Showing posts with label war. Show all posts
Showing posts with label war. Show all posts

Tuesday, September 21, 2010

WAR vs WoW: the little guy vs economies of scale

I was going to post a comment on Grimnir's post WAR : Love-Hate with the MMO community, but it got too long so here it is instead.

WAR is a good game, and haters are always gonna hate. But on the other hand, WoW enjoys economies of scale. Also, Blizzard can throw more money at the problem and can have more and better talent on their payroll. Their salaries are competitive with similar positions in other industries --- the talent at Blizzard is no longer made up of 2nd-grade people who couldn't get work in more mainstream industries. Then there's the factor of sheer manpower. As hard as each person at Mythic works, they will struggle to compete with the multiple people Blizzard can afford to assign to the same task. This especially makes a difference for development tasks like creating new content or fixing bugs. WoW has the upper hand and it will be the constant vortex that sucks people away from niche or up-and-coming games. The pressure is on the little guys to grab and hold the attention of the gamers. Furthermore, because of the mature state that WoW is in, it is freer to innovate or make drastic changes (Cataclysm) while the new guy is still busy carving out his niche or ironing out bugs. Then again, WoW doesn't even need to innovate. MMO startups like WAR can have brilliant ideas, but WoW is in an awesome position to steal them. You can bet that whatever good idea that is well-received in WAR is already considered or will be considered for assimilation into WoW. Blizzard runs WoW like a good business and that's something good businesses can do. It just takes a few false steps from WAR and WoW will be waiting to slurp the unsubscribers into its belly.

However, it's not entirely WoW's fault. What you see is really a product of WAR's current policy. Mythic has been a shy about recruiting since the initial ruckus. Now, it's as if they want people to come to WAR, but only on their own terms and in their own time. It's a more hippie approach to running a business. Compare WAR's approach with WoW's marketing attacks and things like their super attractive recruit-a-friend program: triple XP, free game time, rewards, free summons to each other, free levelling, etc. WAR is intentionally taking it slow. They want people to discover the game by themselves and form their own opinion about it, instead of getting blasted with a huge population influx and not be able to support it; or getting everyone hyped and not being able to deliver (again). So what we see today is a result of WAR's own low and slow marketing/recruiting: many people are just peeking over the fence and forming their opinions from there.

All that aside, one thing that bothered me about WAR (being the small little-guy hippie game), was that I never really felt like I was ever rewarded for being a loyal customer. What's wrong with sending me double renown tokens in the mail every few months? Unique vanity items or dyes or trinkets to decorate my armor with? Tome unlocks? Or even some free game time? These things cost nothing to give out in the digital world, but they are meaningful as a token of gratitude saying, "Thanks for sticking with us through thick and thin; we appreciate your support". They can give bigger rewards to the people who stuck it out since the beginning, or those who have stayed subscribed for 1 year, 2 years, etc.

Mythic has made very bad management decisions in the past. They made even worse decisions when EA came into the picture and they tried to make it more like WoW. They should have just figured out what they wanted to do from the start, and focused on that. It sounds like they're finding their niche now as Bioware-Mythic and they're making better decisions, but the odds are against the little guy and...

Tuesday, June 29, 2010

WAR: Zealot OPVP compilation now on youtube!

Some time ago, I made a Zealot PVP movie using all the footage I have collected. I finally got around to splitting it into youtube-sized chunks and fixing it so that youtube didn't eat my audio. So here it is, the last days of my Zealot before his death.
    Part 1 : Early exploration (solo)
  • BW + BW + SM
  • WP → Engi
  • SM
  • BW
  • Engi
    Part 2 : Getting comfy (solo/duo)
  • WH duel
  • (Zealot + Sorc) WH + Engi
  • (Zealot + Sorc) Engi + WH + SM
  • (Zealot + Sorc) WP + Engi + WH
  • evading SM + WL
  • stalking the zerg
  • WH + IB
  • IB
    Part 3 : Learning to pick fights (solo)
  • Engi
  • BW
  • scouting, stalking the zerg, hunting stragglers
    Part 4 : Waterfall battle (solo)
  • IB + WL + AM + IB + rezzes
    Part 5 : Double trouble (solo/duo)
  • (Zealot + Sorc) Engi + WH
  • (Zealot + Sorc) KoTBS + Engi
  • Slayer + AM
  • ninja stealth hiding in tree
  • (Zealot + Sorc) SW + KotBS + Engi + AM + WH + SM + SW + WH
  • SM
    Part 6 : Baiting for fights before zone lock, getting a little more than we asked for & sweet victory (duo)
  • fishing WL + WL + KotBS
  • fishing WL + WL (2nd attempt)
  • (Zealot + Sorc) BW → BW → BW + WH → SM + SW → BW + WL + WH + RP + Slayer
    Part 7 : We just want to PVP, not PVE (duo/trio)
  • (Zealot + Chosen) WP + AM + SW + BW → KotBS + RP
  • (Zealot + Chosen + Sorc) SW + RP + SM + WP + KotBS
    Part 8 : Against the odds (solo)
  • BW + IB + WP → + WL + WP + WH
  • WH → BW + WL + WP → WH
  • AM + BW
    Part 9 : Gear, spec & outtakes
Challenge to WAR designers: can you incentivize ORVR such that it encourages fights like the ones I found in these videos?

Wednesday, June 2, 2010

WAR: Zealot changes on the horizon?

May 2010 Producer's Letter: In patch 1.3.6, we want to make further improvements upon the Zealot and Runepriest careers. We wanted to give options to the healers that train a mastery path for a delivery method rather than a playstyle. When thinking of changes, we kept coming back to one thing: “HARBINGER OF DOOM” (BIG FOR EFFECT). I can already tell the Zealots are cringing and thinking, “What is that crazy person doing to my Harbinger?” The meat of the change is that Harbinger of Doom becomes an active toggle. You start in “healing mode” by default and by activating the toggle you switch to “damage mode”. This will allow Zealots to pick a Mastery path for the type of abilities that they want, without being forced to then pick again between damage and healing. While the actual effect of the toggle is still being discussed, we are leaning towards flipping magic to healing and vice versa to achieve this goal. Some of you are probably saying, “What about Runepriests? I didn’t hear him say anything about Runepriest!” The plan is to mirror this ability on the Runepriest career as well."

Did someone just say Zealot changes?

No way! That's the first time anything significant has been mentioned for the Zealot since the release of the game. Is the Harbinger of DOOM finally going to live up to its name? Will the Zealot finally play like the official class description? Will the Zealot finally be more than a gimpy wannabe Shaman? Can the Zealot excel at something other than being a boring healbot? Will the Zealot class finally be interesting? Gee golly giggity gosh darn wow!

But then again, considering Mythic's track record, I'm not holding my breath. I wish they'd ask all the unsubscribed RR 70+ Zealots why we stopped playing our class (or the game for that matter).

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...

Saturday, July 4, 2009

Video compilation (Zealot RVR)

With no game to play, I decided to make a movie as a tribute to the Zealot. I selected a couple of my videos, stitched them together to have some semblance of flow, sped gameplay up by 5% and picked some tunes to go with it. The product: a compilation of solo/duo/trio and RVR prowling action from my "project" to find some fun away from WAR's horrible endgame.

Warning: the video ended up pretty long (1 hour) despite some edits, and pretty large (800MB) despite messing around with quality and compression.



Links
Download: Part 1 of 2 and Part 2 of 2; or as a single file in lower quality
Warhammermovies.com (Woo! Featured movie of the day! Pic)

Contents
00:00 - BW + BW + SM
04:13 - WP --- Engi
05:44 - SM
07:22 - BW
08:03 - Engi
09:45 - WH
11:26 - (Zealot + Sorc) WH + Engi
12:19 - (Zealot + Sorc) Engi + WH + SM
13:33 - (Zealot + Sorc) WP + Engi + WH
14:23 - prowling
15:26 - evading SM + WL
16:55 - stalking the zerg
17:08 - WH + IB
18:07 - IB
19:39 - Engi
20:35 - BW
23:34 - scouting
23:47 - stalking the zerg
24:02 - hunting stragglers
26:29 - IB + WL + AM + IB
33:00 - (Zealot + Sorc) Engi + WH
33:33 - (Zealot + Sorc) KoTBS + Engi
34:35 - Slayer + AM
35:30 - ninja stealth hiding in tree
35:38 - (Zealot + Sorc) SW + KotBS + Engi + AM + WH + SM + SW + WH
39:45 - SM
40:15 - fishing WL + WL + KotBS
41:30 - fishing WL + WL (2nd attempt)
41:50 - (Zealot + Sorc) BW --- BW --- BW + WH --- SM + SW --- BW + WL + WH + RP + Slayer
43:30 - BW
46:12 - (Zealot + Chosen) WP + AM + SW + BW --- + KotBS + RP
54:33 - (Zealot + Chosen + Sorc) SW + RP + SM + WP + KotBS
57:15 - BW + IB + WP --- + WL + WP + WH
1:02:19 - WH --- BW + WL + WP --- WH
1:04:54 - AM + BW
1:06:36 - gear/spec

Friday, June 19, 2009

Case study: why lower tiers are more fun

People are always talking about how the quality of gameplay plummets in T4. I am going to try to elaborate on this because I feel that this is one of the weakest points of WAR. The fact that people are experiencing a significant and noticable decrease in their gaming experience is a gigantic hint to some of the fundamental problems in WAR. From here on, note that I only speak for myself. As much as I hate the RVE endgame, I believe the problem is not because of Fortresses or Keeps or BOs, or any of that RVE bullshit.

The problem is combat and mechanics.

Somewhere between Tier 3 and Tier 4, almost every class begins to get armed with the The Cheese: disables that last a long time, AOE CCs, and powerful AOE damage. Prior to this, no one person had the power to do enough damage to single-handedly slaughter multiple people simultaneously. There was also limited CCs such as silences or stuns, so for the most part, classes had to rely on good ol' fashioned single-target damage. There were fewer AOE snares and disables, so everyone was free to run around and brawl. No one felt helpless for losing control of their characters due to CC.

Furthermore, there was not enough damage that someone would be vaporized within one GCD. But yet, people died, and fights were won and lost --- even though damage was lower, it was never a stalemate. In any prolonged fight, eventually people would fight smarter and do a better job of focusing fire and selecting targets. And that was what made fights fun. There would be clash and a battle. But without crazy damage, the battles could mature and people could got a few good licks in. There's also enough time to experience the joy of a "tough" battle, and being able to go through a process of figuring out what is going on, who we're fighting, and rallying the mob to outsmart the enemy. Thus, giving every fight (even over something as boring as a BO) a chance to blossom into an epic fight.




Fights like these will NEVER happen in T4, because of the AOEs and CCs. Note that in the first video, Order and Destro were fighting in close quarters. In T4, it would have played out like the following: AOE CC (frustrated victims), AOE damage (dead victims). T4 combat deprives the players of the chance to see battles mature into "epic battles". Another thing to note in the video is the number of people fighting. Even though the number is large, it doesn' feel "zergy", because no one gets "steamrolled". And that is key. Large-scale combat can be fun. It is not fun in T4 because of the "steamrolling" effect from AOEs and CCs. Large-scale combat is fun in the lower tiers because of the absence of them. And take a look at all the melee careers! Look at how happy they are being useful and swinging their weapons.

BTW, Shamans are overpowered :) Our shammies had no problems holding our own in T3, even though we were only lvl 20 and 22. Check out what I picked up yesterday at level 21: Gork's Barbs. Shamans get AP drain + healing debuff? Damn. Lylia picked up I'll Take That! with only 6 Mastery Points. My Zealot needed 10 Mastery Points to get something similar, but inferior: Boon of Tzeentch (requires Harbinger and has 5s cooldown). Other stuff to come in this tier are RunAway, EEEEK! and Gork Sez Stop. Shamans have the tools to disassemble any class.

In other news, Aion Beta opens today!

Sunday, June 14, 2009

Fishing for fights in Tier 4 and twin gobbo power in Tier 2

I raged again yesterday and swore never to do another Scenario (I got tired of: being a 'support class' to the PUG, being a helpless boring healbot, and The Cheese™). So, since Scenarios are the only thing Lylia finds fun in T4 now, she logged on her Shaman today instead of her Sorceress while I went around fishing for fights for a little bit:





But Tier 4 is not something that sits well when taken in anything other than very small doses. I went to detox by watching some TV and caught the sweet finale of Out of the Wild on Discovery. Then, having had enough of Tier 4 for the day, I joined Lylia on her Shaman (Tum) on my Shaman (Bzzt) for some Tier 2 double gobbo action:



Lylia's Shaman got her Wolf mount and last name today!



Of all the things I will leave behind in WAR, the thing that makes me sad is not being able to see our Shamans grow up :( But then again, considering how fowl the endgame is, maybe that's for the best. They get to spend forever in the best levels of their lives!

Saturday, June 13, 2009

Thursday, June 11, 2009

June 11 prowling

The first part of today's video shows some fights as I roamed around to help give some eyes to the zerg in Praag and Chaos Wastes. The remainder of the video takes place after people started to log off and activity died down. I amused myself by trying to stalk a pack of Order across zones in search for kills.

Monday, June 8, 2009

Sunday woes

I rage-terminated the WAR client again today after not being able to do anything.

My character was in the Chaos pairing when I tried to log in, but for some reason the Chaos pairing was dead, so it booted me out of the game. When I logged back on, I found that the game had sent me to Tier 1. Whatever. I then noticed that the Elf Destruction Fortress was under attack, so I teleported to the Inevitable City to try to get to the Fort via The Maw. I get booted from the game again, and it seemed like the Maw had died along with the T4 Chaos pairing.

Meanwhile, Order unlocks the Greenskin Fortress as well. The only other way to the Greenskin Fortress was via the adjacent Greenskin zone, but I thought hell no, I'm right in front of the portal to The Maw! So I bang at the portal to The Maw a few more times and give up:



Earlier today, WAR freaked out and barfed all over my screen:



Bonus (bad implementation of trees in T2 Chaos):



This game makes me mad way too often. I have wanted to like the game from before it was even released, but it is nearly impossible to!

Sunday, June 7, 2009

Helping lock zones with intel

It is usually fun to roam around when a zone is about to lock, because that's when the activity level spikes and there's a good chance of actual fighting going on. Thunder Mountain (and later, Dragonwake) were about to lock for Destruction, so I set out to look for some good fights away from the zerg. Strangely, I felt altruistic today and felt bad for the zergs who typically operate in blindness. Since it was Destro locking the zones this time, and I do a fair bit of "scouting"-type stuff anyway to pick my kills, I decided to relay whatever I saw to the zerg.

The first part of the video is in Thunder Mountain with Lylia. The second part of the video is me running solo in Dragonwake, after Lylia ditched me to play Aion.

Friday, June 5, 2009

Scouting Thunder Mountain warcamp

One of my gripes with warband leaders is they operate with too little intel and do not put enough effort into getting intel. Take the Thunder Mountain warcamp for example. It is easy to safely observe the PVE and RVR routes leading out of the warcamp. The only other ways to enter the zone would be to run in from adjacent zones. It would require fewer numbers to lock the zone down at the source, than stationing warbands at BOs and having reactionary roaming forces.

However, this brings me back to the topic of WAR rewarding the zerg mentality. No one is encouraged to scout, because it is a boring job with few rewards. Sure it helps win battles, but when the battles are won and the zones lock, everyone gets rewarded equally (the mindless 1-button mashing lemmings and the crafty, courageous, selfless, lonely scouts). So why do more work if you will get the same rewards? The zerg will get into more fights and get more renown and loot.

It's particularly a problem with Fortresses. The game rewards the cowardly and the lazy. If you are brave and do what's good for your team by sacrificing yourself and charging up the ramp to break the enemy bunker, your chances of dying are very high. What happens when you die? You have to respawn at the warcamp, run back to the Fortress and you will most likely be locked out of the Fortress because of the population cap. Meanwhile, the cowards who sat back until it was safe to move up kill the Lord and all the defenders, get top contribution and reap all the rewards.

Mythic: if you are reading this, for God's sake get rid of your irrational coddling of the "PQ" concept. I know you guys invented it and it's your baby, but you have to be realistic with its limitations and just let go. It's one thing to have public quests, but it's silly to force every encounter to fit into the notion of a "public quest". Reason: you simply cannot comprehensively quantify contribution in RVR encounters. Everyone can play a significant part in the war, even when doing uncelebrated things such as scouting (just like how a truck driver in an army delivering supplies is as valuable as any other solidier). Ditch PQs!

Anyway, in the video I was on my usual rounds in Thunder Mountain, and I stopped to check out the order warcamp. Order had just landed as a zerg, and appeared to roll out of the warcamp with a singular purpose. Shortly after, they attacked the North BO (Thargrim's Headwall).

It was a slow PVP night otherwise. Although, I admit I was lazy to look for fights tonight.

Thursday, June 4, 2009

Black Crag pre-fortress troublemakers

In this episode, Order was trying to lock Black Crag and defense was heavy at each BO. I try to escape the zzzzzzs and run off to look for trouble at the north BO. To my surprise, Andrarlatrip the Chosen follows me. First encounter was against 3 people (2 of which were healers). Outnumbered and without enough damage, we had to keep working them around to create opportunities for some kills. Eventually they get smart and separate the Chosen and me; a KotBS (Knight of the Bullshit Stun/Snare) and a Runepriest join the fight and I am vanquished. I self-rez, regroup with Lylia the Sorceress and we go back to get our Chosen. We get a few more kills, but also pick up a few more adds (probably shouldn't have fought so close to the north BO and Order WC). As we try to maneuver the fight to our advantage, the Knight stuns us and separates us with his super field goal punt. The north BO was getting too hot and we would no longer have the element of surprise, so we left to look for trouble elsewhere after that.




In other news, Lylia somehow managed to obtain a key for Aion's closed beta. She finished installing it last night and is fidgeting for the servers to open (June 5th!).

Also, I clicked the button last night, out of impulse. The pain ends on June 22nd.

Monday, June 1, 2009

5-piece Invader set bonus (Mending) on PTS

I usually run with a combination of Conqueror and Invader for two +Int bonuses, one +Willpower bonus and one +Wounds bonus. But after fooling around on the PTS yesterday, I started to wonder if it was worth completing the Invader set. I destroyed every crest I had and spent everything at the Royal Quartermaster to find out.

Here's a video of Mending (together with the Warped Flesh tactic) in action, in a WAR version of "how many 5-year olds can you take in a fight":



I did not heal myself actively in the video --- the heals are from Mending and the Absorbs are from Warped Flesh. Mending is affected by stats (and the Divine Fury tactic), and can critically heal.

 I can't decide if it's worth giving up the the Int and Willpower Conqueror set bonuses.

Stalking the Dragonwake zerg

Order was zerging to lock the zone. First fight was with WH I caught by surprise. An IB add shows up and with my knockback down, I bait him to hurl himself off a cliff to finish the WH. Second fight: an IB spots me "hiding", breaks away from the zerg and follows me back to give me a piece of Invader.

Sunday, May 31, 2009

Life as a priority target

Here's a taste of "another day in the office" for a squishy healer that gives good renown and has a chance to drop awesome gear/crests. Who wouldn't want to kill me? I miss the days when I was only double-teamed...

The Cheese

I have expressed my distaste for The Cheese in WAR's combat before, but I thought I'd show an example video of The Cheese this time. Lylia and I walk into a Scenario that's already in progress, and this is what we find. Behold, WAR's small-scale endgame combat!



What makes good Cheese? DPS one trick ponies, a few tanks for CC and to guard the DPS, and a bunch of healbots.



Apparently, the counter to this group is to "take out the healers", according to the Mythic combat and careers dude. Tell that to the melee careers (even tanks) who get disabled and vaporized by The Cheese in one GCD cycle.

Dragonwake locks

There's always a flurry of activity around the time a zone locks. Here, Lylia and I look for some trouble a few minutes before Dragonwake locks.



Update: we might have finally figured out what has been lagging Lylia's game out --- the combat log! She used to have the combat log open and detached from the chat window. Since she turned it off, the game is no longer stupid choppy.