Home > Uncategorized > How to Expand PvP…

How to Expand PvP…

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.

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Categories: Uncategorized
  1. December 28, 2010 at 12:00 PM

    I’d shed a tear if my beloved PQs were gone ❤

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