Showing posts with label guerrilla. Show all posts
Showing posts with label guerrilla. Show all posts

Thursday, January 14, 2010

Recollections of a battle for Thunder Mountain: Part 3

Checkmate... and a revelation of where WAR's "RVR" fails.

We now had a positional advantage. With the Order defense committed to the west keep, the defense at BOs *should* be much lighter. But we didn't have much time left now. We only had a few minutes before the zone was captured. As we were grouping up at the south warcamp, we noticed some Destro flying in. REINFORCEMENTS! Apparently most of the Destro were in other zones, waiting for them to lock. That was why we were outnumbered here in Thunder Mountain. We spammed region chat to tell everyone to hit C. We didn't have much time left to try anything fancy.

With about 1 minute left on Zone Domination, we managed to take and hold C.

It looked like the Order force was demoralized --- BO after BO was taken easily, followed by the Keeps. Dv was nowhere to be seen, and there was little Order resistance left in the zone. As expected, Dv probably took his zerglings to PVE elsewhere.

After all that fighting, we congratulated everyone and thanked them for their support while they PVE'd the rest of the zone. It would probably be one of the most epic battles we would have experienced in WAR, from the scrappy fighting to the winning against the odds and the final push with a minute left on the clock. But that got a few of us thinking. What did we get from the few hours of fighting? What were we hustling for? To chase f***ing timers! We spent a few hours trying to stop some silly "timers" from handing the zone over to Order. One of my buddies commented that it would have been more beneficial to not defend the zone and let the zone flip so that we could work on a fresh zone. He was right. And even if we lost the next zone and Order unlocked our Fortress, Fortress defense was much easier than offense, and it would have been free RP and gear for us if we let Order flip the zones to a Fortress. We virtually got nothing for working so hard to defend the zone. Just piddly honor from the few player kills we got, and the measly 500 RP for the 2 or 3 times we flipped a BO.

The people who got rewarded more were the Destro in the other zones, who PVE'd the other zones with little resistance, then received rewards for locking the zone. On the other hand the Destro who were furiously fighting to prevent Thunder Mountain from being locked got little, compared to the effort that was put in. Those who were rewarded were also the Order warbands that we demoralized at Thunder Mountain, who went to PVE in a fresh unlocked Zone instead of staying where the action was and fighting to retake Thunder Mountain.

And these are some reasons why WAR's RVR system fails. The reward/motivation system is screwed up. PVEers are rewarded; people who run away from the fight are rewarded. Players are not rewarded for confronting each other in the battlefield and fighting. And I shall refrain myself from going on a rant about the silly "Zone Domination timer" bandaid.

That was the last time I led a warband, or joined one for that matter. That was also when I started giving up on WAR's rubbish PVE endgame and decided to look for PVP fun elsewhere. It was just too zergy, and everyone's motivations and the game's reward system were all messed up. Although I had fun leading a guerilla warband against the zerg, when it comes down to PVP, what I really want to do is fight. I didn't want to spam heals in a zerg. I didn't want to PVE, or try to motivate zerglings who would rather PVE objectives because it was the most rewarding thing to do. I didn't want to PVE in order to unlock even more PVE: more doors to destroy and more horrendously laggy/crashy, population-capped PVE encounters. NO THANKS!

Anyway, possibly to come in the distant future: commentaries on each RVR zone, based on my roaming experiences. This will include my favorite hunting spots, and my opinion on the unique features of each zone from a RVR perspective. It'll be chance for me to relive some of my fondest moments in Failhammer, when I had to break away from what the game was designed for to find some fun for myself.

Memories like these remind me that no one really leaves Warhammer because they do not like it. I feel that the majority of the people who left the game saw tremendous potential in the game and really wanted to like it, despite all its shortcomings. It's a shame that for whatever reason, the Mythic team kept making bad management and design decisions, and could not deliver or turn things around.

Recollections of a battle for Thunder Mountain: Part 2

A and C are easily defendable by one force, since there's a speedy route connecting the two. B on the other hand, would not be defended unless a defensive force was explicitly placed there. We rode north around the west road as sneakily as we could, and tried to hit B. There was a warband just sitting in the cave waiting for us! It was incredibly hard to cap a BO with a choke point separating us, since our people were not able to get past the choke point effectively enough, and the defenders were continuously getting rezzed. Despite some intense fighting, we could not make any progress. Even when we could get through, we could not take the BO NPCs down. Furthermore, the people who died inside were out of range for a rez. Damn, the number of Order in the zone kept climbing.

The order zerg would have been cautious by then. They knew what kind of numbers we had and they knew we were trying hard to stop them. So we needed to try something different. Something sneaky. We decided to send 3 groups to A, and my original Scenario group would try to take D. The groups sent to A would be the distraction and they would try to catch as much attention as they could, for as long as they could. This was to try to drain their numbers toward the west. and hopefully leave D weak. We waited on the PVE road by D as long as we could, until we saw that the rest of our warband was struggling. Then, we charged at D. To our surprise, we found a warband sitting outside the BO, waiting. They looked like they had no intention to react to anything --- they were just content to sit there at the BO until the zone locked. Our group hit the Order wall and died. I asked for a report of how many people reacted to their attack on A. They said that they were close to getting it, but the numbers were even greater now.

Our estimates now were about 1 Order warband at each BO, vs our 1 Destro warband. Time was running out.

Change of plans. Since the warbands of Order were just going to sit at the BOs, we had to do something else. No sense hitting them head on where they have the advantage. Our final attempt to save the zone was to hit the west keep. Keeps take longer to capture than BOs, but with a warband we could at least take the outer door down, and pressure the Order zergs. If the outer door was down, Order would be forced to divert their numbers to defend the keep, or we could easily bust down the inner and kill the Keep Lord. This would also tie up some Order at the Keep since the outer door would stay down for a few minutes after it is destroyed.

When we arrived at the west Keep, there were a few defenders. They looked mostly like AFK'ers and scouts. Good. We wanted all the Order in the zone to know that we were slamming the Keep hard. Our top priority was to bring the outer door down. We burned through it quick. People in our warband kept screaming that more Order was coming to defend. GOOD! Our next priority was to repel the Order as long as we could, and we tried our best to take the Keep. Or at least, make Order think that we really wanted the keep. We killed many who were trying to enter the Keep by defending all the outer Keep entrances, while focusing most of our firepower on the inner door. Throughout the fight, I tried to keep motivating the warband, and telling them that this is a win-win situation for us.

If they didn't try to stop us, we'd have the Keep within minutes. Capturing the Keep would put 2 hours back on the clock. If they did try to stop us, I reminded everyone that it's okay if we wiped. We just had to take the front door down. If we wiped, it was actually a good thing because our whole warband would deathwarp to our warcamp, and we'd have a positional advantage. I felt that it was important for the whole warband to be in the same mindset for this, and to not have a morale hit after wiping at the keep. I knew I had a core of good people who understood this, so for the most part we should still have a substantial warband --- even if the zerglings got demoralized by the loss, or if they got tired of running around and left the warband.

We kept wiping packs of zerglings who tried to come defend the keep. Eventually the Order zergs started to feel the heat --- they responded with full force and wiped us at the west keep. We tried to get everyone to suicide as fast as they could, to regroup at the warcamp.

Continue to Part 3...

Tuesday, January 5, 2010

Recollections of a battle for Thunder Mountain: Part 1

Nostalgia time! This is the story of the battle of one Destruction warband vs over three Order warbands in Thunder Mountain; once upon a time in Warhammer...

After some Scenarios, my group noticed that Thunder Mountain was completely owned by Order and the Zone Domination Timer was ticking down. I believe we started with a group of 1 Chosen, 2 Sorcs and 1 Zealot (myself). We decided to go check it out --- maybe flip a BO to reset the timer or try to help retake the zone, BO by BO. We arrived at the Destro warcamp in the South.

C is the closest to the warcamp, so we decided to go have a quick look to see what we were going up against. There were a couple of groups defending. This is the typical situation when a zone is close to locking, since C is closest to the warcamp, and it is the most susceptible to attacks from people flying in to defend the zone. I usually estimate the numbers at C to represent 80% of the people in the zone. 

So, we decided to hit A, assuming that our group could take 20% of whatever was left in the zone. We were right. We met them with even numbers, but out-PVP'ed them and capped the BO despite having to fight the players and the BO NPCs. This put 30 minutes back up on the Zone Domination timer. Now we waited to see if we could fend off attackers long enough for the BO to lock. Unfortunately, the groups at A came to defend it, along with the people we killed and sent back to their warcamp. Our small group was wiped.

There is a quick direct route via bridges from C to A, but even so, the response from C to A was surprisingly quick. That suggested that there was some organization here by the Order in the zone. I noticed a familiar name from the last fight: Dv (full name omitted). That instantly gave me an idea of what we were going to be up against. Dv tends to lead a bunch of nobodies to PVE zones. His warbands are always zergy, and they always overcommit their resources. He also shies away from confrontation and relies on numbers rather than skill. Dv also always tries to be 'smart' by attacking what appears to be the weakest target. And thus, he is always predictable.

But it was clear now that we needed more numbers. We needed more than 4 people to be able to be more of a threat and to capture/defend objectives more effectively. By now, our group started to refer their friends. They wanted to join in the fight. We expanded the group to a private warband. I wanted to keep it private because I wanted to have a bunch of solid people we could count on. I didn't have the patience to motivate zerglings who would start whining if we started running around too much, or who would rather sit at a BO to get the extra 500 RP.

We barely filled 2 groups, and we hit C from our warcamp. As expected, the greedy Order zerglings were waiting for A to flip for their 500 RP and C was lightly defended. We flipped C, put 30 minutes back on the clock, but we were wiped by a bigger zerg than what we had seen before. This meant that more Order PVE zerglings were trickling into the zone to try to collect their zone lock rewards. Despite the loss, this confirmed that we had an advantage. The warbands we were facing were very zergy. It looked like they would have communication problems for complicated directions, and we could easily out-maneuver them. It helped that our warband had good players and that all they needed to know was the plan, and they would each know how to execute it to each of their class' best abilities. From all our fights with the zerg, we also knew we could out-PVP them.

People in region chat were asking if there was any Destro organization in the zone. Someone mentioned my warband. I guessed that at that point we could use more numbers. If the new additions could keep up it'd be great, but otherwise it's ok if they left the warband to go PVE elsewhere. I reluctantly opened my warband to the public and assigned assistants to help arrange groups.

Continue to Part 2...