Options for different team sizes is a must.
2v2s, 3v3s, 5v5s, 10v10s, 20v20, 50v50
Options for respawns: None, 1 per person, 5 per team, or instead the option to just brawl it out for a preset time limit. But have options, some people enjoy and may only have time for a 5-10 minute fight
real quick while others might be looking for a 50v50 hour long Ironman match with most kills as the win condition. The more options, the better.
Get rid of the downed mechanic for arenas specifically so when you run out of health,
you’re out of the fight or you use one of your
teams respawns and spawn somewhere nearby
just a few seconds later to give the team that got the down a chance to snowball.
The player that lands the killing blow gets the kill,
anyone else that contributed damage OR healing to somebody without max health within X seconds gets an assist.
Points are given for kills as well as damage dealt, received, and healed. Points are given on a percentage based on how much damage was done to a player on their “last health bar”.
Last health bar works like this:
Player A+B are attacking C
A hits C for 90% of his Healthbar
C heals for 50%, bringing him back up to 60%.
B hits C for 60%, getting the kill on C and also 60% of the damage from the kill. A gets 40% of the damage worth of points as well as an assist.
Kills worth 10 points, 10% damage = 1 point,
assists are worth 2 points.
Heal points would be calculated the same but
maybe only at 1/2 the rate.
Getting Points for tanking damage would be calculated by figuring out how much damage was done to you and then calculating how much you effectively blocked by armor/MR/etc.
Say 10k health is worth 1 point, so everytime
anybody loses 10k actual health a point is
generated for that player. Being overkilled
wouldn’t add to this, but gives people an option
to soak up as much damage as possible with
as much effective healing as possible.
A competitive worldwide ladder, but might be getting ahead of the ballgame here.
While we’re at it and dreaming though,
cross-server arenas would be BiS.
Start with the basics, 100% PvP arenas.
Just to start out a simple deathmatch maybe
with a limited number of respawns per team/player.
After this is a reality, start introducing things like Capture the Flag and King of the Hill, also bomb/defuse could definitely be a niche that
some people would really like.
After we’ve got a number of pure PVP game modes working and players are happy, start exploring things like a MOBA via a mix of invasion mechanics/OPR.
(Think about it: a double (or even triple!)sided invasion, with two opposing teams both surrounded by corruption. You’ve got to simultaneously defend your fort from the invasion AND the opposing team. Theres a huge opportunity here, but we need pure PVP game modes available 100% first)
Let players earn a similar time invested/reward ratio of Umbral Shards to dungeon mutations, with more going to the winner of a match.
Have a single “arena server” per world cluster/region to start out with that keeps a current copy of each character from the world set, and after matchmaking finds your opponents from somewhere in the cluster you’re all sent to this completely instanced server for the arena, hopefully this would help alleviate some of the desync/rubber banding. (If this is at all viable maybe it could be an option to explore to help fix the same issues in war as well?)
Let there be different arena queues for pre-made groups and joining solo, too. 10 random people vs the top 10 EF/WW owners probably won’t be much fun for either side. If the MMR is done correctly this won’t even be an issue.
I know this is a lot, but I hope you read it and at least discuss it and explore the options.
This game has so much potential and we all want to help realize that potential.