Jump to content

Focused Feedback: PvP in Bases & New Arena Options


Recommended Posts

  • Community Rep
Posted (edited)

PvP Arena Additional Options

When setting up an arena match, there are now four more options listed under more options...

  • No Passive Resist Bonuses  - Allows players to switch on/off the bonus resist everyone gets in PvP.
  • No Incarnates (Alpha Slot Enabled) - Switches on/off all incarnates except alpha.
  • No Incarnates (Alpha Slot Disabled) - Switches on/off all incarnates including alpha.
  • Sudden Death Tiebreaker Phase -  Switches on/off the sudden death mechanic at the end of draw games. (Default's to off.)

 

Rated Matches will also now function properly. (I.e. No longer forcing any arena options.)

Note: you may need to set up the arena options you want before clicking the "rated" button.

 

PvP in Bases

We now have PvP enabled in supergroup bases! :classic_cool: Below is a how-to guide for setting it up.

 

To activate them you need to make a supergroup and make a base. Make sure you have "Begin Raid" enabled in the supergroup member permissions:

 

I9xqslK.png

 

Once you've done that, load into your base and press the raid button:

 

pXAKc5r.png

 

Once you've done that, you can select from the following options:

 

peVYsZT.png

 

First pick the type of raid:

Team Deathmatch = Win points by defeating players.
Capture The Flag = Not active on Beta yet.
Control Points = Not active on Beta yet.

 

Then pick the settings:
Free for All =  FFA, but you can team up with other players and they will con friendly. (Functions the same way the Warburg PVP zone works.)
Defenders vs. Attackers  = Supergroup members (and people they are teamed with) vs everyone else.

 

Once you click "Begin Raid" a 30s countdown will begin:

 

5eKJrnK.png

 

You can start hitting people from the 10 min mark.

 

The timer box thing will also have a dynamic scorecard that updates as you play.

 

The number of kills each player has scored is on the left hand side, and the highest possible score on the right hand side. (Set by whoever is currently leading the kill-count.)

 

For FFA:

FlzCbWg.png

 

For Attackers vs. Defenders:

dMzMyWj.png

 

After the raid is over, you'll get a scorecard that shows how many times you killed someone, how many times were killed, and the all-important k/d ratio:


GkWHNQU.png

 

Notes On PvP in Bases

Two new rez rings have been added to the base editor under Arcane Medical and Tech Medical settings:

J4cj7BX.png

 

They allow you to set respawn points:


(Raid) Rez Rings = Attackers in Attackers vs Defenders
Regular Rez Rings = Defenders in Attackers vs. Defenders, Everyone in regular FFA

 

If no rez rings are placed, players will respawn at the base portal.

 

Heroes and villains can now team in bases.

 

When PvP is active in a base, the following commands are disabled:

  • /stuck
  • /enterbasefrompasscode
  • /editbase

 

/arenalist, using the LFG que, and using the "teleport to contact" feature have not been disabled. (As these all still work in Arena/PvP zones just fine.)

 

NPCs that sell inspirations should be disabled. (As in, you cannot have the store open during a raid.)

 

All storage (enhancement bins, salvage bins, etc) except the Vault has been disabled. (As they allow players to force a mapserver in high item bases.)

 

The Dimensional Shard and Base Portal have been tweaked a little to stop them interfering with rez rings. So I'd advise base builders to check that these items aren't misbehaving. (They seemed to work fine from all my testing.)

 

And items that can be destroyed (turrets, etc) respawn when the base resets. A "base reset" is when the base has been empty for 15 minutes. Vandalism to bases is not possible.

 

NPCs can be hit, but they are indestructible. This is working as intended.

 

Pets/NPCs have trouble pathing in bases. So they won't be able to run into melee range and hit your opponent. And your own pets will often struggle to follow you if you break line of sight 

Edited by CR Americas Angel
  • Like 3
  • Thanks 1
  • Thumbs Up 3

Join the Homecoming PvP Fightclub Discord 
What is Fightclub?  Fightclub is PVP between two melee players fighting to the death in melee range with no moving/retreating allowed. It's like pylon testing...but the pylon hits back! Perfect for players who enjoy min/maxing builds. Click the discord link above for more info.

Link to comment
Share on other sites

  • Booper pinned this topic

This is probably not the "intended use", but PvP in bases sounds like a fun way to set up "Danger Room"-style scenarios, depending on the overall prevalence of defensive and trap items that can be installed.  Based on the description you raid your own base?  So if I've got one character online, can I raid myself and try to get through?

  • Like 1
  • Thumbs Up 1
Link to comment
Share on other sites

3 hours ago, CR Americas Angel said:

Capture The Flag = Not active on Beta yet.
Control Points = Not active on Beta yet.

 

This will allow some really good objective-based PvP.  I'm looking forward to it.

  • Like 1

Get busy living... or get busy dying.  That's goddamn right.

Link to comment
Share on other sites

  • Community Rep
11 hours ago, Lazarillo said:

This is probably not the "intended use", but PvP in bases sounds like a fun way to set up "Danger Room"-style scenarios, depending on the overall prevalence of defensive and trap items that can be installed.  Based on the description you raid your own base?  So if I've got one character online, can I raid myself and try to get through?

Yeah, you can can turn on PvP in your base even if you're the only person in it. So something like this could be feasible.

 

The turrets/etc don't currently shoot back, though.

9 hours ago, Dispari said:


Sure sure, PvP in bases and all, very neat. THIS is the part I care about though! Woo!

Yeah, I imagine a lot of RPers are happy about this one!

  • Thanks 2
  • Thumbs Up 2

Join the Homecoming PvP Fightclub Discord 
What is Fightclub?  Fightclub is PVP between two melee players fighting to the death in melee range with no moving/retreating allowed. It's like pylon testing...but the pylon hits back! Perfect for players who enjoy min/maxing builds. Click the discord link above for more info.

Link to comment
Share on other sites

Base raids were such a great idea when they were introduced on live, the face they got shut down, and now are rising up like a phoenix is a great way to add some variety for players to participate in.

 

If only options to enable the base defenses were added, perhaps to attack intruders, or a haywire option where they attack anyone.

 

This is an exciting change.

Link to comment
Share on other sites

Base defenses won't be enabled this page because they are controlled by the old base raid code, which is being entirely scrapped. The intention is to re-implement them using the new system in the future.

  • Like 1
  • Thanks 4
Link to comment
Share on other sites

This is neat, but as a builder I would love to have some clarification for some things that are concerning the base building community.

  1. Will there be/is there an option to not allow PVP in our bases?
  2. If enabling the defenses is going to be implemented, does that mean people are going to be able to come in and break things that you have built? A lot of us use the defense pieces as different forms of decor. If someone is able to just come in and start breaking things, that is going to be a nightmare. It also sounds like it would feed the trolls big time.

I know the base building community is often seen as less important, but some of us pour literal months of our time into our builds. It's our art form. If someone can just come in and smash it, that is going to be very upsetting. 😞

Link to comment
Share on other sites

  • Community Rep
1 hour ago, aalyasenai said:

This is neat, but as a builder I would love to have some clarification for some things that are concerning the base building community.

  1. Will there be/is there an option to not allow PVP in our bases?
  2. If enabling the defenses is going to be implemented, does that mean people are going to be able to come in and break things that you have built? A lot of us use the defense pieces as different forms of decor. If someone is able to just come in and start breaking things, that is going to be a nightmare. It also sounds like it would feed the trolls big time.

I know the base building community is often seen as less important, but some of us pour literal months of our time into our builds. It's our art form. If someone can just come in and smash it, that is going to be very upsetting. 😞

 

As we've been testing this, I made a point of chatting with a lot of the base building community to get their thoughts/feedback on things, so you folks are definitely being listened to. Don't worry. :classic_smile:

 

As for your questions...

 

1.

PvP is turned off by default. And it can only be turned on by someone in the supergroup that the base is attached to. (And they can only do this if you've given them permission.)

 

So, as a supergroup leader, if you don't want anyone doing PvP in your base, you can just uncheck ""Begin Raid" in the supergroup permissions window:


image.thumb.png.362d688496d107246e0a39e145d400a9.png

So, you can set it up so that no-one except you can enable PvP in your base.

 

2. 

Again, people can't just show up in your base and PvP unless you let them. And while certain items can be destroyed, it's only temporary. Once the base respawns (i.e. after it's been empty for 15 minutes), those items will respawn back along with it as if nothing has happened. In the exact same spot/at the exact same angle/etc you placed it in. Ensuring bases cannot be vandalised was priority #1 for me as I was testing this. (And I spent a LONG time trying to destroy everything.)

 

If you've got any other concerns please let me know. Want to ensure this feature has zero negative impact on base builders.

  • Like 2
  • Thumbs Up 2

Join the Homecoming PvP Fightclub Discord 
What is Fightclub?  Fightclub is PVP between two melee players fighting to the death in melee range with no moving/retreating allowed. It's like pylon testing...but the pylon hits back! Perfect for players who enjoy min/maxing builds. Click the discord link above for more info.

Link to comment
Share on other sites

10 hours ago, Faultline said:

Base defenses won't be enabled this page because they are controlled by the old base raid code, which is being entirely scrapped. The intention is to re-implement them using the new system in the future.

12 hours ago, CR Americas Angel said:

The turrets/etc don't currently shoot back, though.

Awwwww.

But hey, it's a start.

Link to comment
Share on other sites

Last night @America's Angel  @Whoogiewatsit @Kencian @MJB @Madvillain @Sessa @Seductive- and myself tested some pvp matches using the new base raid system.

 

First we tested a "Defenders vs Attackers" Deathmatch 4v4:

 

Then a 2v2v2v2 Deathmatch:

 

We also did a 4v4 I did not record, but you can find that on MJB's twitch stream along with our between-match banter: https://www.twitch.tv/videos/1617946097

 

During the tests, we collected our thoughts on the system itself, and what it needs in order to support good matches. In the end our wish-list grew to 9 items. I understand these are quite a lot of requests so please understand that we are not asking for all of these things to be added before this patch goes live, only requesting that they be implemented at some point in the future. To help with that I have ordered the wish-list by priority.

 

1. The option to disable team invites / supergroup invites during the raid.

Currently it is possible to freely drop teams, form and reform teams in any way possible while a match is ongoing. In the "Defenders vs Attackers" mode, Supergroup status (whether you are in it or not), works similarly to team status in Free for All deathmatch mode. While in some settings this fluid teaming is OK, the feature can also be abused to give sides an unfair advantage in various ways in matches where we would prefer it that the teams be determined at the start.

 

2. Protection against "late joiners" / griefers.

We realised that it is possible for other players to enter the base while the raid is ongoing, and for those new arrivals to participate in the matches. A bit like the audience running onto the field in a football match, its not desirable. To prevent this perhaps the base could be closed for entry during the raid, or players spawn in as invisible camera drones like arena, or they could spawn in but with a very long "countdown to PvP" timer so that they cant participate.

 

3. The option to disable inspirations that are larger than "small", and prevent claiming Email items during a raid.

We always use small inspirations in PvP because they are readily purchasable from NPC vendors which makes the barrier to playing low and equal for all participants. The strength of small inspirations is also at an ideal level that the green respite-type ones are not overbearing. For this reason we don't want anyone to be able to bring larger inspirations to get an unfair edge, at the same time and for the same reasons we don't want anyone to be able to claim inspirations from their email during a raid.

 

4. Force players to respawn faster after they die.

When players die in the raid they have the option to respawn manually, but if they decide it is more advantageous for them to not respawn (for example if their team is ahead and they don't want to risk dying again) then they can simply not click the respawn button. If they do this then the system only forces a respawn after 2 minutes, we would like to see this timer lowered to 10 seconds so that this death-stall strategy cannot be used.

 

5. Improvement to the end-of-match scoreboard.

Currently it displays the kills and deaths of each individual player, but does not show the collective scores of the teams involved which makes it quite difficult to interpret who won, at least without staring at it for a while.

 

6. The option to disable non-alpha incarnates during the raid.

This request is similar to the larger inspirations limitation one, we use Alpha incarnate only in PvP because of its ease of acquisition compared to getting every incarnate power, as well as its strength being at a level that we feel is acceptable rather than overbearing. Having Alpha-only be forced on rather than an option is also more desirable than no limitations at all, should it be too difficult to implement it as an option.

 

7. Enabling of base defenses, with the condition that they attack both sides.

The possibilities for creating hazardous areas in PvP maps is really interesting, but in order to work both sides need to be at risk when entering into these areas. Note that the only way to ensure that teams spawn from separate places on the map in base raids is to use the "Defenders vs Attackers" mode so that one side respawns in the "raid" reclimators and the other side in the standard reclimators, so in order to be able to combine this feature with the inclusion of hazardous areas, it will be necessary that the base defenses attack both the Attackers and Defenders.

 

8. Team vs Team matches that use seperate spawns without requiring supergroup membership.

As mentioned in the last item, the only way to get two teams that spawn in separate locations is to use the "Defenders vs Attackers" mode. This is quite inconvenient though because in order to get matches to work in this way we have to invite all the players we want to be on one side to the Supergroup that hosts the raid map. This essentially means in order to play these kind of matches players will need to constantly be quitting their own actual supergroups.

 

9. Low health destructible barriers.

The inclusion of some kind of object which prevents passage before the base raid has begun, but becomes destructible (to both sides) once the raid has initiated would be very useful in map design.

 

 

  • Thanks 2
  • Thumbs Up 6
  • Thumbs Down 1
Link to comment
Share on other sites

5 hours ago, Alouu said:

L

 

2. Protection against "late joiners" / griefers.

We realised that it is possible for other players to enter the base while the raid is ongoing, and for those new arrivals to participate in the matches. A bit like the audience running onto the field in a football match, its not desirable. To prevent this perhaps the base could be closed for entry during the raid, or players spawn in as invisible camera drones like arena, or they could spawn in but with a very long "countdown to PvP" timer so that they cant participate.

 

 

 

It seems perfectly reasonable not to allow "late joiners" to participate in the raid once its started... but I don't like the idea of being locked out of a base while one is on-going. If I'm just going about my business while, say, the CoyoteNephews (Who are going to love this-) decide they want to duel each other over who has to do whose chores, it would be pretty annoying not to be able to get to the storage or the transporters while the shenanigans are on-going.

 

The larger and more active the SG, the more often that sort of thing might come up... But I can see it being an issue even for our small, family group.

 

Maybe a good halfway point would be letting people into the base, but NOT letting late arrivals join the actual raid? Have them flagged as "observers" or something, unable to attack or be attacked.

 

 

Edited by Coyotedancer

Taker of screenshots. Player of creepy Oranbegans and Rularuu bird-things.

Kai's Diary: The Scrapbook of a Sorcerer's Apprentice

Link to comment
Share on other sites

16 minutes ago, Coyotedancer said:

Have them flagged as "observers" or something, unable to attack or be attacked.

 

Or communicate with people engaged in PvP.  That's a really easy way to determine where an ambush is set up, what defenses might be active in an area, et cetera, just have an observer spill the beans to the opposing team.  That's also why a very short defeat timer is important, don't want people zooming out, panning around and telling the team what's going on off in the distance.

Get busy living... or get busy dying.  That's goddamn right.

Link to comment
Share on other sites

11 minutes ago, Luminara said:

 

Or communicate with people engaged in PvP.  That's a really easy way to determine where an ambush is set up, what defenses might be active in an area, et cetera, just have an observer spill the beans to the opposing team.  That's also why a very short defeat timer is important, don't want people zooming out, panning around and telling the team what's going on off in the distance.

 

Good point.

Taker of screenshots. Player of creepy Oranbegans and Rularuu bird-things.

Kai's Diary: The Scrapbook of a Sorcerer's Apprentice

Link to comment
Share on other sites

2 hours ago, Coyotedancer said:

 

It seems perfectly reasonable not to allow "late joiners" to participate in the raid once its started... but I don't like the idea of being locked out of a base while one is on-going. If I'm just going about my business while, say, the CoyoteNephews (Who are going to love this-) decide they want to duel each other over who has to do whose chores, it would be pretty annoying not to be able to get to the storage or the transporters while the shenanigans are on-going.

 

The larger and more active the SG, the more often that sort of thing might come up... But I can see it being an issue even for our small, family group.

 

Maybe a good halfway point would be letting people into the base, but NOT letting late arrivals join the actual raid? Have them flagged as "observers" or something, unable to attack or be attacked.

 

 

If a base is being raided, I would say that the Supergroup Leader is well aware - and should be responsible for letting the rest of the SG know in a message of the day or something. Then again, that's my opinion weighed heavily by personal responsibility...

  • Thumbs Up 1
Link to comment
Share on other sites

2 hours ago, Glacier Peak said:

If a base is being raided, I would say that the Supergroup Leader is well aware - and should be responsible for letting the rest of the SG know in a message of the day or something. Then again, that's my opinion weighed heavily by personal responsibility...

 

"Okay, so some of your SG mates have decided they want to monopolize the base that belongs to all of us for however-long they plan on doing Their Thing.  The rest of you guys can just kiss the base features you typically use goodbye for the duration because their PvP is more important than anything you might have to do in there. Sorry. That's just the way it is because Reasons and Personal Responsibility."

  • Like 2

Taker of screenshots. Player of creepy Oranbegans and Rularuu bird-things.

Kai's Diary: The Scrapbook of a Sorcerer's Apprentice

Link to comment
Share on other sites

23 minutes ago, Astralock said:

Make separate bases for PvE and PvP.  Again, some responsibility on the SG leader, but at least it's better than the alternative.

I don't even like PvP so I'd never use my base for something like this. I might, however, help someone else make one. I like base building and lost my reason to make nice builds when I stopped role-playing. Making a battle ground could be fun. 

  • Thumbs Up 2
Link to comment
Share on other sites

  • Community Rep

Tiny update from today's patch:

  • The autorez timer (i.e. how long you can stay dead before it forces you to respawn) was decreased from 120s to 15s. This was to stop players from deliberately stalling.
  • Like 1

Join the Homecoming PvP Fightclub Discord 
What is Fightclub?  Fightclub is PVP between two melee players fighting to the death in melee range with no moving/retreating allowed. It's like pylon testing...but the pylon hits back! Perfect for players who enjoy min/maxing builds. Click the discord link above for more info.

Link to comment
Share on other sites

  • Community Rep
Posted (edited)
1 hour ago, Glacier Peak said:

Does this mean that Repel Ball can make its return???

 

Absolutely! (Anyone want to be the ball?)

 

unknown.png

(Base by Mascot on Everlasting)

Edited by CR Americas Angel
  • Like 1

Join the Homecoming PvP Fightclub Discord 
What is Fightclub?  Fightclub is PVP between two melee players fighting to the death in melee range with no moving/retreating allowed. It's like pylon testing...but the pylon hits back! Perfect for players who enjoy min/maxing builds. Click the discord link above for more info.

Link to comment
Share on other sites

Gotta say, this is probably my favorite thing about this page overall. I am so excited base raids are back.

  • Like 2

Find me on Everlasting or Indom as:
Marbing (Psi/Rad Corruptor), Fortunata Moon (Fortunata Widow), Dynanight (Fire/DM Tank), Timesync (Elec/Time Corruptor), Static Sparrow (Elec/TA Controller), Cryopunk (Ice/Cold Controller), Chamelea (SJ/Bio Stalker)Sword Fist (Claws/SR Scrapper), Mangusuu (DP/Nin Blaster), Blink Shot (Beam/Martial Blaster), Driver (Beam/Traps Corruptor), Phonoalgia (Pain/Sonic Defender), Powered (FF/Energy Defender), Nullpunkt (Rad/Kin Corruptor), Black Rain (Fire/Therm Corruptor), Mirror Mage (Ill/Dark Controller),Gravoc (Gravity/Energy Dominator), Mind Pyre (Fire/Psi Dominator), Robinia (Plant/Thorn Dominator), Boggle Blade (Psi/Invuln Stalker), Kelvin White (Ice/Regen Stalker), Dead Haze (Katana/DA Scrapper), Echo Boom (Sonic/EM Blaster), Ceyko (Archery/Time Blaster), Brainwasher (Mind/Poison Controller)Nachteule (DP/Dark Corruptor)Fulgrax (Axe/Elec Armor Scrapper)Void Knife (DB/Ice Stalker)Tryptophan Zombie (Mind/Kin Controller)Exdominus (WP/Staff Tank), Masuku (Claws/Willpower Stalker)Blacklamp (Rad/Energy Sentinel), Bedlam Bane (Sonic/Poison Corruptor), Helena Black (Necro/EA Mastermind), Boom Ranger (Sonic/TA Corruptor), Grave Sentinel (FF/Dark Defender), Dead-Life (Dark/Regen Brute)

Link to comment
Share on other sites

Incidentally, does the framework exist to have a kick option for bases?

The details above talk about how bases can't be vandalized because they just reset if nobody's in them.

But people can idle in bases indefinitely so they could just do that and then refuse to leave.

I can also imagine it having uses for dealing with griefers and such.

  • Like 1
Link to comment
Share on other sites

  • GM Widower unpinned and locked this topic
Guest
This topic is now closed to further replies.
 Share

×
×
  • Create New...