You're fighting to collect stats on a chart in any kind of PvP, be it persistent or instanced. Whether it's people gathering around a flag to capture it, people physically pushing the invaders out of a zone, or people scoring kills.
Yes, but you are missing the point.
DAoC had charts, and I loved them. But it ALSO had the warfare and territory control that was directly part of the game.
The difference you miss is that in DAoC the territory control was consequence of taking directly the keeps and holding them. In Warhammer the territory control is a mix of variables that are put on a chart and then the chart says who gets control of the zone.
I didn't say that in Warhammer players don't fight for territory. I said that the control of the territory is detached from the direct control as in DAoC. This due to the instancing and lack of persistence on that level.
Either you're misinformed, or in serious denial. Everything that everybody does on each server, regardless of their level, or the type of gameplay (be it PvE quests, or killing an enemy) helps your entire realm.
Yes, it's a similar system they used in DAoC for guilds. Where you level up and your guild gains points and other few occasions.
The problem here is that the system is competitive, and either I'm right, and it will become elitism, or you are right, and it will be broken.
Broken because if the "majority" of players territorial control depends on marginal activities not related to it (what you consider "everything that everybody does", even not related to PvP), then it means that the actual RvR will be marginal too, and also DOMINATED by the faction with the bigger numbers (more quests done and such).
If instead this is just a stupid mechanic with a very minimal actual impact, as I believe, then the territorial control is a consequence of the Realm's performance ESPECIALLY in instanced RvR (as Mythic hinted plenty of times). So not a form of direct control over that territory and warfare.
This is also a major overlook for Mythic. If different activities are used to reach the same goal, players ALWAYS learn the shortest path to the goal, picking the one activity that is more efficient. And all the other optional paths will be rendered useless.
And this wouldn't be something new to observe in Mythic's game design.
Repeating: You're fighting to collect stats on a chart in any kind of PvP, be it persistent or instanced. The only thing that differs from game to game are the stats, and the chart.
Then WoW's arenas are virtually identical to RvR.
Re: Multi-kings kills in Warhammer
You're fighting to collect stats on a chart in any kind of PvP, be it persistent or instanced. Whether it's people gathering around a flag to capture it, people physically pushing the invaders out of a zone, or people scoring kills.
Yes, but you are missing the point.
DAoC had charts, and I loved them. But it ALSO had the warfare and territory control that was directly part of the game.
The difference you miss is that in DAoC the territory control was consequence of taking directly the keeps and holding them. In Warhammer the territory control is a mix of variables that are put on a chart and then the chart says who gets control of the zone.
I didn't say that in Warhammer players don't fight for territory. I said that the control of the territory is detached from the direct control as in DAoC. This due to the instancing and lack of persistence on that level.
Either you're misinformed, or in serious denial. Everything that everybody does on each server, regardless of their level, or the type of gameplay (be it PvE quests, or killing an enemy) helps your entire realm.
Yes, it's a similar system they used in DAoC for guilds. Where you level up and your guild gains points and other few occasions.
The problem here is that the system is competitive, and either I'm right, and it will become elitism, or you are right, and it will be broken.
Broken because if the "majority" of players territorial control depends on marginal activities not related to it (what you consider "everything that everybody does", even not related to PvP), then it means that the actual RvR will be marginal too, and also DOMINATED by the faction with the bigger numbers (more quests done and such).
If instead this is just a stupid mechanic with a very minimal actual impact, as I believe, then the territorial control is a consequence of the Realm's performance ESPECIALLY in instanced RvR (as Mythic hinted plenty of times). So not a form of direct control over that territory and warfare.
This is also a major overlook for Mythic. If different activities are used to reach the same goal, players ALWAYS learn the shortest path to the goal, picking the one activity that is more efficient. And all the other optional paths will be rendered useless.
And this wouldn't be something new to observe in Mythic's game design.
Repeating:
You're fighting to collect stats on a chart in any kind of PvP, be it persistent or instanced. The only thing that differs from game to game are the stats, and the chart.
Then WoW's arenas are virtually identical to RvR.