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Thread: Kyera's Conquest Idea -- Conquest: Lifestone Quarry

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    Default Kyera's Conquest Idea -- Conquest: Lifestone Quarry

    Conquest: Lifestone Quarry

    Google Docs Version (which may get updated faster): http://tiny.cc/CQ_LQ

    Disclaimer/Introduction:
    This is what I would consider a very first draft of a concept I’ve been bouncing around in my head for a little while. I took a few hours over the past few days to put my thoughts on paper, trying to functionally build a design document. This is not a “here’s my cool idea, build it for me” type of post, but rather a vanilla draft design document that touches on all of the key elements of this game type that I could think of.

    The intent of this variant is to provide an involved, strategic, tactical, three-faction Conquest game mode. Elements of the design are intended to provide for a finite game duration, discourage constant zerging (though temporary zergs certainly have their uses), encourage defence of objectives, drum up interest in actually playing the game type, and make it “harder” for people to afk for free lewts when a count-down timer starts. Though some elements play similar to the existing Stillmoor instance, much of what you’ll see here is a new ballgame.

    Note that this is intended to be a fun, factionally-competitive game-type, and not something that will cater to people looking for ranked matches. The intent is to give a zerg and casual-friendly alternative that spices up gameplay from what we see in warfronts and normal play, while hopefully appealing to committed PvP players (as they will still be able to effect change upon the flow of a game). This game type introduces a host of new, unique powers and abilities, many of which might end up being imbalanced or have potential for exploitative behaviour (that I’ve not yet seen), but given the intent, I consider that acceptable.

    Please note that since we know nothing of Storm Legion end game, there are no “final” numbers regarding health pools, damage amounts, or reward structures. Everything is described with adjectives to give some indication of relative scaling. Similarly, I winged it on several lore elements to try and give this a flavourful feel instead of it being a nameless loot pinata, so if you’re a PvPing lore buff and have corrections to make, let me know.

    I understand that this game mode may not appeal to everyone, but even if so, I’d appreciate constructive feedback if there are certain elements that may make it more appealing to you. I know, kind of a hypocritical request coming from me, but... deal with it.

    Lore

    In their continuing quest for sourcestone, the three alternate Telaran factions of Dominion, Nightfall, and Oathsworn have once again called upon Guardians and Defiant to aid them in their ongoing conflict.

    In an attempt to secure a decisive advantage in the fight over Stillmoor, the forces of Dominion began to send scouts into previously unexplored reaches of their world. Though many of these forays were costly, as their explorers stumbled upon the conflicted shores of Brevane and the twisted inhabitants of Dusken, eventually their labour bore fruit. Word returned from their scouts of a secluded forest, vibrant with wildlife, rich in an exotic sourcestone and scarred with unstable planar tears flickering in and out of existence. Intrigued by this discovery, Dominion's finest scholars and planar researchers spent weeks examining the stone and trying to figure out the origins of these bizarre tears.

    To their surprise, they discovered the sourcestone was infused with powerful energy from the Plane of Life, and that these tears were, in fact, highly unstable Slivers. Curious about their contents, and knowing the power brought to them by the Slivers that delivered transplanar Ascended into their hands, the scholars tasked themselves with discovering a manner to stabilize one of these tears long enough to allow a small task force to pierce the veil. When sufficiently confident that the tears would hold, the scholars sent an elite scouting team through the gate. What they discovered had the potential to turn the tides of their conflict irreversibly in their favour.

    The scouts described arriving in a seemingly abandoned, cliff-side fortress. The fortress itself was large and easily defensible, with some parts seemingly decidedly manufactured and other parts seeming entirely crafted by nature's touch. At its heart was a large, polished piece of sourcestone crystal, which seemed to radiate a soothing energy. From their high vantage point, they could see two similar fortresses, also seemingly abandoned, nestled in the cliffs and mountains that surrounded the massive, sweeping piece of land that lay beneath them. The scouts described the fields as being laced with small pockets of sourcestone, seeded with the remains of many long-abandoned encampments and villages, often marked with runic symbols and showing the scars of a battle long-completed. At the center of many of the encampments lay a wardstone-esque sourcestone crystal, radiating a powerful, intense energy.

    What the scouts found most exciting, however, was the abandoned quarry at the center of this ancient battlefield. At the quarry's base sat a large piece of sourcestone that lay half immersed in a rift to the elemental Plane of Life, pulsating with the latter's energy and bathing the rest of the quarry in its light. As the scouts removed a piece of sourcestone from the edge of the quarry, they watched in surprise as the original piece of sourcestone quickly “grew back” the missing portion. Delighted with the potential for a limitless source of sourcestone crystals, they quickly hurried back to the Sliver through which they came to report their findings.

    Of course, as is the case in war, this information did not remain in Dominion's hands for long. Owing either to spies, or traitors, or both, word quickly reached the leadership of the Nightfall and Oathsworn factions. Fuelled by a desire to stop Dominion from using this resource to unite the three factions under an iron fist, as well as knowing the value of this resource in reaching their own goals, both factions quickly dispatched their own covert forces to enter, examine, and control this Sliver of existence.

    Though originally a conflict fought at a small scale and kept a secret from others devoted to their cause, the time of discovery, espionage, and creativity has drawn to a close. Having now weaponized much of the crystal, discovered methods to both shield their own fortress and destabilize the Slivers of others, and stumbled upon exotic sourcestone with unusual effects, the three factions find themselves locked in a stalemate, and look to Defiant and Guardian warriors to help swing the pendulum in their favour.

    The Concept

    Lifestone Quarry is a three-faction Conquest instance that focuses on sustained control of a series of primary and secondary control points, resulting in the eventual destruction of the sourcestone crystals held at the center of fortresses belonging to the other factions. This is an elimination gametype: factions can be eliminated from gameplay, with their players subsequently being forcefully removed from the instance should they die and respawn (or be respawned).

    Owing to the value of a never-ended pool of sourcestone, the three Conquest factions find themselves locked in a pitched battle for control of the Lifestone Quarry. In order to procure themselves a period of relative safety in which they can mine, each faction must destabilize the Slivers that allow the other factions access to their respective fortresses.

    In order to destabilize the Slivers, they must destroy the massive sourcestone crystals that lay at the heart of these fortresses. Unfortunately, the destruction is only temporary, as the Lifestone's energy will eventually repair the shattered crystal and allow stability to return; however, this temporary lull in the action is more than sufficient for the victor to harvest tangible amounts of sourcestone.

    Each faction has a fortress, which serves as their primary spawnpoint and deployment location. This fortress guards a large sourcestone crystal (akin to a wardstone, referred to as the Heart of the Fortress). Each fortress is protected by a large barrier, whose potency is depleted by blasts from powerful planar weapons stationed at each of the primary control points, referred to as Planar Destabilizers. Control over secondary control points increases the potency and resistance to capture of Planar Destabilizers.

    Once the shield has been depleted, there are two methods to destroy the Heart of the Fortress. The simplest method is through attrition, whereby players continue to hold Planar Destabilizers and gradually inflict damage to the crystal through these powerful player weapons. Ascended also have the option to directly assault the fortress, killing defenders and attacking four shielding crystals that deny access to the Heart, before destroying the Heart.

    If a faction's Heart is destroyed, that faction is eliminated. Players from the defeated faction are ejected from the game upon respawn and receive a 30 minute “Planar Instability” debuff that prevents them from rejoining the instance; however, once this debuff expires, players are free to requeue as either of the two remaining factions and rejoin the fight. This allows the remaining two groups of Ascended a chance to press the attack and win the fight of their own accord, though should the match remain undecided the factions are not above recruiting defectors to secure victory. Note that the reward structure at game conclusion does reflect the order in which your faction was eliminated, but the rewards in defeat should not outweight those gained in victory, and the “end of round” bonus should make up a relatively small portion of total reward potential.

    To provide a comparable for other game types, this game mode is designed as a three-faction cross-over between Rift's original Conquest mode, and the Titan gametype from Battlefield 2142.

    Gameplay Elements

    Conquest: Lifestone Quarry features four distinct gameplay elements worth mentioning. The first pair - the Fortresses and the Planar Destabilizers - combine to establish the core objectives and victory mechanisms for the game mode. The second pair - Sourcestone Armaments and Sourcestone Constructs - introduce new abilities and dynamics into the gameplay mode, adding variety to basic Rift gameplay.

    The first two elements will be discussed in details below, while the second two will give a summary of their purposes and functions. A more detailed list of Sourcestone Armaments and Sourcestone Constructs will follow at the end of the document.

    The Fortresses

    Each faction has a fortress nestled safely within a cliffside, located in one of three nearly-equidistant locations within the map's bordering mountain range and surrounded by a near-impenetrable barrier. These fortresses each contain a spawn point, a sourcestone construct chamber, four defensive “Shielding Crystals”, and the Heart of the Fortress, the massive sourcestone crystal located deep within the fortress, and the key to a stable-link to factions' home Telara.

    A sketchy artist’s rendition of the Fortress’ layout is available here: http://i.imgur.com/EzOBt.png

    The Outer Perimeter

    As these fortresses are nestled within a mountainside, only a minimal perimeter is visible from the outside. This perimeter reduces the exposure and danger to the fortresses' occupants, while also providing a line-of-first-defence against an assaulting force once the protective barrier has been destroyed. Given their precariously elevated position, researchers have established a protective field that stretches from the perimeter to the ground, reducing falling speed and eliminating falling damage.

    While this field accounts for trips down from the fortress, trips up are a completely different manner. Normally used for the transport and delivery of sourcestone loads from the Quarry, a series of travel pads allow for return trips from ground level to a series of locations on the fortress' outer perimeter. Fortunately, power to these travel pads is disabled when conflict rages. Unfortunately, power can be restored to these pads at ground level by use of a particular Sourcestone Construct. Fortunately, these pads deliver their users to several predictable locations, and can be powered and can also be used by friendly forces, allowing them to flank any would-be besiegers.

    The Fortress' Interior

    A series of four tunnels connect the outer perimeter to the interior of the fortress. Two of these, located towards the front of the fortress, funnel into a defensive chokepoint before leading into the primary chamber of the fortress. The other two tunnels, with entrances via ramps on the sides of the fortress, offer their own narrow chokepoints and lead directly into the primary chamber of the fortress. These latter two tunnels exit onto a mostly open catwalk, providing defenders with an elevated position from which to bombard attackers coming in through the front door.

    The primary chamber of the fortress has two main levels of slightly differing height. Each level has two side tunnels, which lead towards the chambers containing Shielding Crystals. The lower level tunnels lead to Shielding Crystals 1 and 3, while the upper level tunnels lead to Shielding Crystals 2 and 4. Access to these tunnels is staggered by a mechanism explained under the Shielding Crystal section that follows.

    Both these tunnels and the interior chamber are designed to provide defenders with an advantageous position should they fail to adequately defend the outer perimeter or the chokepoints leading into the fortress’ interior. Pathways towards the rear of the fortress also allow for rapid transit between the Shielding Crystal chambers and/or the Heart of the Fortress, giving defenders a chance to quickly address weaknesses in defence; however, should one Crystal fall, these pathways become accessible to attackers. Tactical control of these passageways is a key task for bother attackers and defenders.

    Shielding Crystals

    Once the Hearts were identified as the stabilizing links that allowed access to the Sliver, they quickly became targets for raiders and sabotage. Given their high value and lack of innate defence, the factions quickly tasked their researches with establishing some sort of defensive system. The results of their work form a small network of paired Shielding Crystals, which prohibit direct access to the Hearts and allow defenders to respond should the Fortress be hit by a covert assault team.

    The network is set up with two pairs of crystals, with each crystal in a pair needing to be destroyed sequentially (1 before 2, 3 before 4). Once these Shielding Crystals are destroyed, an attacking force has direct access to the Heart of the Fortress, encouraging active defence of the shielding crystal network once the barrier surrounding the fortress is destabilized.

    Heart of the Fortress

    Seated at the center of each fortress is the Heart of the Fortress, a giant sourcestone crystal that binds to those who cross into this Sliver from an alternate Telara, and whose destruction is the primary objective of this game type. In order to destroy the Heart, Ascended must first lower the protective barrier surrounding the fortress through control of Planar Destabilizers. In doing so, two options for the Heart’s destruction become available to the Ascended: in the first, continued bombardment by Planar Destabilizers eventually destroys the core; in the second, a strike team boards the Fortress, destroys the four Shielding Crystals, and eventually deals critical damage to the Heart of the Fortress, destroying it and severing its bond to the Ascended of its faction.

    (Note: Since this came up in my previews of this document, the Shielding Crystals are not related to the barrier surrounding the Fortress -- they keep up the shield that is just north of the Heart of the Fortress, whereas the larger barrier is powered by the Heart, dropping as a result of the weakening of the Heart that will eventually destroy it. If someone has some alternate terms I can use to minimize word confusion, that’d be great.)

    Travel Pads

    At the base of the mountainside containing the fortress are four sets of four travel pads. By default, these pads are disabled, but they can be temporarily enabled through the use of a Sourcestone Construct (explained later in this document). When interacted with, active travel pads will propel the Ascended from ground level to the outer perimeter of the Fortress, in locations denoted on the above map by red bordered white circles. Though the destinations are somewhat predictable, the four sets allow for a coordinated assault on multiple fronts, and provide the attackers with a chance to gain the initiative.

    The Staging Area

    The Staging Area is the room where Ascended first enter the instance, as well as the one in which they respawn while they remain bound to the instance. The Staging Area is entirely unassailable by attackers, having no entrances -- only exits.

    Contained within the Staging Area are piles of sourcestone which confer Sourcestone Armaments upon those interacting with them (explained below), as well as a series of portals to fixed locales: the fortress interior’s “Defense” point (noted on the map previously linked), the fortress’ Sourcestone Construct chamber (explained below), and two portals to locations on the outer perimeter (not noted on the map, because I forgot). In addition to these “fixed” features, portals open up to each of the twelve Planar Destablizers when these objectives are controlled by your faction. This allows for rapid transit from the Staging Area to any potential hot spots on the battlefield.

    Sourcestone Construct Chamber

    The second of the unique tools created for use by Ascended in this conflict, Sourcestone Constructs represent the weaponization of a particularly malleable and energy-rich type of crystal extracted from the interior of the Lifestone Quarry. Researchers from all three factions used these pieces of crystal to forge “living weapons” that form a bond with their hosts. Though initial experiments proved quite dangerous to non-Ascended hosts, refinements and the unique nature of Ascended has rendered these Constructs entirely harmless to their hosts, unless they are destroyed while the bond remains.

    Sourcestone Constructs are discussed in a later section, but know that they have a fairly slow respawn rate (two, four, or six minutes, depending on type), and while available in limited capacities from caches at Planar Destabilizers, they are primarily deployed from these chambers, situated below the main Fortress construct. Much as with the field surrounding the outer perimeter, a similar anti-falling damage field protects the Construct Chamber, allowing players to deploy immediately from this location.

    Planar Destabilizers

    As the factions made their first forays into and around the Lifestone Quarry, they quickly discovered that some of the larger crystals found within various encampments would periodically emit an uncontrolled pulse of planar energy. Scholars found that these bursts of planar energy could be channeled into a blast of energy, which could be directed at an enemy's fortress, and which damaged the tenuous bond forged between Ascended and the Hearts at the center of these fortresses. In the end, twelve of these crystals were found to have sufficient power to damage the Hearts and their shields, turning them into Planar Destabilizers, while a satellite network comprised of the weaker crystals had their power harnessed to improve the Destabilizers' performance.

    A quickly Paint-sketched, not to scale, needing-to-be-larger, and also terrible map showing the zone, Fortress, Destabilizers (red dots), satellite locations (brown dots), and travel pad locations (tiny pink dots) can be found here: http://tinypic.com/r/dd2ujo/6

    Targeting of Planar Destabilizers

    Each faction has four Planar Destabilizers that are considered “theirs”, for a total of twelve. Of these four, two are directed at each of the other two factions. if you look at the quick sketch map, you will notice a “natural” link between each pair of factions, which should tell you which turrets default to shooting at each side. Should a faction take control of an enemy faction’s Destabilizer, it will be pointed at the “owning” faction (for example, if Nightfall takes the “native” Dominion turret, it begins to direct its fire back at Dominion).

    This control mechanism means that, during normal game play, at most eight cannons -- their four, plus two from each other faction -- can be pointed at one Fortress at any given time.

    Once a faction is eliminated from gameplay, the rules change every so slightly. Any cannons that surviving members of the eliminated faction capture follow the same rules; however, when captured by the other two factions, their “native” cannons point towards the other remaining faction (for example, if Dominion is eliminated, and Nightfall captures a “native” Dominion turret, it will target Oathsworn).

    Control of Planar Destabilizers

    Similar to the Planar Extractors of the Stillmoor Conquest instance (when destroyed), changes in control of Planar Destabilizers are proximity-based, as the crystals attune to the planar bond forged between Ascended and crystal at the core of their respective fortresses. A state shift (controlled to uncontrolled, uncontrolled to controlled) occurs after a player (or players) is within close proximity for a period equal to five minutes divided by half the number of players in proximity, up to a maximum of ten. For example, four players will capture the Destabilizer in two and a half minutes, five players in two minutes, and ten players in one minute.

    The Destabilizers need not be attacked or destroyed prior to a shift – proximity is sufficient. Note that there is no visible map notification when control of a Destabilizer is contested, making communication between players and astute observation of enemy movement a key asset in properly assessing choices of targets to attack and defend.

    Firing of Planar Destabilizers

    Once a faction has control of a Destabilizer, it will begin firing automatically at the conclusion of a “charge cycle”. By default, Planar Destabilizers will fire a burst of planar energy towards an fortress every two minutes, inflicting 0.5% damage to the protective barrier around the fortress or Heart of the Fortress, as appropriate.

    Satellite Locations

    Each Destabilizer has a small network of adjoining satellite stations, which confer additional benefits to the side holding the Destabilizer (should they also hold a given satellite). Control of Satellites is changed in a similar manner to Destabilizers, though with a shorter time scale (two and a half minutes, reduced by up to two groups of players, with a minimum transition time of thirty seconds).

    There are three types of Satellite Stations, each providing their own benefit:

    Planar Potency: The Planar Destabilizer deals 0.75% damage per shot.
    Planar Haste: The Planar Destabilizer fires shots every one minute and thirty seconds after control is established.
    Planar Bonding: The time to exercise a control shift over the Destabilizer is reduced by 30s (to a minimum of 30s) for the faction controlling this satellite, or increased by 30s (to a minimum of 1m, 30s) for the faction attacking the satellite.

    Sourcestone, Sourcestone, Everywhere

    Owing to the diverse nature of the sourcestone being extracted from the Quarry, engineers for all three factions were able to design a variety of unique tools to help their forces succeed on the field of battle. While the crystal that was crafted into personal Sourcestone Armaments resulted in virtually identical outcomes for all three factions, the larger pools of crystal used to create the Sourcestone Constructs, as well as the philosophical ideologies that drove their creation, resulted in a diverse assortment of tools specific to each faction. In addition to these new discoveries, traditional sourcestone resources are available, allowing talented crafters to continue making items that contribute to the fight in the form of Wellsprings, Personal Turrets, and buffs.

    Sourcestone Armaments

    Within each faction’s Staging Area, and also found surrounding Planar Destabilizers, are small caches of Sourcestone Crystals that have been refined into Sourcestone Armaments. Each cache holds a different type of Sourcestone Armament, with each type bestowing a unique set of tools and traits (one buff, two granted abilities) for use on the battlefield. These tools and traits tend to be geared towards assisting Ascended in handling Sourcestone Constructs, though a few are also effective against other Ascended.

    The abilities granted by Sourcestone Armaments persist through death unless otherwise noted, but can be replaced by interacting with a different cache of crystals. Caches ceased to function for members of an eliminated faction, though any currently active Armaments will remain until the Ascended leaves the instance.

    Five types of Sourcestone Armament have been created, with the following classifications: Sourcestone Guardian, Sourcestone Infiltrator, Sourcestone Field Engineer, Sourcestone Saboteur, and Sourcestone Manipulator. A more detailed list of each Armament, as well as the powers it bestows, can be found towards the end of this document.

    Sourcestone Constructs

    Through the manipulation of various types of sourcestone extracted from the Quarry, each faction's researchers were able to create a distinctive assortment of Sourcestone Constructs that provide support to their forces on the field of battle. Interestingly, the regenerative effects of sourcestone extracted from the Quarry appear to linger within the piles of sourcestone set aside for this purpose, so long as they remain in close proximity to one of the larger, powerful crystals. As such, a near-limitless supply of this sourcestone is available for the creation of these Constructs at both the faction fortresses as well as at certain Planar Destabilizers, though the need for the sourcestone to regenerate means there will be a limited supply available at a given time. In addition, when removed from the pile, the Constructs eventually destabilizeand are destroyed, unless brought within close proximity of an energy pulse from one of these larger crystals. As such, Constructs will eventually decay after a period of ten minutes unless they are brought near a friendly Fortress or happen to be near a friendly Planar Destabilizer when it fires.

    When an Ascended bonds with a Sourcestone Construct, they receive a new set of stats and a unique set of abilities. These abilities replace those of the Ascended for the duration of the bond, should it expire, be severed by the Ascended, or should the Construct be destroyed (mechanically, this is similar to the shapechanges offered by assorted quests and zone events). If the bond is severed by expiration or being severed (cancelled) by the Ascended, the Ascended will emerge at full health -- if the bond is severed through the Construct’s destruction, the Ascended will die along with it.

    Though each faction's experiments with sourcestone resulted in Sourcestone Constructs with unique traits, the constructs have been grouped into six distinct categories as follows: Fast Travel Constructs, Transport Construct, Warrior Construct, Swarmbreaker Constructs, Assault Constructs, and Construct Killers. The specific traits of each classification, as well as each faction’s unique Construct within those classes, can be found towards the end of the document.

    Sourcestone Constructs are available to Ascended on a first-come, first-serve basis. Given the impact these Constructs can have on the vehicle of battle, they have a long respawn period, though should a side effectively protect their Constructs by preventing them from destabilizing or being destroyed, they can amass a tangible force.

    Each category of Sourcestone Construct is available at each faction’s fortress in the following quantities, with the listed respawn timers. In addition, each Planar Destabilizer will have either two Fast Travel Constructs, or one Fast Travel Construct and one Transport Construct available for use on similar respawn timers.

    Fast Travel Constructs: Four spawn points, two minute respawn timer.
    Transport Constructs: Two spawn points, four minute respawn timer.
    Warrior Constructs: Two spawn points, six minute respawn timer.
    Swarmbreaker Constructs: One spawn point, four minute respawn timer.
    Assault Constructs: One spawn point, six minute respawn timer.
    Construct Killers: Two spawn points, four minute respawn timer.

    Sourcestone Constructs are quite powerful, and astute use of their abilities can turn the tide of battle. Should you face or support one on foot, it is import to take advantage of any Sourcestone Armaments you may have, as Sourcestone Constructs have access to fairly unique and potent offensive tools, are immune to normal crowd control effects established by Ascended, take some reduced amount of damage and receive some reduced amount of healing from Ascended.

    Crafting

    The mechanics of crafting in this Conquest differ from previous Conquest instances only slightly. All players within the instance will accrue a pool of resources based on control of Planar Destabilizers. These resources are provided periodically, whenever the Destabilizer fires its beam of energy.

    As not all players are crafters or are concerned with crafting, players will be able to deposit their resources into a pooled faction resource bank. Other players can withdraw a fixed amount from this bank to have it added to their personal pool. For example, a player may be able to withdraw 100 units of resources from the pool every thirty seconds, which will then be added to the pool they have accrued. The intent of this change is to avoid having one player camp the table, spam-crafting and consuming all gathered resources. This way, multiple crafters can contribute to the instance in a meaningful fashion.

    These resources can then be used to craft buffs, Personal Turrets, Wellsprings, and whatever other neat Conquest recipes come into play, much as they can in Conquest’s current form. These items will perform exactly how they would otherwise, with no special changes for this Conquest instance.

    The Other Crunchy Bits

    This section covers any other components of the Conquest: Lifestone Quarry instance that do not fit into the key mechanic and gameplay components of the instance. This includes an assessment of typical victory timers, a discussion of reward structure, and the nature of any rewards or other fluffy, shiny bits that players may be after.

    Faction Balance
    I’ll be frank. Faction balance is a tough nut to crack. Purely random factions are “unfun”, yet dramatically asymmetrical layouts and a lack of a motivating mechanism/method for the losers to snipe a win. Conquest: Lifestone Quarry attempts to address this problem in a few ways.

    a) Though the map has asymmetrical components, the design is roughly “equal” for all three factions, and the Fortresses will be identical, aside from aesthetic and theming.
    b) Faction-specific fluff rewards and unique Sourcestone Constructs will hopefully entice players to hop to different factions.
    c) The map’s design and mechanics discourage zergballing.
    d) The reward structure (explained later) encourages attack and defence of DEFENDED objectives, and not PvE.
    e) Swarmbuster Constructs punish the side with a player advantage.
    f) Much as was the case with Battlefield 2142’s Titan mode, the side zerging the field with a wall of armor and infantry is susceptible to being behind on Destabilizers and losing the game as a result of their fortress getting blitzed by a strike team. I’ve personally stolen more games of Titan with a half squad than I care to count.

    However, even these methods may not be enough. Should faction imbalance arise as a result of populations, I would recommend Trion at least consider a limited random queue -- or at least a “hidden”, non-random queue (fill the lowest pop first).

    Painting by Numbers (How Long Are the Games?)

    Assuming a game were to run in the background, with no players in play, with all four turrets controlled by their “native” faction, and no satellites controlled, a simultaneous, mutual destruction of all three factions would be reached in three hours and twenty minutes.

    200% Damage / [4 * 0.5% Damage Per Shot / 2 Minutes Per Shot] = 200 Minutes

    Assuming each faction controls all the satellite locations, mutual destruction would be assured within approximately one hour and forty minutes:

    200% Damage / [4 * 0.75% Damage Per Shot / 1.5 Minutes Per Shot] = 100 Minutes

    Given the nature of control transfers, the satellites’ impact on Destabilizer traits, and the way players tend to ignore fringe objectives and focus on centralized ones, I would wager that even a PvE-centric game -- with factions avoiding conflict, traveling as one big zerg, and running cannon PvE loops that never overlap), we should see at least a 60% uptime on buffed Destabilizer shots relative to the isolated loop. Assuming this holds true, the game would end with mutual destruction in a little over two hours and forty-five minutes.

    200% / [4 * 0.75% * 60% Uptime / 1.5] = 167 Minutes

    If we assume two factions lean somewhat on the third faction (sustained control of six Destabilizers, with 60% uptime), while holding even with each other, this amounts to roughly 1.8% damage per minute against the third faction, eliminating them in about an hour and fifty minutes. During this time, the other two factions would have taken roughly 100% damage, with their shields about to fall.

    200% / [6 * 0.75% * 60% / 1.5] = ~111 Minutes
    200% / [3 * 0.75% * 60% / 1.5] = ~222 Minutes (putting the other two factions at roughly half)

    Assuming the other two factions split control evenly the rest of the way, still with 60% uptime, they will inflict the remaining 100% damage in roughly fifty five minutes, similarly ending the round in roughly two hours and forty-five minutes.

    These estimates show the games run “long” (as intended for this game mode), but the typical game stays under three hours -- the self professed “too long” point for many people on the forums. This is doubly true for games where uptime is higher due to sustained conflict, one faction is particularly dominant, or for games where a direct assault on the Heart of the Fortress can end the game before cannonfire would. The time limit and reward structure (listed below) also discourage rampant farming of players away from contested objectives, to some extent.

    The fastest possible round via attrition? Eight cannons pointing at one faction with 100% uptime would result in its destruction in roughly 50 minutes. The second faction would have taken half of this damage, and all twelve cannons pointing at it would destroy it in a little over another half hour, making the fast possible non-direct assault game take about an hour and twenty minutes.

    Should games still run long, minor tweaking of Destabilizer damage or firing rate can have a big impact on games. Increasing base and buffed Destabilizer damage by 0.25% per shot would end the first scenario (no satellites, no players) in roughly two hours and fifteen minutes, the second scenario (satellites, no players) in roughly an hour and fifteen minutes, and the third and fourth scenarios ending in (even split, 60% uptime) in roughly two hours and five minutes. The fastest possible attrition round would be over in an hour and three minutes.

    Yay math!


    Reward Structure

    Prestige and Favour are awarded in Conquest: Lifestone Quarry for kills as normal. Only players contributing to the kill (or in the raid of someone contributing to the kill) receive this Prestige and Favor, much as is the case in other existing PvP situations.

    Prestige and Favour are also handed out on a periodic basis (whenever the Planar Destabilizer fires), faction-wide, to reflect gradual control. A fixed amount acts as a baseline, further modified by an amount based on the number of kills that occurred around the Destabilizers over a short period preceding the tick (this amount incentivizes defence and taking defended Destabilizers).

    An additional award is distributed when the first faction is eliminated from the instance. If this faction was eliminated by player damage to the Heart of the Fortress (i.e. the result of a direct assault), the faction of the player inflicting lethal damage receives the award. If this faction was eliminated through Destabilizers control (i.e. attrition), the reward is split amongst both remaining factions.

    A similar award is distributed when a second faction is eliminated, ending the instance. Players who have been with this faction since the instance began receive the full award, players from eliminated factions who receive half this award, and those from the first eliminated faction who rejoined the instance receive one quarter of this award. If the first eliminated faction is able to pull off the unlikely -- destroying the core of the second faction to be eliminated through direct assault after having been eliminated -- they receive four times this award, while the other factions receive nothing. Next time, be sure there are no survivors.

    Other forms of reward currency – Conquest Marks, Conquest Power, and any new currencies/notoriety introduced, for example – will be rewarded in a similar manner, in amounts reflecting Trion's desired PvP progression pace for Storm Legion.

    Other Tasty Treats

    Like any neat new piece of context, Conquest: Lifestone Quarry will bring an assortment of achievements, cosmetic awards, and collectibles to the table. Achievements will center around instance-unique accomplishments, with some runny tally counts, as well as some challenging accomplishments (delivering the killing blow to an Assault Construct as an Ascended, successfully destroy both enemy Hearts through direct Assault in a single instance, eliminate another faction after your faction has been eliminated, and so forth). Assorted costume pieces, use-activated items, companions, and titles will also be available, many of which will be tied to faction-specific achievements (or a faction-specific notoriety). Furthermore, a series of artifact sets unlocks clues that shed some insight and try to explain what may have happened to those previously within Lifestone Quarry.

    Final Comments


    If you’ve made it to this point, you’ve made it through about 5,800 words. Great job. By now, the intent of this game mode should be clear. Conquest: Lifestone Quarry is a revisiting of the three-faction Conquest concept, attempting to address several of the complaints about that gametype: discourages conflict, PvE-centric, games run too long, static win condition, too zerg friendly, and with a poor carrot (reward distribution). Though I’m not going to say that this is an entirely unique and innovative idea -- the core concept is most certainly derived from Battlefield 2142’s Titan game mode, which itself was a seeming amalgamation of the Battlefield series’ Conquest mode and Unreal Tournament’s Assault mode -- I hope that it is distinct enough to still have enough of Rift’s unique flavouring, and is visible as a potential alternative Conquest mode that could run alongside a revised version of the Sourcestone Extractor gametype we’ve all come to know and loathe. I mean love. Definitely know and love.

    I’m not going to pretend this design is perfect. I’m a terrible artist, and there might be some elements of this that end up, well, plain “not working” when put into an MMO context (the Sourcestone Constructs, which follow, might be a bust). Furthermore, the balance of the Sourcestone Construct granted powers -- a list of which follows my rambling here -- is probably all over the place, because I wanted each faction to have its own unique “flavour” to the instant, while retaining some semblance of asymmetric overall balance. As someone who was weaned on DAoC’s teat, I have a taste for the variety of that game’s class offerings, and generally have severe disdain for games with identical faction mirrors (Rift escaped my ire due to the mix and match potential of the soul system), so there was no way I was going to do a copy-paste hack job on that.

    Nevertheless, much like the preview/reveal videos we’ve seen of the Storm Legion classes, this “reveal” is here to get the general concept across and present some of the design ideas at play, ideally to get your impressions and thoughts on the design, gameplay, reward distribution, and abilities as concepts and not specific numeric values.

    As such, I’d love to get your thoughts and feedback on this gametype and what it offers conceptually as opposed to specific “balance” concerns (though by all means, if you think a certain granted ability will be really imbalanced or have some crazy synergy, mention it).
    Last edited by Kyera; 10-12-2012 at 06:09 PM. Reason: Copy-pasta gave me a black font.
    Glaiveheart :: Warrior || Areyk :: Cleric || <Wasted Talent> || Deepwood || Likes Received (1,200)
    Also: Kyerashield :: Warrior || Keirsti :: Rogue || Jariale :: Cleric || Kaliboras :: Mage
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  2. #2
    Ascendant
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    You finally finished it!

    I haven't had time to sit down and go through it yet, but I will later on tonight.

    Pretty much anything would be better than Conquest as it is right now though, sad to say.
    Last edited by Khelendross; 10-12-2012 at 06:10 PM.
    Planar Breach Support Open World PVP and PVE!
    Sourcewell and PVP Rift Objective Based PVP A more resource efficient way of adding Open World Objective based PVP!
    Ember Isle Open World Style PVP Repurposing Lets do something with this amazing zone!

  3. #3
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    Damn you for sniping my first reply slot while I was fixing the colours.

    HERE'S THE REST LOL

    Appendix: Sourcestone Thingies

    What follows is the list of Sourcestone Armaments and Sourcestone Constructs as I brainstormed them over the past few days. As you can tell from my awesome maps sketches, I straight up can’t draw, though I’ve tried to provide enough detail for you to imagine potential visuals for the Constructs based on the italicized descriptions and the abilities.

    Don’t taze me.

    List of Sourcestone Armaments

    Sourcestone Guardian
    Infused with Life energy, this sourcestone cache bestows defensive and protective benefits upon the Ascended and those around them, coupled with a timed explosive charge to help defense-oriented Ascended by giving them a bit of kick. Best suited to Ascended that expect to be on the front-lines or higher priority targets.
    Passive Buff: Sourcestone Resiliency – The Guardian takes 35% less damage from Sourcestone Constructs.
    Granted Ability 1: Sourcestone Shielding – All of the Guardian's raid and party members within 30m take 10% less damage from Sourcestone Constructs for 10 seconds. This ability will stack up to five times. Instant cast. One minute cooldown.
    Granted Ability 2: Sourcestone Grenade – May only be used on Sourcestone Constructs. Thirty meter range. Explodes after 8 seconds, dealing 5% damage to the Sourcestone Construct and an equal amount of damage to all enemies within 10m. Thirty meter range. Instant cast. Twenty second cooldown.

    Sourcestone Infiltrator
    Comprised of a seemingly antithetical mix of Earth and Air-infused Sourcestone, this sourcestone cache is designed for Ascended assaulting Fortresses and Planar Destabilizers. The Ascended’s Enhanced Bond allows them to remain a thorn in their enemies’ side for longer than anticipated, while the Sourcestone Explosives allow them to lay a deadly trap for unwary foes. Best suited for Ascended who consider themselves expert, evasive tacticians.
    Passive Buff: Enhanced Bond – The Infiltrator counts as two Ascended for the purpose of control changes at Planar Destabilizers. If the Infiltrator's faction has been eliminated, and they respawn while this buff is active, they are not ejected from the instance, but instead lose this Sourcestone Armament.
    Granted Ability 1: Sourcestone Explosive – Places a charge on the ground beneath the Infiltrator's feet. Up to four charges can be placed at a time. Placed explosives will expire after twenty minutes, or when detonated. Instant cast. Five second cooldown.
    Granted Ability 2: Sourcestone Detonator – Detonates all previously placed Sourcestone Explosives, dealing a moderate amount of damage to all players within a 10m radius and stunning them for two seconds. Deals a high amount of damage to Shielding Crystals and Hearts of the Fortress. Each explosive detonated has a 10% chance to strip any Sourcestone Armaments from damaged players, owing to the blast of unstable planar energy. Instant cast.

    Sourcestone Field Engineer
    Owing to the innate struggles of Ascended to offer proper bolstering support to Sourcestone Constructs in the field, this sourcestone cache was designed to allow support-minded Ascended to keep these powerful weapons of war active on the field of battle. Best suited to healers of all types (note: raid healing affects Sourcestone Constructs controlled by members of your raid).
    Passive Buff: Sourcestone Healing – Healing spells cast by the Field Engineer are not reduced in effectiveness when affecting Sourcestone Constructs. Healing spells cast by the Field Engineer have a 50% chance of removing a negative effect from Sourcestone Constructs, and a 25% chance of removing a negative effect from other Ascended.
    Granted Ability 1: Sourcestone Repair – Doubles the effectiveness of the Field Engineer's heals on Sourcestone Constructs for ten seconds. Instant cast. Not subject to the global cooldown. Thirty second cooldown. When used on a target out that is not in combat, the cooldown is refreshed.
    Granted Ability 2: Sourcestone Reflection – Can only be used on a Sourcestone Construct. Any damage dealt to the target by other Sourcestone Constructs is reflected back upon the source. Twenty percent of any damage dealt to the target by other Ascended is reflected back upon the Ascended. This ability lasts for five seconds. Thirty meter range. Instant cast. Sixty second cooldown.

    Sourcestone Saboteur
    This cache of unstable sourcestone crystals amplifies the potency of the Ascended’s abilities when used against Sourcestone Constructs, in addition to offering them an assortment of weaponry designed to greatly damage these battlefield juggernauts. Best suited towards high damage souls, and souls with stealth or high mobility.
    Passive Buff: Sourcestone Amplification – Damaging abilities used by the Saboteur deal full damage to Sourcestone Constructs. Critical hits on Sourcestone Constructs apply Sourcestone Instability, reducing incoming healing received by 5%. Sourcestone Instability from multiple Saboteurs stacks, up to a total of 30% reduction.
    Granted Ability 1: Sourcestone Rocket – Fires an explosive projectile towards the targeted Sourcestone Construct. This rocket deals 15% of the Construct's maximum health in damage, or 20% if fired from behind the target. Thirty meter range. Instant cast. Two minute cooldown.
    Granted Ability 2: Sourcestone Mines – Deploys a land mine beneath the rogue that persists for ten minutes. Any Sourcestone Construct passing over the Sourcestone Mine detonates them, dealing 20% damage to the Construct. This attack is considered to have come from behind the Construct. A Saboteur can have up to four Sourcestone Mines deployed at once. Two second cast. Twenty second cooldown.

    Sourcestone Manipulator
    Though Sourcestone Constructs are immune to crowd control from the hands of Ascended, this cache of crystals allows the Ascended to channel their power into it, generating an assortment of effects that debilitate the Construct in varying ways. Best suited towards classes with an assortment of crowd control.
    Passive Buff: Sourcestone Control - Crowd control abilities used by the Manipulator affect Sourcestone Constructs in a unique manner. Stun, transmogrification and knockback effects instead snare the Construct by 30% for 5 seconds. Confusion, fear and movement-reduction effects instead increase the Construct’s global cooldown by 0.5 seconds for 5 seconds. Silence and disarm effects instead disable the construct for 3 seconds.
    Granted Ability 1: Sourcestone Corruption - The next ability used by the targeted Sourcestone Construct stuns the Construct and deals 5% damage instead of triggering the ability. Thirty meter range. Instant cast. Thirty second cooldown.
    Granted Ability 2: Sourcestone Drain - Any abilities used by the targeted Sourcestone Construct over the next ten seconds increase the remaining cooldown on any abilities with a cooldown by five seconds, or place the ability on a five second cooldown if not is not already on cooldown. These cooldown increases stack, but may only activate once per ability used. Thirty meter range. Instant cast. Two minute cooldown.

    List of Sourcestone Constructs

    Fast Travel Constructs
    These constructs bestow their user with heightened movement speed when not under duress, a benefit which can be granted to one nearby party member, so long as that party member remains in close proximity. They are used for rapid travel around the battlefield, and each has a unique trait for addressing other Constructs. These Constructs are lightly armored, small in profile, and have a relatively small hit point pool, making them susceptible to attacks from other Constructs.

    Dominion Concord
    Perfectly symmetrical in design, resembling a sourcestone chariot without a rider, the Concord reflects the authoritarian drive of its Dominion designers, showing control without a visible controller, and keeps both its friends and enemies close.
    Passive Buff: Fast Travel - Increases out-of-combat movement speed by 180%. Reduces damage taken from Ascended by 35%. Reduces healing received from Ascended by 35%. Immune to crowd control effects employed by Ascended.
    Granted Ability 1: Passenger - Increases out-of-combat movement speed by 180% for one other party member within 10m. Buff remains active so long as they remain in range.
    Granted Ability 2: Unite and Conquer - Deploys a Sourcestone fragment on the ground for one minute. Interacting with this fragment allows the player to assemble a Dominion Concord. Thirty meter range. Two second cast time. Five minute cooldown. This ability is placed on cooldown when the Construct is first assembled.
    Granted Ability 3: Within Our Grasp – Snares the targeted Sourcestone Construct, reduce its movement speed by 50% for ten seconds. Fifty meter range. Instant cast. Thirty second cooldown.

    Nightfall Tearchaser
    Resembling a small sourcestone raven in flight, the agile, winged Tearchaser leans heavily on its creator's fascination with the planes, manipulating them to control its location, as well as that of other constructs.
    Passive Buff: Fast Travel - Increases out-of-combat movement speed by 180%. Reduces damage taken from Ascended by 35%. Reduces healing received from Ascended by 35%. Immune to crowd control effects employed by Ascended.
    Granted Ability 1: Passenger - Increases out-of-combat movement speed by 180% for one other party member within 10m. Buff remains active so long as they remain in range.
    Granted Ability 2: Planar Slide - Leaning on the planar instability surrounding Lifestone Quarry, the Tearchaser zips in and out of existence, causing the Tearchaser to blink forward 30m. The recipient of the Tearchaser's Passenger buff is moved to this location and set to the same facing as the Tearchaser. Instant cast. Twenty-five second cooldown.
    Granted Ability 3: Planar Draw – Pulls the targeted Sourcestone Construct 15m closer to the Tearchaser. Fifty meter range. Instant cast. Thirty second cooldown.

    Oathsworn Sentry
    The Sentry's design allows it to escape dangerous situations and delay enemy advances, allowing Oathsworn to better defend the lands they are sworn to protect. It’s appearance as a predatory cats, causes pause, wondering whether it intends to fight or flee.
    Passive Buff: Fast Travel - Increases out-of-combat movement speed by 180%. Reduces damage taken from Ascended by 35%. Reduces healing received from Ascended by 35%. Immune to crowd control effects employed by Ascended.
    Granted Ability 1: Passenger - Increases out-of-combat movement speed by 180% for one other party member within 10m. Buff remains active so long as they remain in range.
    Granted Ability 2: Grace Under Fire – Increases the Sentry's out-of-combat movement speed by 240%, increases in-combat movement speed by 60%, and reduces incoming damage by 70% for four seconds. Bestows this benefit upon the Passenger, removes all crowd control effects from the Passenger, and extends the Sentry's crowd control immune to the Passenger. Instant cast. One minute cooldown.
    Granted Ability 3: The Lion's Snare – Roots the targeted Sourcestone Construct for six seconds. Twenty meter range. Instant cast. Twenty second cooldown.


    Transportation Construct

    While the fast travel vehicles allow for rapid movement of pair of Ascended to hot spots on the battlefield, the slower, heavily armored Transportation Constructs are used to move larger forces across the battlefield at slightly increased speeds. Though these constructs are not designed for combat, they are nevertheless all equipped with light weaponry to avoid leaving them completely defenseless. Fairly large in stature, and highly durable, these Constructs are of moderately high value on the battlefield, particularly when a Fortress is under siege. All three vehicles are nearly identical in design, owing to their use as non-combat transports.

    Dominion Autocrat
    Massive, imposing, and extremely uniform in design, the Autocrat allows Dominion to keep its troops in close proximity while projecting a visual display of defensive power unmatched by its peers. The timid raven and cowardly lion fold beneath its mighty sway.
    Passive Buff: Unified March – Grants up to ten nearby party or raid members +140% out-of-combat movement speed. Takes 50% less damage from Ascended. Receives 50% less healing from Ascended. Immune to crowd control effects employed by Ascended.
    Granted Ability 1: Planar Pulse – Fires a small, targeted burst of planar energy towards a target, inflicting low damage. Builds a stack of Planar Charge, up to five stacks. Thirty meter range. Instant cast. No cooldown.
    Granted Ability 2: Planar Burst – Fires a powerful burst of planar energy towards a target, inflicting moderate damage. Consumes all stacks of Planar Charge. Damage scales with the number of Planar Charges consumed. Thirty meter range. Instant cast. No cooldown.
    Granted Ability 3: Charge Travel Pads – Consumes the Autocrat and supplies power to any Travel Pads within 30m, activating them for ten minutes. Instant cast.

    Nightfall Planejammer
    Resembling a small sailing ship made of sourcestone crystal, the Planejammer reflects its Nightfall engineer's aspirations of a ship that can travel through the planes as though sailing across the sea.
    Passive Buff: Sail the Seas – Grants up to ten nearby party or raid members +140% out-of-combat movement speed. Takes 50% less damage from Ascended. Receives 50% less healing from Ascended. Immune to crowd control effects employed by Ascended.
    Granted Ability 1: Planar Pulse – Fires a small, targeted burst of planar energy towards a target, inflicting low damage. Builds a stack of Planar Charge, up to five stacks. Thirty meter range. Instant cast. No cooldown.
    Granted Ability 2: Planar Burst – Fires a powerful burst of planar energy towards a target, inflicting moderate damage. Consumes all stacks of Planar Charge. Damage scales with the number of Planar Charges consumed. Thirty meter range. Instant cast. No cooldown.
    Granted Ability 3: Charge Travel Pads – Consumes the Planejammer and supplies power to any Travel Pads within 30m, activating them for ten minutes. Instant cast.

    Oathsworn Liberator
    With its heavily fortified exterior and powerful Lion's head battering ram, the Oathsworn designers of this armored siege wagon aesthetic of the Liberator made the intent of this construct quite clear to all who would dare hold others subservient for their own petty gains.
    Passive Buff: Sail the Seas – Grants up to ten nearby party or raid members +140% out-of-combat movement speed. Takes 50% less damage from Ascended. Receives 50% less healing from Ascended. Immune to crowd control effects employed by Ascended.
    Granted Ability 1: Planar Pulse – Fires a small, targeted burst of planar energy towards a target, inflicting low damage. Builds a stack of Planar Charge, up to five stacks. Thirty meter range. Instant cast. No cooldown.
    Granted Ability 2: Planar Burst – Fires a powerful burst of planar energy towards a target, inflicting moderate damage. Consumes all stacks of Planar Charge. Damage scales with the number of Planar Charges consumed. Thirty meter range. Instant cast. No cooldown.
    Granted Ability 3: Charge Travel Pads – Consumes the Liberator and supplies power to any Travel Pads within 30m, activating them for ten minutes. Instant cast.


    Warrior Constructs

    Intended to support those fighting under their banner, engineers from all three factions designed various bipedal warrior Constructs to stand among and bolster their infantry. These constructs move the slowest out of all known Constructs, and are potentially susceptible to fire from other Sourcestone Constructs; however, they tend to improve the effectiveness of those fighting around them, and are potent combatants in their own right – befitting the name they've been given. Warrior Constructs tend to stand twice the height of Ascended (akin to an Ascended in Fury of the Ascended form), and have moderate durability.

    Dominion Commissar
    Providing close support to forces on the field of battle, the imposing stature of the Commissar reminds enemies – and allies – that the hand of Dominion authority is ever-present.
    Passive Buff: Warrior's Touch – Increases out-of-combat movement speed by 70% and reduces in-combat movement speed by 30%. Both can be further modified by other effects. Takes 50% less damage from Ascended. Receives 50% less healing from Ascended. Damage taken from other Sourcestone Constructs is increased by 10%. Immune to Ascended crowd control. Immune to crowd control effects employed by Ascended.
    Passive Buff: Press Onward – Dominion Ascended within 50 meters of the Commissar deal 5% more damage, take 5% less damage, and receive 10% more healing, but take 15% more damage when attacked from behind.
    Granted Ability 1: Iron Fist – Deals moderate physical damage to the targeted enemy. Melee range. Instant cast. No cooldown.
    Granted Ability 2: Hip Shot – Deals low-to-moderate physical damage to the targeted enemy. Twenty meter range. Instant cast. No cooldown.
    Granted Ability 3: Directed Targeting - Causes the targeted enemy to take moderateextra physical damage when hit for 20 seconds. Each attacker may trigger this ability once every three seconds. Twenty meter range. Instant cast. Six second cooldown.
    Granted Ability 4: Shield of Authority – Renders the Commissar immune to incoming attacks for six seconds. Instant cast. One minute cooldown.

    Nightfall Planeswalker
    Sparkling with planar energy, the Planeswalker strides confidently across the plains and the planes, leading the forces of Nightfall in a symbolic representation of their ongoing quest to reach other planes.
    Passive Buff: Planeswalker – Increases out-of-combat movement speed by 70% and reduces in-combat movement speed by 30%. Both can be further modified by other effects. Takes 50% less damage from Ascended. Receives 50% less healing from Ascended. Damage taken from other Sourcestone Constructs is increased by 10%. Immune to Ascended crowd control. Immune to crowd control effects employed by Ascended.
    Passive Buff: Reach Through the Planes – Nightfall Ascended within 50 meters of the Commissar increase the range of all attacks with a reach of less than 30 meters by 5 meters.
    Granted Ability 1: Planar Slice – Deals moderate damage of a random elemental type to the enemy. Melee range. Instant cast. No cooldown.
    Granted Ability 2: Through the Shadow – Teleports behind the targeted enemy, inflicting moderate damage of a random elemental type to the enemy and all enemies within 10m. Thirty meter range. Instant cast. Twenty second cooldown.
    Granted Ability 3: Slip Between Realities – Places a planar tear at a selected point within 30m, and grants a temporary ability to all Nightfall Ascended to teleport to this ground target. Instant cast. Five minute cooldown.
    Granted Ability 4: Celestial Shielding – Renders the Planeswalker immune to incoming attacks for six seconds. Instant cast. One minute cooldown.

    Oathsworn Shieldmaiden
    The Shieldmaiden's grace protects the ever-vigilant Oathsworn, while the ever-vigilant Oathsworn protect the Shieldmaiden's grace. Riding the might of her shield, they are granted the strength to vanquish their foes and resist the taint of planar corruption.
    Passive Buff: Lion's Mane – Increases out-of-combat movement speed by 70% and reduces in-combat movement speed by 30%. Both can be further modified by other effects. Takes 50% less damage from Ascended. Receives 50% less healing from Ascended. Damage taken from other Sourcestone Constructs is increased by 10%. Immune to Ascended crowd control. Immune to crowd control effects employed by Ascended.
    Passive Buff: Strength from the Righteous – Attacks upon Oathsworn Ascended within 50 meters of the Shieldmaiden heal the Shieldmaiden for some smaller amount. Once per second, attacks upon Oathsworn Ascended within 50 meters of the Shieldmaiden will grant the Shieldmaiden a stack of Oathsworn Glory. The Oathsworn Glory buff lasts for sixty seconds, and can stack up to 50 times.
    Granted Ability 1: Shield Strike – Deals low physical damage and adds a stack of Oathsworn Glory to the Shieldmaiden. Melee range. Instant cast. No cooldown.
    Granted Ability 2: Arise, Fallen Champion! - Consumes twenty stacks of Oathsworn Glory. Brings a fallen ally back to life, restoring 30% health and mana to the target and granting them immunity to incoming damage for five seconds. Twenty meter range. Instant cast. No cooldown. Usable in combat.
    Granted Ability 3: Shieldmaiden's Grace – Consumes all stacks of Oathsworn Glory. The Shieldmaiden absorbs 1% of damage dealt to Oathsworn Ascended within 50 meters per stack of Oathsworn Glory absorbed. Lasts ten seconds. Instant cast. Two minute cooldown.
    Granted Ability 4: Impenetrable Shield – Renders the Shieldmaiden immune to incoming attacks for six seconds. Cancels Shieldmaiden's Grace, if active. Instant cast. One minute cooldown.


    Swarmbreaker Constructs

    Frustrated by the prolonged skirmishes that arose in their persistent battles in Stillmoor, the three alternate Telaran factions quickly came to realize that the Ascended propensity to cluster together was both a blessing and a curse. On the one hand, it turned these forces into extremely difficult juggernauts, and they were quickly able to vanquish any foe they encounter; on the other hand, smaller, more agile forces were better equipped to wrest control of key extractors away from the opposition, occasionally allowing them to score victory in the battle for sourcestone supremacy.

    In an effort to allow outnumbered forces a chance to disrupt larger forces, as well as encourage their own forces to handle the conflict in a tactically sound manner instead of cowering amongst their peers (especially the case for Dominion's leadership), all three factions began to develop sourcestone constructs designed to assail large swarms of the enemy. In the end, a peculiar strain of sourcestone was found that seemed to weaken when close to larger quantities of the sourcestone to which it was attuned, and grow stronger when close to larger quantities of sourcestone to which it was not attuned.

    Each faction's Swarmbreaker Constructs ended up decidedly distinct in design, though each serves the same function: crushing large concentrations of rival forces.

    Dominion Oppressor
    A mighty and imposing cannon on wheels, the Oppressor aims to demonstrate the overwhelming power of a unified – if smaller – Dominion force by pulling enemies together and allowing the Dominion's loyal Ascended to deal the punishing blow.
    Passive Buff: Oppressive Majesty – Out-of-combat movement speed is increased by 110%. Takes 40% less damage from Ascended. Receives 40% less healing from Ascended. Immune to crowd control effects employed by Ascended.
    Passive Buff: Power By Numbers – Damage dealt and healing received decrease by 0.5% per Dominion Ascended within 100 meters. Damage taken increases by 0.5% per Dominion Ascended within 100 meters. Damage dealt and healing received increase by 0.5% per Nightfall and Oathsworn Ascended within 100 meters. Damage taken decreases by 0.5% per Nightfall and Oathsworn Ascended within 100 meters.
    Granted Ability 1: Cannon Shot – Deals a moderate amount of damage to the targeted enemy and all enemies within 20 meters. Thirty meter range. Instant cast. No cooldown.
    Granted Ability 2: Planar Discordance – Ground-targeted ability. All enemies within 20 meters of Planar Discordance take an additional 0.5% damage per Ascended affected from other Ascended. Thirty meter range. Instant cast. Ten second cooldown.
    Granted Ability 3: Drawn Together – Ground-targeted ability. Pulls up to ten enemy Ascended within 10 meters of the targeted location to the targeted location. Each Ascended pulled then pulls another enemy Ascended within 30 meters to their location. All affected targets are snared, reducing their movement speed by 50% for one second per Ascended affected . Thirty meter range. Instant cast. Twenty second cooldown.
    Granted Ability 4: Surging Energy - Fires a slow-moving projectile towards the ground target. Deals a moderate amount of damage to each target within three meters as it travels. When it reaches the ground target, it explodes, dealing a high amount of damage to all targets within five meters. Thirty meter range. Two second cast time. Eight second cooldown.

    Nightfall Phasespider
    A mighty crystalline spider, Nightfall's wonderous Phasespider stretches its tendrils across the planes, ensnaring unwary foes in a web of elemental energy before delivering a punishing blow.
    Passive Buff: Crystalsilk Armor – Out-of-combat movement speed is increased by 110%. Takes 40% less damage from Ascended. Receives 40% less healing from Ascended. Immune to crowd control effects employed by Ascended.
    Passive Buff: Power By Numbers – Damage dealt and healing received decrease by 0.5% per Dominion Ascended within 100 meters. Damage taken increases by 0.5% per Dominion Ascended within 100 meters. Damage dealt and healing received increase by 0.5% per Nightfall and Oathsworn Ascended within 100 meters. Damage taken decreases by 0.5% per Nightfall and Oathsworn Ascended within 100 meters.
    Granted Ability 1: Planar Tendril – Deals a low-to-moderate amount of damage of a random elemental type to all enemies between the Phasespider and the target once per second for fifteen seconds. Thirty meter range. Instant cast. No cooldown.
    Granted Ability 2: Weave a Tangled Web – Refreshes the duration of all active Planar Tendrils. Instant cast. Thirty second cooldown.
    Granted Ability 3: Gossamer Death – Deals a moderate amount of damage of a random elemental type to each enemy affected by Planar Tendril, and an equal amount of damage to up to three enemies within seven meters who are affected by Planar Tendril. Instant cast. Thirty second cooldown.
    Granted Ability 4: Sticky Sweet – Roots up to ten enemies within 10 meters of the ground target for ten seconds. Snares up to ten additional enemies within 10 meters of the ground target, reducing movement speed by 30% for ten seconds. Thirty meter range. Instant cast. Thirty second cooldown.

    Oathsworn Phoenix
    Representing the mythical creatures that rose from the ashes following its demise, the Phoenix symbolizes the Oathsworn eternal protection pledge, demonstrating that no matter how often they are strike down, they will rise again – and consume those that challenge them in immolating flame.
    Passive Buff: Guardian Flame – Out-of-combat movement speed is increased by 110%. Takes 40% less damage from Ascended. Receives 40% less healing from Ascended. Immune to crowd control effects employed by Ascended.
    Passive Buff: Power By Numbers – Damage dealt and healing received decrease by 0.5% per Dominion Ascended within 100 meters. Damage taken increases by 0.5% per Dominion Ascended within 100 meters. Damage dealt and healing received increase by 0.5% per Nightfall and Oathsworn Ascended within 100 meters. Damage taken decreases by 0.5% per Nightfall and Oathsworn Ascended within 100 meters.
    Granted Ability 1: Searing Heat – Deals a moderate-to-high amount of fire damage to all enemies within 15 meters of the Phoenix. PBAoE. Instant cast. No cooldown.
    Granted Ability 2: Channeled Flame – Deals a high amount of fire damage to all enemies in front of the Phoenix over three seconds. Fifteen meter frontal cone. Channeled ability. No cooldown.
    Granted Ability 3: Roaring Phoenix – Charges at the targeted enemy, triggering Searing Heat upon arrival. Doubles the beneficial effects and halves the negative effects of Power By Numbers for eight seconds. Thirty meter range. Instant cast. Thirty second cooldown.
    Granted Ability 4: Rise from the Ashes – Should the Phoenix be dealt a fatal blow within the next ten seconds, Rise from the Ashes triggers Searing Heat and revives all defeated allies within 100 meters, restoring 20% health and 20% mana to all affected targets and granting them immunity to incoming damage for five seconds.


    Assault Constructs

    Heavily armored and built to ensure equal effectiveness against Ascended and other Constructs, Assault Constructs are intended to stay at range and provide support to the armies of Ascended, though their design does allow them to enter into the fray in a front-line capacity. These constructs represent some of the heaviest, targeted fire-power brought to the field of battle, though the particulars of their construction fortunately (or unfortunately) reduce their availability on the battlefield relative to other constructs.

    Dominion Tyrant
    An imposing monstrosity modeled after the Ram that leads the Dominion flock, the Tyrant brings a powerful cannon and thundering artillery to bear upon those that would resist the imposition of a required state of Law and Order.
    Passive Buff: The Ram's Head – Out of combat movement speed is increased by 100%. Takes 60% less damage from Ascended. Receives 50% less healing from Ascended. Takes 10% less damage from Sourcestone Constructs. Immune to crowd control effects employed by Ascended.
    Passive Buff: Heavy Armor – Takes 10% less damage on attacks from the front and sides, and 5% less damage on attacks from the rear.
    Granted Ability 1: Rapid Shot – Fires a fast-moving projectile towards the target, inflicting moderate physical damage. Forty meter range. Instant cast. No cooldown.
    Granted Ability 2: Charged Blast – Fires a powerful blast of energy towards the target, inflicting high fire damage. Roots the Tyrant for three seconds. Forty meter range. Two second cast time. Five second cooldown.
    Granted Ability 3: Thundering Hooves – Rains lightning strikes down within the ground targeted area, inflicting moderate-to-high air damage over six seconds. Roots the Tyrant for nine seconds. Forty meter range. Six second channel. Thirty second cooldown.
    Granted Ability 4: Unwavering Tyrant – Removes all curses, diseases, and poisons. Restores 20% health over four seconds. Two minute cooldown.

    Nightfall Riftcrusher
    A sleek, elegant piece of craftsmanship, the Riftcrusher displays exceptional lateral mobility, seemingly designed to orbit around foes as it rains death upon them, much as uncontrollable planar energy swirls around the edge of a Rift.
    Passive Buff: Planar Resiliency – Out of combat movement speed is increased by 100%. Takes 60% less damage from Ascended. Receives 50% less healing from Ascended. Takes 10% less damage from Sourcestone Constructs. Immune to crowd control effects employed by Ascended.
    Passive Buff: Planar Agility – In-combat strafing speed is increased by 40%. Takes 30% less damage from attacks in the front, and 10% less damage from attacks from the side, but takes 40% more damage from attacks from behind.
    Granted Ability 1: Rapid Shot – Fires a fast-moving projectile towards the target, inflicting moderate damage of a random elemental type. Forty meter range. Instant cast. No cooldown.
    Granted Ability 2: Planar Beam – Fires a beam of energy towards the target, inflicting high damage of a random elemental type to the target and a moderate amount of damage upon any enemies between the Riftcrusher and the target. Roots the Riftcrusher for three seconds. Forty meter range. Two second cast. Five second cooldown.
    Granted Ability 3: Energy Field – The Riftcrusher places two ground targeted crystals within 30m of each other, and projects a wall of planar energy that crosses between these two points for ten seconds, inflicting high damage of a random elemental type once per second to any caught within the wall's path. Roots the Riftcrusher for nine seconds. Forty meter range. Three second channel beginning after the second crystal is placed. One minute cooldown.
    Granted Ability 4: Planar Illusion – Disarms and stealths the Riftcrusher for five seconds, placing an illusory copy in its place. While stealthed, the Riftcrusher's movement speed is increased by 40%. Planar Illusion cannot be cancelled.

    Oathsworn Predator
    Bringing the ferocity of the Oathsworn's symbolic lion to the field of battle, the Predator's regal and empowering stature is matched only by its powerful weaponry, which build upon the strength of an aggressive Oathsworn attack.
    Passive Buff: Regal Splendor – Out of combat movement speed is increased by 100%. Takes 60% less damage from Ascended. Receives 50% less healing from Ascended. Takes 10% less damage from Sourcestone Constructs. Immune to crowd control effects employed by Ascended.
    Passive Buff: Overwhelming Strength – Damage from the Predator's targeted attacks increases by 1% per Oathsworn Ascended within 20m of the target, up to 20%. Ranged attacks against the Predator generate a stack of Lion's Might. Lion's Might stacks up to ten times. Damage from ranged attacks made against the Predator is reduced by 2% per stack.
    Granted Ability 1: Rapid Shot – Fires a fast-moving projectile towards the target, inflicting moderate physical damage. Forty meter range. Instant cast. No cooldown.
    Granted Ability 2: Lion's Roar – Fires a projectile towards the target, inflicting high physical damage and generating a stack of Lion's Might. Lion's Might stacks up to ten times. Roots the Predator for three seconds. Forty meter range. Two second cast. Five second cooldown.
    Granted Ability 3: Lion's Charge – Causes the Predator to leap towards the target, rooting both it and the Predator for six seconds. Grants Lion's Shield, which reduces damage from melee attacks made against the Predator by 10% per active stack of Lion's Might for ten seconds. The Predator cannot generate new stacks of Lion's Might for ten seconds. For ten seconds, Lion's Roar becomes instant cast, consumes a stack of Lion's Might per cast, and inflicts its damage on up to three additional enemies within ten meters of the original target. Roots the Predator for ten seconds. Forty meter range. Two second cast. One minute cooldown.
    Granted Ability 4: Defensive Leap – Causes the Predator to leap backwards thirty meters, reducing damage dealt by 80% and damage received by 40% for five seconds. Instant cast. One minute cooldown.


    Construct Killers

    Given the quick rise of the Sourcestone Constructs on the battlefields, the factions' armies occasionally found themselves powerless when facing a large assortment of enemy constructs. Engineers and technicians from all three factions quickly devoted their efforts towards crafting constructs who were extremely effective at debilitating and destroy those of their enemies. The resulting constructs were at a decisive advantage against other constructs, but had no ability to contend with enemy infantry and found themselves highly susceptible to attacks from Ascended. As such, these Constructs required the control of a deft hand and cunning deployment on the battlefield, for their effective use could quickly turn the tide of battle.

    Dominion Eradicator
    A small cousin of the Dominion Tyrant, the Eradicator's resemblance is in appearances only. The Eradicator exchanges the “unyielding force” feeling of the Tyrant for one of overwhelming strength, emphasizing that Dominion's power comes from both displays of presence and displays of power.
    Passive Ability: Destroyer's Touch – Increases out-of-combat movement speed by 150% and in-combat movement speed by 30%. Takes 80% less damage from Sourcestone Constructs, but receives 30% less healing and takes 30% more damage from Ascended. Immune to crowd control effects employed by Ascended.
    Granted Ability 1: Sourcestone Disruption – Inflicts high Life damage to the targeted Sourcestone Construct. Twenty meter range. Instant cast. No cooldown.
    Granted Ability 2: Destructive Blast – Inflicts very high Life damage to the targeted Sourcestone Construct over three seconds. Twenty meter range. Channeled cast. Can be used on the move. Ten second cooldown.
    Granted Ability 3: Sourcestone Overload – Causes the next three damaging abilities used by the targeted Sourcestone Construct to inflict an equal amount of damage on the Construct itself. Lasts eight seconds. Twenty meter range. Instant cast. Ten second cooldown. Off the GCD.

    Nightfall Disruptor
    Rather than overwhelm enemy constructs with sheer displays of force, the Disruptor taps deeper into the planar reaches to slowly cripple and disable enemy Constructs, allowing for their eventual destruction by Nightfall forces.
    Passive Ability: Disruptive Presence – Increases out-of-combat movement speed by 150% and in-combat movement speed by 30%. Takes 80% less damage from Sourcestone Constructs, but receives 30% less healing and takes 30% more damage from Ascended. Immune to crowd control effects employed by Ascended.
    Granted Ability 1: Sourcestone Disruption – Inflicts high Air damage to the targeted Sourcestone Construct. Twenty meter range. Instant cast. No cooldown.
    Granted Ability 2: Sever the Bond – Inflicts high Death damage to the targeted Sourcestone Construct. Sever the Bond further weakens the integrity of the construct, reducing the targeted Construct's maximum health by 5% per cast. Sever the Bond stacks up to ten times. Twenty meter range. Channeled cast. Can be used on the move. Ten second cooldown.
    Granted Ability 3: Planar Eruption – Causes the next three damaging abilities used by the targeted Sourcestone Construct to overwhelming the construct with planar energy, stunning the construct for five seconds. Lasts thirty seconds. Twenty meter range. Instant cast. Thirty second cooldown.

    Oathsworn Ravager
    Passive Ability: Prowling Beast – Increases out-of-combat movement speed by 150% and in-combat movement speed by 30%. Takes 80% less damage from Sourcestone Constructs, but receives 30% less healing and takes 30% more damage from Ascended. Immune to crowd control effects employed by Ascended.
    Granted Ability 1: Sourcestone Disruption – Inflicts high Earth damage to the targeted Sourcestone Construct. Twenty meter range. Instant cast. No cooldown.
    Granted Ability 2: Cut the Strings – Inflicts very high Earth damage to the targeted Sourcestone Construct. Can only be used against Sourcestone Constructs below 40% health. Twenty meter range. Instant cast. No cooldown.
    Granted Ability 3: Crippling Weakness – Each time the targeted Sourcestone Construct uses a damaging ability over the next twenty seconds, they suffer from Crippling Weakness, reducing their damage by 2% and their movement speed by 10% per stack for ten seconds. Crippling Weakness can stack up to ten times. Twenty meter range. Instant cast. Thirty second cooldown.
    Glaiveheart :: Warrior || Areyk :: Cleric || <Wasted Talent> || Deepwood || Likes Received (1,200)
    Also: Kyerashield :: Warrior || Keirsti :: Rogue || Jariale :: Cleric || Kaliboras :: Mage
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    Ascendant Kyera's Avatar
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    P.S. The font got swapped to Arial when I copy-pasted it out of Google Docs, which is kind of a pain in the ***, so I'm going to see if I can get permissions to edit the hell out of it or have someone come in and get it back to the forum default font, for consistency's sake. I really don't like white-coloured Arial on the Rift forum colour scheme. :|
    Glaiveheart :: Warrior || Areyk :: Cleric || <Wasted Talent> || Deepwood || Likes Received (1,200)
    Also: Kyerashield :: Warrior || Keirsti :: Rogue || Jariale :: Cleric || Kaliboras :: Mage
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    Rift Chaser Topology's Avatar
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    So much text.

    Hopefully everyone reads it.

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    Ascendant LOveRH's Avatar
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    Thanks for taking the time to do this. Great ideas!

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    Rift Disciple
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    I like this ALOT!

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    Shield of Telara Division's Avatar
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    Quote Originally Posted by Balrog21 View Post
    I like this ALOT!
    "A LOT" is actually 2 words!!

    Iusuallydon'trectifypeople'sspelling,butitwascappe d!

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    Quote Originally Posted by Division View Post
    "A LOT" is actually 2 words!!

    Iusuallydon'trectifypeople'sspelling,butitwascappe d!
    doyouFEELbetternow?
    Zoartype@Deepwood

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    Ascendant
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    Nice, I was wondering what you were going to do about the Manipulator.
    White Fang

    Adastra@Greybriar

  11. #11
    Ascendant Keota's Avatar
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    Very cool stuff here not really the direction I personally would like to go but if i had to choose another CQ i would be in full support! Took me a while to read through my 7 month old doesn't sleep very much >_<. Ill get back to you with some better feed back soon.

    great job
    Zoartype@Deepwood

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    Shield of Telara Division's Avatar
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    Quote Originally Posted by Keota View Post
    doyouFEELbetternow?
    DidyoulearnsomethingtooZoaryPoo?

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    Kyera: Well thought out. I think what made wvwvw more popular in guildwars than vs Rift's conquest was that is allowed people to login to the match and come and go as they please. So they were not forced to stay there the entire period. I noticed a lot of rant threads because of extra long conquest matches.

    (You could level up toons there as well which was a bonus.)

    Being eliminated completely after your teams "heart" is destroyed leaves no room for a massive come back or shifting the balanced..if it ends up being a massively long battle that is what to look forward too. (I would rather have a shift of conquest being open all the time rather than every 2 hours)

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    Well done, I know you have been working on this for awhile.

    The Destabilizers need not be attacked or destroyed prior to a shift – proximity is sufficient. Note that there is no visible map notification when control of a Destabilizer is contested, making communication between players and astute observation of enemy movement a key asset in properly assessing choices of targets to attack and defend.
    This sounds great in practice but won't work in reality. One thing I have experienced from GW2 is that times have changed to much. People simply refuse to communicate without visual cues and fairly sledgehammerlike hand holding. Its sad really. Ultimately notifications when attack points come under strike will be necessary.

    What I like:
    1.)Multiple points that really allow forces to split, something Conquest doesn't ultimately do.
    2.)At the same time there are large funnel objectives that force large scale clashes particularly late game. I think this works very well.
    3.)I like the fact that its a longer match. In some ways it reminds me very much of Wintergrasp in WoW. this isn't a terrible thing since Wintergrasp, while fundamentally flawed due to some poor design decisions, had a very good core concept.

    What I dislike:
    I covered this up top, that was my biggest "flaw" that I saw.

    What could be improved upon:
    1.) The biggest issues Conquest has IMO (as the poster above me said) is that it doesn't reward for time. Thus a point tally calculation system of some type is preferrable. Conquests percentage system doesn't allow for people to drop in and out. As the poster above me pointed out, GW2 got this right with WvsW in that what you put in is what you get. Thats whats great about a system that rewards constantly and incrementally rather than in large chunks at one or two specfic points.
    2.) A more interesting reward. I think Blizzard actually had the right idea with their raid dungeons attached to Wintergrasp and Lolbad (Tolbarard) they just had horrible implementation. I think you need to look at Aion and DAOC to see games that implemented PVP dungeons in a way that made it not only fun for PVP players but for PVE players.. I think making it so that the area is open world and pvp enabled but with one time flagging (what that means is when you zone in you choose to flag or not, if you do then its pvp on, if you don't then you can't change your mind about it unless you go out and rezone in). Also having the area not actually inside the PVP map is a good idea. DAOC and I believe Aion as well had their areas accessible to people who didn't want to pvp, if you wanted to raid Legion in DAOC you didn't need to participate in RVR to do so. The control of the pvp dungeon area's accessibility is the only gate. You aren't forcing pve players to pvp and vice versa.
    3.) Is it persistant enough? This one is definitely something that is a personal preference thing. Some people like myself would want a more persistant map, others something more warfront like, and still others something in between,. This feels like something in between, but in a way that makes sense with the concept, unlike Conquest where the match length seems so arbritary.

    I love the detail you put into this (all the constructs, buffs, maps and well everything), though I am sure you probably realize if they did use this idea most of that would never get used, it really helps sell the strength of the concept. I bet some of the devs had a great time reading through this, and hopefully it will spark an idea that leads to something better than the Conquest we have now.
    Planar Breach Support Open World PVP and PVE!
    Sourcewell and PVP Rift Objective Based PVP A more resource efficient way of adding Open World Objective based PVP!
    Ember Isle Open World Style PVP Repurposing Lets do something with this amazing zone!

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    Ascendant Kyera's Avatar
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    Quote Originally Posted by Division View Post
    Being eliminated completely after your teams "heart" is destroyed leaves no room for a massive come back or shifting the balanced..if it ends up being a massively long battle that is what to look forward too. (I would rather have a shift of conquest being open all the time rather than every 2 hours)
    This is honestly one of the areas where I spent a lot of time thinking about how to handle it. Obviously, the entire series of objectives leads to the destruction of the "core" of the Fortress, for a meaningful, explained rationale instead of something completely arbitrary (what about 60% control of Extractors in Vanilla Conquest suddenly spawns giant beacons from the Plane of Death and dispels two of the three factions from Telara?). The only rationale I could come up with that was sound and justifiable was "because it's what is actually keeping people here", which means that its destruction more or less has to end up kicking people out.

    Note that people aren't kicked out the minute the Heart is destroyed -- though I'm contemplating having the Heart explode in a pulse of energy, killing anyone still inside the Fortress after thirty seconds or so, on any faction, but that might not be well received -- but rather stick around until they are killed and respawn or force respawn. This means that a particularly agile force -- keeping their Soulwalks up, picking up Sourcestone Infiltrator knowing their Fortress is about to be destroyed, and organized enough to do a lot of damage without suicide charges, like, say, a GUILD OF SMART PVP PLAYERS -- can stick around and do a lot of damage. Should they actually manage to destroy the Heart of another faction, which triggers the end of the instance, they manage to steal all of the rewards.

    The intent of this is to accomplish the following bullet points:

    a) incentivizes the griefing/trolling/bragging motivation that bigger PvP guilds are fueled by, encouraging them to play even in defeat.
    b) forces the two "victors" to devote some resources to squashing the remainder of the faction after they "win", unlike current CQ where everyone holds hands and tags extractors.
    c) encourages players to hang around and try to do some damage when the game is lost instead of just bailing.

    Still, it might be worth incentivizing Destabilizer tick bonuses from kills this faction gets in defeat, increasing rewards by some small margin (under the guise of a Survivor or Guerilla or Against All Odds Bonus).

    The other important thing to note is that this defeat and ejection is not "permanent" -- after thirty minutes (a timer that could be changed based on how long matches run) they have the option of requeuing for either of the two remaining factions, so if the game DOES run long once it gets down to two factions (perhaps satellite control points weren't upgraded or were highly contested, so the cannons didn't do tangible damage to their shields before the third faction was taken out by a direct assault or whatever), they can still take part.

    Quote Originally Posted by Khelendross View Post
    This sounds great in practice but won't work in reality. One thing I have experienced from GW2 is that times have changed to much. People simply refuse to communicate without visual cues and fairly sledgehammerlike hand holding. Its sad really. Ultimately notifications when attack points come under strike will be necessary.
    I'd still like this to be something fueled by player communication, as a rule. We should be doing things that reward communication and teamwork, rather than coddling and supporting poor habits with infrastructure that allows players to be lazy. Yes, I understand most players don't want to do this, but if Conquest has told me anything, there are definitely players that take a peek at the map or observe enemy movement in stealth and rely information about specifics or what they speculate will happen.

    Still, I think there does seem to be some sort of notification that occurs or that can be sent out beyond text in a chatbox, since I know for a fact that most people don't take the time to read it. While I was driving back from my trip out of town today, I thought about implementing a Sourcestone Commander Armament, that could only be picked up by players who were leading a raid of at least ten players, that had certain, raid-supporting and/or raid-coordinating abilities. This could fit into that, and by restricting it to these conditions, it's less susceptible to be abused by *******s in pugs (like me, who ready-checked warfronts into oblivion). If someone is being a ponce with it, you just drop their raid and reform. I'll throw this class at the end of the reply and add it into my propopsal.

    Quote Originally Posted by Khelendross View Post
    1.) The biggest issues Conquest has IMO (as the poster above me said) is that it doesn't reward for time. Thus a point tally calculation system of some type is preferrable. Conquests percentage system doesn't allow for people to drop in and out. As the poster above me pointed out, GW2 got this right with WvsW in that what you put in is what you get. Thats whats great about a system that rewards constantly and incrementally rather than in large chunks at one or two specfic points.
    The concrete values of the reward structure of this instance aren't really fleshed out, but if you skim them, you'll notice I'm trying to place a higher emphasis on rewards accrued through the course of play -- though there will still be a fairly tangible end-of-game (or end-of-a-faction) reward since this is a game type with an ending. Rewards throughout the matched come from kills (as normal) and from a periodic bonus payout from Destabilizer control (likely when it fires), which have a small baseline but include a scaling component based on kills in proximity to the Destabilizer over a period (rewarding you for defending against enemies or killing a lot of enemies defending). Over the course of a typical match, especially with the estimated times, this should outpace any end-of-faction rewards (which are kind of like the end-of-warfront bonus, to give a relative comparison). This way you can drop-out before a match ends without feeling like you're going to miss out on 90% of the reward (which is really only true in Conquest thanks to Marks).

    Quote Originally Posted by Khelendross View Post
    2.) A more interesting reward. I think Blizzard actually had the right idea with their raid dungeons attached to Wintergrasp and Lolbad (Tolbarard) they just had horrible implementation. I think you need to look at Aion and DAOC to see games that implemented PVP dungeons in a way that made it not only fun for PVP players but for PVE players.. I think making it so that the area is open world and pvp enabled but with one time flagging (what that means is when you zone in you choose to flag or not, if you do then its pvp on, if you don't then you can't change your mind about it unless you go out and rezone in). Also having the area not actually inside the PVP map is a good idea. DAOC and I believe Aion as well had their areas accessible to people who didn't want to pvp, if you wanted to raid Legion in DAOC you didn't need to participate in RVR to do so. The control of the pvp dungeon area's accessibility is the only gate. You aren't forcing pve players to pvp and vice versa.
    I would not be opposed to, say, wacky Alternate Telara 5-man and 20-man instances, whose entry was tied in to control of this zone (control being defined as being the last faction to "win" the instance). This has some minor logistical problems for guilds that don't queue for Conquest together, but that just means those guilds have to get their [expletive] together. It doesn't, however, have the sort of contested, open-world element to it, and we don't have to worry about the Conquest faction being a thing outside of Conquest beyond clearly people to queue up for this.

    I wouldn't be opposed to having an "open world" area of the same type -- perhaps the Creepy Planar Forest that was the backdrop for the storytelling part of my post -- that contains this instance/zone (also shared), with entry tied to control. However, I see this having some more tangible problems, which I have ramblingly tried to briefly give examples of as follows:

    a) Rift has two factions. Guilds can have both factions. Both factions can queue for any of three Conquest factions.
    b) Conquest has three factions, which exist only within Conquest. Your original faction and/or guild have no impact on your Conquest faction, making entry control tough to determine. It could be based on the last faction with which you played, but since not all guilds have people queuing together, you could end up with the aforementioned logistical problems (and odd things PvP players in guilds griefing PvE players in the same guilds, which I think would be super awesome but most people would not)
    c) This dungeon (or instance) could instead be a part of Conquest: Lifestone Quarry, but then you run issues with PvE populations (people going to run the dungeon) taking away numbers from the PvP populations, which could lead to some heavy imbalances (though it means the last winners might be at a disadvantage owing to a PvE% of the population, which could address some pop imbalances).

    The only other solution I can see is to have a persistent zone (e.g. Creepy Planar Forest), where your last-queued Conquest faction (people re-queuing afted defeat do not change it) remains your "faction". This could be a non-objective driven meatgrinder, like a dedicated PvP zone (a... New Frontier...s...?) which happens to contain the entrance to this shared dungeon. Between rounds of Conquest: Lifestone Quarry, you can carry your Conquest faction's torch and continue the fight in this zone (and the associated, shared dungeon); while players are fighting in the instance, PvE groups likely have a safer time getting in the dungeon, but then risk getting destroyed if control switches at the end of this instance. However, a zone like this is going to a) require the construction and design and balancing of another, admittedly content-light zone and b) risk taking even more people out of the existing open-world content when Conquest is not in play.

    Still, I think that last solution is the closest we'd get to what you describe with the Faction Fiction changes and the Conquest dynamic.

    It also adds an element of persistance, which leads into your next suggestion:

    Quote Originally Posted by Khelendross View Post
    3.) Is it persistant enough? This one is definitely something that is a personal preference thing. Some people like myself would want a more persistant map, others something more warfront like, and still others something in between,. This feels like something in between, but in a way that makes sense with the concept, unlike Conquest where the match length seems so arbritary.
    I personally think Conquest, by its very design, is meant to be somewhere between a Warfront and an ongoing piece of content, and I think the timeframe this design draft fits is the one that is the best fit based on community comments. Having a three hour match with one hour downtime is reasonable to me, especially given the complaints people have about matches running longer. I know that can be inconvenient for people that show up late to the party, but I think taking out the "downtime" diminishes the impact of the game "ending", especially if we DO tie it to another piece of content as you suggest in your second suggestion. Still, you could certainly keep the instance "persistent", especially if you wanted to put your linked content inside the instance, by having factions remain "knocked out" for an hour or two and then having them rejoin with full shield/Heart, while putting a moderate regen rate on shields/Hearts when not subject to cannon fire. This means that one faction could boot out the other two factions and "win", and then slowly regen; perhaps the first faction comes back in while the "winners" are only at 30% on their shield, yet all the cannons are pointing their way, so they have to blitz and retake while the "winners" may be disadvantaged due to having players in PvE land.

    Don't get me wrong -- I can see ways to do what you want to do in 2) and 3), but I just think it a) makes it not Conquest and b) requires a rework of the Conquest Faction system and several elements of this proposed mode. You could definitely do it, though. :3

    *******************************

    So, as I said somewhere in this post, I wanted to propose another type of Sourcestone Armament. This one is designed to go to raid leaders in the instance, giving them powerful raid-centric abilities that support the rest of the raid and reward the raid for staying together. It also rewards players that are willing to step up and charismatic enough to get people to listen to them and coordinate with them. This is, of course, a first draft, much as everything else was, but here goes:

    Sourcestone Commander
    The exotic piece of Sourcestone that results in this armament is infused with primal energy from the plane of Fire. Drawing upon the power of the Ascended's personal charisma, and the power of other Ascended that rally around him, this Armament allows the Ascended to support and coordinate the efforts of their raiding forces. Scholars have noted that this Ascended is highly unstable, and will quickly unravel if its bearer no longer has close ties with other Ascended. This Armament is best suited towards Ascended leading coordinated, structured raids of at least ten players.
    Passive Buff: Ascended Augmentation - This Sourcestone Augment only functions for Ascended who are leaders of a raid of at least ten players. If, for whatever reason, the Augmented Ascended is no longer the leader of a raid containing at least ten players for a period in excess of twenty seconds, this Augment automatically dissipates.
    Granted Ability 1: Sourcestone Marker - The Commander can channel the power of the sourcestone to place a marker at any Planar Destabilizer within the instance, using his or her minimap. This marker lasts for one minute. If placed on a friendly Destabilizer, this marker will display the number of hostile players within its vicinity on the minimap and broadcast a faction-wide warning should the Destabilizer come under siege. If placed on a hostile Destabilizer, this marker indicates the Destabilizer's status as the Commander's target, broadcasting a faction-wide warning to that effect. Instant cast. Three minute cooldown.
    Granted Ability 2: Sourcestone Rally Beacon - The Commander places a rally beacon at a ground target within range. All members of the Commander's raid receive a granted ability that allows them to teleport to this location. This granted ability has a five second casting time, remains active for one minute, and has a ten minute cooldown. This ability can be used in combat. Ten meter range. Five second cast time. Fifteen minute cooldown.
    Granted Ability 3: Sourcestone Artillery - Planar energy from the Commander's Fortress rains down upon the specific ground target, inflicting undefined damage per member of the Commander's raid within fifty meters over five seconds to all targets within a ten meter radius. Thirty meter range. Four second uninterruptible cast time with a five second channel. Ten minute cooldown.
    Granted Ability 4: Sourcestone Pulse - A highly disruptive pulse of planar energy blasts the targeted area, disabling all Sourcestone Constructs within a forty meter radius area for one second per member of the Commander's raid within fifty meters. Fifty meter range. Four second uninterruptible cast time. Ten minute cooldown.
    Glaiveheart :: Warrior || Areyk :: Cleric || <Wasted Talent> || Deepwood || Likes Received (1,200)
    Also: Kyerashield :: Warrior || Keirsti :: Rogue || Jariale :: Cleric || Kaliboras :: Mage
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