01/14/2013 02:28 PMI dont understand why so much time was wasted to create new maps for duelling which have no purpose other than for duels, which they state are just for fun, no reward, no added benefit...
Posted by Astynax
The world that you play through normally wasn't designed for player vs. player combat, so it doesn’t translate well to dueling. There are just too many variables that could wreak havoc during a duel: non-PvP friendly geometry, events, scripted sequences, monsters, level-up effects, portals, etc.
For example: What if someone duels a player while they have Leah (or another hireling) as a follower? What if someone accidentally clicks on an NPC and opens up a dialogue window or a vendor screen? What happens when someone transitions through a portal or to a new zone? Sure, we could try to make accommodations for dueling to assist with each and every of these situations, but not only would those changes require a significant time and resource investment, they'd also have to be flawlessly integrated into the main game world. It's a lot
of work for a feature that not a lot of players will see or really take advantage of.
Thematically, we agree – it’d would be cool if players could fight wherever they wanted. But having an environment that actually supports PvP combat, was specifically designed for that purpose, and doesn’t interfere with the rest of the world is much more important when it comes to how the actual gameplay feels. This is one of the main reasons why we created a separate zone for dueling.
The reason you don't understand it is because it wasn't. These maps were created back when there was a plan for more than dueling. Better to get some use out of them then let them go to complete waste.
Not exactly. The Scorched Chapel is an entirely new map, not one we retrofitted or otherwise re-purposed. (Also, just to clarify: there's only 1 dueling map, but it features 4 different areas.)
As for why we didn't use any of the maps we previously designed for Team Deathmatch? Similar to our concerns with the normal game world, those maps weren't designed for non-team based play. It might not seem all that different, and you might be thinking "Who cares! It supports PvP combat, so just let us use those maps!", but many of the design elements (like where barriers and lanes are located, and their respective lengths) aren't quite right for a 4-person Free-For-All and would ultimately make the experience not-so great.
In other words, level design is a little more intricate then you might think. :)
01/08/2013 01:19 AM2. Is it going to be like WoW where you right click someone's portrait and select "duel"?
Posted by Duff66
There aren't any plans for it, and here's why:
One of the big goals with the current design for dueling (in terms of where it exists and how you get there) is to limit opportunities for griefing. By having a separate map that can only be accessed by speaking with an NPC, we're able to give players a means to beat each other up, but without a way to really harass anyone.
We definitely considered the right-click > duel option, but there's a downside to it. If we allowed players to just initiate duels by right-clicking on a player's portrait or in the Friends List, that feature could and probably would be used to grief people by pulling them into duels at arbitrary moments. Heck, even if this system required that the invited player interact with some sort of confirmation dialogue before a duel could be begin, someone still could theoretically spam the bejeebus out of the invite system and use the dialogue feature to interrupt other players’ demon slaying fun time. =/
We've heavily talked about adding NPCs in each Act hub, rather than just having the one in New Tristram to give players more flexibility, and there is/will be a dedicated PvP channel to help would-be duelers find other willing participants. Even so, we'll be paying close attention to your feedback from the PTR, so please let us know about your experiences and what you feel could be improved.