Entries in assault (1)
Building A Better Battleground
As a dedicated progression raider, I may only PvP once in a blue moon, but when I do it's almost always in a Battleground. To be frank, the beating handed down for my first and only Arena match several years ago was enough to let me know I wasn't cut out. And world PvP? Well, there just doesn't seem to be a whole lot of incentive beyond a hearty laugh from ganking some flagged Alliance outside of an instance portal! But I love the concept of a Battleground: a protracted war against a set number of people with actual goals beyond random slaughter. My favorite? Alterac Valley. Sure, the other ones are just fine, each representative of a type of match you're bound to find in other popular, competitive online games (Capture the Flag, Assault, and so on), but AV comes closest to matching my ideal. Or, at least, old Alterac did. It borrowed a lot of ideas from WoW's RTS predecessors, including the gathering of resources, help from NPCs, unit upgrades, and base destruction (well, by proxy through "capturing" towers). By looting materials off of enemy players or the local fauna, you could summon several types of destructive assaults, as well as your faction's super-unit: either Ivus the Forest Lord or Lokholar the Ice Lord. Battles could (and many times would) last for hours, no less heated towards the end than when they began. If you never played World of Warcraft before its first expansion, you might not even realize this version of Alterac Valley once existed. For the rest of us, my complaints aren't exactly recent news. Sure, many of the mechanics are still there, and you might find someone running off to capture a mine once in awhile, but for the most part it's an honor grind these days, likely accounting for why it continues to be the most played Battleground despite the introductions of Eye of the Storm and Strand of the Ancients since. Admittedly, it's hard to keep any aspect of gameplay from narrowing to the razor sharp point of efficiency. Players always tend to figure out the best way to do something, whether it be class tweaking, boss strategy, or otherwise. Their methods get posted on the internet, and everyone else follows. I'm actually not surprised at all that Alterac Valley has turned into what it is, considering that rushing through it is absolutely the best way to earn honor. Of course it could be argued that if Blizzard had retained its original tuning, AV would still as interesting as it once was. On the flip side, there would be a whole lot fewer people playing it. So, keeping these issues in mind, how do we go about making a Battleground that is compelling and fun while satisfying all those ravenous honor hounds out there? Lake Wintergrasp is the first place to look, having revived the same sorts of large-scale battles that Alterac made popular. The addition of destructible buildings and siege vehicles is a step in the right direction. Unfortunately, there are also a few drawbacks. As an element of World PvP, you can't simply jump into a fight any old time you want. Wintergrasp is on a strict schedule, so as to allow the winning side the chance to defeat the raid bosses inside of the Vault of Archavon. Likewise, it seems to accommodate pure Assault gameplay. Wintergrasp is a big zone. It can support a lot of people, but it doesn't exactly give a whole lot of incentive for the defending faction to protect anything but the castle itself, and perhaps the closest factories. On top of all that, there are no hard player limits. Even considering the buffs and debuffs doled out for population control, individual bodies still matter. An Alliance force with 50 players is going to whoop a Horde that only had 10, and vice versa. Battlegrounds tend to ensure that sides are kept even, at least in terms of raw numbers. So, then, what about Strand of the Ancients? It features some of the same conceits as Wintergrasp (namely Assault style gameplay and controllable vehicles/defenses), and makes up for the core balance deficiencies non-Battlegrounds suffer from. Despite that, it has yet to give me a rise, and I blame that on how absolutely wimpy it feels. For a scenario based loosely on D-Day, I expected masses of people, seemingly insurmountable defenses, and bullets flying everywhere. As it is, Strand feels a lot like the Battle of Normandy conducted on a lazy Sunday afternoon. Was 10 people people per side really enough? Or how about those pea-shooters they call defensive cannons? Clearly, both Wintergrasp and SotA suffer from their own unique problems, but I do think they're evidence of Blizzard proceeding in the right direction with Battlegrounds. In fact, the description for their next attempt leaves my mouth watering:
Isle of Conquest, a new large-scale siege Battleground, will be open. The Horde and Alliance will battle head-to-head for control of strategic resources to lay siege to the keeps of their opponents.Kind of speaks for itself, but let me zero in on the key phrases: "large-scale," "control of strategic resources," and "lay siege." We're talking, in all likelihood here, a happy marriage between the Alterac of old and the best bits of Lake Wintergrasp. Though I'm a bit hesitant to go so far as to say that would be the "perfect" Battleground, it comes damn close to what I've always wanted. Of course, that little blurb is all we know about it so far, and it may not be until Blizzcon that we get a whole lot more. That considered, the only thing left to do is speculate. How could a battle on the Isle of Conquest be executed so as to meet the criteria (fun and gobs of honor) I set above? The simple answer is to actually dole out the amounts of honor people want. Put hard locks on different phases of the battle so that there is no possible way to rush right into the opposition's keep, and give large quantities of honor to everyone who participated in pushing forward. In order to keep people from bailing early, withhold their rewards until the very end of the battle, and at that time, give them appropriate bonuses for completing objectives/gathering resources that are not one-hundred percent necessary to win. In fact, I would award more honor for the optional bits than those required, perhaps as some sort of PvP version of raiding's "hard modes." For instance, how about a fight over some sort of bridge that both sides need to cross over at some point to assault the enemy's keep? Holding the bridge is one thing, but destroying it locks both sides out of the option of a direct ground attack, forcing the adoption of new, more complex strategies. The faction that chooses to destroy said bridge gets the bonus honor, but must also gather resources to produce air units necessary to continue the fight (assuming there will actually be any available), while the other side gets some free "emergency" reinforcements, but no honor at all for it. The bottom line is that there must be some way to incentivize the (perceived) optional mechanics of a Battleground so that the aggregate honor is significantly greater than a pure rush to the end. Now, as we know little about the actual nature of the Isle of Conquest, similar conceits may already been in place, but I'm also quite sure that it's far enough into development that no further major changes to its basic setup can be made before its release with 3.2. Those are my thoughts anyway, and I applaud anyone who's sat through my lengthy brainspew long enough to reach this point! If so, Why not contribute yourself? Let me know what you think of my ideas. Are they shining examples of game design brilliance or pure poppycock? Should Battlegrounds be epic in scale or do you prefer more intimate experiences like Warsong Gulch? What would your perfect Battleground be? Don't be shy, the comment box is just a few scrolls below!