Objective-based PvP in WoW

There's a part of WoW's PvP system that I still haven't commented but that truly interests me.

Right from Cosmik's comment:

Now, if you'll excuse me, I have to get back to joining my team-mates in running past the enemy players in Alterac Valley and totally not killing them just so I can engage in some PvE against the Battleground boss first.

He is obviously sarcastic, but that's an important theme.

I like goal-based PvP much, much more than "deathmatches" and mindless kills. I hate what DAoC became in the last years. With organized 8vs8 skirmishes and almost zero interest in the keeps and territorial control. I like territorial control. That's one soul of PvP.

It looks like in this case Blizzard went too far. The objective (and reward) are so appealing that the players have learnt... not to fight.

This is an old discussion, in part already examined.

One of the problem at the core is that the conflict isn't "real". So the players learn how the game really works and exploit it. They see past the fiction.

But I don't want to talk about that. Let's see the possible solutions.

Well, this is one of the main issues that I tried to solve with my proposed PvP system. The Hotspot idea.

The point is not to find the right balance between the single kill and the objective, the point is to understand better how PvP works. My idea was based around the "convergence". PvP action needs to converge. An objective should be an excuse to meet in a point and fight for it.

In the Hotspot idea the "points" were still gained mainly by killing other players (and without the stupid diminishing returns), but you gained more points the more you fought close to the Hotspot. The idea was basically to think these objectives as "magnets". The closer you are the more points you get, so they make the PvP action to converge in that point and have a conflict.

If there's one Hotspot, then it's in the interest of both faction to control it. The Hotspot, aside the "magnet" effect on the points, had two functions. The first is to slowly build a bonus, like a multiplier to the points earned by the faction that controls it, so in the interest of the other faction to take the Hotspot back as soon as possible so that the multiplier doesn't grow. The second was to slowly build up a "bounty" (for every kills scored in the meantime) that would work as another incentive for the other faction to take it back. When the Hotspot is conquered all the players in the area would be rewarded with the points in the bounty pool.

That was a simple solution to have goal-based PvP while still encouraging the players to fight each other, as you would get almost no points by conquering a deserted Hotspot.

The problem was that the system was designed for the world PvP. So how you "fix" the problem in Alterac?

The scenario you *expect* is: meet in the middle and starting to "push" to slowly gain territory till one of the faction is pushed back and the other can score a victory. The original Alterac battles could last many hours in fact and it wasn't rare than one player logged out before the whole thing was over.

The scenario nowadays is: the two factions rush in opposite directions. Neither of them cares about what the other does. The "defense" is completely discarded and wins who can score a victory faster. Instead of a "collision" you have a parallel competition. Alliance and Horde play at the opposite sides of the map. And a battleground lasts half an hour on average.

Now, the duration of a single match is a design problem, and the "content" in the BG should get tweaked till the results are considered satisfactory. It's pretty obvious that the right choice should be between the too quick current battles and the first ones that lasted way too much. From my point of view an average of 1/1.5 hours should be the target for the Alterac battleground.

But how to fix the problem at the core (the fact that the two factions don't really... fight)?

It's simple. The reason why they don't fight is because the progression of one is disconnected from the other. I mean, if Alliance wins, the Horde could have been 30 seconds away from scoring a victory itself. The real problem is that disconnection.

Company of Heroes could be an inspiration for a fix. Instead of just graveyards and two different, independent battlefronts you add objectives that must be held so that you can score a victory. In short: you force one battlefront instead of two independent ones (or even: you design a more open-ended battleground when you need to hold multiple spots at the same time to score a victory as in Dawn of War).

Let's say (A) is the alliance base and (B) is the horde base:

(A) x1 - x2 - x3 - x4 - x5 (B)

As it is now the alliance can fight at x5 while the Horde is fighting at x1. That's the problem.

The fix: in order for alliance to reach (B), they have to conquer and hold all the "x", from 1 to 5. Same for the horde in reverse.

This forces the action to "converge" in one point. One battlefront. The territorial control is progressive and linear. And the players would fight each other and try to slowly conquer territory and defend it, instead of avoiding each other.

Re: Objective-based PvP in WoW

How would your system handle morale? When the opposite faction decides that it isn't worth the time to push from 4x to 2x, and quits, leaving the main force at a disadvantage.

Now that they have Cross-Server Battlegrounds, I can see how games refill quickly, but a person walking into a game that is at 5x when they need to get to 1x is just going to leave and find a better game.

Re: Objective-based PvP in WoW

That problem is unfixable. It can be handled by tweaking the rewards, but it cannot be solved completely.

The reason of this is because it's inherited by the decision to leave behind the "persistence". If there are "x" number of equal instances and if the player is allowed to freely jump between them, then it's obvious that the player will look for a favorable situation.

If there's ONE battleground, then you have to fight for it. If in the battleground you have your house, then you WILL fight for it.

Think to real life. Wars happened because you couldn't simply go somewhere else.

Want a harsh, direct solution? FORBID players to reenter a same-type BG till the one they they got isn't over.

Like as in PvE your character would be locked to an instance. When the instances closes and reset, you are set "free". So or you play there or you don't play at all. Without the possibility to jump between one and the other till you find a situation that you like.

Re: Objective-based PvP in WoW

The x1 -> x5 in sequence to win makes sense. It keeps the BG focused on a true war-like scenario. This is actually how everyone tried to play AV at first - resulting in the 4 hour games and probably 2 hours of that was spent sieging an enemy base. At an enemy base 40+NPC's+2towerstocap+1graveyardytocap+boss was just too much to fight through.

The allied NPC's were meant to be the solution to this. There was a giant boss you could summon, ram/wolf riders, elite soldiers and some flying riders. Combining these with a siege usually tipped the balance enough to get the next capture. But it would take 15 minutes to get the materials to summon them. And AV being formed of random players rarely managed things like organising troops and giving them tasks. Saying "Team 4 to mine pls" just didn't result in anything.

For solutions you just need to look at like-minded scenarios. There was a mod for Warcraft 3 called Tides of Blood, where NPC's automatically spawned at towers at random intervals and then marched accross the map. There were 3 paths and two bases for each path. (one halfway, one at the player base). This meant losing your base on one path wasn't an immediate failure (no npcs marching) you could still support the other two and defend the lost path. Upgrades could be bought for your npc's (a new unit in the mix, a better weapon) forcing fighting between players to earn the gold to pay for it and ensuring the gameplay slowly headed toward fights that resulted in greater significance. If a base building was ever lost it stopped spawning the soldiers, making that area a liability.

The key to that mod's success in my mind was the automatically spawning npc's. You didn't need to pay for a spawn, just for the upgrades. It in many ways ensured you knew what your goals where (destroy the enemy buildings) , focused the fighting around those areas, and by gradually increasing the power of the players/npc's ensured that one side would eventually win.

One side must reach a point of overpowering force, or underwhelming defence. In the case above it was overpowering force, but it could just as easily been based on increasingly damaged armor for each death, making defence harder and harder and resulting in a team that doesnt have the resources to defend itself. Real war is based on 'wearing away.'

Re: Objective-based PvP in WoW

Have you taken a look a Unreal Tournament 2004? Onslaught and Assault's game modes might have the type of gameplay you're describing already. Though they are less focused on "kills by the hotspot", the nodes and objectives shown automatically draw opposing players to those locations.

Re: Objective-based PvP in WoW

Sounds like a good idea, though it still leaves the issue of making battles shorter. For the other WoW battlegrounds, WSG is shorter simply because it is a much smaller battlefield with easier to achieve objectives, while AB is essentially timed. In Alterac, the only idea I can think of is to make the battle more... unstable. There are several quests that can spawn various NPCs that are exceptionally strong and can sometimes turn the tide of battle. Is there a way they could perhaps be modified to make the battle able to swing to one side's advantage in a huge way while still being fair?

Re: Objective-based PvP in WoW

One of the subtle reasons that WoW PvP is often just PvE in a BG, is that defense slows things down. Everyone has experienced the dreaded turtle, the opponent that makes no effort to win, but makes it impossible for you to win in any kind of timely fashion. As an opponent of a turtle, your best move for accumulating honor is to duck out, take the deserter debuff and join another Battleground after the debuff wears off.

I am not sure why more people don't play defense. The team that plays more defense will win, but eventually, with the time the game takes inversely proportional to the total defense played by both sides. The Battlegrounds seem to work under a sort of unwritten rules that prohibt defense so that the game times are shorter and honor is gained faster. This despite the fact that cheating on the agreement more than your opponent by playing more defense would guarantee a significant increase in your team's win rate.

Re: Objective-based PvP in WoW

Your idea is interesting but I think it would take a very long time to finish a BG, time that some players simply can't commit to. I think the best solution to the problem would be to limit the number of resses per player. If you know you can destroy the opponent's forces, you have incentive to do so. If you cannot, your only incentive is to destroy the boss, so you bypass the other players to go kill him. If each player had a maximum of 5-10 resses at the graveyard, unlimited by priests, not only would teams have the incentive to engage each other, but they would also have the incentive to strategize and play like a team to reach their goal. As it is, people charge at insurmountable odds and blame the #&*%ing noobs around them for not doing likewise. If there were more serious consequences to dying, these brave souls might strategize a bit more and muster forces before attempting a valiant albeit foolhardy charge into fire and steel.

Re: Objective-based PvP in WoW

Nowadays we are having problems with honor farmers in most battlegrounds. Although I have to agree with AV being solely about rushing each other's bosses, farmers today are the cancer of AV, even in a pug. As soon as the gates open, I see 5 or 6 running to Frostwolf Graveyard and they stay there even when Relief Hut is being taken. The alliance seems to do the same as they stay at their own graveyard. Sometimes they fall from the bridge and tilts back and fourth under it... free kill anyone?

Anyway, my point is battlegrounds need to award players by their effort. Bring a statistic system and award the most kills, or more damage, or more finish moves. They shouldn't be there only for a senseless bragging right. You would get mediocre points by parking your character isolated by a cliff, but you would get something good for assisting, killing, or taking objectives. Being active and part of the battle is the reason true players queue in the first place. Honor is, somehow, just a sweet consequence sometimes. Anyway, AV is dead... Battlegrounds are on limping ever since BC came out... and Blizzard won't fix anything anytime soon.

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