Entries in isle of conquest (7)
Blizzcast 10 Released
It's been about four months since the last one, but the latest edition of the Blizzcast, Blizzard Entertainment's official podcast, has finally arrived! The good news (at least for our readers) is that it focuses exclusively on the World of Warcraft, namely the events of Patch 3.2. The bad news? It's all stuff that we've more or less heard before (and it's a bit on the short side to boot, clocking in around 22 1/2 minutes). Nevertheless, it doesn't hurt to expand upon your knowledge of all the new content. Remember, knowledge is half the battle! Episode 10 is hosted by WoW Community Team member Zarhym and his guests are Lead Encounter Designer Scott Mercer and Senior Game Designer Dave Maldonado. Topics covered include the new 5-man instance and raid zones, dailies associated with the Argent Tournament, the questionable mortality of the Black Knight, and even the new Battleground, Isle of Conquest. Likewise, they go out of their way to show you how all of the 3.2-related gameplay elements are incorporated into the lore. It's all capped off with some brief talk about how pumped up they are to be attending Blizzcon. Unfortunately, there are no specific details about what they will or will not be showing beyond the fact that they are pants-wettingly excited to unveil something (to quote Mercer: "We’re of course showing off a lot of really, really, REALLY cool stuff"). It certainly wouldn't be Blizzcon without some really cool WoW-related stuff, now would it? If you care to listen to or download Episode 10, head on over to the official page of the Blizzcast. A full transcription is also available for those who would rather just skim the contents. Once you're done listening, come on back here and discuss! Any interesting points you'd like to comment on? Did you learn something? Or was it just boring? Would it be better if they had teased us with forthcoming content or a more extensive Blizzcon preview? Chime in below.
Preparing for Patch 3.2: Battlegrounds
Battlegrounds have been much more popular than every other area of PvP. They don't require you to even think about making a group and only a few people there are from the same server, so you can play as bad as you want; those people will never see you again! There are objectives, so you can significantly contribute even if you are not the best at PvP combat. The first thing you should be aware of is the new battleground in patch 3.2, Isle of Conquest. Amatera already posted a great breakdown of the battleground, so go check it out if you are completely unfamiliar with it! This new 40 versus 40 battleground is the first 40 man content we've seen since original WoW's Naxxramas, and fans of Alterac Valley should cheer at its introduction. It seems to be a great way to get honor, and it introduces yet another battleground token. These tokens appear to only be used for the repeatable quest For Great Honor or Concerted Efforts. Currently you can exchange one token from each of the five battlegrounds for 1241 honor. In patch 3.2, you'll need one from all six battlegrounds (Alterac Valley, Arathi Basin, Warsong Gulch, Eye of the Storm, Strand of the Ancients, and Isle of Conquest), and receive more honor. I'd suggest saving up marks from other battlegrounds, as if you want the next tier of gladiator gear that you want with honor, you are going to want as much honor as possible next season. Speaking of honor, one of the only ways to get the new epic gems in patch 3.2 is to buy them with honor. Its sure to be a goldmine, so if you enjoy battlegrounds and Wintergrasp, you can buy lots of epic gems at just 10,000 honor. You can use them yourself, throw them at your guild and have them love you, or fetch a high price on the auction house. Its like converting honor to gold! If you want ways to stockpile honor for patch 3.2, consider the following methods:
- You can save up to 5 Commendation of Bravery between patches. That will run you 500 arena points from this season and give you 10,000 honor for next season. 500 arena points is just 2 weeks of games regardless of your rating for 3v3 and 5v5 and 3 weeks for 2v2, so get a team together, lose all of your games if you have to, and get some free 3.2 honor!
- Stone Keepers Shards can convert to honor at the price of 30 shards for 2,000 honor. 9 Wintergrasp Marks of Honor get you 2,000 honor as well, both via Wintergrasp Commendation (which is BoA). There is no hurry to buy these, as you can save these items through to next patch.
- I say it again: Battleground marks! By running Isle of Conquest, if you have lots of other marks stockpiled, you will receive honor at a great rate!
- Bound for Glory (maybe)
- Stormtrooper (maybe)
- Stormy Assassin
- Save up battleground marks for the next patch so you can get a head-start on honor.
- You want honor next patch for epic gems and better PvP gear.
- Save up Wintergrasp Commendation and Stone Keepers Shard.
- Do the time limited achievements now for Arathi Basin, Eye of the Storm, and Warsong Gulch.
Adventures on the Isle of Conquest
A dark, stormy night. The thunder of cannon fire ricocheting off the rocky cliffs. A lurching behemoth moves across the sky, ready to rain destruction upon the ground below. Fireballs burst forth from the vents of a nearby manufacturing plant. If nothing more, you could say that the Isle of Conquest is appropriately moody. Atmospheric, even. In my opinion, probably one of the finest works of visual design in the game. Which is why it's such a shame that, for all its bravado and promises, it doesn't really seem to move the concept of the Battleground forward. I regaled you in a previous post with the things I desired to see in the future of PvP combat, and the initial previews for the Isle of Conquest suggested that it might just be headed in that direction. A brief reminder: resource collection, enforceable objectives, hard modes, and an epic scale. Of all those, the end result seems only to incorporate the last. Now, I shouldn't say "end result." After all, IoC has only seen a day of public testing, and there's plenty of time to tweak and change it before Patch 3.2 gets tossed out on live servers, but that may not be enough if the fundamental mechanics are potentially broken. With a couple dozen matches under my belt, I've noticed that zerging still hasn't gone out of style. Just like Arathi Basin, people burst forth from their starting gates and scramble to capture several objectives strewn about in the middle of the map (even the icons are the same!). Controlling the Docks will give you access to the new Glaive Thrower vehicle (which, I have to admit, is pretty bad ass; it's physically weak, but has a lot of range and reminds me of those cool little foam disc shooters I had as a kid). The Siege Workship, which sits square in the center, allows you to ride the now-familiar Demolishers and Siege Engines (the latter of which will activate after you've maintained control for awhile). And then there's the Airship Hangar, which is the objective du jour. Hold onto this building and your faction's got an automated battleship ready to unleash chaos on your enemies. Taking a portal at the Hangar transports you on top, allowing you to either man the powerful on-board cannons or take a flying leap into the opposing Keep (don't worry, a parachute will guide you down safely). As absolutely cool as this mechanic is (and it may account for some of its current popularity), it's also evidence that zerging has certainly not gone out of style. Currently, Isle of Conquest seems to consist of two things: rush the Hangar, assault the Keep. Capping doesn't take very long, and there are no other towers to take down to delay the process. The only other pre-condition is that you blow up the front gate (which can be done from inside after your paratroopers land) in order to make the enemy commander appear. The Oil Derrick and Cobalt Mine (which sit on opposite diagonals of the map), thus far, seem to attract far less attention, and I can see them becoming just like the mines in Alterac Valley (i.e. a random, lonely player looking to stay away from the main action will likely cap them in order to make themselves feel like they're actually helping). With all the zerging going on, who needs reinforcements? Essentially, there's nothing offered in IoC that pushes people to create new strategies or think about Battlegrounds in any way different from before. The matches I played last an average of 8-15 minutes, which is criminally short for something that's supposed to be this epic. Where are the stop-gaps? The objectives on the Isle are more like various options to complete the same objective, whereas they should be working in tandem to open up or shut down the enemy's Keep. The Workshop, for instance, could control a forcefield that either keeps people from parachuting into a base or greatly reduces the amount of damage that can be done to its walls. They'd have to hold it in order to make the Airship Hangar a worthwhile choice. Or how about the Derrick and Mine? Make them spawn resources (not mere reinforcements) that, when accumulated over time, allows your faction to purchase the vehicles (instead of having them simply sitting there once the objective is taken)? Mechanics like this would force players into a multi-step procedure for winning the fight. You must complete Phase 1, to even access Phase 2, and Phase 2 must be completed before you can finally assault the opposition. But the more I think about it, the more I consider that there's an alternate motive for the speed at which IoC moves along, and that is, quite simply, its sister Battlegrounds. In order to keep it fresh, current, and well-played, instead of quickly forgotten, it must offer something to appease the mass of players that cares more for accumulating Honor than a fun, well-fought battle. Alterac Valley, in zerg mode, is the fastest way to earn the (not-so-)precious commodity. For the Isle of Conquest to take over as the premiere venue for PvPers, it must be even faster. Beyond that, it's just catering to those with short attention spans and the desire for instant rewards. And this seems like a bit of a defeatist attitude for the Battleground designers to have. Their aspirations seem like mere window dressing, a thin coat of "cool" to hide the dirty truth about what players really want, and reluctantly or not, they're letting them have their way. But hey, that's business, and as much as I'd love it, they can't simply kowtow to people like me, who are far more involved in the raiding and questing aspects of the game anyway. I'll say it again, it's a beautiful setup, and the vehicles add a much needed layer of scope to the proceedings. There are a lot of things I like about the Isle of Conquest so far, but that makes the underlying issues even more glaring. I was hoping that this would be the one to sell me on the concept of Player versus Player again, but unless sweeping changes are made to the basic mechanics of the Battlegrounds or the philosophy upon which they are conducted, I think I may have to pass. Nonetheless, we have a whole test period ahead of us to see what changes. Perhaps some of the problems can be corrected through tweaks, while others can be rectified by players simply getting used to the Battleground and molding it into something different than what I've seen thus far. Then again, learning to zerg is something that comes later on in the cycle, and if its already appearing, people have either already exploited some glaring holes, it is designed as I've speculated in this article. Speak out, readers, and let me know how you feel about the Isle of Conquest, especially if you've put some actual time into on the PTR. Are you a lapsed PvPer looking to get back into the game? Does the new Battleground look like it could whet your appetite, or is it more of the same? Or are you dedicated to the fine art of ganking? If so, are you happy about these developments and the ease of farming Honor? You can also tell me to sod off with my sour grapes, and go raid something if I don't like having my butt whooped in PvP!
Patch 3.2 Achievements Reveal New Holiday, More
Patch 3.2 is finally available on the PTR, which means that players will be able to find out all sorts of fun information about what changes lay ahead for us. Most of the changes are covered in the patch notes, but MMO-Champion found a bunch of new achievements to go along with the new patch. I, as an achievement whore, am very excited about these new (pointless) goals. Browsing through the list of achievements, they come out in a few different categories, covering the 10- and 25-player versions of the Crusader's Colloseum along with their heroic modes, Isle of Conquest (the brand new battleground), Koralon (the new Vault boss), and Pilgrim's Bounty and Pirate Day/Day of the dead. Wait, Pilgrim's Bounty? Pirate Day? Day of the Dead? New world events! Since Pirate Day and Day of the Dead only have one achievement listed for each of them, I'd assume they'll occur for only one day and have minimal impact on the world for their duration. But Pilgrim's Bounty raises my excitement level! There are a number of fun looking achievements to go along with the new holiday that I'll assume will take place over Thanksgiving week. For those of you unaware, Thanksgiving takes place on the fourth Thursday of every November in the United States. Of course, Blizzard could always adopt the Canadian version, which takes place on the second Monday of October each year. The only question I have is whether or not we'll have to participate in this new world event to get our Violet Proto Drakes from the Long Strange Trip achievement. If it's anything like the new and improved Noblegarden, then we will. I'm OK with that, but I'm sure some of the other players hoping to get that 310% mount might get upset. In addition to those new holiday achievements, there are a few new Feats of Strength, which hint at some more free pets for logging in. A Jade Tiger sounds like fun! What are your thoughts on these new achievements? Anything in particular draw your interest? What about the new world event? Can't wait or sick of holidays?
New Isle of Conquest Details Emerge!
Blizzard released some more information on the new battleground that will be coming out in the 3.2. The first thing to really notice is that it is a return to form, of sorts, to the 'bigger' battles. With the release of WotLK we saw the release of Wintergrasp which is only held back by how many players the server can handle (which had a recent change to hopefully alleviate that), alongside the new battleground Strand of the Ancients which was a departure from the typical BG with the inclusion of vehicles. With Isle of Conquest Blizzard is opening a battleground that will support 40 on 40 player battles (the same as Alterac Valley holds). Siege weapons will make an appearance of course (SotA, Wintergrasp), alongside capturable locations (AB, EotS, SotA) which will open access to bigger and better siege weapons. One of the more interesting new vehicles is the Glaive Thrower which sounds as if you can assault the keep walls with it, or load up some friends and shoot them over the walls to engage the enemy directly! The system overall for this battleground seems to be very similar to the new design of AV in that the reinforcements are tied to how many people have died on your side in the battleground. I'm sure this is to prevent those epic seven hour AV sessions that were had before many of the initial changes (oh the good old days). But enough of me talking about the new battleground, why not check out the details Vaneras over at the WoW Europe Forums posted:
An island somewhere off the shores of Northrend. A rock, hardly worth a second look. But as insignificant as it may seem, this is no ordinary place. A sound of thunder as waves crash endlessly against rocky cliffs; a sound of fury as swords clash on the blood-stained fields of this island on the edge of forever. Welcome to the Isle of Conquest. The ongoing struggle between Horde and Alliance has turned many once peaceful (and some not-so peaceful) places into theaters of constant war. The Isle of Conquest is the latest such place, set to be the location of a battle of epic proportions over the island's precious resources. An Alliance and a Horde general are fighting for dominance, overseeing the action from the safety of their keeps. Whichever side manages to eliminate the enemy general first will triumph on the island; failure to protect your leader will bring shame, dishonor, and defeat. There is no peace accord here, and it’s an all-out war between the factions. Once More into the breach... Isle of Conquest, a new battleground scheduled to make its debut in the upcoming content patch, Call of the Crusade, will pitch teams of up to 40 players against each other in a massive battle over this small island off Northrend's northern coast. To win, your team will need to make use of the island's unique strategic locations including an oil derrick, a siege workshop, and a fully equipped airship hangar. You will deploy devastating siege weaponry on the field; Light have mercy on anyone caught between you and your ultimate target, the general holed up in the enemy keep. There are five points of interest on the Isle of Conquest for the factions to battle over. Each one offers its own benefits and strategic value. Which one will you claim for your side, and will it be enough to ensure victory? Capture Locations Consider your options before storming out of your keep to confront the enemy head-on. Spread throughout the Isle of Conquest are several capturable locations (as seen on the map), each granting a unique strategic advantage to your team. The Oil Derrick: Located on the northwestern end of the island, this smudge in the Frozen Sea produces enough black gold to run a thousand siege engines. Taking this resource garners precious reinforcements and a continuous flow of honor to the side that controls it. The Cobalt Mine: This snow-covered assembly, located on the southeastern end of the island, hides untapped supplies that must be harvested. Taking this resource grants reinforcements and a continuous flow of honor to the side that controls it. The Docks: The western shore's docks will further expand your selection of siege weapons with the devastating new Glaive Thrower and the Catapult. Unleash the destruction of the Glaive Thrower upon the walls of the keep, or launch your invading party over the walls to assault the keep from within. The Airship Hangar: This sturdy steel structure stands on the peak of Mt. Conquest overlooking the eastern side of the island, allowing players to board the airship docked there. This devastating weapon of war is capable of raining death upon the heads of your enemies and destroying enemy defenses. Once onboard the airship, players will find it comes equipped with parachutes enabling a strike team to drop into the enemy keep from above. The Siege Workshop: Situated right between the Alliance base and the Horde base, this siege workshop occupies a strategic hot spot. Seizing it grants the controlling party the ability to utilize an arsenal of siege vehicles perfectly suited to reducing the enemy keep’s walls to dust and ashes. Graveyards: There are five graveyards in the Isle of Conquest that are attached to different points of interest on the map: the Horde base, the Alliance base, an oil spill island in the center of the map (attached to the siege workshop), the northeast corner (attached to the airship hangar), and the southwest corner (attached to the docks). Main Objectives The Keeps: The Horde and Alliance keeps sit at opposite ends of the island. These citadels host four easily accessible defensive cannons set on the ramparts, capable of unleashing hot fury onto oncoming attackers. Additional explosives sit safely stowed in the base of the keep along the back wall. At least, they’re safe as long as they don’t fall into enemy hands. If they do, though, they can be employed to bring the stone walls down from within. The General: Holed up behind the keeps' massive walls, the generals command their forces from a position of relative safety. Should the keep fall and the general be slain, the Isle of Conquest will fall to the victor. Reinforcements: Isle of Conquest uses a reinforcements system similar to that of Alterac Valley. The clock is ticking and every individual counts. If too many of your comrades fall to the enemy the battle will end in defeat. Killing enemy players will reduce their reinforcements by one for each kill, Once your faction’s reinforcements reach their limit, so too does your bid for control of the island and the wealth of resources you’ve fought so hard over. An island somewhere off the shores of Northrend. A rock, hardly worth a second look. A test of strength. A chance to prove your might, to crush your enemies, to make a difference, a chance for endless glory and conquest. Will you seize it?
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!
Patch 3.2: Call of the Crusade Announced
Wow, Blizzard's holiday announcement was certainly unexpected. The company began discussing the intimate details of Patch v3.2 starting with its official title, Call of the Crusade. Previously, we were enlightened to some of CotC's updates thanks to various forum revelations, like the new battleground and Argent Tournament updates. Now we have some additional juicy details to salivate over. As the title suggests, Patch v3.2 will bring us one step closer to the upcoming battle with Arthas. In preparation, the Argent Crusade will drastically expand their operations in the area thanks to all the resources we have happily donated. Those of you who are, like me, a bit bored of the Argent Tournament will be happy to know that the Crusade will unleash a collection of "new dailies, rewards, and more" in an attempt to lure us into the soon-to-be-erected coliseum. The Crusade's new digs is no joke, it'll contain not only a 5-player challenges, but 10- and 25-player ones as well. It is unknown what these tasks will be, PvP, PvE or some combination thereof. For the PvPers out there, not me, you've got two things coming your way. Amazingly, the start of Season 7 at the outset of Patch v3.2 probably isn't the most exciting bit of news. Nope, that would belong to the Isle of Conquest announcement, a new "large-scale siege Battleground." According to Zarhym, the Isle will be a battle over resources that plays out in the style of “Wintergrasp combined with Alterac Valley.“ I absolutely loved the age old Alterac Valley - not the original, original incarnation, but the tweaked vanilla WoW version - and combining it with the best aspects of open world PvP makes this rogue sharpen his pokers and "practice my stabbing". Best of all, it appears that Blizzard has gotten ahold of their patch development cycles, because this patch is expected in a more timely manner. When chastised by a player who didn't expect the patch before the end of the year the disembodied skull of Zarhym stated that his "presumed time lines are way too inflated? :)" Of course he could have been referring to when we will see Icecrown Citadel...that wouldn't be bad either. New solo content, check. New PvP content, check. New PvE content - probably part of the Coliseum updates - check. So ladies and gentlemen, let the thoughts, impressions, QQing and sequels of excitement begin!