Author Topic: Arena Modules vs Faction based?  (Read 615 times)

Legacy_TSMDude

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Arena Modules vs Faction based?
« on: September 03, 2010, 12:57:29 pm »


               I have never played on a Arena module so forgive me if this goes astray.

I always thought a good type of Arena Module would be somethign similiar to Dark Age of Camelot I think it was called. Basically you make five teams though. You have the Goblinoids, the Fey, the Humans, the Little Folk, and the Outcast.

Factions of course.


I think it was Jesse the Thiefs world I looked at and it looked quite neat and almost persudaded me to try my hand at a Arena Module. Is that the same thing? Basically a faction based server where people fight for land or is Arena different and it is just like a first person shooter were you log in and find someone to kill?


EDIT: Was posting this is Shadows thread but moved it here as I am unclear what a Arena Module is.
               
               

               
            

Legacy_kenween

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Arena Modules vs Faction based?
« Reply #1 on: September 03, 2010, 05:17:33 pm »


               TL;DR: Definitely possible to script Faction based Team PvP for more than 2 teams but several species of this type of mod already exist in the LOTR and RP type mods with less intense combat, due to lower player numbers and player types.

i'll try to answer some parts :-

An Arena Module can actally be of these types

1) Pure 1v1 PvP: This is a module where everyone comes in and fiths 1v1 against each other. Usualy there's places to relax and just chat, a place to test the damage of your character, lots of places to fight 1v1 etc etc. Almost any module with nice areas can be turned into this. usualy the rules and scripting are set up to stop people interfering in fights or "randomng" one another eg: by the use of a "Duel manager" item. No randoming means no killing/attackng another player unless asked and agreed beforehand. Examples of 1v1 Arena Mods in the past: Combat Central, Atomic Chicken. Nowadays 1v1 Arena mods have passed away. Only some infrequently attended "Uber" servers remain. DMs usually need ot be present very often.

2) Arena Mods can also be Team PvP based. These are usually one Team vs another Team. Players are usually randomly assigned teams and rebalancing over time can be automatic or by choice of players (or DM).  NWN didn't eolve Team PvP mods until after several 1v1 servers arrived. Scripts would be used to keep score. I have not seen a Team PvP mod which has more than 2 Teams but I have seen loosely scripted faction based Team PvP mods with more than 1 team. Examples of both :-

a) NWTactics: This was probably one of the earliest 2 team Team PvP mods and was very popular with a small group though perhaps not well known. This mod evolved into the NWKnights server as it is known today (still has 10-20 steady player pop under  v1.68).

'B)' Other very popular (now and some time in the past) 2 team Team PvP mods include Bastions of War and Antiworld (latter still has 15-20+ steady player pop). Of same high level of popularity is the 2 team Team PvP mod which is based on Warcraft 3's DOTA is Alestorm's PvP. All of these have a high level of sophisticated scripting to manage teams.

c) Examples of faction based servers which more than one team: These are usually combiend with an RP style function because there are not usually enough players to fill more than 2 sides in a constant combat Team PvP Mod. Examples include: Howards LOTR, Leatherwolf's LOTR and quite a number of other RP styled servers with "managed" faction conflicts or DM managed conflict events. There isn't actually a NWN faction based server with as constant or intense faction based combat as Dark Age of Camelot (DAOC). Several NWN team pvp players atually migrated to DAOC for this reason. DAO is considered one of the very best examples of Team PvP with more than 2 Factions. But it could do this because DAOC as a true mmorpg had quite a huge number of players - certainly much more than the 64 maximum that NWN can manage at a time.

So it is definitely possible to create a Team PvP mod with intense action and more than 2 factions just like DAOC. The problem would be server bandwidth and player numbers. Bloodwar, Bastions of War, Antiworld, NWKnights, Alestorm and LOTR all have existing sets of rules which could be adapted quite easily to team pvp faction based mod with more than 2 sides.

Not sure if everyone else sees the situation as the above, but that's how I see it anyway '<img'>
               
               

               


                     Modifié par kenween, 03 septembre 2010 - 04:21 .
                     
                  


            

Legacy_TSMDude

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Arena Modules vs Faction based?
« Reply #2 on: September 03, 2010, 06:40:33 pm »


               Thank you for that in depth answer...
               
               

               
            

Legacy_kenween

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Arena Modules vs Faction based?
« Reply #3 on: September 03, 2010, 08:15:45 pm »


               i should say there's actually right now appears to be a very popular Faction based Team PvP mod under the PW Action category. If you sort by player numbers it will rise to the top - it's a LOTR mod.

It needs CEP v2 i think.
i haven't tried it yet but i intend to '<img'>

edit: ok i just tried it. it's more of a PW pvp mod. There's the Mordor and the Gondor factions. Pvp is very rule-restricted: for example, you cannot kill an enemy in a certain area and you must only fight wihtin your level range. also you must res everyone you kill exceptin certain areas. and none of these are scripted rule s- its all discretionary.very friendly player base i think. or else they wouldn tstick together so much.
               
               

               


                     Modifié par kenween, 04 septembre 2010 - 03:10 .
                     
                  


            

Legacy_Shadooow

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Arena Modules vs Faction based?
« Reply #4 on: September 04, 2010, 01:30:41 am »


               Well there is a little difference.



AFAIK all modules in arena category offered players only killing each other in various enviroments - modes like capture the flag.



There are action or maybe even roleplay modules that "supports pvp". So if you like pvp, you might fight and join some pvp faction, if not you may grinding/looting/roleplay/soloing outside of areas where pvp is in progress. Thats exactly the way Dungeon Eternal X and Heart of Winter works.