Capture the Flag.
deathmatch
5vs5
2vs2
Rather they focus on balancing, fixing the game up, putting in a Circle/class reset system that will be needed due to the nature of pvp and how only certain builds will be viable, and pretty much adding needed content and such, before they do any focus on PVP systems.
We need 1v1’s Mode and Guild wars should be a thing too but that’s just a given.
@Destino
Druid/Oracles PvP build always wins btw
on topic
IMC is already making thier MOBA-MMORPG hybrid Wolfknights, ToS does not need to cater to the moba community
*do note while WolfKnights has fancy graphics the combat is oldschool tabtargeting/point&click.
Deathmatch and capture the flag type game modes are pretty common for MMO, having too many game modes risks spreading the player base too thin.
An exception to this could probably be player organized pvp events. Rather than using development time on features that might not see extensive use, give the community the tools to organize themselves such as private pvp rooms and rent-a-channels that scale with silver inflation for larger scale pvp (assuming they optimize this game further down the line).
If multiple game modes were a thing, it’d probably be best if you couldn’t choose which one you got. Kinda like how Heroes of the Storm runs their maps.
I can’t see pvp in this game lasting for too long, so you wouldn’t be too put out if you got a bad mode.
Plus, not being able to predict the goal of a match would hinder the forming of a meta.
the only PvP i also want to improve is getting EXP off Arena.
I don’t think anyone mentioned - but I would like to see open pvp areas/maps. Sorta of like RO- a party is not required- and would be good for testing if WoE or something similar was introduce.
Ye this can be nice .somthing like what ESO and GW2 got.
How fun is PvP in it’s current state off hand. I heard a lot of complaints from melees that they couldn’t land attacks. But I honestly didn’t try it. I’m wondering if heavy investment in PvP even makes sense if character control really isn’t setup for it.
I’m just thinking about this because I remember Tera Online’s PvP. And how it was a big development investment and when it finally came out it just wasn’t really good. Did Tera’s PvP ever get good?
This game needs:
No companion
No items
Barb only
Final Destination
/no
Teras pvp is ok.
So if pvp cant work in this game and never will if not big investment made for it then what end game content you think will? Dungeons is not so good in this game.so this somthing that will not do as it need to much investment?
Story in this game is not goid si no one will play for this.
For a lot of people if you have no where to show your builds and there no good pve end game then they will not play.
Well you identify what the problem is and you fix it. You see there is another game that’s very similar to Tera online… But has better controls. And it makes PvP one of the corner stones of gameplay. I’m thinking of Dragon Nest. Simple control changes make PvP work in that game, though it’s extremely similar to Tera Online.
For one you can redirect attacks anywhere from 35-55 degrees mid swing. In Tera Online you can’t. Once you make an attack you are committed to it. And that works for fighting big slow bosses which is what Tera Online does well. But it doesn’t work for fighting other players. So in Tera you wiff all the time so Tera’s patch-up was to give melee classes skills that locked on and held targets.
Dragon Nest also has a wake up game. You can roll, delay wake up, or attack wake up and there is a meta game around that. You can also lay out long streams of combos on downed opponents–something that is difficult to do and learn but when you pull it off it feels great. And you’re up’ing the skill ceiling getting you better PvP.
But besides that there really aren’t major differences between the two. Same camera, same controls, many similar skills and classes.
So you see simple changes can make PvP viable and great… It’s just a mater of identifying what’s weak about ToS’s PvP and seeing if you can correct the problem with minimal labor. It could be something as simple as adding an attribute to the swordsmen class that when they use their dash there is a small radius in front of them that snares targets for .5 seconds. And that’s something that would be very easy to test out and see if people feel good about it. But something that does need testing especially since it’s an online game and I don’t know how that’s going to turn out when you add netcode and lag into the mix.
one mode to rule them all: POPOLION ARENA 
(where everyone is a cute popolion fighting for popolion supremacy)
Yes pvp in dragon nestvi good, sadly the game is p2w, but if not this really fun game. Dragon nestvhave a moba like pvp mode. In this game onlly 2 pvp modes can make more thar 8 (+ ) builds work. A moba like pvp mode .a really big pvp like gvg,10npn 10 or 20 pn 20 or even more. the pvp we have now is just cant work in a game that have so much builds.
You can say the game dint need pvp but any mmorpg need end game, what we have for this?
I just want a WoE-like pvp mode. The rest is optional.
I want spectate mode!
I does not like pvp, but watching may be fun.
Since ToS seems primarily balanced around PvE, it would probably be best not to think of strictly PvP modes. I can guarantee there will be people who do things like cleric3, priest 3, oracle and complain endlessly that they can’t 1v1 a doppelcopter. It’s their own fault, but nobody wants to have to see that.
Instead I propose we take a hint from Aion’s Dredgions, and Maplestory’s Monster Carnival (I think that’s what it’s called, BB update let us skip it entirely) and think of a good implementation for a PvEvP mode. A sort of mobbing race. Two teams of two full parties compete to earn X points, or clear a megadungeon before the other team.
Personally, I’m a fan of how maplestory implemented indirect PvP in it’s Monster Carnival. For those who are not aware, you could spend points earned to add more and stronger monster spawns on your opponent’s map, debuff your opponents (Stop silencing our blaze wiz you jerks!), or apply buffs to the mobs on your opponent’s map.
TLDR; Indirect PvP is probably the way to go until proper pvp balance can be worked out, which is probably a long ways off.
Mass PvP system or faction war (Klaipeda faction, Orsha faction, Fedimia faction) that use MOBA formula. Every guild will apply for certain faction and all their guild bases/guild towers will be treated as faction’s bases in the battlefield.
All players must gather at their main city and talk to a certain NPC to register for the faction war. When the war starts, a new window will pop on participants screen. Participants will have to choose a channel they want to enter. There will be multiple channels for the battlefield. Each channel will have a cap for the amount of players that can participate.
The battlefield has different themes. There are volcano map, winter map, forest map, dessert map, etc. Every map will have its own unique terrain & weather effect (winter map will have snowstorm randomly which will affect players movement speed and gives bonus for cryomancer to freeze enemies, etc).
Each faction war will have different objectives. The GM can decide which mode/war theme as they please.
Examples of different faction war modes :
-Territory Domination
Capture and defend guild towers/faction before the war ends. The faction that has the most amount of captured guild towers will win.
-Treasure Hunter
Collect as many treasures as possible in the battlefield by exploring the map. You can also take down your enemies to get their loots by force. After you collect the treasures, you must deliver them to certain NPC at your base. The faction that has the most amount of treasures will win.
-Monster Hunter
Hunt as many bosses as possible in the battlefield. Bosses will spawn randomly around the battlefield. The faction that has the most boss kill counts before the war ends will win. Players from different faction can kill each other in the middle of bossfight. This system will allow players who focus on PvE to shine.
-Protection
Protect a certain NPC as representative from each faction to a certain spot. Each faction can kill each other’s representative to prevent them from reaching their goal. The faction that delivers more representative to the goal will win the war. If no one succeed to reach the goal when the war ends, the faction that has the least amount of NPC deaths will win the war.
The duration for each war is roughly 1 hour.
This faction war feature is treated as an in-game scheduled event (maybe each Sunday, Friday, Wednesday). On each day, the event will be held 2-3 times so people from different timezones can participate.
When the faction war ends, a new window will appear on the screen. Players can see score for each faction there. Besides that, players can also see the individual statistics which consist of :
- Top 10 highest kills (highest amount of kills)
- Top 10 highest total damage (highest damage dealt overall)
- Top 10 highest single damage (highest damage from 1 hit)
- Top 10 highest damage taken (highest damage received overall)
- Top 10 player (highest in overall aspect)
- etc
All players who participate in the faction war will receive experience, silvers, and war points.
Players from the winning faction will receive more experience, silvers, and war points.
Players who appear on top 10 list will receive a mysterious box. You can get potions, or rare armband, or rare costume, or rare hat, or rare equipment, etc. Their names will be displayed in updated global ranking such as in the Adventure Journal.
What is war points? You can treat it as some kind of currency, or quest item. You can trade those war points for various items that will be available at faction war NPC.
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