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Wildstar WHAT IS WILDSTAR: ARENAS

tr1age

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Source: http://www.wildstar-online.com/en/news/what_is_wildstar_arenas.php

A couple of weeks ago, we kicked off a new series to talk to you about what makes WildStar so awesomely WildStar. We talked for a bit about a PvE Elder Game, Raids. If you missed it, you can find it here! This time, we will be focusing on Arenas, one of WildStar’s PvP Elder Games.

Our beta players will be experiencing our first Arena map once beta opens – we are intent on getting feedback early to refine our PvP systems for WildStar!

Why Arenas?

The PvP developer approach to PvP content is very similar to how WildStar PvE developers approach PvE content. We want to provide play opportunities for many types of players, which includes offering different PvP Elder Game options.

The Arena Elder Game aims itself at players who thrive on challenging skill play, a competitive environment, and small team tactical play. This Elder Game type also lends itself well to (future!) development of tournaments/e-sport systems, which deepens attachment to the challenge and progression of the Arena system.


Arena Gameplay in WildStar

WildStar will have 2v2, 3v3, and 5v5 Arena match sizes. Arena teams will be formal teams (a team is created in order to play in matches that earn your team rating points). Players can belong to one team for each match size.
One of the biggest differences you’ll see in WildStar Arena gameplay is that our Arena match is not a single elimination match. Each team shares a set amount of respawns (based on the match size). To win an Arena match, your team must get the opposing team to use all of their respawns and then defeat any remaining living opponents.


Beyond the Game

Much of the competitive nature for PvP Elder Games is enhanced through features which elevate player status or notoriety. Web support (such as PvP leaderboards, profile pages, and reports), spectator modes, and support for streaming tools are items which we are either looking to tackle for launch or are putting on a wish list for future development.

The Map

You’ve found the seedy underworld of Nexus in the dingy engine room of a Marauder ship. The floor and walls are littered with bottles, beer cans, and broken weapons. Metal pillars sprout from the center of the Arena floor, venting steam. You can see spectators behind the grating. They are eyeing you as they make their wagers. Cameras rove around the room, waiting to record the action.

arena01.jpg

Ready to play? Sign up for beta and come join my Arena team! ;)
 
I'm not too crazy about being able to respawn. I think players should only be able to have one life. I think some classes will be able to benefit more from the respawn feature, while others won't. I hope that right upon death cooldown timers pause. Otherwise a respawn timer would benefit classes that have longer cooldown timers.
 
I'm not too crazy about being able to respawn. I think players should only be able to have one life. I think some classes will be able to benefit more from the respawn feature, while others won't. I hope that right upon death cooldown timers pause. Otherwise a respawn timer would benefit classes that have longer cooldown timers.


Arenas have never been the place where I love to fight, but I must say, I am intrigued to see how they balance this out. To me it might actually make arenas a bit more fun for me. I don't like only having one life unless I am in an FPS where my skills excel in no respawn deathmatches.
 
See, I think it puts a much higher meta-game with the allowing to respawn. It's much more calculating than "BURN/CC THE HEALER AND WE WIN" mentality that most arena style games have. It will create a much higher meta than the previous "KILL ALL THINGS" mentality we have now. I'm all for it, and really want to see that with some of the other mechanics (disarm physically disarming people of their weapons, have to find them on the ground, blocking them from retrieving, etc.).
 
See, I think it puts a much higher meta-game with the allowing to respawn. It's much more calculating than "BURN/CC THE HEALER AND WE WIN" mentality that most arena style games have. It will create a much higher meta than the previous "KILL ALL THINGS" mentality we have now. I'm all for it, and really want to see that with some of the other mechanics (disarm physically disarming people of their weapons, have to find them on the ground, blocking them from retrieving, etc.).


Oh man UO had disarm, put the weapon in your bag, but of course macros made re-arming it pretty easy. Unless it was a thief and he stole it when it hit your backpack... then you kinda cried.
 
My problem is I am either EXTREMELY competitive or I am just not caring. And if I am competitive I am not a nice person lol, and if I am fun easy going, I still get pissed that people can't have fun and be easy going without winning... so I guess overall Arena makes me super competitive and therefore I dislike being on the losing team, thus making me want to get better, but hating the gear grind usually associated with arenas. Soo we shall see.. We shalllll seee.

Nothing beats a little theory crafting for arenas though. Gyoin and Mr.Boston Know me from GW2 and others from WoW always dueling and min maxing my spec for me and not the flavor of the month.
 
My problem is I am either EXTREMELY competitive or I am just not caring. And if I am competitive I am not a nice person lol, and if I am fun easy going, I still get pissed that people can't have fun and be easy going without winning... so I guess overall Arena makes me super competitive and therefore I dislike being on the losing team, thus making me want to get better, but hating the gear grind usually associated with arenas. Soo we shall see.. We shalllll seee.

Nothing beats a little theory crafting for arenas though. Gyoin and Mr.Boston Know me from GW2 and others from WoW always dueling and min maxing my spec for me and not the flavor of the month.
Same here. All around. I like to win but I try not to rage.
 
I'm not too crazy about being able to respawn. I think players should only be able to have one life. I think some classes will be able to benefit more from the respawn feature, while others won't. I hope that right upon death cooldown timers pause. Otherwise a respawn timer would benefit classes that have longer cooldown timers.

I think this option can be really nice depending on how many respawns they actually give you. To many and it may feel like it is dragging on, but if they can balance size of match with number of respawns correctly then a team would have to ability to have a "come back" to where ONE mistake doesn't destroy any chance of winning.
 
I think this option can be really nice depending on how many respawns they actually give you. To many and it may feel like it is dragging on, but if they can balance size of match with number of respawns correctly then a team would have to ability to have a "come back" to where ONE mistake doesn't destroy any chance of winning.


If they do have respawns, I agree that the respawns should be limited significantly to make it feel like it's not dragging on. Say... the better team makes a silly mistake or their cat unplugs their mouse or something - this would usually end in a frustrating loss. But now, since they have additional respawns they still have the chance to come back and prove they are the better team. This is a huge benefit to having respawns. However, I feel like respawns should be VERY limited.
 
If they do have respawns, I agree that the respawns should be limited significantly to make it feel like it's not dragging on. Say... the better team makes a silly mistake or their cat unplugs their mouse or something - this would usually end in a frustrating loss. But now, since they have additional respawns they still have the chance to come back and prove they are the better team. This is a huge benefit to having respawns. However, I feel like respawns should be VERY limited.


Or it will prove they are damn good at replugging in a mouse in record time, after ripping it from the jowls of a rabbid cat!
 
My cat doesn't unplug stuff, he bites through the cord. try to fix that while playing an arena.
 
I think Carbine is adding respawns to the arena system to combat the quick nature of an arena match. Definitely in 2v2 and in most 3v3 arenas Ive been in there was a predefined strategy that either worked and you won in 30-60sec or it failed and you lost in 30-60sec. They want the matches to have a PvP battleground feel to them with a limited number of players.

I am alright with respawns, but I'm not sure how its even going to work. In a 2v2, if you die your partner is left 2v1. It all depends how long that person can survive vs 2 other players and how long the respawn timer is? Could it be instant? Do they get teleported back to the starting area or do they just lose 1 number off their lives counter?
 
I'm kind of unsure on this system. Not for or against it, just want to get in on it and see. Current state of WoW arenas can easily last 30 minutes plus, I don't want arenas to be incredibly long lol. (healer dps vs healer dps 2s anyone?)

I'm also unsure how this will effect certain compositions. It might promote 2 tanks 1 healer, turtle the game and win with less deaths. I don't know, I guess I'll have to wait and see!
 
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