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PvP in the Arcade/Clockworks!

5 replies [Last post]
Thu, 08/04/2016 - 09:16
Eternity-Terminal's picture
Eternity-Terminal

Have you ever played/watched Legend of Zelda: Four Swords Adventure? Because it seemed like it would be really, really fun, yet it's not the kind of competitiveness where you directly pummel eachother. (Due to needing to work together.) Note that this is really just LoZ: FSA mashed into SK. The main differences are meant to adapt to the differences between the two games.

So, for to enter PvP delving mode:

  1. You need a party of 2-4 people. These can be any 2-4 people who meet the tier clearance requirements. (You can't drag your T1 alts into T3, peeps!)
  2. The party must be in a safe zone. (i.e. a Terminal, Moorcroft, or Emberlight)
  3. Then the party leader needs to go into the party options and check the "PVP enabled" box.
  4. Once doing this, every party member is prompted to give 1 Spark of Life (or 50 Energy). (You'll find out why in a minute.)
    • Once started, the party stays in PvP mode until either the next safe zone OR someone leaves the party.
    • The party is locked while in PvP mode.
Thu, 08/04/2016 - 10:11
#1
Eternity-Terminal's picture
Eternity-Terminal

So, magical difference between PvP and PvE is that you can directly damage each other, right?

WRONG! The idea is to get people to compete by beating up more monsters than other players! Crowns are used to determine who was the most helpful, and the winner is the one with the most crowns. The main differences are:

  • Crowns are "held" by each player. They are not placed into the player's inventory immediately.
    • Crowns currently held by each player are shown in next to each player's HP in the party listing.
    • If a player leaves, he/she doesn't get any crowns, and all of the crowns held are evenly distributed to the remaining party members' inventories.
    • These crowns determine the player rankings. (The first player is the one with the most money, and so on.)
    • These held crowns are dealt with at the end of each level. See below.
  • While players cannot be damaged by other player's attacks, they WILL be knocked back by these attacks.
    • Friendly fire will cause players to flinch, interrupting what they're doing.
    • Friendly fire doesn't cause invincibility frames, though. Be careful about getting launched into hazardous traps!
    • Friendly fire cannot directly inflict statuses on other players.
    • Players can block bullets fired from guns.
    • As a side-effect, players cannot walk through each other; they are solid as in LD.
  • Loot from killed monsters go to each players based on how much they contributed to each kill. (I.e damage dealt, statuses inflected)
    • As mentioned earlier, crowns are kept by EACH player who earns them.
    • Monsters don't simply "drop" loot; it "flies" into the players who contributed. In other words, get out there and fight!
    • It works so that, say, I remove 20% a monster's HP, and my "friend" then kills it. I get 20% of the loot, and my "friend" gets 80%.
      • I estimate that dealing a status counts for...probably 15% of the loot gained, or something. Then the 85% of the monster's loot is divided based on damage. Therefor, if I burn a monster and remove 5% of its HP, I've claimed 15% + (5% of 85%) = 15% + 4.25% = 19.25% of the monster's loot.
      • THIS WILL STACK! I get 15% of the monster's loot for the first unique status I (and only I) inflict, then 10%, then 5% for the rest. Therefor, if I burn, poison, shock, and stun a monster, I get (15 + 10 + 5 + 5)% = 35%. Then, the rest of the monster's loot is up for grabs based on damage dealt.
      • Note that the status counts for first infliction of each status by each player. If I were to inflict a monster with fire, and then another person inflicts it with freeze, we each are guaranteed 15% of the monster's loot. However, if I inflict a monster with fire, and then another player inflicts fire, only I am entitled to that 15% share of the loot. (Though the other player will still get money based on the damage dealt by the fire.)
      • As there are 7 statuses, the most loot that can be gained this way is 90%. (If 3 players inflict 2 unique statuses, then the 4th player inflicts the last status.) Of course, this is kind of silly and impractical.
  • Players get some crowns for unlocking a door with a key. You can make players drop the key and/or other items by attacking them.
  • Players also get crowns for opening boxes. Consumables work as in the old consumable system, although they can only be directly "transferred" to other players. (Don't ask me how transferring consumables would work. The purpose is to keep people from carrying huge amounts of pills past party buttons.)
  • Rarities and materials (whether from boxes or not) are distributed randomly among party members. Heat is granted to all party members, whether they picked up the heat or not.
  • When a player dies, they stay dead for a little while, consume one a SoL out of the Pool of Life (see next section), and then revive. As soon as they die (before reviving), some of their money drops on the floor around their body. The dropped crowns can be grabbed by other players.
    • There is to Emergency Revive in this mode.
    • Upon dying, players drop a percentage of the crowns that they are holding (not from their inventory). The dropped crowns can be swiped by other players. (Or the player who died, if he gets up before other players grab the money.) This percentage depends on what place the player is currently in.
      • If you have a full party of 4 players, first place (the one with the most crowns) loses 30% of their crowns, second loses 20%, third loses 10%, and last loses 5%.
      • If you have just 3 players, then first place loses 30%, second loses 20%, and last loses 5%.
      • If you have just 2 players, then first place loses 30%, and last loses 5%.
  • The party has a shared pool of SoLs, called the Pool of Life. This is shared between the whole party.
    • Remember those SoLs you had to put in to start PvP mode? Those are used for this. If you have a party of 2, you start with the 2 SoLs you gave at the start of the run. If you have a party of 4, then you have 4 SoLs in the pool.
    • Your party gains one SoL in the pool for every level completed.
    • If a party member dies while there are no more SoLs in the pool, your party cannot use an elevator/party button until every player is revived. The only way for this to happen is for every player to donate an SoL to the pool, like at the start of the run.

I think that's everything...moving on!

Thu, 08/04/2016 - 09:53
#2
Eternity-Terminal's picture
Eternity-Terminal

So, with all that, the real question is: What determines who wins? And what do winners get?

(Hey, that's two questions! Bah!!)

  • Whenever a level is completed, the crowns gained are tallied and then evenly distributed into the players' inventories.
    • Of course, the tallied crowns are kept separate per party member. If my ally got 200 crowns and I get 150, then the game keeps running totals for each person. This is added up at the end of the stratum, where the PvP round finishes.
    • Players could also vote on a level-by-level basis as to who was most helpful and most annoying. For example, if I Brandish spam and push everyone into spikes, I would get down-voted. However, if I spam Stagger Storm, other players might up-vote me for helping.
    • Each player would only get one up-vote and one down-vote per level, they couldn't vote for themselves, and their votes are kept secret.
  • Upon finishing the stratum, then it's time for the results! Get your popcorn! (Or bolts, if you're robotic.) Each player gets points based on various criteria. Wherever I say "fixed amount of points," this amount depends on the stratum. The criteria are:
    • Players gain a fixed amount of points for each up-vote the received.
    • Players lose a fixed amount of points for each down-vote the received.
    • Players lose a fixed amount of points for each death they had.
    • Total crowns gained throughout the run.
  • Based on how many players you beat, you get a certain number of Krogmo Coins, and a certain number of fire crystals. The star level of the crystals and the number of coins depends on the stratum beaten. If you had a party of 4, the winner gets 1 SoL.
  • If you finished the Stratum and your party isn't at the Core yet, you have the option of continuing the run, so long as every player in the party has tier clearance. This doesn't require more SoLs to be donated to the Pool of Life. This way, you can do a massive PvP run from Depth 0 to the Core!
    • The slate is wiped clean at the beginning of each stratum. This way, it keeps things fun.
Thu, 08/04/2016 - 10:06
#3
Eternity-Terminal's picture
Eternity-Terminal
So...why do I suggest these

So...why do I suggest these things? Well...

One of the things that that LoZ: FSA does is it tracks each monster killed in addition to the Force collected. (AKA the money collected.) This works great for FSA because EVERY player has the same sword ALL the time. While some items make it easier to beat monsters, usually these can backfire and hit other players, stunning and/or damaging the players hit. This also works with the voting at the end of the stage; if someone kills other players, then they get all the down-votes.

The issue with doing that in SK is it encourages last-hitting monsters, which means high amounts of point-damage, which means Swords. This is Spiral Knights, not Sword Knights.

Team damage would ruin many weapons as well; anything that explodes would be useless in Arcade PvP, because you'd be continually team-damaging allies. Guns would probably be the most useful item...but I wanted to avoid this weapon-imbalance.

Therefor, I based cooperation upon damage and statuses. Why statuses? Well, there's something called "Haze Bombs," and those don't necessarily do much damage. There are also many other weapons which trade a lot for a status, so it makes sense to use those. At the same time, encouraging people to use different statuses means that it encourages larger arsenals and/or strategy with possibly lesser-used tactics.

(I'll edit this post as I get asked questions about certain thought-processes.)

Thu, 08/04/2016 - 10:11
#4
Eternity-Terminal's picture
Eternity-Terminal

Reserved???

Wed, 08/10/2016 - 18:42
#5
Artistbma's picture
Artistbma
https://www.youtube.com/watch?v=YnvJl1dZPgQ

This idea actually interests me.

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