A few weeks ago we had a walkthrough of the new Strongholds expansion for Neverwinter. At that time Executive Producer Rob Overmeyer teased Stronghold Siege. This week we get more in depth on the new PvP feature with Senior Content Designer John Hopler. Read on to find out what John had to say.
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Last time I talked to Cryptic it was with Rob Overmeyer about the Strongholds expansion. At the time they mentioned there would be a new PvP mode but weren’t able to get too deep into detail on it. This week I talked to John Hopler and he was able to get much more into the weeds of the mechanics. Read on for what John had to say.
How do players participate in the Stronghold Siege if they are a smaller guild?
You may get one team that is made up or 2 or 3 smaller guilds. The buildings you build on the PvE side carry over to the PvP side. If you don’t have a full 20 man team the largest team’s buildings get used. Or if it is even it randomizes which guilds are used for that map.
How much of an impact will the strength of the stronghold have on the map. Is there an ELO system? What will prevent a team with a rank 3 stronghold being smashed up against a team with a rank 10?
There is a matchmaking system. It is not an ELO system. It will take a few matches to sort out guilds based on the scoring at the end of the match. As far as the impact of the guild buildings if you built a lot of PvP buildings that will have a larger impact. It will be a similar system to what we have for the dominion maps but in this case instead of player performance it will be based on guild performance.
This is billed as a MOBA style combat map. Getting into the nuts and bolts of the mechanics how many lanes are there going to be?
here are 3. The center lane is the shortest but it is also the most heavily fortified. It has a higher density of defensive towers. It’s not necessarily the easiest route to take.
Once you are in a lane are players locked into them? Are there “jungle areas” to switch lanes?
There are. There are areas where you can crossover. There is a central river that divides the map. The map is actually two full strongholds meshed together end to end with a central river that cuts across all three lanes but there are also cross over points on each side of the river in each lane so you aren’t locked into a lane.
Is there any other PvE type mechanics on the map other than the Golems?
One of the key components of the game is supply. There are supply depots which are basically control points, one on each side of the river, in each of the three lanes. If you take both of the control points then you control that lane and you can spend supplies to build catapults at the far end to fire at the enemy stronghold. There are also siege engineers. These guys periodically leave each player’s stronghold and head up the lanes carrying supplies to the depots. The more supplies a depot has the harder it is to destroy. You can also raid the enemy’s siege engineers and they will drop supplies. The supply depots themselves also have a mechanic where if they are 75% full of supplies they will spawn a quartermaster character that will appear near the depot and help protect it. At 100% supply a guard captain will spawn which is also a fairly tough NPC and he will start heading up the lane and start attacking any enemies he finds on his way to the next control point.
Is there any kind of Meta to the PvP? Guild ranks?
We are planning a leader board. There are no real rewards for being ranked at the moment. The big reward for winning the match is rewards at the end of the match. If you win you get much better rewards. Those rewards can be sunk back into your stronghold to help improve it further or for individual players a lot of the rewards will get you special PvP gear. At the end of the match depending on how much you won or lost you can get a crushing victory. The matches reward banners of the fallen which are the PvP gear tokens you can turn it. It also has resource vouchers which can let you get all the different resources you need to build buildings in your stronghold.
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