Online PvP team battles aka party battles (3 different modes)
KendosanMasters
Member Posts: 10
One of the best things of Baldur's Gate for me is the tactical battles the world and story are great, but the battles are what kept if fun in the long run and gave a sense of skill when completed successfully. While single player is the core of the game, I've found multiplayer always adds to the longlivety of a game and this also applies to Baldur's Gate series. It's easy to improve on those online features.
I'd love to see an option to use my party * against someone else's party.
I think there is two modes to go from this, loading a party from a save game or setting it as default and then fighting against someone else would really be fun. But also using the party creator, than having a set amount of gold to buy items in the map as a more balanced mode (it would be cool if you could save some regular builds and then select them before the match if they fit the balance rule set of said game).
This especially works well if some small battle maps were created for this, for example with some random traps to give thieves more purpose in these battles. Also some creep camps set between the players could be very nice.
Modes:
- So 1 party vs another party battle.
- A DotA (Defense of the Ancients) type of approach, where both parties have to defend their building/creature and destroy the one of the enemy to win the game. A nice twist would be that if party members won't be automatically revived indefinitely like DotA type games do.
- The dungeon race. Parties start in a corner of one of the dungeons paths that lead to the center of the dungeon. Each path is somewhat symmetric or more important balanced compared to the other. Each party will have to fight their way towards a certain point in the dungeon (likely the middle), the first party to reach this location is the winner. Again the traps, illusions and having a party to fight very different types of creeps etc. could play a big role.
* A party might be controlled by a single player or each party member by a real player.
Being a programmer myself and seeing that most changes that are being done at the moment are less work, I'd still hope this makes it in. But if not BGII or even BGIII would be the next best thing. Some suggestions by players that are very good but not possible at the moment, don't lose those suggestions they might be essential later on. Also you might still implement a simpler variant for now.
For example. I've another, much simpler to implement idea for dungeon races. The party enters a map, if it successfully completes it a time is saved and kept online. A sort of ranking system to see how well your party does compared to others.
I admire the effort you guys are willing to make.
Of course I've dozens of other ideas.
I'd love to see an option to use my party * against someone else's party.
I think there is two modes to go from this, loading a party from a save game or setting it as default and then fighting against someone else would really be fun. But also using the party creator, than having a set amount of gold to buy items in the map as a more balanced mode (it would be cool if you could save some regular builds and then select them before the match if they fit the balance rule set of said game).
This especially works well if some small battle maps were created for this, for example with some random traps to give thieves more purpose in these battles. Also some creep camps set between the players could be very nice.
Modes:
- So 1 party vs another party battle.
- A DotA (Defense of the Ancients) type of approach, where both parties have to defend their building/creature and destroy the one of the enemy to win the game. A nice twist would be that if party members won't be automatically revived indefinitely like DotA type games do.
- The dungeon race. Parties start in a corner of one of the dungeons paths that lead to the center of the dungeon. Each path is somewhat symmetric or more important balanced compared to the other. Each party will have to fight their way towards a certain point in the dungeon (likely the middle), the first party to reach this location is the winner. Again the traps, illusions and having a party to fight very different types of creeps etc. could play a big role.
* A party might be controlled by a single player or each party member by a real player.
Being a programmer myself and seeing that most changes that are being done at the moment are less work, I'd still hope this makes it in. But if not BGII or even BGIII would be the next best thing. Some suggestions by players that are very good but not possible at the moment, don't lose those suggestions they might be essential later on. Also you might still implement a simpler variant for now.
For example. I've another, much simpler to implement idea for dungeon races. The party enters a map, if it successfully completes it a time is saved and kept online. A sort of ranking system to see how well your party does compared to others.
I admire the effort you guys are willing to make.
Of course I've dozens of other ideas.
Post edited by KendosanMasters on
6
Comments
Anyways, on topic... I love the ideas you have, the dungeon race, and the player vs player idea too. I remember years ago trying to battle my friends with a single computer, taking turns queueing up commands and unpausing once everyone had input a character's move. Tons of fun. Perhaps to save the pause-and-play element you could have something like an arena battle that pauses every round, or two, or ten(testing may be in order to see what is reasonable for human reaction). The ranking system is very interesting too, as ladder systems have kept games alive for years after their re-playability was long lost. With an epic such as Baldur's Gate, the modding community and matchmaking multiplayer, it will have no problem with replay value, but the ranking system would just do that much more.
People are going to want to fight their parties, or character in one way or another. Why not create a medium in which to do so?
If we start in BG:EE with a fun pvp mode, it could be pretty great once we reach BG2:EE and BG3.
To build on to it i have a great idea...IF they do bg3, and its succesful, maybe they will have permission to make other games? Like a new adventure set in Waterdeep? Then an expansion could be the classic mega-dungeon UNDERMOUNTAIN...ME and 5 of my friends being awesome and battling to the center of undermountain while you and 5 of your friends try to do the same (if you do an acurate size-check...You could have 3 or 4 6-man teams exploring at the same time. I dont think they should meet and fight each other, but the moment the entire team makes it to the center, there could be a winner. Would be amazing i think.
Still, the first "Party vs Party" ideas come from D&D...
That being said:
I HIGHLY doubt there will be PvP in BGEE or BGEE2 (we can have hopes for it with the inevitably release of BG3 though ). There are just so many quirks that would cause such a huge detriment to how the game plays, ranging from pausing to issues that @decado mentions. Class balancing would be inevitably more difficult too: not only would they have to be balanced for single/co-op play, but they would have to be balanced with each other. I'm willing to bet that the strategy of how they are being balanced does not take that fully into account .
In addition, I don't think the mighty Dev Team with their WIS 26 would like to implement something without any real story behind it regardless of any situation. They would also have to worry about server issues and matching teams/players, but that is besides the point.
Baldur's Gate is not an MMO, it's a story.
Stop with the MMO bullshit argument. Adding PVP won't transform BG 1 into an MMO.
A simple arena multiplayer mode is A SIMPLE ARENA MODE. Many RPG did it, and never became an MMO. Seriously, don't you guys have friends you want to face against?
That's the lesson for today.
Back to topic:
You play through Badur's Gate, your party gets stronger. A friend of your says his party is way more effective. He challenges you. But you can't really prove one of the parties is better because there is no PvP mode that uses any chosen save game to fight it out with your challenger or do a dungeon race. Now let's say you lose. You might want to check out more side quests, train your characters and get those good items. So basically PvP is just one more inspiration to play through the game eyes wide open.
If you finish the game you could just quit, but you could also try your legendary party against anyone who dares. Besides what if you had a different party how would that work in the game or against your friends?
PvP compliments the "single" player story mode. Let's not forget the story mode can already be played with friends online. You just can't check who's boss.
Of course you're free to dislike PvP and everything I and others suggested. I just hope you and others realize there is no reason to be afraid of it, as the big terms that are being used in fear that it will hurt the core experience, don't even apply.
I understand:
There are many players that like to see this, while others will simply ignore the mode if it's there or rather see changes to the story mode. As long as we get a big userbase to support this and future instalments.
Baldurs gate is a party based, pause combat game, the PvP is... not very welcome.
There are already other threads about pvp btw
Promise 1: it won't harm the single-player experience
Promise 2: it's easy and cheap to make the coding changes
Promise 3: it's a purely optional experience
And, I must add, "it makes money for the developers." It's easy to make promise #1 and #3, but what happens when someone says "Kagain's regeneration is cheap!" and the debs have to nerf his 20 CON? Or when someone says, "Edwin gets too many spells!" and the character gets crippled in single-player mode? Or when someone says, "Fix the Sanctuary spell, it's unfair!" I can't see how a single-player experience wouldn't be harmed by rewriting spells and changing NPCs.
This same can be applied to other elements such as spells, abilities... The singleplayer experience stays intact while the rules are different only in PVP. PVP rules can be a bit different than singlplayer rules.
I know many games that did that.
What you're proposing is that they rewrite every ability and spell solely for PVP, and rebalance the game mechanics from square one. That's not trivial. It's possible ... but in order to do that, many dev hours would have to be taken away from other things.
I'm not saying they won't, or can't ... just that it's unlikely to pay for itself.
It's like you can write an AI script that tells your party what to do. In the past these scripts were compared by players on Baldur's Gate forums to see who had written the best script. It would be cool to test these AI scripts against each other. But you'd need to have some basics to do that. You mights say beat this or that creep camp and show the results and time it took. Compare it with other peoples results. While that gives a general idea, it's also theoretical, slow and remains vague. It would be a lot more fun to just load two save games with your script and another's script in it and see it in action one party versus another. The battle of AI scripts. Sit back and enjoy the ride.
Now while we enjoy the moment, it's easy to see that disabling the AI scripts and adding live player input would create more options.