Hmm, that battlefield thing doesn't sound that bad. The one thing that always bugged me about WoWs battlegrounds was that it was originally billed as a persistent part of the world. When that changed I didn't feel as enthusiastic about winning it.
The battlefield to scenario instancing raises some interesting questions. When the cap is reached, and the players are moved to an instance, what happen to the next player trying to enter? Does that player have free roam of a half completed battlefield? Also does the instanced version restore all the progress the players had made in the main world or does it restart because it was a practice round.
The problem with MMO PvP is that the objectives aren't meaningful or fun enough to complete and there is some obsession with keeping everything fair and balanced. Victory should go to the prepared, and the team that can gather more people with better equipment should always win. Another problem is it seems like there's no attrition ever occurring besides players quitting for the night. Hit and run attacks and ambushes are not as meaningful when your enemies re-spawn 50 meters away.
Re: Level gaps and tiers in Warhammer's PvP
Hmm, that battlefield thing doesn't sound that bad. The one thing that always bugged me about WoWs battlegrounds was that it was originally billed as a persistent part of the world. When that changed I didn't feel as enthusiastic about winning it.
The battlefield to scenario instancing raises some interesting questions. When the cap is reached, and the players are moved to an instance, what happen to the next player trying to enter? Does that player have free roam of a half completed battlefield? Also does the instanced version restore all the progress the players had made in the main world or does it restart because it was a practice round.
The problem with MMO PvP is that the objectives aren't meaningful or fun enough to complete and there is some obsession with keeping everything fair and balanced. Victory should go to the prepared, and the team that can gather more people with better equipment should always win. Another problem is it seems like there's no attrition ever occurring besides players quitting for the night. Hit and run attacks and ambushes are not as meaningful when your enemies re-spawn 50 meters away.