Suggestion to Allow PvE & PvP to work together

I keep reading that AGS want PvE to complement PvP but there currently is no real system to achieve this other than upgrading town boards which is passive to say the least.

So here is my idea.

PvP & PvE play alongside each other in the same mode let’s use OPR as a template in a Hypothetical game mode/instance

5xPvE qued and 15xPvP qued each side to keep within 20v20

The 5x PvE cannot join PvP combat obviously but they can kill mobs and gather

Key areas like mines, forests and wolf caves need to be captured by PvP players to allow PvE players to gather and mine there. Or Capturing the area provides a 3-5x harvest multiplier giving faster gathering for the PvE players on their team. The PvE players are then responsible for upgrading the forts. Building the doors turrets etc and the PvP players utilise the defences.

Things like gates/turrets can only be placed once per capture cycle or once a point has no enemies within so the PvE players don’t just sit there repairing doors.

PvE players can also deposit azoth into the supply sheds which replenishes stacks for PvP players to pick up Pots and food without having to farm it themselves. Pot and food availability depends on how much azoth PvE players deposit.

This does not have to be limited to an OPR style scenario but could actually help in Wars for example. Spliting up PvP players who will need to support/capture resource locations for PvE players.
If you need to build sieges to attack and defend but you need Wood metal and hide to make them that’s 3 locations that have to be fought over to progress rather than whole teams zurging and AOE spamming points.

Anyway, just food for thought. It would be cool if PvE and PvP players could actually support each other in the same event. Without PvE players worrying about PvPing and the PvE players actually being useful to supporting the PvP players.

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This needs a critical look at but it interesting.
OPR at the moment feels like pulling a rope in 2 different directions. PvE and PvP almost work against each other (looking at you PvE player than snatched my 25 azoth after I killed the wolf so I couldn’t get battle bread).
A modification must be made.
This deposit feature would be interesting to say the least

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+1 i want this

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Invasions:

Instead of repairing gates with bought items let crafters do it while the fight is going on.

The issue is PvE aren’t really PvE in OPR atm. You have to PvP and either 2 things happen. Too many people “PvE” and the other team Zurg and ROFL stomp the points or you want to PvE but can’t because the other team aren’t and you are being ROFL stomped lol. Hardly do I ever see gates being upgraded past tier 1 and never have I seen the boiling water pot be used above the gates… You actually get penalized for trying to spend time upgrading. And if one solo player tries to upgrade you are finished by the time the game ends. Kinda sad really. Personally, I like PvP but sometimes it would be nice to just chill in a true PvE capacity.

Imagen if in wars rather than having 3 capture points you had 3 POIs. 50v50
10xPVE 40xPvP

Each POI gives a different type of resource. Defenders need it to build defences at the tier set by town upgrade and repair doors. Attackers need it to build sieges to attack gates. If you control a POI your teams PVE players get a 3-5x gather bonus.

Building only requires 2 of the 3 types of resources to complete adding in a bit of power struggle and strategic switching to the play

Each team needs to split up to each PoI or the opposing side is going to gather so much faster.
which means zurging one point is going to be detrimental. reducing the onscreen Spam causing issues.

Controling points for the defenders means more resources to repair doors faster and maintain defences.
Controlling points for the attackers means more sieges can be built at different doors faster.

Defenders have to prio holding POIs or taking out sieges. Attackers have to prio holding POI or defending sieges.

Once the doors are broken attackers have to hold the final point. While this is happening two boss spawn one outside the fort and one at the camp or one at POI A & one at POI C the defenders PVE players have to kill the boss at the fort or A and the attackers kill the one at the camp or C. whoever’s boss dies first gives that team a final buff to help the push or defend the last capture point.

I think that would be a far more interesting war.

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