WoW's Arena system: more hardcore than ever

Most of the news are about PvP and I think this is not surprising since it's possible that Blizzard is starting to see that there's indeed a large demand on that front:

What are you guys doing to counteract people from dropping their WoW accounts?

I think it's a multi-tiered approach. The problem is that everyone has a different play style and WoW is such a big game and so diverse, that there's not that one thing that people want. I think the revamp of PvP will be huge. I think a lot of people bowed out because of the PvP system. I think we will show people that we care about the PvP system and we want to make it how you want it to be. I think because we are doing this in such a big way it will be huge. I also think that the fact we are changing the raid cap and dungeon difficulty, will also add to gamers wanting to stay or come back.

The biggest news is about the changes to the Honor system, but after digging the details I noticed that there are still some dark spots that may lead to whatever situation.

Right now there are already two system tied to the PvP: faction points and Honor. Blizzard repeated that they are going to redesign completely the faction system but they didn't specify anything about it in these last previews. There are just too many omissions and unanswered questions to figure out exactly how things will work.

The more I read and digged the details, the more I noticed the smell of burnt food.

The Arena system

You'll be able to join a team: 2v2, 3v3, or 5v5. There are two different modes you can play: One is called practice mode to hone your skills and the other is competitive mode, which is level 70 only.

it can be Horde vs. Alliance or Horde vs. Horde or Alliance vs. Alliance and cross-server. With that, we anticipate there will be little, to no queues for this.

You can get the best rewards in the game on par with the raid game. So, wherever the raid game loot is currently at, the PvP arena system will match those rewards. And, the arena system is a seasonal system that will last three months then reset with a new set of rewards each season. It's a competitive-based ladder that uses a rating system similar to the chess ELO rating.

you form your team, and your team may change in rating throughout the season. At the end of each week, based on your team's rating, you get a number of points that you can spend on the gear.

I guess the arena system is completely different from the Honor system. So: level 70 required for rewards, better rewards coming from arena matches only, different loot every three months, weekly ranks based on "skill", no queues.

See, it *seems* accessible, but I have the suspect that this will be as hardcore as ever. That's what I meant when I said that I saw some shady spots. For example there isn't a clear statement saying that the Arena system won't have decay on the weekly points you gain, and that there won't be a point-wipe at the end of every season.

If you notice the best "PvP rewards in the game on par with the raid game" are exclusive of the Arena system and not extended to the general Honor system and BattleGrounds. If they put here the biggest "carrot" then you can be sure that they plan this system to be very hard to cap. Or at least harder to cap.

People may believe that with the Honor points becoming currency that you can spend, eventually everyone will be able to reach the rewards at the top. I don't think this is what Blizzard is planning. What I read between the lines is that the Arena system will essentially mimicking what the Honor system is now. Points decay, maybe the three months wipe and the weekly ranking. Who's at the top gets the reward. The only difference is that not only they are removing the persistence of the points you spend from week to week (if there's decay and regular wipe as I'm guessing) but they are ALSO removing the points during the same week. This is MORE HARDCORE than the current Honor system.

In the current Honor system the points you gain each day are cumulative and are counted at the end of the week. Given enough persistence everyone can heap enough points to climb the PvP ranks. With the new system you don't get any points. You are instead ranked weekly in relation to the performance of others teams. The rewards will be ranked even in the case you gain points to redeem freely. "Spend you points to get one of these rank 1 items".

This means that in the old Honor system, with enough (insane) persistence you could eventually reach the top ranks. It was insane, sure, but it was possible. With the new system the top ranks are just precluded. Or you ARE the very top player on your server who doesn't lose ANY match, or you'll just have to deal with your mediocrity and suck it up. Because the point is that you'll never have the opportunity to change that.

With this new system a "loss" insn't anymore just a step on the place that slows down the progress you are making. A loss will actually kick you back because it is going to have a negative influence on your rank. The best PvP system (as PvE) is the one that keeps you on the move. That encourages you to try more and better. That doesn't overly frustrates you if you lost. A loss shouldn't be punitive because that's the death of fun PvP. You are supposed to have fun, enjoy the battles, eventually get the rewards. If you win, good. If you lose, okay, it will be different next time. And not have you obsessed about not losing any match.

Now this system worked on the Warcraft's RTS because there was the ladder, but just the ladder. You didn't get better units if you were on top. In WoW the ladder auto-enables itself. You win matches not just thanks to your skill, but also thanks to your gear. The more you win, the more you'll be stronger and continue to win. The more you lose, the more you'll continue to lose.

How's this accessible?

I'll repeat again: if Blizzard is going to put the biggest carrot here, you can be sure that the carrot won't be accessible at all.

Three months, seasonal rewards. Tigole says that to be ranked you only need 10 matches. Ten matches for three months? Come on, that's just too odd. In fact the ranks are weekly. You are ranked weekly depending on your performance. Let me quote:

Awards for the (Arena) competition will be more lucrative than those available in the honor PvP system.

They are opening a chasm here. The Honor system and this arena system will be detached. The Honor "points" you gain mean nothing in the Arena system. Moreover, the overhaul to the Honor system that transforms Honor points into a cumulative currency isn't going to be valid in the Arena system.

Let me reconstruct the steps:

- The Honor system is pure catass, players complain for two years
- Blizzard gives up and transform Honor points into currency
- But doing that then every player will be able to eventually get the best rewards! *SHOCK!*
- So they nudge back the Honor system in the food chain
- And add on top an Arena system that is more Hardcore than ever and whose rewards dwarf everything that was in the game till that point

You know, in a mmorpg "value" is relative. It's true that maybe the Honor system will become more accessible, it's also true that they it will be worthless after its rewards will be replaced by the NEW and TRUE pure hardcore mode that is the Arena system.

This PvP system is going to be more hardcore than ever. Even the weekly persistence of points is going to be replaced by a rating system that will become even more selective. Where the players at the top will gain even more advantage and where the players at the bottom will just have to give up.

The scenario? The scenario is that those who have access to the best PvE gear will also dominate the PvP ranks, while those players who cannot get that initial advantage will just have to resign to bite the dirt.

Hint, hint: nothing is going to change. You'll still be ranked toward your own faction and the system will be even more inflexible and accessible than how it is currently.

They gave the illusion of change, but at a less superficial look it's obvious that they are going to persist in their mindset.

Moreover, it's just sad and deluding that the best rewarded form of PvP will be an endlessly repetitive form of small and quick skirmishes between an handful of players in an instanced space.

Re: WoW's Arena system: more hardcore than ever

I remember first dreaming about PVP in wow. They talked about siege engines so I would imagine large battles over control of towns or some other world involved portion. This is Warcraft after all and warcraft was all about about epic conflicts.

Battlegrounds where announced. Not exactly what I was hoping, but they looked ok. AV in particular, in the original preview, was talked about as 'persistent' with you having to go in and rebuild your base once its razed.

Then the actual battlegrounds started coming out. We had a basic capture the flag, a decent Domination map and a completely botched Alterac Valley that combined the worst of instance and world PvP. Faction points where in and somewhere along the line we all realized the Honor rank system top tier was only available to people willing to grind in an obssesive unhealthy way ( Raid grinding is nothing compared to it)

Then World PVP objectives that where if anything even worst.

So at some point, I stopped believing Blizzard knew how to do interesting PVP.. or possible they are quite happy with the grind/carrot they have implemented now and dont see why they should do differently.

And its a shame.. if there was going to be an quality PVP put in somewhere, you would have hoped Blizzard would be the ones to do it.

Re: WoW's Arena system: more hardcore than ever

You forget one thing included in the arena system which is going to prevent hardcore PvE raiders from just steamrolling over everyone. This new system matches up teams with higher ranks against one another. As a result you aren't going to see one sided matches of disorganized pugs versus PvE raiders. True PvE gear is still going to be important but at least this system will be much more fair.

Re: WoW's Arena system: more hardcore than ever

But in practice it will just stratify the ladder.

In the sense that if you are at the bottom your chances to climb are nearly zero.

Actually I was wondering if the system ALWAYS put someone at the top every three months, or if everyone starts at the lower rank and has to slowly grind to climb as in the current Honor system.

What I mean is that, yes, the matches should be more balanced and so more fun to go through. But this won't do much to ease your path to the reward. It will be still hardcore and only reserved for hardcore players.

I really don't think that a PUG winning against another PUG will open the door for the top rank. It will open the door for rank 2. Eventually you'll have to go against that super-organized and super-equipped hardcore group. And your PUG won't have a chance (obviously).

So, as written in the other post about PvP:

- Hardcore will play the Arena to compete for the carrot
- Casuals will play the Arena for a quick, mindless fun

Re: WoW's Arena system: more hardcore than ever

Personally I hated the honor system. But I'm a lot more optimistic about the arena system. The problem with WoW honor was that it rewarded time spent in BGs over how successful you were at PvP. Obviously in the arena system, the best teams that want the top ranks have to win other top teams, meaning that finally WoW is going to be rewarding skill over time spent.
The real question is to what degree. If a group of morons can get to the top of the ranks by playing 200 games, once again blizzard has undermined skill. However if you only need to get your team to play about 30-40 games a week, almost anyone who is serious enough to be a top ranking team, will be able to put that together.
My hope is that the arena will reward players that almost always win, but play less. Over players that play all day every week, and lose 40% of their games. With a complete item reset and removal of the two shot phenomenon, players really have to excuse for not being succsessful in BC PvP.

Re: WoW's Arena system: more hardcore than ever

Fact #1

You need gear and a team to win games.

Fact #2

Grinding makes Blizzard rich.

Fact #3

PvE-oriented teams usually win in PvP.

The master plan of most PvE geared players is to raid end instances and then go in BGs and win all the time, to unwind, to relax. It's not their main concern, and not their main priority timewise. When BC comes out, PvE oriented players will want to run the new instances, not play arena over and over again. By allowing casual arena players to have access to the best rankings, you are basically saying to end-game PvE players "come unwind with your guild in the arena for a couple of games and dominate this place too, for minimal amounts of time which you can afford". If the argument is to give a chance to casual players to have access to nice arena gear, I don't think this is the way to approach it. I really don't know how Bliz can try to please both hardcore and casual players in a fair manner. Both of them are clients that pay the same amount of money at the end of the month, so you need to keep both interested. Hardcore players like the carrot, casuals want it too, but would rather like to have quick fun, since time spent in WoW is an issue.

If you want a quick picture of how PvP is represented if everyone was of same gear level, create yourself a character in the 10-19 or 20-29 BGs, and for about 500-1000 gold, you have pretty much next to the BEST character you can get, EVER. No more brand new tier sets, no more gear updates, or skill sets, etc... Low-level characters are a "fast-forward" in the PvP timeline in WoW. Hardcores make twinks, casuals do not, and then complain about the twinks. Play twinks vs twinks, and you have pretty much tier 3 guild against tier 3 guild. Same thing, but a LOT more accessible. The day Bliz puts requirements on enchants is the day they decide to flatten PvP, in my opinion, and "punish" hardcores.

All in all, myself being a PvP oriented player, it's all a matter of where you have most FUN. I had a twink in the 10-19s, and was BORED out of it because it was always the same easy wins, until alliance organized themselves and made a twink guild. Then I saw the other side of the coin, where you mostly lose. WSG basically became a rep grind. Then cross-servers came, and that pretty much ended it, since you could see teams all the time. Being part of a twink guild became a NECESSITY to win. I think this was a factor Bliz considered for creating arenas, so that teams would go there instead of BGs (for the higher levels).

True, it's frustrating to see those tier 3 guilds come in AB and 5 cap, or farm your graveyard in WSG. Why should it be PvE gear that wins over PvP gear, when you are doing PvP? This is because Blizzard chooses to reward hardcore PvE players with the best gear instead of hardcore PvP players. I think it's that simple. At the moment, you can't expect to win them all if you haven't experienced everything the game has to offer. This means that you are forced to organize or be part of a PvE guild if you want to succeed in the high tier PvP matches.

You can't stop people from being hardcore, and making very effective teams. It's just a fact to accept. Casuals have a disadvantage right from the start, because they simply have less experience and organization than the hardcore players. When they ACCEPT that fact, then they should opt for fun games instead of that carrot. It's window shopping, really. Showing it to them makes them want to have it, and BECOME hardcore about it, or give up.

In conclusion, I think that Bliz should do something to reward PvP-oriented players. This is a reality I have found annoying for quite some time now: PvE oriented players dominate PvP, even against organized PvP teams. Blizzard should give access to unique skills or other such advantages in the PvP sets which only work on PLAYERS. When they realize that PvP and PvE are separate things, I think matches will be much much more interesting. Even casual players could do that nice ability from his normal PvP set to the well geared PvE player with monstruous stats, but no such ability. There is simply no advantage to being a uniquely PvP oriented player now, even with Arena.

-0.1 seconds on Cyclone? please... I'd rather have that Dreamwalker set ANY day!

Re: WoW's Arena system: more hardcore than ever

The problem isn't that Blizzard didn't just hire ex-EQ raiders to drive the game's development. It's that they hired the specific breed of ex-EQ raider who is at least as concerned, if not moreso, with what content and rewards OTHER people have access to, and not just what they themselves are doing.

Which is why PvE gear allows a small subset of players to absolutely dominate an entirely different aspect of the game. It's also why crafting is such a joke, and why non-raid itemization was so pathetic versus raid itemization. It's why they poured god knows how much time and money into designing content (Naxx) that only 3% of players have made any real use of.

Content and reward exclusivity in an MMO isn't a bad thing is an of itself. When development is driven by the mindset that only a certain, favored group should EVER be rewarded, like WoW has been for the past 2 years, then that exclusivity becomes a liability. It's OK for PvP to be dominated by catasses in Tier 3, because the "right" people on the development team don't want PvP'ers to aquire equal or better rewards outside of what they consider to be the "best" MMO playstyle, or to be competitive with catass raiders. In their minds, the top raiders should be at the top of every aspect in the game, not just PvE raiding.

Re: WoW's Arena system: more hardcore than ever

While i agree on many points, i don't think it's impossable to reward good players and still make it possable for anyone to eventually get the items. Here are the problems i see.

1. BG's rely on large teams, which are usually PUG's. You generally have no idea who your with, what gear they have, how they play, or what they are going to do. Classic example is that your a warrior with 20% health left, and there is a druid right next to you. Instead of healing he goes feral form. On many servers it's very one sided. One side has the majority of the morons, and lose. Individiual skill can't shine in a team full of idiots running in a differnt direction. You will get zerged by the other team and die, no mater how good you are.

2. Battle grounds all favor closed arena style combat. You have a base objective, and 90% of it is simply rushing the enemy. That means strategy, and most of the alliance racials are out. It also means again, no skill. Most everyone knows what button sequence to push, but a skilled pvp'er knows when to push it. Rushing in head first is a must in the BG's. Thus removing tactics and skill from pvp. Also some class's naturally shine more where others do better in open combat pvp or world pvp.

3. Eventually, if someone plays long enough, they will get the good raid gear anyways.

4. Some guy's will always have better gear then you.

5. Pots, sharpening stones, engineering, all can drasticly win a fight, thus it becomes who has more gold to spend.

You can't solve the gear or item problems. It doesn't really need to be fixed. What you need is a scaling pvp system. On Dark Ages of Camelot it took a year to reach realm rank 8. It had some great bonus's and prizes, but it took forever. All it requires is to increase the ranks of gaining arena points scalability. 500th place may be 6, 30th may be 500,000 and 29 may be 520,000. In the end if your real bad you can still get the best sword in the game, it will just take you next to forever. If your the best mage in the game you will have that staff in a heart beat. That solves the problem there.

Re: WoW's Arena system: more hardcore than ever

You make good points, and in fact point out the key difference in WoW (at least, so far):

No matter how much time you invested, unless you were raiding, you would never have access to the best gear. (I'm speaking pre-2.0)

The epic PvP sets are certainly nice, although the grind to get them was insane. At least 3 solid months of virtually 24x7 pvp play was required to get to rank 14. Conversely, AQ40 gave out PvP-oriented gear that rivaled the GM/HWL sets for compartively far less work. And none of the GM/HWL weapons had anything on drops from the later AQ40 bosses, and hell even Naxx trash dropped superior weapons.

It's certainly OK to stratify itemization...in fact it's necessary for certain content to be viable. Most people would NOT raid if they could get equivalent gear elsewhere...raiding came to a virtual standstill when 2.0 was released and people could "buy" GM/HWL stuff with honor points.

The problem was that in the EQ-catass mentality of the developers, they were so concerned with trying to turn WoW into a raiding game that non-raid PvE development effectively stopped when Dire Maul was released in March '05. When BC launches on Tuesday, it'll be the first genuinely new non-raid content in almost two years. In the meantime, Tigole and Co. went on a non-stop orgy of new raid content and itemization. It was so bad that when Naxx was first released, less than 100 guilds in the US (less than 1 guild per server) were even capable of attempting it. You had 90%+ of the population starved and begging for new content, and yet here comes another complete raid instance, with ridiculous itemization to go with it...and barely anyone has finished enough of the prior raid content to even start on the new stuff.

So of course, people turned to PvP for something different to do. And there, instead of just having certain content being off-limits to them, they got steamrolled by bored raiders using their ridiculous gear to annihilate everyone while killing time between raids. The biggest "screw you" from the developers came when, after Blizzard repeatedly stating "We will not allow PvE to PvP server transfers", they allowed the PvE server that Foror's guild was on to transfer to a PvP server.

PvP has been WoW's bastard kid ever since the raiders took over development. It was looked at as something that bored raiders could do in-between raids. Maybe with the leadership shake-up at Blizzard this will change somewhat with BC, but it seems that ultimately they are still catering to the catass above all else.

Re: WoW's Arena system: more hardcore than ever

Exactly how does grinding make Blizzard rich?

I have been playing this game for years, and I really don't bother to grind. Still, I pay the same amount as someone who grinds 24/7. The net return for Bliz is 0.

We all pay the same amount every month. So it shouldn't matter to bliz if someone wants to stand an fish and look at their excellent water effects, PvP hardcore, Raid, or just sit in IF and spam the trade channel with useless banter.

Re: WoW's Arena system: more hardcore than ever

QQ more.

The most hardcore players will have the best gear. And even if gear were equal, these players would reap the top tier rewards in arena because of just that: they're hardcore.

If someone raids for 8 hours a day, then yes, they deserve to steamroll over someone who "has a life".

Re: WoW's Arena system: more hardcore than ever

wel lthe last guy who posted was not very intelligent, people who play 8 hours a day play the game way too much anyway. and people who have a life still deserve rewards that match the people who have no life at all and just exist to play wow. pve gear should be COMPLETELY useless in pvp because warriors armor for example has tanking stats on it, that should be useless in pvp because its not tanking that helps in pvp its hit rating, crit rating, and attack power that help. the arena gear is just as good as the end-game tier 4 looks just like it, has pretty much around the same lvl of stats, and its for people who cant stay up til like midnight or past to do raids with idiotic guilds that are pretty much made up of players who are like 30 years old and live with their moms. if someone wants to pvp to get good gear then let them and make it to where the pve armor cant compete with it in a pvp setting. end-game raiders do deserve some sort of edge...the edge should only exist in pve though not in pvp where the armor made for pvp rewards is supposed to be good anyway.

Re: WoW's Arena system: more hardcore than ever

and yet it's still better than grinding honor like the battlegrounds. The fact is if you want the best stuff you have to be hardcore to get it. Sort of like in real life, we don't all get to be millionaires with fancy houses and what not, you have to work hard to earn that stuff.

Re: WoW's Arena system: more hardcore than ever

i think that it would be interesting to have gear given to you when you create an arena team and gear restricted so that would be the only set you are allowed to wear that would make the arena skill-based rather than gear-based

Re: WoW's Arena system: more hardcore than ever

very true, i think that a great idea to make the balance perfectly, but i dont think thats gonna work because everybody has its own playstyle so lets say u have choosen a shaman in pve u got much mana and u need that to oplay ur style, but when ur coming to arena with that set u use maybe its lesser mana and u cant play that style anymore. thats unbalance, so i dont see thats gonna work.

but maybe u get some sets to choose ore something.

well thx for me sry for my bad english ^^

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