Why an Adrenaline system keeps looking better (anti-Zerg, and fixing Gear Creep) + Dynamic content FTW

SeaShadow

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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.
 

Teknique

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Here is the problem. I'll copy my post from another thread. While an adrenaline system or any type of 1vx system would be a good idea you have to face this reality

"Here's the thing, no matter what Star Vault implements, its going to be bad, because their execution skills are god awful. It doesn't matter if an idea is good, bad, the best, terrible. They will fuck it up invariably."
 

SeaShadow

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Well, sure. And what am I saying, not like anyone would actually want to use Adrenaline to go red with a 2-h tungsteel vs. a whole mob of blue players. Another boring concept on the pile. Henrick should disregard. Nothing to see here.
 

finegamingconnoisseur

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I vaguely remember Henrik talking about something along the lines of the OP's suggestion in one of his streams if I'm not mistaken?

Something to do with special moves for each weapon type or something, and adrenaline was also discussed?
 

Teknique

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Well, sure. And what am I saying, not like anyone would actually want to use Adrenaline to go red with a 2-h tungsteel vs. a whole mob of blue players. Another boring concept on the pile. Henrick should disregard. Nothing to see here.
Like I said it could be the best idea ever. No problem with the idea. The problem is sv will find a way to make it bad.
 

Ask

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Jun 10, 2020
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At a glance the Adrenaline system is just a fix for the symptom of a problem. The real problem is the game has based the majority of its meaningful content around forming a group in order to do it. Which leads to gatekeeping and incentivises RMT. While it might be a good idea and a system. It should be at the back of the queue and added to the long list of promised content that has built up for over 15 years. We need more meaningful changes to the skeleton of the game. Not more band aid, half cooked systems.
 

SeaShadow

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Like I said it could be the best idea ever. No problem with the idea. The problem is sv will find a way to make it bad.
Looks like they are planning to add Adrenaline sooner than I thought. I'm just asking Henrik to consider making it slant towards a De-zergging mechanic. Using it as a way to balance things out by how players accumulate Adrenaline. And also dont leave defensive abilities out of the mixture not just offense.

Instead of it pushing things the other way. Where groups become op removing experienced players doing solo- 1vX even more, and new players can't lay a scratch.
 

Teknique

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Jun 15, 2020
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Looks like they are planning to add Adrenaline sooner than I thought. I'm just asking Henrik to consider making it slant towards a De-zergging mechanic. Using it as a way to balance things out by how players accumulate Adrenaline. And also dont leave defensive abilities out of the mixture not just offense.

Instead of it pushing things the other way. Where groups become op removing experienced players doing solo- 1vX even more, and new players can't lay a scratch.
Just be careful what you wished for.