Raids. Raids (for those who dont know too much about them) are queued for instances where you and a large group go to do objectives and get rewards. My general idea of how raids will work in EC. So we know raids will be a part of EC, probably not at launch but sometime after. SO my basic idea of how raids will work is something like.. You and some friends want to do a raid, you go to your menu, click on the raids button, it comes up with raids (we will say we are queuing for the very first raid, the most basic one out there, just as an example) So you click that, it now has a small menu, below or around or popup however they decide, that asks who you want to invite in categories. Say Friends, Party, Squad, Company, Strikeforce, Guild etc etc, you click on one of these and anyone who is in one of these with you at the time will have their name come up and you can invite them, (since we are expecting to have very large raids). You than accept and Que for the raid. Raids will consist of an objective or two, Tyranid AI and some PVP. Since EC is not the standard MMO, there are no tanks or dps characters, so you and whoever you are qued with will have to use some strategy to complete the objective. This standard raid, lets say is a 'capture the relic than bring it back to the boarding ship' objective. When you spawn a text comes up telling you the objective and than another comes up telling you Tyranids are on their way (voice overs would be cool too). So you and your group of however many players, starts heading for the OBJ. Every minute or so, a Tyranid wave will spawn, they stack so they will eventually overwhelm you and destroy you if you dont do the OBJ fast enough and kill enough Tyranids. Rewards. Completing the raid will give you some xp and rp and maybe an item if you are lucky. Different raids, difficulty and variety. So when you que for a raid, you can have any number of guys with you (upto a limit of course) so lets say I have a squad of ten for that raid, the raid was pretty standard difficulty , I complete it and gain xp and rp. If I had more players, lets say 2 squads of ten that I invited if I clicked invite squads in the menu, than I could invite another squad to the raid or something, than the difficulty would increase, but so would the rewards. For every 10 players, the difficulty increases and the rewards do as well, more than say about 50 players in the raid would have it at a nearly impossible difficulty and if you win, there is a definite 90% chance to get that item. With different raids there are different objectives and bonus objectives, items etc. Standard raids, like the one I just talked about. Hard raids, higher rewards, more difficult objectives and enemies. Insane raids, which are virtually impossible unless you are with your guild, these ones will be very competitive. Extras. As an Extra, it would be cool to get some competivity in the raids, for both guilds and factions. A score board would be cool, it could have, the names of the people in that group, the name of the guild they are in or are not in, how many kills they got, how many deaths, the time and bonus objectives completed. Standard raids will have their own thats non specific and will just have the squad of players that had the best time and kills. Queuing for raids is simple as other MMO's where you can wait for it to connect with your teammates outside of combat, in combat it will pause the que until you get out of it for at least 10 seconds. Its simple so any MMO player wont have to really worry about doing much and can go for a quick break while it loads. Upon entering the raid, you and your groupie are in a boarding ship, everyone or most players have to click whatever button to accept that they are ready and the door will drop then the raid will begin. (Or have a timer so the players can get ready. Objectives should be either randomized, or timed, to make it harder for the raiders. Rewards should be greater than that in normal pvp due to the difficulty of above standard raids. PVPVE raids should be their own catagory, they will consist of 2 or more factions in the same raid that have colliding objectives. They should have a choice whether to attack each other or stick to their own objective, the faction that does their main objective first wins and gains points, but there are also sub objectives that give bonus points along with kills, this adds to the competitive play for guilds. Things that should be in-game before raids are released to allow better strategies and or easier play. Shields (any kind for any faction) Heavy anti-swarm based weapons. All Elite classes. (Assuming when you que you can choose what class you want to play as, if you die as an elite you have to play a basic class, making it more difficult on your team) All Tyarnid units that the developers want to make in-game (to add variety in enemies) Note: Nothing I have said is 100% confirmed and are simple assumptions of what we could expect from raids, I dont expect raids to be perfect and they may need a lot of beta testing before being released. Criticism is welcome and if you have your own idea for how raids would work, please feel free to share.
Idk, I hope they go this route if they have raids at all. I've always hated how raids in mmos (and w/e the hell Destiny was supposed to be) have been stuck using the same repetitive formula since WoW. Eternal Crusade is the most genre-bending mmo I've followed in years, and this sounds like a great way to iterate on raids. Who knows, maybe this will be the first mmo in which I can finally play a raid without having to map like a bajillion hotkeys.
I'm just guessing nidholes below bases will be wave defense instances and the actual dungeon raids will be similar to games like Defiance, ZMR, Warframe, hell even Onigiri. Anything with non class based group dungeon crawling. I don't see them being very complex. They said possible randomized maps, that'd be great fun. I'm really hoping for some Space Hulk type raids at some point.
I'm still a bit new to everything so I apologize but um, what if they had like Guild VS Guild or something? so you could set the army points to use on each team and squads of 5 or whatever they are and then drop everyone into a smaller map that sort of resembled the table top and have it randomize the map? so each guild would have the number of army points to spend on their players and vehicles to drop in the map and then they would have a fight/war and then it could maybe keep track of wins and losses?
That wouldn't be a bad idea, but until we see the game in a full(er) state, it's impossible to tell to that kind of degree. I've seen a lot of people try to break stuff down in metrics for the devs, but they all fail to grasp that they're still in the very early alpha stages, and as far as I know, Orks and Eldar aren't even functioning yet. We can speculate about point values later when we know for a fact what we can bring to the battlefield, right now we don't even if terminators will make it in at launch or not. Sorry for digressing, to get back on topic, as far as guild vs guild, they've stated that small fights between your (clan/guild) buddies and other (clan/guild's) groups can occur. However, as far as I've been led to believe, we all share the same server, and I don't think they've talked about instancing off areas or whether or not they will even do that at all. Actually, I think I might ask Miguel that next stream.
Raids so far have been the only thing said that would be anything like instanced. GvG PvP, that can all work in a raid, could have even more settings to add. I agree, need to see further development before we jump to conclusions on things. Vehicles in raids sounded pretty cool. I stated that before entering the raid you could pick your class or elite to play as, so why not vehicles? Depending on the size of the raid map, yeh allow a few, probs not for standard raids though, they are more like, large dungeons if anything. The points system works with the players gear, so we wont have restrictions on points, just on what you want to spend RP on to bring to the raid. It sounds a bit strange to spend RP to make RP, but the point in that is 'Risk Vs Reward' you always get something good at the end of a raid, but if you stuff up too much, it could just cover the amount you spent to beat the Raid.
A variety of different types of Raids really would be nice, redundancy is no fun. Randomised maps (and difficulty) would be delightful! Imagine going through Tyranid tunnels thinking its just your average joe raid when suddenly you find yourself in a HUGE nest area and BOOM swarm mode activates and theyre coming from every entrance! Survive the ordeal and you get rare bonus's. I know my clan has our 3rd Tyranic War Veteran company devoted to this kind of PvE focused gameplay (for our less competative and casual players). I really like the idea of a PvP raid system as well with instances, call it a "proving grounds". However, I admit playing 10v10 doesnt compare to the raw chaos and destruction of massive open world combat simulations. Surviving the battlefield isnt all about whos the fastest or the sharpest shooter. Even a veteran can be split in half in a mere moment by a random missle or wrecked by an unexpected ambush or sniper. In typical FPS and war games, limited numbers allows a player to take bolder more aggressive actions. In a war enviroment (even one such as 40k) itll just get you cut down in seconds. I guess what I'm trying to say is the PvP Raids sound like competative sport in comparison to the core game. All In all I love all the ideas in this thread, hopefully itll catch developer attention!
The pvp raids are apart of the pve. You fight in a pve raid, against Tyranids, fighting them off to complete an objective, but there is also another faction there trying to complete their own objective.