Showing posts with label PvP. Show all posts
Showing posts with label PvP. Show all posts

9.13.2008

Melee vs Ranged Zerg

Tobold wonders whether the group dynamics in unorganized large-scale PvP are a result in players being stupider than the AI.

To answer his question: No, that's just how things work when there is no commander.

Here's what I observed during the Southshore vs Tarren Mill battles:

When it's every man for himself, even in a large group, people tend to attack the closest hostile target. If a melee enemy attacks a group, he's the closest target to everyone in that group. He gets zerged. When it's ranged vs ranged, everyone picks different targets according to their positioning within the group. They do favor targets on low health to finish them off, but attentive healers can prevent that from ever happening.

In both RTS games and in EvE Online, one of the most important tasks of a commander is to designate targets as "primary". You focus your firepower to one target to overwhelm the enemies' damage mitigation and healers. No such thing as a commander exists in unorganized large-scale PvP by definition.

However, Starship Troopers the movie shows something that could be used to make melee more useful in unorganized large-scale PvP: Directed throws. In the Klendathu battle, one of the bugs charges a group of marines, grabs a marine and throws him into the swarm of bugs. Naturally, the marine gets torn into pieces. The charging bug, although it's life expectancy is very low, can use the numbers of his allies to his advantage.

Currently, melee in MMORPGs cannot do that. Unless the whole friendly group charges, he's alone. And the friendly group won't do that unless they are certain of victory. That certainty can be achieved by either superior numbers or morale, and the lack of a commander makes achieving the second more difficult.

However, the Death Grip ability of the Death Knights in WotLK could achieve the same end result as the bug's charge+throw. But as always, the devil is in the details. In this particular case, it boils down to range. Can the Death Knight get close enough to Death Grip someone without getting zerged by the hostile ranged attackers?

11.22.2007

Yes yes, I love Icy Veins as well!

Since everyone else (and their dogs) have commented about the mage changes in 2.3.2, so must I. Let's get the easy parts out of the way first.

Trainable Ice Block: A vital skill for any PvPer who wishes to live at least 10 seconds. The same reasoning which allowed Improved Arcane Explosion and Evocation to become core class skills applies here as well. Frankly, I'm a bit surprised that it wasn't done sooner. Previously I was worried that removing Ice Block would remove one of the few spells that make the frost tree distinct from Fire and Arcane. Fortunately, I was wrong.

Conjure Mana Gem (rank 6), which restores 1800-3000 mana and has three charges: Again, a no-brainer. The current rank 6 Mana Gem was simply pitiful, enough for only a few spells. This one is equivalent to a Super Mana Potion, only on a different cooldown.

Then the juicy part. Icy Veins:

Icy Veins (NEW Frost Talent) decreases casting time of all spells by 20% and increases the chance your chilling effects will freeze the target by 25%. Lasts 20 sec. 3 min cooldown. It is now in the Cold Snap position in the talent tree.

Although Blizzard did break Frostbite completely, a fix is scheduled to appear just in time for this gem of a skill. 20% Spell Haste for 20 seconds is a very nice DPS increase, especially if it also affects the Water Elemental. Some testing is required to see whether this stacks with other periodical Spell Haste effects, but I wouldn't be surprised if some Black Temple & Zul'Aman-farming troll frost mage was already drooling about the concept of being able to chaincast Frostbolts almost as quickly as the Global Cooldown allows.

As for the PvP side, +25% proc rate for Frostbite is pretty significant. Coupled with the casting speed increase it means that a well-timed Icy Veins allows the frost mage to both disable his opponent and follow up with a devastating Shatter combo before he is able to react.

..which is why I doubt that this talent survives the outcry.

9.23.2007

RP, PvP and improvisation

Drama in four easy steps, Defias Brotherhood-style:

  1. Hold an RP event

  2. Interrupt the said event with an opposite faction raid

  3. Accuse the defenders of being carebears

  4. Accuse the attackers of being OOC
Add some forum trolling for flavor and leave it to fester for a while.

Apparently some people still think that RP and PvP are mutually exclusive concepts. If you PvP, you can't be RPing. And proper RP doesn't include PvP, especially the sort where you lose. I've seen the same arguments before on my first server, Argent Dawn Europe. Fortunately, there were some guilds who showed the third way. That RP can be adapted to PvP, and that PvP raids can be motivated by RP. A lesson that has been forgotten by too many. What better way is there to kick off some random RP than to having to organize an ad-hoc defense? But no, instead of even trying to actually react to the actions of other players, their actions are labelled as OOC only because they don't fit in your idea on how the event should have progressed.

If you want total control over your RP, I suggest that you stick to writing stories. But if you want to improvise and actually play with other players.. I'll see you in the game.

8.25.2007

Anyone who stops people grinding through constant killing is corpse camping!

This comment and other gems are available at the latest trainwreck in action, courtesy of the Defias Brotherhood forums.

This story is as old as the PvP servers themselves, but it deserves retelling. A boy meets a girl. The boy and the girl go and blackmail people. They gank someone. The gankee refuses to pay up, fight back or leave. They gank him again. The gankee posts on the forums. The feeding frenzy begins

2.22.2007

Damn you Faxmonkey!

Some time ago the mages' Spellsteal was nerfed. Buffs that we stole used to take into account our spell damage. While it was fun stealing aggro from bear tanks with 1.7k ticks with the Astromages' Fire Shield, Faxmonkey found an another mob with Fire Shield in a much more interesting location. Alterac Valley. Soon afterwards, the nerf arrived.

12.13.2006

Honor distribution loses it's significance

Back when Blizzard first implemented the honor system, they added one small detail to encourage so-called fair fights. In essence, the honor points you gained from killing an enemy was propotional to the damage you caused to said enemy, as well as the enemy's rank and level. Killing level 60 Grand Marshals who were at 100% health yielded the most honor, and ganking a level 49 unranked players with 1% health yielded only a minimal amount. In addition, honor was distributed evenly among your party or raid group, assuming everyone was near the victim.

Now that Blizzard had first cut all honor by 90% and then cut it by another 30%, the honor distribution system starts to break down. Whenever you gain honor, the system rounds down the final amount, but gives you at least 1 honor per kill. When you take into account diminishing returns, even the highest-ranking players net less than 10 honor, your average honor gain per enemy is pretty close to 1.

Why is this significant? First of all, it completely negates the benefit gained from seeking out tough opponents. Corpsecamping a low-level player can be more valuable as a gentlemanly duel. Therefore intelligent players will avoid tough fights as much as possible, and seek out fights that are over in a heartbeat.

Secondly, the change overemphasizes the meaning of Battleground and World PvP objectives that give you bonus honor. While the net effect is less visible in Arathi Basin and Warsong Gulch, the effects are more than apparent in Alterac Valley. It is only a matter of time before someone realizes that collusion will be more profitable than combat.

12.12.2006

No such thing as a free lunch

Apparently Blizzard has decided that a High Warlord weapon isn't worth just one day's honor after all.

12.11.2006

PvP sets will be even cheaper in the expansion

Apparently PvP sets will be even cheaper in the expansion. While the stated reason is that expansion items are so much superior that PvP sets should not take so much effort to get, I wonder whether there are other reasons as well.

Anyway, since the PvP sets are now the Blizzard-sanctioned way to go to gear yourself up for the Expansion, I think that all level 60 PvE content before Naxxramas will be mothballed.

I'm still wondering about the difficulty level of Burning Crusade instances. The expansion was obviously tested with well-geared characters, so a fresh level 60 character might want to grind some honor before stepping through the Dark Portal.

All in all, this makes gear progression quite interesting. My guess is that the most cost-efficient way to gear up your character from scratch would be to do PvE for the low- and midlevels, and then start PvPing heavily when you get closer to 60. When you have enough PvP gear, you go to Outlands and gear up solely on PvE until level 70, where you start the Arena battles and get your tier 4. Raiders will go up one more notch and farm Illidan, Magtheridon, Kael'thas, Lady Vashj and Archimonde for their tier 5, though.

12.07.2006

Patch 2.0.1 afterthroughts

It's now been just two days since the patch was applied to Defias Brotherhood, but the effects are becoming quite clear. Tonight there were 196 active Arathi Basin games in battlegroup 5. WorldDefense has been blaring the whole time, mostly about Crossroads. In the meantime, there were a grand total of 3 PvE raids in progress on Horde side at prime time. With just a single patch, Blizzard turned the game completely around.

Whether it's a good thing is up to debate.

But first, let's take a look on why this sudden change has happened. The most obvious reason is the new honor system. There is no such thing as honor decay anymore, and you can buy your items in any order you like. There is no longer any need to quit your job for 3 months to get the High Warlord gear. Any PvP counts, no matter how random. If you PvP, you will eventually get the gear you want. In addition to pure honor points, the gear requires honor tokens from Arathi Basin, Warsong Gulch and Alterac Valley. However, the relative amounts of tokens required is small when compared to the honor needed. If you grind honor in the most efficient way possible, you will do it in battlegrounds. And many people have done just that. The addition of new PvP skills to several classes is also a big contributing factor. Everyone wants to try out their new skills. So, Battlegrounds are now extremely popular. Even up to the point where players have started reporting symptoms commonly associated with an inpending server crash. High lag with movement and skills. Invisible players. Warping back. However, chatting on various channels is not affected at all. These symptoms were previously associated with massive World PvP events. Even the shared battleground servers have their limits.

Second phenomenon is the dwindling of interest in PvE. This has two primary causes. First, there's the honor system upheaval, which made almost full sets of good gear available to everyone. The second reason is the incoming expansion and the gear available in it. The common consensus seems that even soloable quest rewards are superior to gear which currently requires a balanced raid group to get. Why raid now when you can get vastly superior gear with less effort in a few weeks? In addition, Blizzard snuck in several changes that also contribute to the lack of interest. The most obvious one is the UI changes which disabled several prominent raiding addons. This change made healing a whole lot more challenging. The emergence of new interesting PvP specs has made many players spec away from PvE.

One change is the unconfirmed nerf to massive AoE. In essence, AoE damage went down when the number of targets increased. I admit that as a mage, I was quite worried about this. If true, it would have made several encounters much more difficult. For example, the Skeletal Construct zerg at Nefarian's phase 3 or Fankriss the Unyielding's adds. However, based on my pleliminary testing in Scarlet Monastery Armory and reports from Blackrock Depths' Lycaeum, AoE damage inside instances seems to be the same as before. Still, even the perception of AoE-based encounters being more difficult can shy people away from them.

Finally, there's an unannounced change that made Shaman loot drop for Alliance, and Paladin loot drop for Horde. While this is obviously preparation for Draenei Shamans and Blood Elf Paladins, the change was made too soon. There are no Draenei Shamans or Blood Elf Paladins yet, and definitely not ones that could even enter raid instances. The result is that those guilds that do raid now get loot that they cannot use at all. Molten Core and Blackwing Lair are most affected by this change, because those instances contain bind-on-pickup class-specific loot. Five-man instances are less affected, because tier 0 gear is not class-specific. While a warrior cannot use all bonuses on Lightforge, he can still wear it. A hunter can wear pieces of the Elements. Thanks to the token system, Zul'Gurub and Ahn'Qiraj are unaffected, because the loot can also be used by other classes. However, when Blizzard implemented token-based loot for Naxxramas, they overlooked one vital piece of loot: The tier 3 rings from Kel'Thuzad. Every other piece of the tier 3 sets is token-based, but not the ring. Why would a top-level guild go through all the trouble of clearing Naxxramas and spending hundreds of gold on repairs and consumables just to get a piece of loot that nobody can use?

The third phenomenon is the resurgence of World PvP. This can primarily be attributed to both the honor system and the removal of dishonorable kills. Even relatively small rewards attainable with world PvP do now add up. More importantly, your gains are not negated even if you took a swing at a civilian. However, the activity seems to be concentrated on very limited areas. This is caused by an another change that arrived with the patch. Namely, level 65 guards. Unlike their level 55 counterparts, these are not simple annoying wasps to level 60 players. These are hard to stop and quite deadly up close. Any smart player will try to avoid any contact. And so they have. The hotspots have so far been cities and settlements that do not have such protection. Namely, low-to-mid level towns like Crossroads, Splintertree Post, Astranaar, Camp Taurajo, Darkshire, Sentinel Hill, Lakeshire, Menethil..

What is the effect of town raids against these targets? Devastation. Now that dishonorable kills are not an issue, anything and everything can be killed. This means guards, questgivers, vendors, trainers.. everything. And it doesn't even require a large raid. Even a handful of level 60ies will have no problem whatsoever downing a few dozen level 40 NPCs and shutting down the town. Whether this will be a big issue remains to be seen, but I wouldn't be surprised if town raids drove also low-level players to PvP. While high-level players can stop by, they can't be guarding the town all the time.

All in all, the changes were indeed radical, and have seemed to shift the balance from a PvE-heavy game towards a PvP-heavy game. But what does it mean? It could be seen as an inevitable result. Current endgame will be replaced by Burning Crusade endgame. This patch just started the shift earlier. Blizzard will not redo the current raid instances to be viable after the expansion. And especially when talking about Molten Core, perhaps it is time to let it die.

So, we're back to the million-dollar question: All in all, are these changes a good thing? As always, it depends. If you like instanced PvP, you'll love the patch. If you like World PvP, you'll like it. If you like endgame PvE, it's is undoubtedly a disappointment, and some soul-searching is definitely in order if you want to continue playing.

Me? I enjoy a bit of everything. I love RP and enjoy World PvP. I like a good raid, and battlegrounds are ideal for letting off some steam now and then. I think that the shift was a bit radical, but nevertheless manageable. I'll live. I'll keep outwitting ganker squads. I'll grind some cash. I'll finish off some lingering quests. I'll snipe in battlegrounds. And I'll grumble about the lack of raids. And I'll buy the expansion.

12.03.2006

Balance?

Apparently I'm not the only one who has noticed some issues with faction balance.

11.30.2006

RIP Capital City Raids

I took a short spin around the public test realm to have a look at new possibilities for World PvP. While the removal of dishonorable kills will no doubt have a positive effect, there was one other change that can cancel the benefits and potentially make the situation even worse. Blizzard has buffed all level 55 NPC guards to level 65. Since the level cap will still be 60 until the expansion, this will make town raids quite difficult.

Since even the average guards will be 5 levels higher than maximum-level players, they both resist and dodge most attacks. Melee will find that their attacks are reduced to glancing blows, and that the guards hit them with crushing blows quite often. Raiding builds and gear that add +hit, weapon skills and defense skills will be quite important.

How does this work with the removal of dishonorable kills? Simply put, the civilians still act the same way and call guards when you approach or attack them. Even if you kill the civilian with one blow, he still gets to call a guard to attack you. If you attack a settlement that normally has level 65 guards, the spawned guards will be level 65 as well. If a raid group passes a civilian, one guard is spawned for every character. Even with good gear and concentration, killing a level 65 guard on your own will be quite hard. In a chaotic situation like a town raid, a level 65 guard zerg will probably kill your whole raid group. This means that town raiders will have to seek out and kill all civilians in their path to limit the amount of guards that spawn.

However, Blizzard was hardly thorough when they adjusted guard levels. They only touched the level 55 guards, leaving everything else intact. This oversight will create serious imbalances between factions. With the exception of Highlord Bolvar Fordragon, all Alliance racial leaders are guarded by standard-issue level 65 guards. Horde racial leaders are guarded by level 60 non-elite special guards (with the exception of Sylvanas Windrunner, who has level 60 elite guards). This means that once you get to Horde racial leaders they are much more easier to kill than their Alliance counterparts. Also, since it will be much harder to clear the way to the racial leader than to kill the leader itself, raid groups will try to find ways to skip most of the fighting, and will end up summoning their raid groups in the vicinity of the leaders themselves.

Finally, the addition of level 65 guards means that druids and rogues will have a much harder time stealthing inside enemy cities. Say goodbye to ganking someone at the mailbox.

11.28.2006

Stranglethorn Heaven

Relmstein and a few others are agonizing over one of the most action-packed zones in the game, Stranglethorn Vale.

Personally, I love the place. Why? Because it teaches you how to survive in a changing environment. You learn to conserve your health, mana and cooldowns. It teaches you to pay attention to your surroundings, the dangers of respawn waves, select escape routes, deaggro mobs, how to approach hot spots, the value of friends and so on. It's excellent practice for other shared questing areas, like Tanaris, Searing Gorge or Silithus.

10.24.2006

Burning Crusade delayed, new patch for Christmas

As everyone has probably heard by now, the Burning Crusade release date has been postponed. However, Blizzard is planning to release a patch before Christmas, which includes the new honor system among other things.

10.11.2006

More Marx


Marx is at it again, dealing out scary Reckoning bombs with his Ashkandi.

9.28.2006

Game theory in action

Apparently the PvE ruleset encourages cross-faction cooperation, even with PvP quests.

Ganking contest

Apparently there's a new contest in progress on the other side of the Atlantic. Gank someone, get a screenshot and you can win gold coins.

9.12.2006

Trouble in de North

Reports are comin' in dat de Shinies are pickin' a fight in de North.

The Anniversary approaches

Defias Brotherhood, the server I play on, is almost 1 year old. To celebrate it, there are several World PvP events planned, ranging from normal town raids to capital city assaults. All of it is roleplayed, of course.

Tempers are flaring due to renewed fighting in Silithus and the Plaguelands. Old hatreds fester beneath the calm surface. Agents of chaos will try to assassinate a well-known and respected voice of peace. The resulting blame game will send both sides into a frenzy. Retaliation after retaliation fans the flames of war, driving all towards the brink of destruction. Meanwhile, guilds and individuals on both sides are trying to find the real perpetrators before all hope of peace is lost. And hope that there is still someone alive on the other side to talk to.

And of course, I won't be able to attend any of this.

9.06.2006

Groundhog day

Have you ever felt that no matter you do, nothing changes? How many times have the town criers proclaimed victory against some for or another, only to do so again tomorrow? Congratulations, you have figured out that you have been living the groundhog day.

In World of Warcraft, the world is static. Anything you kill will be back sooner or later, even players. Why? Because a dynamic world would need an army of content developers and gamemasters to maintain. Let's deal with PvE first, because it's easier.

The current method allows the content to be re-used. Let's say that we start with a new server, and everyone starts at level 1. Eventually people are going to level up enough to clear the Deadmines and kill Edwin Van Cleef. Now what? Since he's dead, nobody else can kill him. The content designers will have to design something else for players to do. Now imagine that you have a few hundred other servers full of players as well. Even if you had an army of developers and gamemasters inventing new quests, you still wouldn't have enough. You'd always have more customers than staff.

The sad truth is that content is consumed faster than it's created. This is even clearer when dealing with endgame content. Let's look at Naxxramas, for example. It had been under production for months, maybe even years. Only bugs are holding the leading guilds back from completing it. Static PvE content is all about reusability. Players that have just recently started playing World of Warcraft have a huge amount of content for them to explore. Even players who have played WoW from the beginning still can enjoy a nice instance run or a guild raid. And if they start a new character, they have as much content as a newbie at their disposal. If they have played on just one faction, they have almost half of the game's content still unexplored.

PvP content is a bit trickier. A common complaint about PvP in World of Warcraft is that it doesn't change a thing. No matter how overwhelming you are in Warsong Gulch, Arathi Basin or Alterac Valley, the next match is basically the same as previous one. The effect is even more apparent in World PvP, especially town raiding. Any guards you kill will be back in a few minutes. Even faction leaders will respawn in few hours. Even the skeletons disappear in a day.

But what would dynamic World PvP look like? We now have a glimpse of it in the form of Eastern Plaguelands towers. These can be captured, and the faction controlling them receive zonewide buffs. So far, so good. The buff's effect is minor enough not to unbalance the factions. No important NPCs are near the towers, so PvE content is not disrupted. The frequent killing of NPCs and the resulting impact on opposite faction PvE was the reason why dishonorable kills were implemented in the first place.

Those who were playing World of Warcraft at the time the honor system was introduced probably remember the Tarren Mill battles. While Blizzard did design the Hillsbrad Foothills as a hotspot, I doubt they anticipated the effect the introduction of the honor system had. Because Alliance had the majority on many servers, the Forsaken town of Tarren Mill was frequently sieged and all inhabitants killed. Combined with the major latency caused by several hundred combatants, the whole zone was practically unhabitable for Horde. Even if you could reach Tarren Mill before dying, all questgivers, vendors, innkeepers and even flight masters were dead, so there was nothing you could do there.

Due to the latency issues and resulting server instabilities, Blizzard had to intervene. They implemented two new features to discourage these crippling town raids. First, there was the concept of dishonorable kills. If a player killed a low-level important NPC, he would be penalized immediately with loss of honor. Somewhat paradoxically these civilians were also given a new skill: calling for backup. Civilians could yell for help and spawn some guards. At first these guard spawns were just a mere distraction, but then Blizzard changed it that guards would spawn for every player that wandered too close to a civilian. That meant that a 20-man raid group would spawn 20 guards per every civilian they passed. Even with a full level 60 raid, that is a significant hindrance. Pass a few civilians and you suddenly have hundreds of guards upon you. Thus, if you wanted to survive, either you stayed well away from the civilians or killed them very quickly.

The introduction of instanced Battlegrounds solved many problems. They offered lag-free combat among willing participants with no risk of dishonorable kills. The queuing system tried to ensure even teams. However, this PvP heaven came with a cost. Because it was simply faster to gain honor (and thus tangible rewards) with Battlegrounds, World PvP simply withered away on many servers.

In all it's flaws, World PvP had something that Battlegrounds have been unable to achieve: immersion. Defending the free orcs of Hammerfall against the human enslavers is completely different than chasing a piece of cloth in Warsong Gulch. Fighting on the blood-covered streets of Stormwind is different from spending a few hours fighting on an icy lake.

What would dynamic World PvP look like, then? In the early days, Blizzard promised plenty of World PvP, even siege engines. There are ballistas and catapults scattered around the world, but they are simply props. They serve no functional purpose whatsoever. Even if we stay at the level of Warcraft 3 and allow siege engines to destroy only trees, buildings and units, implementing them will be quite difficult. The concept of destroyable buildings is already in the game. The World of Warcraft engine is not capable of true structural damage (like in Red Faction or Silent Storm), so buildings would have hitpoints. Even controlling siege engines and designating firing zones would not be a problem. Mind Control and various devices already allow players to control other units. The details have been already solved by several real-time strategy games (including Blizzard's own).

However, the whole concept of destroyable buildings is troublesome. But what does this have to do with a static world? The sheer scale of World of Warcraft continues to be a problem. Even in it's miniature from, Azeroth is large. If destroyable buildings were implemented, the world servers would not only have to keep track of every mob and player in the world, but also the buildings. It also has reprecussions on client side. A common trick in many 3D engines is to include only those parts of the world in the calculations that the player can see. Because these visibility calculations can be costly, they are usually done beforehand. World of Warcraft also uses such visibility calculations. In addition to terrain, static objects like buildings, bridges and tunnels block visibility. But if those objects can be destroyed, the calculations cannot be done beforehand and thus the game cannot take advantage of them. Imagine how slow Stormwind would be if you could see the whole city from the Trade District.

But enough about mechanics. Let's get to the true killer of a persistent world: Lack of faction balance in numbers, attendance, levels, gear, skill and organization. Eventually, one faction will gain the upper hand. In a persistent world, they will be able to press that advantage, further skewing the balance. And eventually, they will capture or destroy all enemy settlements and defeat the racial leaders. A miniature version of this happens every day in Alterac Valley. So once the racial leaders have been killed and the capitals are in flames, now what?

While the war up to the final victory/defeat might be fun, it is also anticlimatic. And unless you want to run into the same problems in PvP as in PvE (running out of content), the world would have to be reset after every conclusion of the war. Or the ultimate victory/defeat would have to be prevented by a GM. Both distrupt immersion. Which is more immersion-breaking? Moving from one nondescript day to an another, or having a continent in ruins miraclously restored?

More serious problems arise after a few rounds of the war. Due to human nature, we prefer to be on the winning side. So if one faction starts to dominate, they will attract more people. The faction balance will only get worse. The winners will be bored of easy victories, and the losers are frustrated with fighting against impossible odds. They will switch factions, servers or quit altogether. Eventually, there will be nobody to fight. New players will shun the losing faction, because leveling up when the enemy controls 90% the world will be quite difficult. There are already servers where the faction balance is 90-10.

There are of course games which try to have a persistent PvP world. But they have once advantage over World of Warcraft: Multiple factions, or even player-created factions. A three-way struggle for power is more likely to end in a stalemate. Warcraft, on the other hand, has always been about two warring factions, only deviating slightly in Warcraft 3. The only currently possible candidates for the third faction would be either the Goblin Cartels, or Illidan's servants. With the inclusion of Blood Elves in the Horde and the Draenei in the Alliance, Illidan's possible faction lost a lot of the uniqueness, leaving only the Naga as an unique race. And the goblins currently have a very cushy position as a neutral faction, with an income flow from both factions. Open warfare would be quite costly. So it is very doubtful that there will be a third faction anytime soon, and thus no persistent game world for PvP.

8.13.2006

Kill, kill, kill

Another day, another whine. The Alliance Watch, the largest guild doing World PvP on Defias raided Tarren Mill. And then they raided it some more, until there were nobody to raid. Then the resurrection timers started running out, and there was again people to raid.
TAW 01
Having been on the receiving end of a TAW raid on several occassions, I have to say that resurrecting is a challenge, to say the least. The question is whether this is intentional or just a side effect of town raids. Especially when you attack places with a big guardspawn, like Tarren Mill, Refuge Pointe or Stonard, it is hard to see whether that enemy on half health just resurrected or was simply wounded from fighting one of your friends.

Resurrection timers are also problematic, because it's easy to think that you gave your enemies time to mend their wounds and regroup properly, when they have simply been waiting for a chance to resurrect. Making an another attack whenever the resurrection timers are up can easily be seen as corpsecamping, even if there was no ill will.