View Full Version : Proposed PvP Arena model for D3!
KingOfKings
25-08-2009, 19:38
Please give CONSTRUCTIVE feedback & SUGGESTION to evolve a PvP Arena system of PvP by PvP'rs for both Softcore and Hardcore modus.
Goodluck mates, let's make it happen and be heard on the official forums when we feel we have finalised a system!
Randomly generated arenas (ie dungeon, desert, snow or whatever environments they have in plan) to keep each fight "fresh and interesting" and geography/topology has tactical play
Collapseable pillars/tents/torch stands for tactical play (damage relative to the object ie more damage inflicted from a pillar than torch stand)
Agreed players in a 1v1; 2v2; 3v3; 4v4; 5v5 are taken to a waiting room (like wc3 lobby) to prep customisation of a belt 8(?) hp/mp pots
The option of upto 10(?) spectators, with chat suspended until a victor(s) are announced
A "pvp-career" linked on BNET lobby for each character on the account who has participated in arena games; ranking 1v1; 2v2; 3v3; 4v4; 5v5
The option for spectators players to bet on fights in the prep stage (gold is transferred to winning betters - further making gold useful?)
Combatants can fight for items (confirmed BEFORE battle commences to prevent scam) if they wish - winners receive the goods on victory automatically (prevents emorage FU logouts)
Disconnection will not result as a loss for a player - in multiple combatant modes - the fight goes on!
When all combatants enter the instance arena, they are grouped in their teams - each team has a buff prep of 10(15?) seconds
You get "Fame" for solo kills, team kills, TKO, ranked kills (kill higher rank pvper) - rewards? status? gold?
Avatar has unique lobby glow if ranked in top 10(?) of their class for pvp
Match types: Guild vs Guild / Player vs Player / Team vs Team; Grudge match; King of the hill; Capture the Flag; Last man standing; Escort V.I.P; Free for all; - all ranked in BNET
Ability to Save Battle Replays (yum)
sunkenfaith
26-08-2009, 03:48
I like the randomly generated arenas bit, but it seems a little bit like WoW.
Yoriiiiick
26-08-2009, 07:58
All I have to say is that PvP is great for D3. For people who havn't tried it, its a lot funner then fighting the computer all day. I think they should have games like CTF, koth, like the ones mentioned above, and you should get some type of points if you win so you can upgrade your gear. good post kingofkings
theBanger
30-08-2009, 22:35
Disconnection will not result as a loss for a player - in multiple combatant modes - the fight goes on!
How do you intend this to work? Can a player simply disconnect in order to save a lose?
#A "pvp-career" linked on BNET lobby for each character on the account who has participated in arena games; ranking 1v1; 2v2; 3v3; 4v4; 5v5
#You get "Fame" for solo kills, team kills, TKO, ranked kills (kill higher rank pvper) - rewards? status? gold?
I like this idea but, I don't understand how these sorts of thing will end up working.
Will you just gain more and more "points"? If so, how will a new player be able to rank against the ranks of veteran players? It doesn't seem to determine as much the skill of a player, but just their experience, and total kills. Is this what you intend by this feature?
The problem I see with this is that a newer player will never be able to gain the ranking points that veteran players have, and although these veteran players will have an upperhand in terms of experience, I think it's not really fair to flatter a players skills based on experience alone. I've seen this problem in Guild wars before. We would be building a team, and find a player with a higher ranking, but when this players time came to kick it up a knoch, they simply were not the quality we had expected.
Just a proposed idea for this system. If there was to be a ladder, and rank built in that time were reset every say, month or so, and only that persons rankings in that ladder, and previous were saved, one could better determine a players skills, and see their experience, all at the same time. Also, simply based on the way this game plays, I would suggest that rather then a "solo kills/team kills/deaths" and such, I think it would be more efficient to track something like "damage dealt/damage taken" with a separate section on the page for showing things like aura levels, and average damage dealt, and such that you gain a more in depth look into that players profile.
Like this:
Player name: W|-|aTe\/er_theHe11
Class: Wizard
DD/DT Ratio: 210k/118k
Average Damage: 1,234
K/D Ratio: 245/84
W/L/D Ratio: 21/32/4
Current Rank:
1,405/8,765 16.02%
Previous Ranks:
1,988/,10,567 18.81%
1,876/9,231 20.12%
2,064/8,891 23.21%
3,299/11,308 29.17%
2,202/9,071 24.27%
Skills Specialized:
STORMS: Blizzard {xx} Epic Storms {xx} Empowered Magic {xx}
ARCANE: Mana Recovery {xx}
CONJURING: Spell Speed {xx}
This could be a small record that would come up as your check this players profile.
Just to go over some of the things this profile is showing. You can see the basic skill layout of the character, and determine if his/her skills will work appropriately with the other members of your team. You can clearly see that this player deals more damage then they receive, and after seeing the skills this player has, you can determine whether or not their average damage is on the high, or the low side, and if their mix of damage skills and survival skills is optimum. As you look further through their record you'll also notice that this player has lost more games than has won, but obviously is doing something right because as you can also see, this player sits consistently within the top 30% of players. This info also shows that this player has played in the past 5 ladder seasons, all of this should give you a fair idea as to a players skill level. From this larger, more refined pool of info, you can now make a better call on a player's skills, and make a better call on their assistance in your team. You'll never know 100% how "good" a player is until you work with them, but this added amount of info should help you visualize this players skill, and not just their experience.
There's a ranking system where each player's score is shown as a relative value... High ranked players gain very little points from lower level kills, where low ranked players gain many points for killing a higher ranked player... I don't remember the specifics, but it is used in some 1v1 tournaments of...? cant remember. I'll look into it and post it here.
*Basically, its a ranking method that allows new players to rise in the ranks very quickly if they are good, and prevents top players from getting points too fast so that nobody can catch up.
Edit:
Called ELO: http://en.wikipedia.org/wiki/Elo_rating_system
Edit #2:
Haha, I was reading up on the wiki page and found this:
World of Warcraft used to use the Elo Rating system when teaming up and comparing Arena players, but now uses a system similar to Microsoft's TrueSkill.
Looks like Blizzard beat me to it, AND decided something else would work better :P
At least we know rankings shouldn't be an issue !!
I'm fine with many of the elements of Arena out there. I just don't want them to turn it into an E-sport or make it feel like a console game like they did with WoW. That and I hope they maintain the class balance that D2 had: nobody countered anyone else, there was always an option, and you never lost control over your character.
I posted my concerns here (http://diablo.incgamers.com/forums/showthread.php?t=742558) as well.
I'm fine with many of the elements of Arena out there. I just don't want them to turn it into an E-sport or make it feel like a console game like they did with WoW. That and I hope they maintain the class balance that D2 had: nobody countered anyone else, there was always an option, and you never lost control over your character.
I posted my concerns here (http://diablo.incgamers.com/forums/showthread.php?t=742558) as well.
Hmm, why not making Diablo III as an e-sport? I am perfectly ok with that.
Dnttryme
08-11-2009, 01:25
lets all be honest with ourselves...wow arena has been very successful. Imagine that...but diablo instead
Dnttryme
08-11-2009, 01:26
Hmm, why not making Diablo III as an e-sport? I am perfectly ok with that.
if they can balance the classes better than they do in wow then it could be a very successful e-sport
if they can balance the classes better than they do in wow then it could be a very successful e-sport
Yea, I agree and hope this will happen :)
GuardianHadriel
08-11-2009, 08:12
this arena model sems fine and should it not be included?
Combatants can fight for items (confirmed BEFORE battle commences to prevent scam) if they wish - winners receive the goods on victory automatically (prevents emorage FU logouts)
Disconnection will not result as a loss for a player - in multiple combatant modes - the fight goes on!
These two are the ones I question. If person X and I bet our fight on super item C, and I believe I can win, but then it turns out they are better than me, and I can't, what is going to stop me from just killing my internet connection to fake a disconnect. They seem to conflict each other because the first says I automatically lose and he gets it, the second says that because its a disconnect it doesn't count as a "loss" meaning he might not "win" and get the item.
Ignoring the item scenario, If I just want to keep a perfect win record, all I need to do is pull my plug when I'm going to lose, making me seem better than I really am.
Clarify / fix this and I think it sounds great. Overall, A- until someone fixes the kinks.
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