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NEW GAME MODES


TheBravery.9615

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Would you try any of these new game modes if it were introduced in PvP? (Getting bored of conquest)

 

* Escort the payload: Overwatch style: one team attacks, the other team defends, best out of 3 rounds win with sudden death. Special maps needed for this game mode.

* Attack/defend the objective: Another overwatch style match, teams take turn trying to capture a single point, other team tries to fend them off for a set time period. Best out of 3 rounds win with sudden death.

* 15 vs 15 deathmatch: Simple team based deathmatch game. Team with the least amount of deaths win within a time period.

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*A )* Escort the payload: Overwatch style: one team attacks, the other team defends, best out of 3 rounds win with sudden death. Special maps needed for this game mode.

*B )* Attack/defend the objective: Another overwatch style match, teams take turn trying to capture a single point, other team tries to fend them off for a set time period. Best out of 3 rounds win with sudden death.

*C)* 15 vs 15 deathmatch: Simple team based deathmatch game. Team with the least amount of deaths win within a time per

 

Overwatch its for scrubs, i once killed an entire team with a bow guy troug a wall(this actually happened while a irl friend was telling me wath to do...), how can that be skilled, its the fps for casuals and for some who just want to a trolly fps :P?

 

Joking asside, you dont even needed to call overwatch style u just need to *pay atention to gw1 game modes*:

 

*A )* it has nothing to do with overwatch, just bring FA from Gw1 type of game for gw2 wich is actually escorting and defending while the other team need to atack what is beign escorted , actually some events on pve are actually that.

 

*B )* that's what spvp is.. for like 6years....and sudden death happened on GW1 when match expired its timer.

 

*C )* Now that's the big question here, Anet could make a decent sized map withing the gw1 GVG maps and bring GVG back, they would have to add different objectives to the map for each team rather than be a stack scourgers trough mesmer stealth and spam, map should had objectives to count for personal skill mostly rather than stack the dito team of keyboardbashing, objectives that would enforce smal teams of 2-3, objectives that actually would put the colective at test, and care on the design of the game more where meta and non meta could not have a huge gap on performance, so this would be more a know what are u playing rather than find a super idiotic gimmick like most stuff on this game is about to leech.

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Ugh, as much as I would love LOVE new modes in sPVP.. I would have to say no because having team mates who know what they're supposed to do is hard enough and frustrating enough in JUST conquest.

 

Look at Stronghold, it had such a nice prime time where majority of the players had figured out what to do because it was new and a lot of people were using it as an easy wins for ranked after the revamp. But it was fun, it was SO fun. Now it's absolute crap to play. I'm sorry as much as I would love having an escort or something mode, I just don't have the faith in the general GW2 community to have enjoyable team based game modes because of PVE brainless zergling mentality overflowing to sPVP.

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What I want first is that they make TDM and Stronghold fun. They have the exact opposite issues. TDM was under-developed, shipped half done and was never fixed. Stronghold on the other hand was over-developed. There's way too many things going on, too many distractions and it's focus was away from actual PvP too much.

 

Then we can talk new modes.

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> @"TheBravery.9615" said:

> Would you try any of these new game modes if it were introduced in PvP? (Getting bored of conquest)

>

> * Escort the payload: Overwatch style: one team attacks, the other team defends, best out of 3 rounds win with sudden death. Special maps needed for this game mode.

> * Attack/defend the objective: Another overwatch style match, teams take turn trying to capture a single point, other team tries to fend them off for a set time period. Best out of 3 rounds win with sudden death.

> * 15 vs 15 deathmatch: Simple team based deathmatch game. Team with the least amount of deaths win within a time period.

 

try team fortress 2, you might find something very surprising.

 

On the subject. payload in gw2 will come to bunker builds hugging the load that can heal and pushing it to the end, I mean bunker all the way was a gw2 pvp

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We had team deathmatch but people complained so it was removed. Anything that involves a single objective whether a static point or an objective that moves will cause the same issue as team deathmatch. It would be even worse now since there's a lot more AOE spam not only for damage but heals, crowd control, boon application, and boon removal. Any new game modes will need to force players to have to split up and move around the map similar to conquest.

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15v15 TDM would be neat, especially as a tournament with prestigious rewards for the best teams. Afaik the devs even stated they're already working on it?

Edit: Sorry, just read it's actually "only" a 10v10 map they're working on.

 

But before they work on any other maps and new game modes I'd like them to revisit stronghold first. It has potential and reworking it would be way more efficient than starting from scrap with a new mode and map...

I posted a concept for a redesign some time ago but it kinda fits the topic. So here it is:

 

**Basics**:

Remove all NPCs from the map. The Lord is replaced with a place of power that enemy players can channel. Apart from that the layout of the map remains unchanged.

 

**Phase 1, Conquer supply**:

Players start without supply and will have to fight over the supply drops in the middle. Instead of spawning archers and doorbreakers with each supply spent at your base, once your team has secured a total of 10 supplies Tybalt spawns (or that boring dude called Kevin or whatever if you prefer). Tybalt is invulnerable and slowly moves towards the enemy base. There is a circle around him that functions similar to a moving capture point. When an enemy player moves into range Tybalt stops moving and starts to gradually lose HP - an ally standing close by prevents that damage. But Tybalt will only resume his path once the enemy is pushed out of the area. Tybalt won't regenerate health, can't be healed and posesses no special powers whatsoever besides his character. When he dies he can be resummoned by spending another 10 supplies at your base, but naturally there can only be one Tybalt at any given time... per team!

Trebs can be used as an alternative means of dealing damage to Tybalts.

 

**Phase 2, Break the doors**:

So the attacking players will need to defend their Tybalt and keep the enemies from repairing their treb (to launch mouldy apples at him obviously!) until he reaches the enemies outer and then inner gate to knock them open with a mighty swing of his keg of apple cider. Once this mission is accomplished Tybalt returns back into the mists to tend to his orchard.

This progression takes place on both lanes simultaneously, of course.

 

**Phase 3, Capture the power**:

Within the enemies' fort an attacking player needs to channel the place of power. CCs can interrupt the channel but merely being hit doesn't. Once he's successfully done so he'll need to get back to his team's base. He has access to all his profession skills as per usual but can't teleport with any of them. Additionally he is permanently revealed and can't use portals. Thus he'll relie on his team to defend him. Should he die the power drops to the floor and needs to be channeled again in order to be picked up. The defending players can channel the power as well now, upon which it is reset back to their base.

The game is won when the enemy power has successfully been conquered and brought to your team's place of power.

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20v20 TDM without respawn of course. Up to 5-man party allowed. Once dead you can go back in pvp lobby and queue for another game. Can use any existing pve map, no need to create new ones.

 

Edit: optional: put different packs of mobs (with different skills/abilities even some with reveal skills) with respawn timers. Like Gw1 hard mode packs. They attack players indiscriminately. Killing them gives no bonuses but they make the maps more alive and force players' awareness of their surroundings (and cooldowns). Can be used for bodyblocking too...

 

Easily streamable and potentialy fun to play/watch

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