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Thread: Sourcewells, Rifts, and Open-World PvP

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    Ascendant Morvick's Avatar
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    Default Sourcewells, Rifts, and Open-World PvP

    I'm sure I'm not the only one who is a little tired of the Extraction PvP Rift, and who enjoys the Onslaught & Sourcewell changes to Zone Events and the larger World PvE scene.

    I think that combining PvP Rifts and Sourcewells could spell for some very interesting gameplay chances, and opportunities to add variety.


    Upgraded Extraction Rifts

    STAGE 1 "Planar Harvest" 20:00 minutes to complete, else Closure.
    "Collect 20 Sourcestone from the Extractor" // "Kill 10 Sourcestone Carriers"
    Defenders open the Rift and everyone is notified. A "1" appears over the Rift in the map to signify it's current stage.
    ~
    Sourcestone The Sourcestone starts spawning in this stage, encouraging players to ferry it to the objective points to advance to the next Stage. Conversely, the other faction is encouraged to slay at least half of these Carriers to force the next Stage.
    Curse of the Sourcestone The Sourcestone carriers have an interesting curse placed upon them: they receive 25% less damage from players. However, they have half of the Hitpoints (50% maximum health) and Invasion mobs will always prefer to attack them. They have no Diminishing Returns in relation to Crowd Control spells cast upon them. Carrier still cannot mount.
    Radiant Sourcestone Just as the Carrier themselves are left vulnerable, any allies traveling with the Carrier will receive a boost. Escorts of the Sourcestone Carrier deal 25% more damage to players and do 25% more healing on the Carrier. They are automagically immune to One crowd control effect every minute, for as long as they accompany the Carrier.
    Rift Architecture At this stage, the architecture beneath the Rift is not vulnerable to any attack.
    Stage 1 Victory: 1 Mark of Retribution rewarded to everyone at the end of each Stage if they were the ones whose team accomplished Victory. (Defenders ran all the Sourcestone, or the Attackers killed enough Carriers, etc)

    STAGE 2 "Gathering Power" 30:00 added to the Timer.
    "Retrieve 50 Sourcewell Motes" // "Keep at least 50 Sourcewell Motes"
    "Collect 10 Sourcestone from the Extractor" // "Kill 5 Sourcestone Carriers"
    Sourcewell Motes begin spawning at each nearby Sourcewell (and enemy Wardstone?). A "2" appears over the Rift's icon on the minimap.
    ~
    Sourcestone The Sourcestone objective continues, though it has fewer requirements as there's an additional objective. You cannot carry both Sourcestone and Sourcewell Motes (picking up one will drop the other).
    Defensive Units A steady stream of NPC defenders will start teleporting to the Rift's territory, and are leashed to the viscinity. They guard the Players' hoard of Sourcewell Motes at the Rift from grabby hands. THEY SCALE IN POWER to the collective gear of nearby flagged enemy players.
    Sourcewell Motes Found at Sourcewells and possibly Wardstones. Can stack up to 5 times on a player.
    DEFENDERS (those who opened the Rift) can only retrieve Sourcewell Motes from an appropriate spawn location, and cannot pick them up from dead Attackers. When they bring Motes to their Rift, the "Retrieve" count is updated.
    ATTACKERS (the faction that did not spawn the Rift) can pick Sourcewell Motes up from any location that they find it, even the Rift. When they return it to any Sourcewell, the "Keep" count is updated and the Motes are removed.
    Planar Absorption Idol/Device This is the Sourcewell Mote Hoard, the largest structure in the Rift. Should an attacker "Interact" with it, they would receive a single Mote from the Defenders' stores. It can dispense only 1 Mote every 1 second.
    Sourcewell Mote count A temporary score-board appears to inform players of how many Motes each side currently owns. The faction that did not open the Rift has 100, and the faction that opened the Rift must steal half of these to their Absorption shrine.
    Rift Architecture The devices and shrines of the PvP Rift are still invulnerable.
    Stage 2 Victory: Once a faction meets the victory requirements for Stage 2, the participants get 2 Marks of Retribution.

    STAGE 3 "Clashing Titans" Timer removed.
    [Guardians] "Dismantle the Magitech Knight, the Warrior of the Vigil must not be banished."
    [Defiants] "Banish the Warrior of the Vigil, the Magitech Knight must not be dismantled."
    The Defenders and Attackers each receive a raid-style boss who will flit about the battlefield in a flurry of spells and cleaves.
    A "3" on the map shows that this is nearly the last stage.
    ~
    Sourcestone Any Sourcestone you gather at this point will not count towards any objective, but will instead cause the enemy boss to receive more damage for a limited time (internal cooldown on that).
    Sourcewell Motes Any Sourcewell Motes you gather at this point will not count towards any objective, but will provide a shield onto your boss for a limited time (resist damage for x seconds, internal cooldown).
    Turrets/Shrines Occasionally the Defenders of the Rift will be granted the ability to summon a Turret (Defiant) or a Shrine (Guardian). This acts quite like the Ember Isle turrets, who attack automatically. They cannot be upgraded, but do come with a respawning complement of their own defenders (in addition to the Rift's NPC defenders).
    Magitech Knight, Warrior of the Vigil You cannot attack or heal either unless you are flagged for PvP.
    While both are alive, the Rift's architecture is invulnerable. Each of these bosses has aoe attacks and mechanics that bypass resistances, and they always couple special attacks against their counterpart boss with a debilitating crowd-control for their foes. It should be a priority tactic to lure enemies into the crowd-control of your boss, or otherwise fight with this Battle of the Titans centrally in your mind.
    [ ! ] Each Boss receives resistances, and exudes buffs, based on the collective Gear of the opposition.
    1. Takes less damage based on the total vengeance of those attacking him.
    2. Provides a persistent AE heal-over-time buff that grows more powerful as the enemies grow in strength.
    3. Will reflect a % of the damage back onto enemies, which is more potent as the gear of their own allies increases.
    4. Has immunity phases where all of these benefits are cut off, typically while they relocate on the battlefield.
    5. They can be healed and damaged by players, and have no Hit or Focus checks.
    Respawning If you die, your Faction Boss can act like a respawn point, much like the Bridge in Port Scion. Get some distance!
    Rage of the Ascended The death of your boss will trigger a Buff onto any friendly flagged players: "Rage of the Ascended". Global Cooldowns are reduced (by 25%) and damage against players is boosted even more. It lasts only as long as the PvP Rift, and only affects players who remain Flagged for PvP.
    Stage 3 Victory: If a faction manages to kill the enemy Boss, they receive 3 Marks of Retribution, and the Rift advances to the final Stage.

    STAGE 4 "Countdown" 5:00 Timer initiated.
    "Protect the Idol/Capacitor of Absorption while it charges." // "Destroy the Idol/Capacitor of Absorption before it can fire."
    This is it. It's a DPS/HPS race on the Rift and each-other, and the players have a string of powerful buffs to make it fast and furious.
    A "4" signifies on the map that this is the final stage.
    ~
    Faction Boss If you were able to keep your faction's Stage 3 Boss alive (Magitech Knight or Warrior of the Vigil), that will make your efforts here all the easier. The boss will prioritize the enemy players, and specifically, will target those doing the highest DPS or HPS. Normal threat will not work. It will ignore the main objectives (won't heal the Idol/Capacitor, nor attack it directly).
    Gather/Carrier objectives These are disabled for the final stage. Focus people, focus!
    Defensive Units/Structures The defenders will keep respawning, but the turrets/shrines will not.
    Charging Power The Idol/Capacitor of Absorption now begins it's final strike. A non-interruptable cast timer starts up and takes 5 minutes to fill. If it succeeds, a titanic blast will envelop the flagged Attacking players, instantly killing them. Your faction then receives it's Shard-wide buff of Prismatic Glory.
    Conversely, if this spell fails (if the device is destroyed), the backlash of power will kill all the Defenders, granting the attacking Faction the buff "Prismatic Glory".
    Stage 4 Victory: You win 4 Marks of Retribution if you win.

    =]
    Thughts?
    Last edited by Morvick; 02-28-2012 at 04:33 PM.
    Quote Originally Posted by Zinbik View Post
    I also made other enhancements to certain aspects of the game for various reasons.

  2. #2
    Prophet of Telara
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    Seems pretty complicated to ask of a Dev team that broke re-spawning in a warfront they had working since beta during their roll out test of the new version.

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    Ascendant Morvick's Avatar
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    Well the thought is that since they want to bring Onslaughts/Sourcewell Defense to the greater parts of Telara (Ember Isle was a guinea pig), I figured the World PvP incentive could get a boost as well. Why not dream?

    As for breaking respawning... yeah, I consider that a "tweak" or "hotfix" thing. There will always be speedbumps and unforeseen complications, but that shouldn't stop new ideas from being considered.
    Quote Originally Posted by Zinbik View Post
    I also made other enhancements to certain aspects of the game for various reasons.

  4. #4
    Plane Touched
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    I always really liked the idea of wardstones , and pvp rifts are a good start.

    I think combining the two in the form of PvP wardstones maybe would be neat.

    Make some pvp only bonuses apply from holding wardstones and it would give people incentive to open world pvp between warfronts.

  5. #5
    Ascendant Archemys's Avatar
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    I've suggested in the past that Infusions be faction based, and only respond to people of the faction that infused them.

    You could have PVP ei events to defend or capture points and other such things like current ei events... gather splinters to strengthen a faction boss or something. could be really epic.
    <Coriolis>
    Archemys

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    Ascendant Trisian's Avatar
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    Your ideas have merit and I'll gladly support world pvp suggestions, but it's not going to happen until they lift the hard cap on asset visibility. (unless they did while I was taking a break from the game then ignore this)

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    Ascendant Morvick's Avatar
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    Quote Originally Posted by Trisian View Post
    Your ideas have merit and I'll gladly support world pvp suggestions, but it's not going to happen until they lift the hard cap on asset visibility. (unless they did while I was taking a break from the game then ignore this)
    You mean the draw distance for mobs, upgradable structures, and things like that? I agree, if this is the case.

    If that's not what you meant, I'd like an explanation, haha.

    The Faction-Infusion idea is nice, though cooperating to hold a Sourcewell during an EI event would be tricky. I'm assuming the Keepers at a Sourcewell would remain neutral until hit by an AOE, or... well, not sure. That's the one thing I wasn't able to noodle through.
    Quote Originally Posted by Zinbik View Post
    I also made other enhancements to certain aspects of the game for various reasons.

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    Ascendant Trisian's Avatar
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    Quote Originally Posted by Morvick View Post
    You mean the draw distance for mobs, upgradable structures, and things like that? I agree, if this is the case.

    If that's not what you meant, I'd like an explanation, haha.
    It's not so much the distance at which players can be seen, but the number of players that can be seen period. They hard capped viewable characters at 50 in a given area because the engine couldn't handle it but I honestly can't tell you if that's changed or not because I've been an on and off again player.

    It absolutely cripples world pvp if it's still the case and was one of my major complaints (having come from warhammer and the massive battles) when I first started playing Rift.
    Last edited by Trisian; 02-29-2012 at 07:57 PM.

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    Ascendant Morvick's Avatar
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    Quote Originally Posted by Trisian View Post
    It's not so much the distance at which players can be seen, but the number of players that can be seen period. They hard capped viewable characters at 50 in a given area because the engine couldn't handle it but I honestly can't tell you if that's changed or not because I've been an on and off again player.

    It absolutely cripples world pvp if it's still the case and was one of my major complaints (having come from warhammer and the massive battles) when I first started playing Rift.
    Ooh. Yeah. I knew there was a limit but I didn't think it was that low.

    Certainly would hinder things. Best case scenario that's you, 24 allies, and 25 enemies. Battles can get a lot larger than that. =/
    Quote Originally Posted by Zinbik View Post
    I also made other enhancements to certain aspects of the game for various reasons.

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