Just a note, if you can't bother to actually read my post all the way through before you shoot it down, don't post at all. I don't want to hear your post and I doubt the other thousands of players want to hear your automatic no either. Thank you those who are polite enough to read through my suggestion
Before I actually state my idea I'd like to make one thing clear first. If this gets implemented before ALL the prestige enhancements and races are in, balanced, and debugged the developers should remove them before I lead an angry mob to their hq :3
So to the point, this is a suggestion for AFTER we have the content and races (half-orc, druid, all prestiges, etc.) shoved and balanced into the game.
The Thing That Ties it All Together: Arena Points
This is a special point system similar to money, while playing in any of the following arenas you recieve special points. These points can be traded in for special items and equipment (mostly things that look cool or have a purely cosmetic effect, but maybe a nice levelled weapon or two wouldn't hurt) and possibly donated to the guild which can buy special improvements or cosmetics (visible guild capes, guild emotes, etc).
This system gives players a reason to keep playing once they hit level 20. "I'm king of quests and favor! Now I've gotta be king of PvP!!!" -10 hours later- "I'm king of PvP!!!!" -1 hour later- "Oh crud I've gotta protect my title!!!"
One Arena Point is granted for every kill the player makes in the Arenas (tavern brawling does not count, ever). However, if the player dies, they lose 2 points. If any player recieves -10 total arena points (yes the player can have negative points), they are unable to play in the arena for 1 hour (this prevents point farming, if you have a better idea please tell me...).
Total points gained and lost are recorded and the highest 10 for both are posted on the D&D website. E-fame :3
Now onto what each arena is
Levelled Free For All Arena
This arena is similar to the tavern in gameplay, with a few changes. Players enter an arena instance based on their level. The instances are
1. 7-10
2. 11-13
3. 14-16
4. 17-20
They enter at a random co ordinate in the arena, which prevents griefing and camping. Players can stay as long as they please. Special recovery shrines dot the arena which are non-pvp zones, players are allowed to leave the arena from these zones and ressurect at them if they die.
Parties cannot be created inside this arena or enter this arena.
4v4 Arena
In this arena 2 teams of 4 battle it out in one of two arenas (randomly chosen). The Open Field and The Maze.
General Rules:
Prospective teams must be part of a 4 person party to enter. When another team signs up they are matched together and sent to the arena (at different start points of course). When either team racks up 10 kills they are victorious (this is subject to change of course but 10 kills is pretty difficult considering the next rule :P)
Requires Level 20 characters.
Open Field:
This open field has very few obstacles except a few trees and rocks. Players can attempt to use the terrain to protect themselves but it is extremely difficult. This map favors martial types and ranged types.
The Maze:
This labrynth was designed to keep people on their toes and under constant watch. The large number of twists and turns can make it difficult to spot your own team let alone enemies. This map is marked by many secret doors, players who find the secret doors first can use them to ambush enemies, or possibly be ambushed themselves. This map favors stealth and casters due to its tight corners and the ease of setting up traps in just the right area.
More maps can definately be added, but I just put two here to add some spice to a possibly decent idea :3
6v6 Arena
This arena is exactly the same as the 4v4 arena except that the party must be a full 6 players to join.
12v12 Raid Arena
This arena has 2 options. In one case it is exactly as the 4v4 arena except the party must be a full Raid Party (12 players) and gameplay tends to be very intense.
Raid Challenge:
This is the second option for the 12v12 Raid Arena, the Raid Challenge. One team is assigned to defend a fort (fully equipped with breakable doors, exploding barrels, grease traps, the works :3) while the other team is assigned to break into the fort and kill the Fort Guardian which will win the game.
Upon death the player ressurects at the appropriate start point (full health and sp but no ki) where there is a single rest shrine.
Obviously since players such as archers and rogues would excel at defense in this arena the defense/offense is randomly chosen.
As another bonus for the Attackers (since Defense seems pretty easy up to this point :P) the Attack points are equipped with Mobile Battering Rams. The battering ram has 300 hp, 30 AC, 100% fortification, 30/- Adamantine, inflicts 25% damage to the Fort Door every 20 seconds, and resurrects after 2 minutes. (there are only 2 battering rams, and they head to their respective Fort Doors after activation)
If the defenders keep the fort protected for the full 15 minutes, they win the match!
For the record I stole a small bit of this concept from another MMO I used to play called Guild Wars :3 with the Kurzick and Luxon Fort Aspenwood PvP challenge. I just had the feeling that adding in DDO's character customization and bigger vocabulary (if you wanna call it that xD) would make this concept work a lot better and last a lot longer. Considering that and the faction system kept me addicted to guild wars for 4 years after I beat the game, I thought it might help players here :3