Q&A worst answer ever

Q: New OPR / Arena Maps ?
A: Split groups, changes matchmaking, how do we decide what map we go on?

Honestly… PLEASE HIRE ME for the team! Cuz you guys have no idea of what you doing… You know nothing about MMOs, have ZERO experience…

It doesn´t split groups… you don´t need to decide what map to go…
This is how it works:
You add maps to Arena and OPR, people will join those modes and system will pick randomly what will be the map.
Seriously… have anyone in your team ever played another MMO??? This is embarassing…

15 Likes

yes it does split groups for balance. and choices between maps as a precombat vote for what map to play are common. it’s not unusual those things. for instance 5 heals que together but there is only one other healer… that group needs split

What the hell are you saying? It´s exactly the same as having only ONE map… Exaclty same proccess… SYSTEM will pick the map randomly, you don´t get to pick what map you will play… it´s the same groups… Seems like you never played another mmo… just like AGS Devs.
Same thing as WoW Arenas, or Lineage II “olympics”, or every other MMO with Arenas and BGs.

5 Likes

I think what he as trying to explain is the split of interested people not parties. As in the group of players who enjoy PVP. PVPers like to think they are the bigger demographic but I am willing to bet a lot that the stats AGS has shows otherwise and they understand that a new map would likely slow down que times if players are given a choice of which one to play - at least until cross server ques happen.

Firing more matches is exponentially more important than fresh content to the bulk of players. Cross Server allows this. New maps take a lot of resources from the art team and some sort of QA team to balance. Resources better used elsewhere till we get cross server and can actually get the matches fired off.

2 Likes

Yes, but one of the reasons it finds less matchs every time, is becuz the content is extremelly repetitive and people stops playing it… including Maps. Playing the same map over and over, people get tired and bored…
I agree that cross server is more important… But new maps are so easy to do that there is no excuse not to do it (and they keep trying to find excuses). I mean, Brimstone Sands literally has a coliseum that they could use as an Arena.

Well, something is wrong on this word when you know they were not even capable to explain how luck work for the first 6 months XD…

2 Likes

Yeah… I´m losing hope

ags2

4 Likes

My biggest complaint is the faction war system. Never mind the OPR, that is its own can of worms, im talking about the open world pvpve experience. Its not fun. Currently its a long and boring and unrewarding experience attached to a 45 minute grand finale and no im not talking about the material gains from completing the faction missions I’m not talking about the rewards from the faction representatives. For those materialists reading this, you appreciate your goodies for as long as 4 minutes until the novelty wears off and becomes the new standard. Im talking about simply the actions associated during the missions feeling boring and uninspired and with all the previous examples of games made over the years they chose the worst. King of the hill, deliver the package to the same arbitrary area and pick up 5 items located at the same places none of which have anything to defend or protect against and is entirely dependant on player intervention.

What would be an acceptable change and this is just an example dont get angry…

This is a hybrid of PvP with PvE elements faction missions that resemble PvP multiplayer game objectives that can be played independently. The beauty of this is it negates waiting times, rosters, and fixes itself to already existing mechanics making it easier for devs to implement compared to other projects they work on and from other pitches i have seen on the forums. But has much more room for expansions later down the road.

What I propose is in contrast to the current faction quests. this feature would make use of the current faction rep quest giving model while offering more versatility.

To set the parameters, utilizing the forts and tents are the primary focus. They should be be populated with 10 NPC’s respective to the territories level that ally with the faction that currently controls the fort or tent. With some consideration I find the combination of 1 elite commander, 2 elite captains, 2 archers, 1 rifle-man, 2 sword and shield, 1 great axe, and 1 spear would be a well balanced defense for the NPC population at each structure.

A faction representative should be at the forts and tents for rapid mission deployment but fort and tent reps should offer lesser points than town reps to accomodate for a third faction to attempt to catch up to control a tent or maybe even overtake a fort.
To gain control over the fort or tent instead of the 10 minute king of the hill gameplay which is currently the longest waste of time in gaming history. Instead, the faction that has the most pull in the territory control gets the fort and the faction with the second most control gets the tent.
Faction missions completed from the towns should offer more points to ensure a catch-up mechanic for the third faction.
And here js the kicker to really mix things up. The faction rep is made as a psudo boss character (an elite level 85) if you want to kill this character. You are going to have to earn it but the reward is that the enemy faction can no longer get missions in their fort or tent until it respawns.

Dividing the missions into two categories.
groupers (missions that rally players together, they dont pay much but can be done in rapid succession)
and…
pullers (missions that pull players away from the forts and tents to stimulate a struggle, and they should pay more to discourage players form ignoring them)

THE CONVOY puller - Team fortress two had an escort multiplayer mission where teams had to defend a cart and deliver it to its destination while the other team has to destroy it. I propose a multi caravan convoy that has to travel from the town or border, to the fort or tent which would pull players away from the fort or tents for a certain amount of time. however the enemy faction has to destroy all 3 caravans to prevent a victory. one caravan should have a war horn, one should have a turret and one should have a cannon completely usable.

SABOTAGE grouper - In 5 minutes, teams have to defend the fort while the others have to attempt to tamper with the forts defenses. with visual smoking effects for the already affected equipment. total sabotage of all the equipment is required for victory while defending teams have to repair the equipment.

DEMORALIZE THE ENEMY grouper - Capture the flag between the fort and tent its been tried tested and has held its own for decades as a standard multiplayer PVP game type.

DOUBLE AGENT puller - Intercept the defector, track and capture or eliminate the defector who is currently trying to flee the territory. take the intel carried by the defector and bring it back to your faction rep or take it to the enemy’s faction rep for no faction points but an increased monetary gain.

SPECIAL DELIVERY grouper - Deliver a caravan loaded with explosives to the enemy’s fort or tent players must physically push the caravan and defend it to succeed.

ASSASSINATE THE COMMANDER grouper - Kill the commander, stealth optional.

SUBTERFUGE grouper - Deliver the fake orders to the corrupt faction rep without being detected by the guards.
Optional puller kill a messenger last reportedly seen in-between the town and the seige, take his letter and deliver it to us for a bonus.

FOOT PAD puller - Circuit race, run and deliver a note to 4 destinations within the timer to receive a reward.

KING OF THE HILL grouper - Hold the middle ground for a collective time of 10 minutes (one man holding position is 20 minutes, two men holding position is 10 minutes, 3 men holding position for 6.66 minutes, 4 men holding position for 5 minutes) and time doesnt reset upon death

MAGE-BALL grouper - A flock of turkeys are in the battlefield. we cant let these get us in a fowl mood. take them out. 2 minutes to kill 20 turkeys may the best mage win.

RESIDENT CORRUPTED grouper - M micro demon is loose nearby, small but absolutely deadly. take it out. if you die you rise up as one of them with a 50% health debuff but a 125% damage increase. you slowly loose health but gain health per players defeated. you loose the ability to perceive friend from foe except other corrupted, you gain 50% haste for 5 mins and gain a small faction bonus bonus for every man killed. but killing the demon gets you a lot of faction points.

6 Likes

They should just change the maps weekly just like mutation rotations. One map this week, a different one next week.

3 Likes

Art assets and terrain balance take quite a bit of time. Easy =/= Low Resources.

Most of the polls have asked if you do an activity, pvp players are really pvx players as they are forced to run dungeons for expertise/umbral shards so if you subtract the pvp croud from pve % you honestly get a higher pvp %

https://newworldsurvey.netlify.app/

Now this survey is a little dated but even at the time, valhalla the largest US East server, which is the largest region was showing Pvp at a higher population than pve. Now again if we subtract the pvp from the pve % and we consistently get a high pvp population.

When pvpers demand and desire mega servers cherry picking the largest server to try to illustrate a larger pvp demographic is a predictable outlier. You all transfer to full servers for more pvp, the biggest server will have more pvpers.

Look at the rest of the servers in us east most are much more pve skewed than any servers skewed pvp and nearly all us east are scewed pve.

Did you guys see the new Eldens Ring trailer? It’s nothing but new pvp content. How does ags miss the mark so bad

Picking map randomly isn’t best way how to do it. In the end with multiple maps you can have your favorite ones and the ones you hate to play. This creates problem with splitting que times. You’re offering short term solution.

You mentioned World of Warcraft, do you know why they don’t plan to add more battlegrounds maps? Why adding new map in Battle for Azeroth was a mistake? Because there is way too many types of battlegrounds and Blizzard admitted that they need to do something with it before adding something new to PVP. It took them almost 5 years between last two battlegrounds and who knows how long it’ll take now.

Their concerns are maybe not important right now, but in the future it can be. Why not deal with that problem now, so there isn’t any problem in the future? Crazy, I know.

??? It doesn´t create problem with splitting queue time… and doesn´t matter if you have your favourites or not, cuz you won´t be picking the maps… System will. You will queue for Arena, and you will find out what map is once you are inside, like WoW and every other mmo. What you said makes no sense. Maybe you are thinking “more modes”… that´s different… more modes would split and create more queue… more MAPS, won´t.

Still waiting for the AGS call… just hire me… I fix this game in 1 day.

This topic was automatically closed 21 days after the last reply. New replies are no longer allowed.