Game Idea : Relic War (PVP) and other game mode


  • TF#9 - FIRST AMBASSADOR

    @zwiterion said in Game Idea : Relic War (PVP):

    Hi,

    I have been looking for a game with a relic war concept for a while but sadly I couldn't find one. Then i find this game with its portal concept and thought with this mechanic already in place it could be easy to implant a relic war mechanic.

    But what would it be exactly?

    First, the relics would be some kind of artefact that would give buff to player of a certain zone or planet or guild. Those relics could give for example a slight attack buff, a gathering buff, a def buff etc.

    How to determine which nation/planet have the relic?

    To be active relic would have to be keep in a location, for example temple. Those temples would be protected by player, but also by NPC (ex: guard) and traps.

    We could also consider implanting an upgrade system that would allow the player or faction that lead the temple to upgrade relic (for better buff) or temple for better protection.

    But where is the pvp war?

    Player will of different planet or guild would have to organize raid to take down temple and steal a relic. Then they would have to escort it until it reaches a temple controlled by their team.

    Soo, this was my tough about a relic war concept that could be implemented in this game. What do you think about it? would it be possible?

    I am not so sure about the "escort" part, but I would totally support and like if there were structures in the world (at Syndesia and Tartaros), like the "temple" you describe. The "temple" would be defended by neutral guards at day 1. At day 10 a guild takes the "temple" and the "temple" gives a buff (of sorts) that can be linked with the game's lore (see gods). Then the other guilds/alliances would covet the buff, and this would initiate guild wars and the like. For that to happen though, the buff needs to be significant.

    Having a transfarable item, like an "an orb", exerting that effect, may cause some problems. For example a guild may put it behind their unsiegable castle, or may promote meta-gaming, with one traitor getting the orb and giving it to his/her new guild.

    Instead, "the temple" solution can be more controlled by the devs, who will make sure that the feature/mechanic is not being exploited.

    But generally, I think it is a good idea.


  • TF#4 - EMISSARY

    @phaethonas

    In my initial idea temple would be put in place in the world by game dev, those temple could be claim by a guild (or order) and then once they are able to acquire keep a relic in the temple the buff would apply.

    Also relic wont be easy to move since they should be lock in place until a specific time and maybe nobody except a leader could remove a relic once its in a temple of the same order. Or maybe the npc guard would prevent player to just steal it and give it to another guild.


  • TF#3 - ENVOY

    Good idea breh


  • TF#9 - FIRST AMBASSADOR

    @zwiterion said in Game Idea : Relic War (PVP) and other game mode:

    @phaethonas

    In my initial idea temple would be put in place in the world by game dev, those temple could be claim by a guild (or order) and then once they are able to acquire keep a relic in the temple the buff would apply.

    Also relic wont be easy to move since they should be lock in place until a specific time and maybe nobody except a leader could remove a relic once its in a temple of the same order. Or maybe the npc guard would prevent player to just steal it and give it to another guild.

    I still favor the idea of the "temple" more than the one that includes the transferable relic. I see some potential abuse in the second case.


  • TF#10 - CONSUL

    @phaethonas Also in the original idea you had to raid the enemy temple to steal the relics:

    @zwiterion said in Game Idea : Relic War (PVP) and other game mode:

    Player will of different planet or guild would have to organize raid to take down temple and steal a relic. Then they would have to escort it until it reaches a temple controlled by their team.

    We have only reduced that system by limiting it to individual regions


  • TF#1 - WHISPERER

    How about something like swtor's hutt ball, demon style where u can cut off a players head and throw it around. First team to take off three heads and get it in the goals wins


  • TF#1 - WHISPERER

    think need stare out some from Wakfu for to make category "Politics" in the game.
    their simple system good figure out surfeits of this category



  • @phaethonas said in Game Idea : Relic War (PVP) and other game mode:

    Having a transfarable item, like an "an orb", exerting that effect, may cause some problems. For example a guild may put it behind their unsiegable castle, or may promote meta-gaming, with one traitor getting the orb and giving it to his/her new guild.

    There are limitations you can set up to prevent most exploiting. Relics need to be housed in a temple to give their buffs. Timers on relics when they're being moved so that hiding it somewhere indefinitely isn't a thing, maybe even showing the relic on the map as it's being moved. To prevent traitors, relics can be locked into their temples and removing them aggros guards, or be like Aika where there were 3 bosslike guardians that had to be killed before the relic could even be moved.


  • TF#10 - CONSUL

    @target I don0t see the point of that. to get the buff the relic must be inside a temple. if the relic is outside it will not grant the buff. can be also implemented something that force a respown of the relic if you go too far away from the "game area".


  • TF#10 - CONSUL

    @daz said in Game Idea : Relic War (PVP) and other game mode:

    How about something like swtor's hutt ball, demon style where u can cut off a players head and throw it around. First team to take off three heads and get it in the goals wins

    Cool, Hutt Ball was funny


  • TF#9 - FIRST AMBASSADOR

    @target said in Game Idea : Relic War (PVP) and other game mode:

    @phaethonas said in Game Idea : Relic War (PVP) and other game mode:

    Having a transfarable item, like an "an orb", exerting that effect, may cause some problems. For example a guild may put it behind their unsiegable castle, or may promote meta-gaming, with one traitor getting the orb and giving it to his/her new guild.

    There are limitations you can set up to prevent most exploiting. Relics need to be housed in a temple to give their buffs. Timers on relics when they're being moved so that hiding it somewhere indefinitely isn't a thing, maybe even showing the relic on the map as it's being moved. To prevent traitors, relics can be locked into their temples and removing them aggros guards, or be like Aika where there were 3 bosslike guardians that had to be killed before the relic could even be moved.

    Yes, there are ways to counter exploits I said that myself initially. Still, prefer the concept without the relics being movable objects


  • TF#1 - WHISPERER

    i agree with what you said fully!!!


  • TF#4 - EMISSARY

    @Finland @Gothix @Nelchael @Target In the creator kickstarter pack they talk about doing the design of a relic of power that give bonus to a town that store it 😮 did they decided to add some kind of relic war ? 😮 😮


  • Community Manager

    @zwiterion That's correct. In fact, @Nelchael's idea was spot on.

    @nelchael said in Game Idea : Relic War (PVP) and other game mode:

    It could be possible. These temples would probably be in cities, so they could be stolen after a successful siege. New relics could be found on asteroids - or maybe relic shards, which would then have to be reassembled by a master smith.

    The buff would have to be small enough to keep things balanced, and I'm not sure if it should affect combat stats to be honest. Maybe just gathering and crafting buffs would be preferable. There could be buffs that only trigger during a siege, so that they wouldn't affect regular gameplay, such as a relic that gives defenders +5% attack when the relic is held in the defended city.


  • TF#4 - EMISSARY

    @specter Soo nice ! 🙂 I'm looking forward to see this coming true ! This game now have everything i was looking for in a mmo the Dev team just made me soo happy ahah 🙂


  • TF#10 - CONSUL

    I hope that they will put also something not related to sieges like we suggested.


  • TF#5 - LEGATE

    I'm not a big fan of these "games" built into PvP.

    Capturing control points, running flags, holding relics, etc.

    I prefer 'realism' in my PvP - as close as we can get it. Albion's hellgates, "Two teams enter, one team leaves" ruleset was fine enough for me.


  • TF#4 - EMISSARY

    @dulu For me, to enjoy pvp I prefer to have a goal that give a reason to do pvp. Holding a relic is just one exemple 🙂 When its only about beating up the other team in a contest of strenght, its not interesting for me. But i understand that you may not feel the same way as i do 🙂


  • TF#5 - LEGATE

    @zwiterion I think it's better to have "natural" games (per se) in PvP. If you add artificial games, like control points, relics, etc.. they become the focus.

    But when it's an actual fight for survival, like Albion's Hellgates or open world PvP... there becomes natural games and objectives. Suddenly, instead of holding the control point to get "points", you are holding the choke point - so that your team isn't overran and slaughtered and your gear looted. Instead of capturing the flag, you are looking for high ground, or a structure you can defend. Instead of racing to a capture point, you are running for your life, or trying to elude people who want to do you harm.


  • TF#4 - EMISSARY

    @dulu I understand your point 🙂 But still your style of pvp to me lack of a reason to fight for. Like why am i trying to survive. Relic, wouldnt give pts to win a contest or something, but a buff that will help you in you day to day life (pvp and pve). Soo with this mechanic its easier for me to get a goal of why im playing the game and why i have to do pvp. I prefer to be renown as a guild that is able to beat every other and defend their city and relic than only for the one that is stronger and thats all 🙂



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