Suggestion of a new kind of game in spvp.

#1 - June 13, 2014, 11:46 a.m.
Blizzard Post

Hi,

I am here to explain you an idea I had, since people like 2v2, 3v3 or even 4v4 but wihtout capping point, that could be a mix between RA,TA and Codex (from GW1)

Some explaination for peoples who didn’t play gw1:

  • Random Arena : Pretty much like soloQ but instead of leaving after the map you won you stay with the people you had and continue to win, the more you win the more you have points (for RA title) and loot with a max of 25 consecutives wins, you can also leave after one game if you don’t like the party and you’ll find a last while it’s looking for your next opponent.
    RA Wiki
  • Team Arena : You create a party with 4 peoples and fight against another team, first with all dead lose, or after 3min of a killcount.
    TA Wiki
  • Codex : There is a restriction of skill that change every day and you can’t bring 2 characters with the same profession, it’s also a 4vs4 arena with the same rules to win than RA or TA.
    Codex Wiki

You create a team with two, three or four players then face a team with the same amount of players. First team with all players dead lose, pretty simple but still effective. Some rules could be added as such as no double classes or even a restriction about the trait used which could change daily/weekly. There could be the same system as consecutive victory, and perhaps a new rank with points earn by victory.

Thank you for reading

#2 - June 13, 2014, 1:44 p.m.
Blizzard Post

These are interesting ideas!
We have always tried to stay 5v5 to be consistent with the Conquest game mode, but I like what you were trying to solve there with the restriction of skills/traits.

#5 - June 13, 2014, 6:32 p.m.
Blizzard Post

BlackBeard
Would this be for more of a Deathmatch second objective or what current game mode do you see this fitting into?

KarasiB
Can you try and come up with the mechanics and secondary objectives behind this MOBA like game mode in our game?

#33 - June 16, 2014, 2:27 p.m.
Blizzard Post

Hey I appreciate all the feedback and suggestions we have gotten on this topic! I have seen people refer back to the original CDI thread we did awhile back and I appreciate that as well.

My goal here was to spark intelligent conversation between the community and myself with perhaps a newer audience then when the original CDI went out awhile back. I also will say that I am glad to see that people participated in this thread and are still here from when the original CDI happened. Thanks everyone for keeping this constructive!

Let me set up a quick recap of the thread so far:

  • You guys/gals seem to really like the idea of a MOBA style game mode
    * Unlocking Skills, Traits, consumable, bundles, and ect.
  • An idea about cap points that can be captured but then reset to address the problem with bunkers and stagnate point defense
  • GW1 Jade quarry and Fort aspenwood
  • Arenas 2v2 3v3 5v5
  • Attack/Defend map with rounds
  • 500 points doesn’t feel like a fun or rewards goal to hit in PvP
  • Free for all Arena
  • Trait/skill restriction game mode
#68 - June 17, 2014, 12:02 p.m.
Blizzard Post

I am really loving the discussion going on in this thread. This is a testament to how awesome our community is! Alright so now that we have flushed out some ideas let me give you some guide lines and let me know if we can design around it.

1. Must be able to be hot join-able
* Not easily griefed and allow players to be able to jump in and out
2. Must fit the 5 on 5 standard
3. Can fit our standard PvP match time (15 mins)
4. (Would Be Nice) Shout castable

Alright let me know how your ideas fit or change with these standards.

#83 - June 19, 2014, 7:07 p.m.
Blizzard Post

So to clarify the thought behind:

1. Must be able to be hot join-able

One thing we really want to do is promote and grow the player base. Now, what does that mean? When a new player (either to PvP or to the game) joins PvP for the first time they go to custom arenas to play and learn the game in a less competitive environment. We want those players to retain and work their way up to the competitive game modes: Solo or Team queue. So the meaning behind that statement is that the game mode must work for both casual and competitive environments to help grow the community.