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Thread: Full PvP-only dungeon?

  1. #21

    Battlefied

    I concur with aaronb

    it needs to be one or two things:

    1) easy access
    2) good loot

    or both


    Only outdoor PVP zone anybody goes to is 2h0 and its way too cramped

    I want a battlefield.

    Maybe just a special outdoor shop term between the two entrance points that sells good loot you cant get anywhere else.

    That alone is enough incentive to control I think.

    -BW
    Last edited by ButWalrus; Nov 5th, 2002 at 14:28:30.

  2. #22
    I remember way back when omnis and clans would fight for control of the bridge in southern stret west. fun times.


    I think a new dungeon would kick major butt, ive been working on my own little dorky dungeon design, and its coming along pretty well, even though its not gonna get anywhere =\

    /rant
    Its a higher lvl dungeon, which takes place in a run down temple of Divaad, the local plant life has taken control of it =]. The main monster style is a Flower, the boss being an oversized one. The loot varies between bows, melee weapons, new nanos and "Bark armor" The boss is in the center of the temple, and there are 4 enterances into it. There is a maze, 2 smaller bosses and a quest NPC inside of the dungeon itself. I put it in my imaginary playfield of the foot hills of the nebula mountains, and there are PvP areas throughout thta zone too, as long as two 75% OPs, one clan and one omni, so you can save.
    /rant off


    sorry for that rant, but i had to let someone know =]

    as for the idea of a new dungeon, im all for it, i think it could be the coolest thing around.

  3. #23

    Thumbs up

    Originally posted by Azzazzimon

    hmm, possible to make it so you don't lose buffs if you die(only if you die in this dungeon)?
    You still have to wait for rezz, but don't need to hunt buffs all the time, so can get back in action pretty fast.

    This is a really good idea azz.
    In addition, I think it`d be awesome if the timers on friendly buffs would stop when you enter this zone so you wouldnt have to rebuff every god damn 20 mins.

    When I think about it, I want this in every pvpzone.
    Think this would speed up PVP some.. Its just too much downtime with PVP in this game
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  4. #24

    Re: Private arena

    Originally posted by LittleTotem
    How bout a private arena ..
    You goto a battle terminal teamed then activate !!
    Your team members are given a key .
    Now once inside leave your team and let the battle begine.
    Whilst another PvP based dungeon for mid levels with a boss mob and interesting llot would be cool, private arenas could and should be implemented, along with guild meeting areas.

    These would work much like existing missions with a few differences.

    Private arenas would be just like team missions with everyone in the team getting a key, but the key would be non-duplicatable and the "mission" area would be one of several basic designs selected from the terminal interface (single large room, through to multiple interconnected rooms). No MOBs and no loot.

    Guild meeting halls would be just like solo missions with duplicatable keys, and just one design of a single large room. Again, no MOBs and no loot. Guild meeting halls should also contain a bank terminal and a surgery clinic.

    These areas would exist for 2 hours or until the last person left/logged out.

    All this could be done using existing features of the game, even some of the existing rooms could be re-used.
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  5. #25
    NO LOOT.

    And turn Camelot into a semi-restricted group-based quest so the other 90% of your playerbase can enjoy what you've done there.

    The reward for this PvP 'dungeon' should be something plastered on the new billboards:

    "Joesmackum was just killed by Roxxoru in Death Alley"

    No increases to titles while there no decreases to titles while there. PvP for the joy of it. And to not get your name plastered on a billboard outlining your defeat.

    As I stated elsewhere, I think you should utilize something like the Neutral Junkyards as a start for this. Newland Backyard 12 set to 0% and everyone who dies gets their name broadcast over a global newchannel in chat.

  6. #26
    now that CTF idea i do like but we could build on it rather than say a flag just sat there camped by a few players.

    how about:

    fortresses containing say a large wealth of information or item/armor/weapon/ whatever, that could lead to the down bringing of one side idea.
    (of course it never does it just gives a point to it )

    of course these fortresses should be containing 25% suppression gas and well some mean guards for both sides, gives you a challenge to actually get into there, so you not only have to watch your ass for the opposing side players you have to watch for the stronghold guards in there as well.

    of course there should be a boss in the fortresses, say 2 knights of the round table for clan, a pair of slayerdroids for omni, and 2 ICC commanders.

    of course you have to defeat them in order to get to the goal, and the bosses should sometimes drop unique loot (these should be items that drop for both sides, say a EoT equivlent that drops from the knights, but if say omni wins there is a chance the same item could drop on one of the slayers in the omni fortress same stats but it would say "Stolen Weapon name here!" (of course you cant directly take it from a player, itd spawn another one just like it but it would claim it was a stolen weapon), of course there should be one of each kind of class specific weapon in the fortresses so every1 has a reason to do this.

    enough about the fortresses anyway

    the outdoor zone itself should be a large battlefield, (the guns and a few slayers or warbots would make nice fortifications for the outside of the fortresses). this will be where the main action takes place, of course there will be places to hide and pockets of 75% gas to recover in (should contain surgery stations, without the treatment boost to heal so people can recharge and rest before moving on) there should be trenches and towers to fight from (its supposed to be a war so why not?) of course rooting and shooting should not be a viable tactic here as if one person tries to constantly root someone it should not work.

    of course considering omni and clan both get token boards neuts should get a slight advantage, say bonus defensive and attacking skills or better hp and nano regen (fast enough to make a noticable difference of course)

    of course anyone who is killed in battle should end up either of 2 things.

    IF in your own side terriotory you will spawn in the barracks area, where you can either wompa or grid out or get ready to fight again.

    IF you are in opposing territory you become MIA in otherwords you are captured and taken to the persons side that killed you prison, there will be a reclaim terminal and a few shop terminals in here (they like to treat there prisoners nicely in the future for some odd reason )
    in order to leave the prison there are 6 things that can happen:

    1: your side manages to breach the stronghold, the prison holding cells will then shut down allowing you to walk free.

    2: you manage to escape (usually will compose of team work to do this, such as fixer to hack the cell and security codes, crat to charm the prison guards, doc to incapacitate the guards, engineer to break mechanical door locks, or rewire secruity panels, or you could just kill your way through )

    3: new round you spawn back at your own barracks, a little more cautious this time!

    4: bribery, guards can be bribed if you have the right ammount of creds (ammount should constantly increase EVERY TIME you are captured, traders crats and fixers get this easier as they have gift of the gab )

    5: you wish to leave the pvp zone, at this point the guards will escort you to the grid term/ wompa and you can leave.

    6: you challenge a fellow inmate or opposing side member to a 1 on 1 duel, this will take place in a special arena based in an area accessable by all sides (not allowed to enter this area unless you have a validated duel) you will have 2mins to buff outside the arena before you enter, of course anyone is allowed to watch such duels from a spectator box, there should be a wompa to the 1 on 1 arena in the barracks of each sides fortress.

    this idea is more for +100s there should be say smaller easier versions of this for below 100s so everyone can join in the fun!

    now wouldnt this be a shed load more fun that sitting about in the box room for hrs on end after piling a gs just to wait for that 1-50 chance of winning a piece of loot?.

    also this should be able to contain all players on the server (rk1, 2 or die neue welt) and should be based of 1 pf for the battlefield.
    1 pf each fortress and 1 pf for the 1 on 1 arena.

    feedback is most welcome

    (btw as you can probably tell by this idea im an fps veteran )
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  7. #27
    Please please do not put loot in there. The second you put loot, it will stop being a pvp area, and turn in to a camp fest. You'll make a second Camelot that is all about loot and nothing about pvp.

    If you do feel like putting incentives, then capture the flag is a very basic idea.

    For example:

    One flag randomly placed in dungeon. Whoever picks it up, gains her side an xp/loot ql/damage whatever bonus for as long as her side retains control of the flag. If the person carrying the flag is killed, then the flag is randomly placed somewhere in the dungeon again.

    This would give an objective. It would help nudge people in to a team and goal oriented type of pvp.

  8. #28
    the good part of my idea is :

    you CANT camp the bosses, once they are dead they are dead, and will NOT respawn until you have broke into the holding chamber taken the item (or whatever it may be) and taken it back
    to your holding chamber.

    The Loot Should Be RARE drop to discourage the idea of camping.

    The item you capture (will be something like a data storage capsule, and will despawn once you have won/lost the round)

    You need To capture both sides items and hold your own before a round is deemed as completed.

    if the item carrier is killed in the field the item is dropped, and if the a player of the side who has had that item taken from then touches it itll be warped back into the base (this time you cannot really on the boss guards they remain dead till the round is over)
    if the item is picked up by an opposing side they can take it back to there base.

    You CANT kill your own sides guards, if you do them you should be banned from the pvp area for however long a gm deems fit, and the bosses will despawn before you can even loot them, so if there was a piece of loot on them you get nothing.

    of course the idea of this is sides conflict and to have fun while doing it
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  9. #29
    Um some of these ideas are in the booster ya know!
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  10. #30
    Making an item rare doesn't discourage camping. It merely intensifies it as there will be a line 10 miles long of people trying to get it.

    Not loot.

    Try being creative about incentives. If you have to stoop to loot, then what's the point in creating the pvp area. Loot whores generally don't give a rat's ass about pvp. And that's what the majority of the players will be the second you drop loot in there.

  11. #31
    I've tried suggestions like this before. But here goes again.

    You use an outdoor playfield for this. Set it all up a a no-Yalm zone and have bridges and walls and whatever makes a strategic playfield. When it gets to be night make it DARK.

    What do you get when you kill another player in this playfield? Answer: a key. A key and nothing more.

    What does this key open? Simple. The hard part of developing this 'dungeon' its a key to the front door of the Victory Mansion. Kinda like the Playboy Mansion or something. All decked out and cool to hang out in.

    "Hey who'd you kill to get in here?"

    "Oh, some Omni Grunts came running over the hill and I waxed 2 of them with an AoE nuke."

    "Cool, can I get you a refresher on your cocktail?"


    Real PvP'ers are all about the glory of the battle. To a degree for others it's relishing in in letting everybody know they how much better they are than the average player. Ever wonder why those titles caused so much grief. It's because they were permanent and visible.

    What the PvP'ers really need is a 'Winners Circle' where the best of the best can hang out and pat each other on the back congratulating themselves on how uber they are. OK, so that may sound a bit sarcastic. But, the point as pointed out many times is that Loot ruined Camelot as far as PvP is concerned. Titles ruined PvP pretty much all around.

    The reward should be fitting with what the PvP'er really PvP's for: recognition and/or a sense of self-accomplishment.

    The simple fact that there are varying answers to the question "Do you go to Camelot for PvP or Loot?" indicates that dungeon's failure immediately. It's no wonder you see the real PvP'ers stating in these forums that hey don't go there and you see these 'bots' acting as a disgusting 'loot lottery' for those talented enough to set them up.

  12. #32
    Originally posted by Zylina
    Making an item rare doesn't discourage camping. It merely intensifies it as there will be a line 10 miles long of people trying to get it.

    Not loot.

    Try being creative about incentives. If you have to stoop to loot, then what's the point in creating the pvp area. Loot whores generally don't give a rat's ass about pvp. And that's what the majority of the players will be the second you drop loot in there.
    as i said before loot is incentive, what FC are trying to do is pull people away from camelot to do something else for a change, and as you will notice, my ideas show that if you sit about and do nothing hoping to get the loot, guess what? you will get nothing.

    its not gonna be like camelot sit a stones throw away from the loot its gonna be a good 5-10min run across the battle field, then you have to get through the fortress, and you to do all that without being killed, or hope to god that the kill team didnt get killed while you were running there, it aint gonna be possible.

    my idea is if you want the loot you will REALLY have to work for it and WILL have to pvp for it, no flybynight come today get the loot and bugger off will do very well here.

    oh yeah i neglected to mention the items should be: NODROP UNIQUE!

    so you dont get the same padded coat GoC setting of woohoo ill go sell that now and get my mils to completely outbid for something i can use on a twink crap.

    i know it is a harsh solution but if you want to get people to come away from camelot you have to offer them something to do it.
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  13. #33
    Loot wise,

    If i could get a jumpsuit as cool looking as Znore's Orange Construction Suit, with similar stats to my primus coat i'd be one Happy Nuker!

    You don't need anything as special as Dragon Loot (tm) .

    Gah! NT in Day Glo Orange "Nuker" Coveralls! RUN!

    If only it would cover my servant skirt....
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  14. #34
    Hell yeah!

    A small, compacted bloodbath is just what everyone needs.

    Make the entrance location a teleport, that warps you to a *random* location, and a zone that requires you to be OUT of combat. Like the grid terminal.

    This way, zoning wouldnt be such grief, and no one could camp exits/entrances.
    "A man is someone who has a cause he's willing to fight for and has a woman in his life he'll do anything to protect."
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  15. #35
    First while this is a great idea there's some fundamental things that need to be changed imo.

    To begin with and most importantly there needs to be a much much larger 25% and 0% zones. For a game called Anarchy Online it seems more to be Carebear o.0 fun factory.

    I'm not asking for AC1 DT server pk. Most folks don't enjoy the 100% pk all the time everywhere aspect. Some do =) But there needs to be a much larger area of spaces to fight. I'd relish the feeling knowing if i have to step out of this mission to try and heal that some clanner may be there full buffed up ready to go in his mission and blow my sorry toosh away.

    But on the topic of a PvP dungeon my recommendation would have to follow those mentioned above already as well.

    Haveing a large outdoor setting (in it's own zone like a massive arena) with two forts on each side. Have a flag in the center the team to capture the flag (or tower and retrieve some item out of it) gives the entire side a bonus for X min *time to return it to your base computer/term/mission booth item* to score a point) To pick up said item you must be level 75+

    What this gives you...

    1) Large zone free pvp area for everyone to fight in
    2) Both outside and inside fighting areas
    3) Bragging rights on which side has the highest score each day/week/month

    Place a term in each major city aka Trade &/or Ent for omni, Tir Clan, Newland Neuties. Have it req'd 75+ so you don't end up with a level 70 running in picking up the item and getting free points for thier team.

    Additionally you could make more of these for different level ranges which I like btw a 40-74, 75-125, 125-200.
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  16. #36
    Why would they try to pull people away from Camelot? Camelot isn't about pvp. As much as we wish it was, it isn't.

    This could be a chance at creating something for pvp. Not loot. Don't spoil it with loot.

    How would your idea be different from Camelot? If there was uber loot, then both sides would organize raids and bring a gazillion more people then are actually required. (Don't you think it's a bit pathetic that there are sometimes over 200 people trying to get a mob that takes 2-6 people to kill?) 98% of the people after filling the dungeon would then sit and kill those guards you talk of or just go afk. If it was nodrop, then once someone gained an item, they'd stop coming. There's a lot of talk about comraderi, but in practice, it hardly exists. People keep coming back to Camelot after winning loot because for the most part, they can win again. And make a lot of money by doing so. (Yes, I'm generalizing. Get over it.)

    Whatever gain there is must not be a material gain. Otherwise it will stop being about pvp, and be about greed.

    I run through NLC on my way back from dying at Camelot and I see Omni registered for raffles looking for teams. I see people send private tells asking how to get to Camelot when they win a raffle. I charge down the stairs when Spyderv tells us to charge and see many blue dots just sitting in 100% while there are Omni wishing to fight who can't because the GS is locked. These same blue dots are spamming the chat bot about the size of their ****s and how they've impressed every girl on the planet with their manliness. They think it is cute to tell everyone on the chat their life story and about their genital warts and how sad their lives are.

    That is what loot does. It doesn't matter what you do to loot. It will always attract that crowd. And for the most part, that crowd is not interested in pvp.

    Now go to 2ho. You don't have 118 Omni showing up. You don't have 73 of them going afk. However, due to poor design, 2ho also degenerates in to either zone hugging or outright slaughter.

    This is a chance to create a pvp dungeon. Something that CENTERS around pvp. It doesn't have to be capture the flag, but some form of bragging rights or chest pounding will probably be needed.

    Do not ruin it by turning it in to another loot whore's sandbox.
    Last edited by Zylina; Nov 6th, 2002 at 01:13:33.

  17. #37

    I'd rather something else

    To me it just sounds like a repeat of the under used Beer & Booze bar. That's very underused as it is right now. I'd rather see effort devoted to completing one of the many incomplete features of Rubi-Ka that I'd love to see finished.

    My best idea might simply to make the inside of Versailles Tower a 25% zone. Put a clan insurance and reclaim terminal right outside the tower somewhere and it would be perfect for some high level PvP anyways. That indoor area is very nice and almost completely empty as it is.
    Clan Elder of The Pilgrims

  18. #38
    I don't PvP (yet, not saying I never will), but if you were looking for possible incentives to make use of this dungeon, apart from PvP-ing, and don't want to place loot in there, why not something intangible, like reset points?

    There could be objectives to complete, CTF or otherwise, and should you complete the objective (or an objective? Could be a few), then you get a reset point. If you wanted to make it team-oriented, include team goals and on completion, each member of the successful team gains a reset point.

    I can't see anything wrong with allowing people to switch their skills around, but if handing out too many reset points worries people, then there could (probably) be some sort of limit, perhaps you could only gain 1 per RL day?

    It could be an interesting place to be, even without potential for reward, depending on how they set it up. I'll be interested to see what, if anything, comes of all this.
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  19. #39
    Originally posted by Sbje
    as on rk2 90% of the people don't bother with pvp at all anyway, even tara, when theres pvp they run and hide..
    lol, this is really funny .
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  20. #40
    Originally posted by Bionitrous
    NO LOOT.

    And turn Camelot into a semi-restricted group-based quest so the other 90% of your playerbase can enjoy what you've done there.

    The reward for this PvP 'dungeon' should be something plastered on the new billboards:

    "Joesmackum was just killed by Roxxoru in Death Alley"

    No increases to titles while there no decreases to titles while there. PvP for the joy of it. And to not get your name plastered on a billboard outlining your defeat.

    As I stated elsewhere, I think you should utilize something like the Neutral Junkyards as a start for this. Newland Backyard 12 set to 0% and everyone who dies gets their name broadcast over a global newchannel in chat.

    I like this idea.

    Loot is going to brake the pure PvP fun.

    However i belive players should be encareged to go there, maybe a medium duration buffs for winners of whatever?

    Like a 20-30 minute buffs, similar to a shrine once? Or maybe somethinge else...
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