Multi-kings kills in Warhammer

The only two things I'm curious about Warhammer and that haven't been fully revealed are those at the core of the game:

- RvR character advancement
- How real RvR and instances battlegrounds are interconnected

I was kind of baffled when I read this reply of MJ (no, it's not Mary Jane) on the forums:

Random guy: It is already going to be that way. The king fight isn't only accessible for one group/raid. The instance is simply capped, that is it. But everyone can fight the king when they want to, once per city siege. I am really not sure why people think it is only for one raid/group when Mythic never even said this, nor hinted it.

Mark Jacobs: You are correct. That would be stupidity on a whole new scale. We'll make mistakes over the next 6 or 7 years but none on that scale I hope.

To explain and complete the few informations I already had, Warhammer endgame RvR should be structured in a number of linked maps, probably similar to how the multiplayer worked in Dark Messiah of Might and Magic.

We should have the capital cities maps at the two extremes of this imaginary segment, and in between a number of transitory maps. So the opposed factions fight to "push" the front line further toward the enemy city. In theory the map where the fighting happens is just one (as only one front line is supposed to exist), and so you move back and forth through these maps only when objectives in that map are won by one of the two factions. Then the front line either moves forward (next map) or backwards (previous map), depending on the point of view.

At a point it will happen that a faction is stronger enough to be able to push this front line/map progression all the way to the enemy capital city. And there, after a number of objectives, the last goal is supposed to be the attack to the king and the conquest of the city.

This is what I knew, assuming it is correct at least as a general scheme. The real question, as said above, is how you make all that work when you have BOTH real RvR (meaning persistence of maps and battles outcomes), AND instanced battlegrounds (meaning lack of persistence and relativity of victories).

If there's real RvR, then a conquered keep is a conquered keep. A truth. But if the RvR is instanced then your efforts aren't absolute and objective, but relative to that instance, then shattered through a number of other instances where other players are playing and obtaining different results.

So the legitimate question: how persistent RvR and instances are supposed to work and relate to each other?

And we came to that answer above from Mark Jacobs that baffled me. He says "you are correct". So: the instance is capped, and everyone can spawn his own instance and go kill "his" king.

This means that the "king encounter" is a group instance, that can happen an unlimited numbers of times, but only once for each player.

You know, kinda like in WoW's PvE, where everyone had his occasion to kill Van Cleef in the Deadmines (minus the farming).

Makes sense? Sure, but while PvE is an experience relative to yourself (personal adventure), the RvR is supposed to be a communal experience. Your realm. Where these fights are fun because they are supposed to be persistent. Fight for something as "concrete" as possible.

If Mark Jacobs confirmed that crucial events like the assault to the capital city are instanced, it means that this kind of RvR is going to work like Guild Wars. Where there's no real war. But the results of a number of instances are charted together, then compared to the global results of the opposite faction, and then the victory mathematically deduced from that comparison. Order won 155 times, Destruction 160, so Destruction wins and the front line moves one map further toward the Order capital.

I called that "projected" PvP. As you aren't fighting for what's in front of you (territory warfare, as in conquest games), but you are fighting to collect "stats" on a chart, and then hope your performance is overall better than a vague idea of "enemy" that also appears on a chart.

I'm sorry but this isn't RvR, as the war between the two factions is detached and filtered. It is just charts compared one to the other. Leader board game. Ladders.

But no RvR in the sense of persistent war and fight for territory.

So virtually identical to the PvP in WoW, and completely different from the RvR of DAoC. Assuming that the whole difference between DAoC and WoW is about the persistence itself.

Which is still a legitimate game. But it isn't what is being advertised. It's no RvR in the sense people expect.

And also leads to a number of problems. For example this kind of "sport PvP" (a definition that matches more closely the game) is by its nature more divisive than inclusive as it encourages the "elite" to despise their own faction as other players who aren't on par with skills and gear become DEAD WEIGHT for the whole faction, as their losses worsen the performance of the whole realm.

The RvR existed to offer a different model. A model where every player contributed. Even if low level and with crap gear, but still better being there than not participating. That's what built the sense of realm in DAoC , that brought everyone together to defend relics, that built the community, cohesion, motivation and longevity of the game. And that put less focus on the personal performance and phat loot.

Which is what Mythic systematically destroyed by promoting 8vs8 gank groups and that made the RvR (keeps and relic warfare) almost irrelevant and just a mild "flavor" on the background. And that consequently destroyed the unique qualities and value the game had, and dig the hole where the game now lies.

Warhammer seems to be a game with a new coat of paint over gameplay that people decided to abandon. Saving what in DAoC didn't work, and burying what worked. We'll see if, after the game's launch, the players will still appreciate the game after having scratched below this new paint coat and discovered the exact same gameplay they decided to quit.

Re: Multi-kings kills in Warhammer

I called that "projected" PvP. As you aren't fighting for what's in front of you (territory warfare, as in conquest games), but you are fighting to collect "stats" on a chart, and then hope your performance is overall better than a vague idea of "enemy" that also appears on a chart.

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. The only thing that differs from game to game are the stats, and the chart.

I'm sorry but this isn't RvR, as the war between the two factions is detached and filtered. It is just charts compared one to the other. Leader board game. Ladders.

You're forgiven. This is RvR. DAoC's RvR was a leader board game too, as is Guild Wars', as is EVE's, as is Travian's, as is Ikariam's, as is WoW's. There is no other kind of RvR/PvP. One person or group wins, the other loses. One's at the top of the ladder, the other's at the bottom.

But no RvR in the sense of persistent war and fight for territory.

Actually, people will be fighting for territory, because that helps them gather the resources to level up their Capital City (and thus unlock more dungeons/quests, and get better rewards, and level up faster, and get better gear, which helps them fight better), and it helps them gain territory and push deeper in enemy territory.

So virtually identical to the PvP in WoW, and completely different from the RvR of DAoC. Assuming that the whole difference between DAoC and WoW is about the persistence itself.

You're delirious if you think it's identical to the PvP in WoW. I can assure you that persistent world Skirmishes occur very often during the beta right now, and scenarios and open world PvP are played just as often.

The RvR existed to offer a different model. A model where every player contributed. Even if low level and with crap gear, but still better being there than not participating.

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.

That's what built the sense of realm in DAoC, that brought everyone together to defend relics, that built the community, cohesion, motivation and longevity of the game. And that put less focus on the personal performance and phat loot.

And it's going to live on in WAR.

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.

Re: Multi-kings kills in Warhammer

War != DAOC 2 or WOW arenas.

People do some freaking research before spouting off your ill informed misconceptions.

Re: Multi-kings kills in Warhammer

People write some motivated comments before wasting space on my blog.

Re: Multi-kings kills in Warhammer

RvR and instancing do NOT mix, simply because of the mechanics of each.

RvR = REALM vs REALM. Really, not much else can be said about it. Anyone who had been a part of the pre-hosed DAoC frontier fun knows what it's like to have a hundred or so people on each side just raising hell.

Instancing = Giving a player or group of players a copy of a mechanic/location of a game so they can avoid "lines" and griefing. That's pretty much it, aside from how it often tends to form a farming mechanic, as we've seen WoW dry-hump this into the ground shamelessly and then skimp waaaay back on the design of their instances. Pre-BC instances vs. BC instances. No comparison for level design and creativity, old world wins simply because Blizzard decided to have their new instances farmable. With Tigole and Kalgan at the reigns, it's getting worse and worse. The question for this topic would be: Are the instances in WHO going to be as cookie-cuttered and lame, or might there actually be something to them than "kill trash mobs and then boss, Realm_Instance_Count++"?

A pity that another game with "WAR" in the title miserably fails at capturing any element it might suggest. And as a Warhammer fan, I have to say this news is officially Blowsville. It completely destroys all interest I might have had in the game because it just turns it into a WoW-copying farming treadmill, for all the wrong reasons and applications of the mechanics.

You would think that devs would learn from their mistakes, especially when Mythic had a good thing going, but now it seems like every developer wants to try and clone WoW because Blizzard drew in crowds. A pity that developers are not bright enough to see WHY the games do well, but instead just superficially copy mechanics from the trend of the year.

Now away from trends, let's take an actual look at how STUPID this design is. Not only can the king of each side be killed repeatedly, nobody of the same realm could help defend, but a player can only do it ONCE, personally? Then what's the point of the game after that? They couldn't even participate in future sieges!

"Come on, buddy, we're going to kill the king!"
"Sorry, man, I did that last month. I can't do that EVER, EVER again on this character."

And on the bottom line: Where's the PVP in that, which RVR implies?

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