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How to save WoW battlegrounds - Less is More

Posted: Thu Oct 27, 2005 2:32 am
by heartless_
How to save WoW battlegrounds

What would you consider the top three problems with the current battleground system in World of Warcraft? To me they are the following?

-Arranged groups vs. pick up groups result in unfair matches.
-No sense of accomplishment gained from a battleground win and nothing lost for losing one.
-Repeating battlegrounds non-stop is required for PvP ranks.

Arranged group vs. pick up groups is a clear and easy fix in my eyes. Divide the queues up into two different categories.

Arranged group queue ? Only pre-arranged groups that have a full group for the battleground size would be allowed into this queue.

Random queue ? Only solo players would be allowed into this queue.

This division of queues would allow for an equal chance for solo and group players to play together. Along with the other proposals I am about to present this will go a long ways to making battlegrounds more enjoyable for everyone.

The two downfalls to this division are that a) arranged teams may have to wait much longer for matches and b) arranged teams could abuse the system and throw matches. The first downfall I am not concerned about because these players can join the random queue. Some sort of monitoring tool to tell when there is an arranged team ready for a match.

The second downfall would require Blizzard to monitor matches. Any arranged match that ends within the first XX (determined by Blizzard for each battleground) would be flagged for review. The players involved should also be flagged. This is cheating and already occurs with the current system. Like all cheating Blizzard would need to enforce their policies against cheating.

Now this brings up the point that this changed would hurt those players who want to play together. I have thought about this for a while and it brought me to my next point.

Making Battlegrounds Special

The speed at which the current battlegrounds are repeated directly leads to most players becoming *burnt out* on them. However, players keep going back because it is the only way to gain contribution points on a competitive scale. Open world PvP contribution points can?t compete with the bonus honor gained in battlegrounds.

Previously I had suggested increasing the honor gained from open world PvP by three fold. I now realize that it was too simple a fix that just would not work. The fix for open world PvP directly involves the title of this article? less is more.

Less battlegrounds means more open world PvP, but how do we get the players back out into the open world? Close the battlegrounds. What!? Close the battlegrounds and only open them for short periods of time. This is a three fold fix for three separate issues.

First off it would increase interest in each of the battlegrounds once again. If only Warsong Gulch is open then players are going to actually play in Warsong Gulch. It no longer has to compete against the more efficient Arathi Basin or Alterac Valley. This would allow Blizzard to increase the rewards for winning a battleground while still offering a slight reward to those losing.

Secondly it brings back open world PvP as a large proponent of everyone?s contribution points. It puts the war back into the landscape. The lore, world, and art all depict grand battles raging across the lands, but when is the last time you saw that battle taking place? Outside of random encounters between opposite factions and gankers on the PvP servers there is no longer a battle taking place.

What happened to town raids? What happened to organized groups fighting around the end game instances and zones? Why create PvP inspired holiday events (like stink bombs in Southshore for Hallow?s End) in the open world if the battlegrounds are always open offering much better honor.

Lastly it allows gamers that want to maintain a PvP rank while still enjoying PvE aspects of the game to do so. They can plan ahead on what nights they wish to PvP and what nights they want to PvE. They don?t have to stress about always being involved in battlegrounds to compete. A huge gap will no longer develop because you can?t log in during prime time to constantly run battlegrounds.

Another point is that guild groups and groups that play together could return to the open world PvP scene. Some of the best experiences I?ve had and that I?ve read about were from group PvP that occurred shortly after the initial honor patch. Groups tended to stay spread out across the world. Of course there was the TM/SS back and forth zerg, but the honor gained was very diluted by the simple fact that too many people damaged each target. Small five man group PvP in the higher level zones was the true source for fun, excitement, and honor.

A pleasant side effect of this is the idea of more open world PvP objectives (castle sieges, tower attacks, etc.). Something Blizzard has talked about, but has not produced. As long as the honor gained from the objectives is not overwhelming and not highly repeatable in short periods of time they would be a huge hit.

How It Would Work

Take the concept of the battleground holiday and mix it up a bit. During Friday ? Sunday every week only ONE battleground would be open during certain hours. Not 24/7 during this time, but lets say every hour a new queue opens up. After the match you must wait until the next hourly queue to play again. That time is easily adjusted through testing and the specific battleground being opened.

This allows player to do other things on more of a schedule rather than waiting around for the queue to let them into a match. It currently clogs the main cities with many bored players who are just waiting for battlegrounds to open.

A hurdle that would have to be overcome would be that there just is the population imbalance. My proposed system would mean that possibly some would not get to play because not enough battlegrounds would be opened. Without players

This could be solved by what I believe Blizzard is already planning, cross server battlegrounds. Pulling people from multiple servers would create a much larger pool for players to be pulled from. Combine it with my proposal and I honestly believe you come out with a much better battleground experience.

Another possible fix that would reward the teams that win would be by opening a new battleground that pits them against players left in the queue, but that is less feasible because of the aforementioned population imbalances.

In the End

Something has to change. That is painfully obvious. People burn out or don?t even approach battlegrounds because of the fact that they are too fast paced and are dominated by those that spend more time in them in arranged groups.

My proposal goes a long way to please all types of gamers and is aimed at making battlegrounds exciting again. It is time to make them something that you want to go play in.

Posted: Thu Oct 27, 2005 10:04 am
by Vek
For starters, I agree wholeheartedly with your idea. I know what it's like to have a PuG and get mercilessly slaughtered because the group had no organization. On the flip side, it's not very fun when the opposite side has no organization.. Albeit it is a good laugh. When I go to battlegrounds, I go to get into some hardcore alliance killing.

Also, I think they should add some incentive for the higher levels to RETURN to Warsong Gulch.. I'm not sure if it's the same on other servers, but on mine all the 40+ pvp matches are Arathi Basin or, for the 51+'s, Alterac Valley. Personally I miss the days of Warsong Gulch, when things were simple, fun, and matches were quick and were immediatly followed after another. Perhaps they can add extra Marks of Honor for 40+ groups? Just a thought..

Posted: Thu Oct 27, 2005 11:38 am
by Eyeball-Dragonmaw
I agree with the Battleground closure, but I doubt it will happen. Everyone will complain that its open when they are at school, work, asleep, etc. Its a great idea though. Right now a person with a real-life job cannot keep up with people who pvp at least 12-15 hours a day. I know on my server the top pvpers are getting 500,000 honor a day now with AB.

I think maybe a good option would be to eliminate bonus honor all together. Make a whole new reward system that rewards the faction, and not just the player. Maybe its getting a 1hr special buff, or a discount on your epic mounts for a week. I think switching the rewards to something like this will get people to pvp to kill instead of pvping to get bonus honor.

Another idea is to cap the amount of times you can go into a BG a day, or maybe only allowed 10 wins every day. I think there are plenty of other options available, but if you limit BG's than you know the SS-TM battles will start again which isn't the answer either.

I think the real problem is everything is in instances these days. True PvP would be going in a dungeon, and killing the other faction while they fight towards the bosses. This game has gone from seeing people out xping, or running somewhere to everything being accessible from the capital cities. At level 60 you never have to leave the safety of these cities because of npc's meeting stones for pve and pvp content located within the cities. The only people you see out and about today are level 60's killing somebody that ganked one of there alts, and that is about it. With pvp epic gear, and guilds farming MC, BWL, etc no one needs to go out and farm mats any longer.

As more and more people hit 60 its just going to get worse, and worse. I know the rumor is the level cap is raising, but I am not sure I am going to believe that. I know Blizzard said it was always going to be 60. Raising the cap isn't going to prove anything, and would throw off there whole talent point system if people could earn 5 more talent points.

Its a never ending discussion, and once again it proves that no one even with Blizzards success can make a perfect game.

Posted: Thu Oct 27, 2005 6:11 pm
by heartless_
On the level 60+ note... if they introduce a lot of new content... it is going to require leveling of some sort. Otherwise people will ignore it unless it gets them that next shiny new piece of gear. Which then would shoot the MC, BWL, and Dragon work that all these guilds have put in.

Posted: Fri Oct 28, 2005 11:49 am
by Vek
On the whole... Let's PvP while going to fight the boss in an instance thing, that would cause some real problems. One of the main reasons that WoW is so enjoyable is the way that they have instances set up. Honestly, wouldn't you be dissapointed if you were doing WC or something and a full party of 60 alliance kept getting to the boss first and constantly ganking him/your party? Personally, I wouldn't consider that much fun. That would also back up dungeon quests to near-impossible to actually get done without pissing off the 500 people in line who you had to cut in front of to get the quest done in under a week.

Also, take into account the lag issues. With no seperate instances, everyone could be in there at the same time, killing things, PvPing, milling about, or whathaveyou. That would generate a substantial amount of lag.

Back on the 60 ganking thing, if you somehow set up a threshhold to keep out higher levels, what happens when some guildies want to get help to run through it? Or if someone wanted to farm for mats that dropped only in that instance (To keep with the WC theme, let's say deviate fish.).

Don't mean to rant so much, but I'm in Business Math and this stuff is utter cake, and once I'm finished I have nothing better to do.. Heh. Feel free to poke holes in my rant =]

Posted: Tue Nov 15, 2005 5:58 am
by Galaii
Put 80 ppl in a round arena (40 horde/40 alliance), 5 spawns each, last man standing wins epic. :twisted: