimlessly and stay on guard)

 

Abilities should stay the same. Viewing from a bigger map point of view, some abilities should be as CC'y as they are.

(Bastille makes a great slow mechanic to players in the open type of thing)

 

Everything else is pretty self explanatory in terms of how a game would play out.

 

Possible Gametypes

Capture the flag, would be very fun.

Team death match, is always acceptable.

A SnD style gametype would play amazing well in a game like warframe.

etc.

 

Now. The Melee System.

This is the only one I'm really stumped on. Because it's already so hard to keep spam weapons on target ( and because some weapons should be used spammed.) this makes it difficult to see how melee would even come into the picture outside of assassinations maybe.

 

 

Please view this as a general and viable argument, i want more than anything to see warframe have successful pvp. To summarize what im saying here. Call of Duty type play, halo mechanics (jumping, shields and dashing with melee weapon maybe) and of course the moba style LoL approach with abilities and how CC should work. That would make a killer, fast paced, and innovative game.

 

Thanks for reading everybody, hope this makes a good discussion, please feel free to discuss your own ideas or tweaks to mine. Thankyou!

 

-Stundt, Founder of Orokintech.com

 

edit: STOP taking this DISCUSSION off track with posts saying it WON'T happen, this thread is for PVP DISCUSSION, not whining over PvE vs. PvP.

Edited by Stundt
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If you read the live streams the main focus of the game is pve the pvp matches are only there to allow other clan members to test each other if they so please or to settle differences. Its not meant to be matchmaking or anything like that the main focus of the game will never be pvp just leave it at that besides pvp is by far the the least important thing on the long list of things to be fixed.

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To start all mods are stripped to their base values and all abilities have a set dps threshold in PVP.

 

I think there should be a few modes starting with a strictly melee mode, standard capture, death match and a hardcore where all you get is a six shooter and a sword so skill/teamwork will determine who wins.

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If you read the live streams the main focus of the game is pve the pvp matches are only there to allow other clan members to test each other if they so please or to settle differences. Its not meant to be matchmaking or anything like that the main focus of the game will never be pvp just leave it at that besides pvp is by far the the least important thing on the long list of things to be fixed.

You're right, however, if you do some reading Warframe was actually meant to be a PvP game but then later decided upon to make it a PvE first. There is alot down the road for DE and this successful game, but PvP is what is in now. MMO's are dieing out because the grind has gotten dull. Moba's are the next thing because they are evasive and captivating. They make you think and use reflexes over just grinding and questing. I think Warframe can be a great balance of both! (:

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To start all mods are stripped to their base values and all abilities have a set dps threshold in PVP.

 

I think there should be a few modes starting with a strictly melee mode, standard capture, death match and a hardcore where all you get is a six shooter and a sword so skill/teamwork will determine who wins.

Yeah! That could be good, that kindof gives Melee a function and makes players have to rely on skill rather then a Ogris per say.

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How DE should approach matchmade PVP play: not at all. The end.

Leave this Discussion.. NOW...

 

How DE Should Approach PvP

 

 

 

Step 1: Wait 3 years

 

Step 2: Approach PvP

If they listen to you, Warframe would lose most of there players.

 

Duels are not enough. ;) Some Dojo raids to other clans would be awesome. Raid for one clan, def for the other. Just a thought. :)

Now this is a good Ideal if i ever heard one. I think i had a dream of something like this.

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As a well known Theorycrafter and once a Pro CIrcuit gamer on the singles ladder for CoD4. I wanted to suggest what, from my experience from a successful game players point of view, how DE should go about PvP to make it addicting, rewarding and successful. This will in it's entirety promote the game and possibly have it become one of the most played and streamed games. (Streamed games are usually the most popular and always PvP)

 

Gameplay and Ease of the Combat system: Making it critical to use abilities to survive or kill

Now some of us know how easy it is to kill players in the Dojo Arena. Some players disagree with how fast and easy it is, others see it being good. Nobody wants to spend years shooting another player just to kill them. I personally think it's good, but could be tweaked, maybe by giving tanks a bit higher armor/health and giving weaker frames abit higher shields and mobility.

 

Regardless, the system as it is, is good. The ease of killing a player, is both rewarding and keeps them playing. It also makes you use cover better and in this case ability's the either counter or promote team based play. ( I'm talking in future-tense when bigger maps and team based play is possible) This was (and still, in some cases) what the original Call of Duty games were based of off. I think if the game ran like the call of duty combat system, with the abilities which can be used to create defensive and offensive approaches will make warframe huge.

 

However, due to the fact parkour is a factor, this will give Warframe it's edge to be better then a Call of Halo 3 type game. Movement mechanics and the variety of weapontry will easily create a Meta for PvP and make it stand out from the Basic call of duty spray and pray/dropshotting and the average halo combo (grenade, spray and melee while jumping like crazy). Halo and CoD are both incredibly successful pvp games because of how versatile and easy it was to kill others. Making PvP complicated (like every cod after mw2 has done) makes the game too much to intake.

 

A successful game is created when simplicity creates punctuality.

 

How would games play out? (Step by Step)

Maps should have chokepoints and alot of versatile approach. So snipers, shotguns, and rifles are all viable in different areas.

 

Players spawn with their team (or solo) in a spawn point. (also: Do not ruin the respawn system like CoD did!)

 

Everybody runs and gets positioned, if not stays together. (Warframe is kind of like a Moba in some cases eg: smite)

 

When an engagement takes place, the player caught out in the open is more subject to death then a player behind cover or using a defensive ability. (Due to all warframes having a Offensive/utility/defensive/ultimate ability)

 

Energy should regenerate as if Energy Siphon was on. (increased with energy siphon on) (Auras will serve as passives as they would in league of legends.)

 

Players now choose when to use ability's wether it be at critical times (snow globe goes up as a team mate is running for cover, result: team mate is saved!, UNLESS, metal auger penetrates the globe and pegs them to death)

 

Parkour is used to get the edge on hiding enemies or transport critical gameplay items such as a flag faster

 

Metal Auger can penetrate certain materials and deal lower damage.

 

No two of the same warframes should be playable on the same team (to create a balance of abilities shared by both teams)

 

There needs to be a utility belt like feature (like summoner spells) that gets you into or out of sticky situations better. (We are ninjas afterall, so why not have a smoke screen "temp invis" or a teleport like feature.)

 

Destructible environments outside of destroying Windows is a no. (this keeps some warframes like rhino out of OP status where he could charge through a wall and obliterate campers)

 

Snipers can one shot to the head (maybe two against tanks, not my decision)

 

Shotguns have high damage close range.

 

Rifles are you know. rifles.

 

Pistols should be viewed as backups when out of primary ammo. (Weapons like acrid or other strong weapons can remain how they are, but should be situational.)

 

Crowd control needs to be a huge part of the game. (Like it is LoL, locking down the bigger threats and out of position players is key to success, also promotes players not to run around aimlessly and stay on guard)

 

Abilities should stay the same. Viewing from a bigger map point of view, some abilities should be as CC'y as they are.

(Bastille makes a great slow mechanic to players in the open type of thing)

 

Everything else is pretty self explanatory in terms of how a game would play out.

 

Possible Gametypes

Capture the flag, would be very fun.

Team death match, is always acceptable.

A SnD style gametype would play amazing well in a game like warframe.

etc.

 

Now. The Melee System.

This is the only one I'm really stumped on. Because it's already so hard to keep spam weapons on target ( and because some weapons should be used spammed.) this makes it difficult to see how melee would even come into the picture outside of assassinations maybe.

 

 

Please view this as a general and viable argument, i want more than anything to see warframe have successful pvp. To summarize what im saying here. Call of Duty type play, halo mechanics (jumping, shields and dashing with melee weapon maybe) and of course the moba style LoL approach with abilities and how CC should work. That would make a killer, fast paced, and innovative game.

 

Thanks for reading everybody, hope this makes a good discussion, please feel free to discuss your own ideas or tweaks to mine. Thankyou!

 

-Stundt, Founder of Orokintech.com

 

 

 

And why not just do the 3's of 2's like WoW.

 

 

So much more simple.

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