Adrenaline
You are searching to balance a sand box open world PVP design? What if there was a way to more automatically smooth out the rough edges as time goes on?
It would be a basic State your character goes into similar to Fatigued, etc. except this would be a buff icon that kicks in.
When activated it gives the player a combination of damage resistance and regeneration to HP, Stam and Mana. The Adrenaline level you achieve depends on how rapidly your opponent is damaging you and how many opponents are attacking you within a certain window of time, like the last 5-10 seconds (i.e. high negative rate of HP decline dramatically increases Adrenaline). If you get healed Adrenaline levels fade down accordingly.
Logic: Adrenaline is a strong buff for 1 vs. X. Giving noobs more of a chance and giving established players a chance for heroic action. How do you keep adding new and more powerful items in a pvp sandbox? Adrenaline could be a way to allow more and stronger gear into the game which is desirable, while offsetting gear creep. By it's nature it would react to offset clade imbalances in the 1 vs. 1 case. Or trying to enjoy the foot fight but getting mage banged too fast by AOE damage. End game gear is still the objective, but it wouldn't be quite so far from a new player ever (diminishing returns vs. noobs).
Dynamic Content
How do you make every corner of a sandbox map feel alive and worth exploring, but keeping it fresh and changing at the same time?
Dynamic or Random Content is the best way to make exploring any corner of the map worth it. Because the amount of ground you cover becomes the biggest factor in finding an interesting dynamic pickable, spawn, POI, etc. Lots of good possibilities here for adding advanced Tasks in finding these places or player objectives to complete new treasure hunts.
You are searching to balance a sand box open world PVP design? What if there was a way to more automatically smooth out the rough edges as time goes on?
It would be a basic State your character goes into similar to Fatigued, etc. except this would be a buff icon that kicks in.
When activated it gives the player a combination of damage resistance and regeneration to HP, Stam and Mana. The Adrenaline level you achieve depends on how rapidly your opponent is damaging you and how many opponents are attacking you within a certain window of time, like the last 5-10 seconds (i.e. high negative rate of HP decline dramatically increases Adrenaline). If you get healed Adrenaline levels fade down accordingly.
Logic: Adrenaline is a strong buff for 1 vs. X. Giving noobs more of a chance and giving established players a chance for heroic action. How do you keep adding new and more powerful items in a pvp sandbox? Adrenaline could be a way to allow more and stronger gear into the game which is desirable, while offsetting gear creep. By it's nature it would react to offset clade imbalances in the 1 vs. 1 case. Or trying to enjoy the foot fight but getting mage banged too fast by AOE damage. End game gear is still the objective, but it wouldn't be quite so far from a new player ever (diminishing returns vs. noobs).
Dynamic Content
How do you make every corner of a sandbox map feel alive and worth exploring, but keeping it fresh and changing at the same time?
Dynamic or Random Content is the best way to make exploring any corner of the map worth it. Because the amount of ground you cover becomes the biggest factor in finding an interesting dynamic pickable, spawn, POI, etc. Lots of good possibilities here for adding advanced Tasks in finding these places or player objectives to complete new treasure hunts.