- Joined
- Oct 2, 2013
- Messages
- 95
I really like "Angel Arena" - i Think the idea is great, even tho it is implemented horribly.
For those who don't know, Angel Arena is a Hero Arena type map that combines PVP and PVE elements. Players need to farm mobs to gain levels and gold at the same time they fight ( or avoid ) players from the opposing team, in a open world with areas divided by mob levels ( similar to RPG areas, where after hitting level cap in one area you move to the next to continue leveling ).
The map has a ton of problems:
- No team cooperativity. Everyone is a damage type hero.
- No scaling spell power, meaning magic users get weak pretty fast.
- Completely inbalanced. Anime characters are known to be completely broken.
- Poor terrain design.
- Poor item design.
- Poor ability design. Feels like all heroes were done in a rush, with non-synergistic, uninteresting abilities.
- Matches with my friends could take up to two hours.
- Duels between heroes end in seconds - everyone deals a ton of damage, but is also very weak.
I wish to create a map that uses the same "open-world" PVP idea that Angel Arena does, but fixing many of its flaws.
The map:
Completely assimetrical map, divided in level ranges. Both teams will have their base at opposite sides on the map, at their own 1-10 level zone. After hitting level 10, heroes will then need to go to higher level zones where they will level up in the same area as the other team. The idea is that after hitting level cap ( 60ish? ) players will then focus on destroing the opposing team's base to win the game.
Each map area will have a theme ( desert, forest, blight etc )
Because of the large size of the map, there will be a teleportation sistem that connects the main base of each team to all other areas in the game. There will be a delay and warning prior to hero teleportation to avoid ambushes.
Quests, and Events:
I don't want action to just focus on one area of the massive world map. Logically, after hitting level cap in a zone, players will have no incentive to go back to it.
Quests and Events will be the answer to that, giving players objetive in lower level areas. The objectives won't be low level: my idea is that quests will summon high level monsters in low level areas, constantly renewing the world and giving players a reason to go "back".
Angel arena has a "duel" event that forces two players from opposing teams agains one another, both being choosen at random. It works well for angel arena becaus everyone is a DPSer, but in my map, each hero will have its role. Because of this, I want to create a arena located at the center of the map where players can talk to a NPC to arrange fights with someone from the opposing team. The fight will only occur if the challenged accepts. Winners team wins gold.
Stat Balancing:
This is a tough one. The STR-AGI-INT sistem is largely unefficient for long term scaling and balance, mainly due to the agility stat, that grants percentage-based bonus that tend to scale way too well in the late game.
Right now, the only option i see is removing the stats bonus from attributes, using them only as a ability modifier EG A mage type hero could benefit from intellect to increase the damage value of his spells. The level-up stat bonus would be added via triggers. I am really not sure about this so please tell if you have a better idea.
To prevent gold mob stealing and promote teamplay, gold and xp in a team will be split, so each hero is equally powerful.
Items:
Recipe based sistem, where a simple item combined with another will create a more powerful item.
One cool feature that i would like to add ( from angel arena ) is boss-dropped ingredients, so that in order to craft some items, a player will need to kill a specific boss ( or a boss in a level range ).
Heroes:
Each hero will have a role, divided in damage, healing, tanking and disabler. Heroes will have 3 primary skills and one ultimate.
Even with the class division thing, i still want heroes to be kinda self-sufficient in the PVE environment. Every hero will be able to deal area damage and farm efficiently.
I think role-specific quests would be cool too, potentally rewarding unique, exclusive items.
Conclusion:
A arena map with a big, interactive world map. Would it be any fun? Are there too many of these arount already? Please tell me what you think.
For those who don't know, Angel Arena is a Hero Arena type map that combines PVP and PVE elements. Players need to farm mobs to gain levels and gold at the same time they fight ( or avoid ) players from the opposing team, in a open world with areas divided by mob levels ( similar to RPG areas, where after hitting level cap in one area you move to the next to continue leveling ).
The map has a ton of problems:
- No team cooperativity. Everyone is a damage type hero.
- No scaling spell power, meaning magic users get weak pretty fast.
- Completely inbalanced. Anime characters are known to be completely broken.
- Poor terrain design.
- Poor item design.
- Poor ability design. Feels like all heroes were done in a rush, with non-synergistic, uninteresting abilities.
- Matches with my friends could take up to two hours.
- Duels between heroes end in seconds - everyone deals a ton of damage, but is also very weak.
I wish to create a map that uses the same "open-world" PVP idea that Angel Arena does, but fixing many of its flaws.
The map:
Completely assimetrical map, divided in level ranges. Both teams will have their base at opposite sides on the map, at their own 1-10 level zone. After hitting level 10, heroes will then need to go to higher level zones where they will level up in the same area as the other team. The idea is that after hitting level cap ( 60ish? ) players will then focus on destroing the opposing team's base to win the game.
Each map area will have a theme ( desert, forest, blight etc )
Because of the large size of the map, there will be a teleportation sistem that connects the main base of each team to all other areas in the game. There will be a delay and warning prior to hero teleportation to avoid ambushes.
Quests, and Events:
I don't want action to just focus on one area of the massive world map. Logically, after hitting level cap in a zone, players will have no incentive to go back to it.
Quests and Events will be the answer to that, giving players objetive in lower level areas. The objectives won't be low level: my idea is that quests will summon high level monsters in low level areas, constantly renewing the world and giving players a reason to go "back".
Angel arena has a "duel" event that forces two players from opposing teams agains one another, both being choosen at random. It works well for angel arena becaus everyone is a DPSer, but in my map, each hero will have its role. Because of this, I want to create a arena located at the center of the map where players can talk to a NPC to arrange fights with someone from the opposing team. The fight will only occur if the challenged accepts. Winners team wins gold.
Stat Balancing:
This is a tough one. The STR-AGI-INT sistem is largely unefficient for long term scaling and balance, mainly due to the agility stat, that grants percentage-based bonus that tend to scale way too well in the late game.
Right now, the only option i see is removing the stats bonus from attributes, using them only as a ability modifier EG A mage type hero could benefit from intellect to increase the damage value of his spells. The level-up stat bonus would be added via triggers. I am really not sure about this so please tell if you have a better idea.
To prevent gold mob stealing and promote teamplay, gold and xp in a team will be split, so each hero is equally powerful.
Items:
Recipe based sistem, where a simple item combined with another will create a more powerful item.
One cool feature that i would like to add ( from angel arena ) is boss-dropped ingredients, so that in order to craft some items, a player will need to kill a specific boss ( or a boss in a level range ).
Heroes:
Each hero will have a role, divided in damage, healing, tanking and disabler. Heroes will have 3 primary skills and one ultimate.
Even with the class division thing, i still want heroes to be kinda self-sufficient in the PVE environment. Every hero will be able to deal area damage and farm efficiently.
I think role-specific quests would be cool too, potentally rewarding unique, exclusive items.
Conclusion:
A arena map with a big, interactive world map. Would it be any fun? Are there too many of these arount already? Please tell me what you think.
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