KOTH, Outposts, Dungeon (pvp/gvg suggestions)

Stuff you would like to see in the world of Eliatopia.
User avatar
CrazyVanilla
Posts:1227
Joined:Fri Jul 03, 2020 11:21 am
KOTH, Outposts, Dungeon (pvp/gvg suggestions)

Post by CrazyVanilla » Tue Apr 13, 2021 3:29 pm

Based off of the suggestion poll Robby created in March, it appears many players want more “non grinding” activities, to “make guilds more useful”, and many players have been wanting more pvp in the game, so here we are with some PvP / GvG suggestions.

First, I’ll introduce the new leaderboard statistics to go along with these new features:

- Top Player KOTH Wins
- Top Guild Outpost Capture Time (in hours)



KOTH / LMS:

For anyone who doesn’t know, KOTH, stands for King Of The Hill and LMS stands for Last Man Standing. Essentially this would be a PvP event where players compete to remain inside of the “KOTH capture point” for the pre-set capture time, while trying not to die and kill others. I decided to mix these two events together based on how the pvp in Elia works. Aside from using grenades and power smash, it likely would be difficult to knock players outside of the capture point, along with there being no real consequence of dying if you are able to just come right back. This would specifically be a PvP event, meaning guild members would be able to attack each other as well.

Details about the event: *Note* - The 10 minute capture time and 2 hour maximum run time should be altered if needed, this is just my initial estimate of what would work.

1) Event is held every Saturday (US time) at a slightly alternating time of day
2) Capture time is 10 minutes, with a 2 hour maximum run time
3) Continuous capture time
4) If you die or leave during the event, you may not re-enter
5) Three winners

Explanations of the details:

1) This event can be automated, meaning a game administrator would not be required to be online for this event. Given Eliatopia is a worldwide game, there are players from likely every timezone who play, so it wouldn’t be fair to hold it at the same time each week, forcing some players to miss out on the event. With that being said, it should also be held at a time that is likely playable by multiple time zones, holding the event on a Saturday (US time) should provide the greatest opportunity to do this.

2) The “capture point” of this event would essentially just be a box inside of the area. While inside the box, 1 player (the first player who was inside of the box), will accrue time spent inside of that capture point. If a player reaches a capture time of 10 minutes, the event will automatically end and the winners will receive their prizes. If the player currently capturing the KOTH gets knocked out of the box or dies, the player who was inside of the box second will take over the capture (assuming they are still inside the box, if not, continues down the list). After 2 hours of this event being active, it will automatically end and the winners will be chosen based on the top 3 times. This is just to prevent the event from dragging on for a very long time.

3) This just means that if a player who was capturing the KOTH is knocked out of the box, their capture time does NOT reset, meaning if they were to begin capturing the KOTH again, their time would resume from what it was prior to them getting knocked out. This also applies to players who die, though they may not re-enter, they can still win a prize after the event has ended if they place in the top 3 capture times.

4) This is pretty self explanatory, but I think it would be beneficial to include this element of LMS into the KOTH event, given how pvp, knockback, and death works in Elia. One way to do this would be once the event begins, there will be a 2 minute window to enter the area, you will not be able to enter the area after those 2 minutes, no exceptions.

5) Again pretty self explanatory, the players with the top 3 capture times will receive a prize. If there is enough interest and player participation in this event, the prize pool should be expanded to 5, perhaps more if there is significant interest.

Prizes: (Just a rough idea, can be adjusted)
1st place - 100 emeralds
2nd place - 50 emeralds
3rd place - 25 emeralds


Outposts:

This idea is very similar to the KOTHs, though centered around guilds and these are active 24/7.

There would be two outposts: (each one is captured separately)

Money Outpost:
Offers 1.25x coin drops while captured
Offers 45% item sell rate to NPC’s (does not stack with gunpoint, this is a 45% flat rate)

Exp Outpost:
Offers constant 1.25x exp earned for each kill while captured
Offers 1% chance to receive 2x exp for a kill

Each outpost would be captured and run the exact same way, just offering different perks. The perks from the outpost would only be given to the guild that currently has it captured.

Capturing the outposts: (Again, all of the times can be changed, just my estimate)

1) Guild members standing inside of the “capture point”
2) Takes 5 minutes to neutralize from another guild
3) Takes an additional 10 minutes to capture for your guild
4) Minimum of 3 guild members required inside the capture point to initiate the capturing process
5) 5 minute “death ban”
6) Perks would activate once the outpost is 100% captured. Perks would be deactivated once the outpost is fully neutralized.

Explanations:

1) Just like the KOTH, there would be a capture point, which basically would just be a box inside of the area. Standing inside of this with at least 3 guild members would initiate the capturing process of the outpost. This would basically work the same exact way as the KOTH.
The capture time however would not be continuous in the same way as the KOTH, instead it would work like this:
Guild A has the outpost captured at 100%. Guild B comes in and fully neutralizes it to 0%, then brings it up to 40% captured by them. Guild A comes back to fight and is able to partially neutralize it, bringing it down to 25% captured by Guild B. Guild B then is able to take control again and begin capturing it again, starting at 25%.


2) Pretty self explanatory. If another guild already has the outpost captured, your guild must neutralize it before capturing it. Neutralizing the outpost would be bringing it from whatever % captured it currently is by an opposing guild, down to 0%. Your guild would then begin capturing it for themselves.

3) Again self explanatory. Once the outpost is neutralized, you must capture it for your guild, meaning going from 0% captured to 100% captured.

4) Another self explanatory one, but I think this is necessary. This mainly would be implemented to stop a random player with no actual intent of fighting for the outpost from neutralizing it just to be annoying. Though this would not totally stop this, it would at least minimize it and suggest that when your outpost is being neutralized there is going to be a fight for it, which is what it's designed for.

5) Similar to how once you die at the KOTH you may not re-enter, the same applies here except instead of for the rest of the event, it's for 5 minutes. This is necessary for the same reason as the KOTH, there should be a penalty for dying and this will make capturing the outposts actually possible.

6)Basically exactly what it says, the perks would begin when the outpost is 100% captured, and they would stop once the opposing guild has fully neutralized it to 0% (the perks would remain until it is 0% captured)


Public Dungeons:

Now this idea is different from the others. It still involves grinding, though it also involves PvP. Essentially every 6 hours, the dungeon will open for 1 hour. This dungeon would be free to enter, for everyone, the only condition is PvP is enabled (guild members can’t hit each other either).

The dungeon would be as big or small as Robby would like to make it, and can be updated as the game progresses. Essentially it would be a miniature version of the Eliatopia world, but all of the monsters would have increased strength, along with increased exp, coins, and drops. There can be specific monsters inside of the dungeon, or just the normal monsters but buffed, it doesn’t matter either way, the point is they are buffed. Like I said, this would only last for 1 hour - every 6 hours for a total of 4 hours per day, and spread out so every timezone can enjoy at least 1 activation of the dungeon per day.

This essentially is my alternate to a PvP server. This would be a much smaller map than the normal one meaning players would be more “clustered”, and only lasting a small amount of time, but offering a significant reward. This would encourage player participation in the dungeon, but also make it risky and require teamwork with your guild because of PvP being enabled.
Last edited by CrazyVanilla on Mon Nov 15, 2021 7:46 pm, edited 1 time in total.
Image

Penguin
Posts:3
Joined:Sun Feb 21, 2021 1:50 am

Re: KOTH, Outposts, Dungeon (pvp/gvg suggestions)

Post by Penguin » Tue Apr 13, 2021 3:32 pm

yeah we need more nongrinding and pvp aspects of the game. Support

Core
Posts:55
Joined:Sat Apr 03, 2021 4:25 pm
Location:Not in your basement

Re: KOTH, Outposts, Dungeon (pvp/gvg suggestions)

Post by Core » Tue Apr 13, 2021 3:37 pm

SUPPORT! I need to relax and play some fun things
Hello, whoever is reading this, I wish you a wonderful day!

masnam
Posts:538
Joined:Mon Jan 06, 2020 8:52 pm

Re: KOTH, Outposts, Dungeon (pvp/gvg suggestions)

Post by masnam » Tue Apr 13, 2021 3:54 pm

Cool ideas but we need balance before content.

User avatar
Artemis
Posts:321
Joined:Thu Jul 18, 2019 4:54 am

Re: KOTH, Outposts, Dungeon (pvp/gvg suggestions)

Post by Artemis » Tue Apr 13, 2021 4:00 pm

Support! Would like to see some pvp events/modes rather than just the simple area it is now. Guilds are so in much need of a purpose as there is almost no reason for them to be in the game right now.
Image
Goddess of the hunt

User avatar
Swagybob
Posts:625
Joined:Sun Feb 02, 2020 1:57 am
Location:Saturn

Re: KOTH, Outposts, Dungeon (pvp/gvg suggestions)

Post by Swagybob » Tue Apr 13, 2021 8:22 pm

I support, maybe you could also get items from the dungeons that could be used in crafting? (see cv's post: viewtopic.php?f=5&t=3930)
Image

Flashlight237
Posts:2251
Joined:Tue Jul 16, 2019 3:01 am

Re: KOTH, Outposts, Dungeon (pvp/gvg suggestions)

Post by Flashlight237 » Tue Apr 13, 2021 9:00 pm

While we're at it, throw in Capture the Flag, will ya?

Penguin
Posts:3
Joined:Sun Feb 21, 2021 1:50 am

Re: KOTH, Outposts, Dungeon (pvp/gvg suggestions)

Post by Penguin » Thu Apr 15, 2021 5:35 pm

Flashlight237 wrote:
Tue Apr 13, 2021 9:00 pm
While we're at it, throw in Capture the Flag, will ya?
FOR REAL

User avatar
Insomnia
Posts:694
Joined:Sun Aug 18, 2019 9:34 pm

Re: KOTH, Outposts, Dungeon (pvp/gvg suggestions)

Post by Insomnia » Thu Apr 15, 2021 6:08 pm

I highly support the Dungeon part, I actually just bumped my old dungeon idea. Big support for dungeons and the other ideas as well
Image

Image

User avatar
CrazyVanilla
Posts:1227
Joined:Fri Jul 03, 2020 11:21 am

Re: KOTH, Outposts, Dungeon (pvp/gvg suggestions)

Post by CrazyVanilla » Thu Apr 15, 2021 7:09 pm

bump
Image

Post Reply