This whole post was generated off the back of this comment by Bootae. Wall of text warning.
Expand the oRvR lakes
I’ve banged on about this in numerous posts before. All that wasted space in tier 4, all that terrain that nobody goes to (particularly since tier 4 XP levelling is now done in Land of the Dead). Mythic simply need to change some of the PQs and/or buildings into battle objectives of some form, turn on RvR and tada! HUGE open world zones in WAR! OK maybe it’s not simple, but it can be done and it’s not pie in the sky thinking. I’m not suggesting full terrain changes like New Frontiers, just some tinkering and changing of boundaries.
Which is to basically make the ORvR zones in Tier 4 bigger. This got me to thinking about those tiers in general. By the way, I do appreciate bigger zones = greater travel time.
Now a while back I wrote something on the subject of re-landscaping zones/tiers, to reflect on the Changing Face Of War and how it would be best achieved during the development of each add-on, highlighting the wars ebb and flow. What makes me chuckle a little, is that I was talking about an add-on over a year ago, and there’s only now even the barest hint of one. Which I thinks speaks well of Mythic and their promise to work on the core of Warhammer until it was solid. Obviously this doesn’t preclude them having a separate team working on the add-on, which they’d be silly not to have (You people in the XsecretX room, don’t forget to wash under your armpits).
Now in that post, it was more static war front and only changed between add ons, but I needed apply that concept to a bootaes bigger ORvR zone. I had envisaged having multiple warcamps in the ORvR zone, and the warcamps position reflected how well you were doing. Now in Chaos waste, that would be a waste of an idea, due to the position of the camps, but in Dragonswake, it would have the potential to change the dynamics of an ORvR zone. Of course the problem is, that if one side is dominating, then they would be further rewarded and their domination continues. If you reversed it, so that they’d goto a worse positioned warcamp, then they’d probably not come out to play. Damn it’s a fine line to get right. Honestly, I’d probably go with making the hill steeper, the close the dominating side got to the top.
But this still didn’t doesn’t improve enough on Bootaes bigger zones theory. Now I thought that I had already written something on this before, which is maybe why it grabbed me when I first saw Bootaes post. But as per normal I couldn’t find it.
So if you were to expand the ORvR zones in tier 4, which you could legitimately do, since they are only virtual spaces, then you could do it in two ways (We can ignore data constraints for now).
1. Shrink the PvE zones in those tiers even further and expand the ORvR into those areas as put forward by Bootae, though in some places they’re already like Wafer Thin Mints. You’d also limit the options for those who like to PvE (Yep there are some crazy fools out there).
2. Expand the actual zone even more, expanding the ORvR zones into the previously PvE areas and plugging new PvE areas on the side. This way your actually fighting over the areas, which used to be your PvE areas and warcamps.
However this doesn’t make the ORvR zones dynamic. So I thought, why not add more structures into play, but then you’d just have something else on top of the BO’s and would that actually add anything to the mix. Maybe just more confusion, and when you already need addons to tell you how the battle is going, in any detail, somethings not quite right.
So why not make the capture of the BO’s hold the key to more than just a few buffs and points on a Zone Control bar. So turn the BO’s into defendable towers (A common request), this in turn could open up gateways/tunnels/something through the zones to add a strategic value. Though to be honest we already have gates in other zones, which never seem to be used, since they can all be bypassed (The point of a gate is?).
The tier 4 zones have many places where places where people come together, which were designed as choke points, but once your through, your through. Maybe these choke points need to be fortified in such a way as to force encounters. Where the gates are either destroyed or their opening is controlled from another point on the map.
For instance, on the high bridge in Dragon Wake, you have a walled gate, which can be destroyed or opening by flipping a switch in a potentially guarded tower else where. But even with that, isn’t it just going to an annoyance to players, whose primary aim in life is flipping the zone in the most expedient manner. Maybe their lives need to be more testing?
The trouble I have realised many times, is that a word can conjure up many ideas, but they can be bloody hard to tie down and even harder to make fun. Yes dynamic is such a good word, but bloody hard to apply in Warhammer.
Thoughts on a postcard to stumped of Warhammer.