Archive for December, 2010

How to Expand PvP… Dwarf – Kadrin Valley

December 31, 2010 Leave a comment

Heading down south in the Warhammer world, we enter the realm of the dwarves. In WAR if one was to take a poll, you would most certainly find that the DvG pairing is the least liked across all tiers. In tier 4 the reason is probably for the one reason we should like the DvG pairing – it isn’t very zerg/huge battle friendly. The Empire pairing in T4 is dominated by narrow maps with warcamps at the center of the map on opposite sides (east-to-west) of the lake. The DvG pairing on the other hand locates the warcamps on north-to-south opposites and the BOs aren’t placed in locations which entirely favor zergs or one dominating force. So for the longest time this pairing was largely neglected in T4 – especially in the days of forts. My hope is that by expanding the battle into the existing PvE lakes the DvG pairing in T4 will at least become somewhat more user friendly. Read more…

Categories: PvP v PvE

How to Expand PvP… Empire – Chaos Wastes

December 30, 2010 4 comments

Last up for the Empire v. Chaos pairing are the Chaos Wastes, a desolate region located at the north pole of the world from whence demon spawn spill forth. The interesting thing about the Chaos Wastes is that the RvR lake is terribly bland, but you step into the PvE lake and it is crazy as shit. Fields of petrified warriors… a ship graveyard… twisted bramble… eerie neon-colored lakes… caves spewing forth wind and sand. I’m telling you CW beyond the ORvR lake is a bizarre world, a world which would be tons of fun to fight in! Lets explore just some of the exotic locations… Read more…

Categories: PvP v PvE

How to Expand PvP… Empire – Praag

December 29, 2010 Leave a comment

Arguably one of the most highly rated zones in Warhammer. There is something about Praag which draws players to it, and fights here are never dull. I think it would be reasonable to assume that the nature of the ORvR lake is the main reason everyone loves it. You look at every single ORvR lake from T1 to T4 and they are primarily vast open fields with keeps jutting out here and there and BOs scattered in the corners. Then you look at Praag with its twisted streets, dead-end alleys, open squares, shattered buildings. Yes, this is the truest sense of WAR. Few zones are zerg busters, and Praag is one of them. While my original argument with expanding the RvR lakes was to incorporate artistic wonder left in the PvE lakes, that is not the case with Praag for all the artistic wonder lay within the RvR lake. This however does not mean that one cannot expand farther out. No sir, the borders of Praag go beyond the confines of the ORvR lake… Read more…

Categories: PvP v PvE

How to Expand PvP… Empire – Reikland

December 28, 2010 Leave a comment

Yesterday I came up with an easy solution to a PvP expansion to WAR, at the expense of PvE. The solution: expand the RvR lakes into the PvE lakes and turn key PQs and Major landmarks into battlefield objectives. No new content is added, but the scale of ORvR doubles in some zones.

To me BOs always should have been something worth defending – key structures or choke-points. It always baffled me how so many BOs are just… open stretches of ground with some trees or a single building. Tactically speaking many BOs are seemingly pointless locations. The true art of the developers was instead poured into the PvE lakes, wasted talent since so few venture out into the PvE lakes. So now I present how I would expand the RvR lake a la my visual guide! Nothing fancy but hopefully it can illustrate¬† some cool locations. Read more…

Categories: PvP v PvE

How to Expand PvP…

December 27, 2010 1 comment

Of recent I’ve been reading the forums and other blogs a lot more than I play in order to reap the harvest of new opinions and fresh ideas. While stumbling upon the multitude of opinions and thoughts three struck me –

  • “Lag is generated by all the mobs respawning in the PvE lakes.”
  • “This is a PvP game, give us a PvP expansion.”
  • “There is no way to expand PvP without adding new archtypes/armies, ergo Mythic’s limited resources mean there will never be an expansion to PvP. Just do a solid PvE expansion instead and win back the hearts and minds of the WoW boyz.”

In order of the points my responses in my head are – 1)I oh so very highly doubt that anyone is killing the mobs in the T4 PvE lakes, ergo they never respawn. They are in fact overjoyed and blessed beyond reason when they see a toon. 2)A PvP expansion in the flavor players want (new armies, new zones, new scenarios) does seem out of the reach of Mythic, players need to aspire for something more reasonable. 3)Not necessarily true.

I then began to do what I do best – brainstorm. At this point in the game I have come upon the conclusion that most of the remaining players are here for the PvP and want an expansion which will expand upon the PvP either via new armies/zones/scenarios/forts/etc. I do not feel that a PvE expansion would strengthen the game. LotD certainly did not. Given this cluster of random information the brainstorm began to take shape.

Now we enter the realm of the impromptu poll – lets see a show of hands as to how many people have done and enjoy doing the T4 public quests. Ok, one… two… three… four… five… six… seven… eight… nine… ten…eleven… fantastic! Three and a half people out of a room of 573. I’ve done all the PQs for Order and think the scenery is wonderful and a waste of creative design and while I would be the only one to shed a tear if they went away, I think it would be for the best.

Compiling the information that people want more room to fight, more creative ways to fight, and that people care little for the public quests in T4 as was shown in my scientifically endorsed poll(T1-T3 are a little different because the experience is at a good ratio) I dawn on one conclusion. What is the easiest way to expand the realm of ORvR without finding new developers and designer brains to concoct new zones? I present the solution – the realm of ORvR has just bled into the realm of PvE.

What do I mean by this? Well it’s simple, the ORvR boarders expand into the PvE lakes focusing around a handful of PQs which are now Battlefield Objectives. Over the next few days I’ll provide my new maps for T4 but the concept is simple – each zone gains 8 new Battlefield Objectives which use to be Major Landmarks of PQs. ORvR would be readjusted to accommodate the growing family and if Eka had a say in it, it would go like so –

  • Each zone would contain two keeps and twelve Battlefield Objectives.
  • Each Battlefield Objective would be guarded by guards
    • Existing BOs would be guarded by the standard Sergeant and four Champions
    • Places which use to be Major Landmarks would be guarded by the standard Sergeant and four Champions
    • Places which use to be Public Quests would operate in the manner of the Public Quest
      • Stage 1 of the Public Quest would be removed and by default all the trash mobs (since you no longer need to farm them) would be removed or flagged as neutral.
      • Stage 2 of the PQ (Champs or Heroes) would be the standard set up for the BO, in essence like the four Champions of a regular BO. You have to kill the mobs of the PQ’s 2nd stage to spawn the Hero.
      • Stage 3¬† would operate as the Sergeant of the BO. Killing the Hero generates a resource chest.
      • PQs that currently have a 4th (ie. Lord-stage) would have a Lord following the hero who would drop a much higher amount of resources.
      • In the case that the current mobs of the 2nd/3rd stage are friendly to one realm, a complementary set of hostile mobs (invaders/defenders) would be created so that Order players are not killing Order champions.
  • BO heroes/lords would operate by the ‘win-o-meter’ that exists in Thanquol’s Incursion so that defending your lord could allow you to reap the rewards.
  • Defeating the ‘Hero’ of the BO would generate a resource chest
    • Each resource chest would generate two types of resources: resources for the ranking of a keep OR expedition resources.
    • Resource carriers would no longer deliver the resources, the role would return to the players in a mechanic similar to the Demonball Rally or Serpents Passage.
    • Existing BOs would generate one chest with standard amount of resources.
    • Public quests and new landmark BOs would generate resources in accord to their current PQ rank and bag drop rate.
      • New BOs would have the a slightly higher value of resources than an existing BO but split over more bags.
      • New BOs would also have the option to redeem Ruin gear from the resource chest instead of Expedition or Keep Resources
  • Resources would have to be escorted back to warcamps.
  • Locking zones would require the control of 8 of 12 BOs in addition to both of the keeps.

In this fashion we would not only expand the realm of ORvR without introducing new material (although I’m willing to bet that for many these areas of the maps are in fact new) but would also re-emphasize the importance of guarding both BOs and resource carriers. What benefits? ORvR benefits and the zerg is truly split over a much larger area. What suffers? PvE suffers, although I doubt many would shed a tear over this.

Categories: Uncategorized

Merry Christmas

December 25, 2010 1 comment
Categories: Uncategorized

WAR’s 12 Days of Christmas – Day 12

December 24, 2010 2 comments

Well it’s the last day of my wish-list and I hope Santa is reading. Tomorrow is Christmas and although I highly doubt anything monumental will happen then, I hope that at least we will get news of something monumental happening soon. I’ve asked for a variety of things over the past 12 days, some that could be implemented rather quickly (increasing drop rates of dungeon gear/lowering PQ mob-grind) and some which would take a little longer (class balance, real Skaven, etc.) but today I request one thing which shouldn’t need a patch and shouldn’t need any testing on the PTS.

Communication Read more…

Categories: Uncategorized