The actual comment was:-
“It will be like eating sushi”
Which was made by a person on ventrilo, from one of the top end Euro Destruction guilds last night. Which pretty sums up my thinking on the new structure for capturing a zone. Where as before they could struggle and get indigestion on a big meal, now everything is going to be coming in nice little sushi size chunks. Imagining for a second that piece of sushi represents a warband.
Hopefully I will get back to that later. Lets get onto the event itself, which I’d say would fit under the heading of “Organised Chaos”. Organised, since the time was set by Mythic, but chaos from that point forward as the headless chickens roamed around the zone, squawk squawk. Hopefully from a server loading/mechanics point of view it was informative, which Andy Belford said it was, but he’s hardly going to say “Stop acting like a bunch of morons, you’re ruining our vision”.
As other people have commented, it’s a small zone for the number of people in it at the start of the evening, and if we ever get to that point where those levels of population are the norm, then happy days. Of course we’ll need some new classes before that happens. Never the less, if you want to squeeze a lot of people into a zone to see what happens when it’s all compressed, then it’s as good a place as any.
Now we were informed that some minor adjustments had already been made from Wednesdays PTS session, like:-
1. The armoured resource carrier has less hit points.
2. A teleporter had been added to each castle, to allow a ONE WAY port to people’s respective war camps.
Other things mentioned in passing, were that the resource carriers from the furthest away BOs, carried the most resources. Obviously until we get a real breakdown of how many resources that is, then we’ll not know whether it’s worth protecting these carriers over the longer runs, due to the higher chance of conflict. I would expect these resource carriers to be worth more over time, than those spawned by BO’s closer by. What I mean to say is, if over time they are worth them same, then you’d protect the closer ones, since it’s easier to protect shorter supply lines.
I did consider that resource carriers killed on route could have a proportion of their resources appropriated for you sides total, but that could be open to exploit, since all carriers currently go to the warcamp. Of course if their ultimate destination was interchangeable, between the warcamp and the keep, then resource camping outside the warcamps would be made more difficult. I don’t mean running the carrier in via the keeps front door all the time either, that’s why we have postern gates. What makes this a lot more difficult would be places where the keeps are way of the beaten track, like Stoneclaw. It could be a real nightmare with balancing out all the travel times, as well as considering the position of the other keep in Troll Country.
One of the things I would like to see before the next PTS, which I’ll not make, is a clear guide on how the resource carriers work, like respawn timers, what rps they award if any when they spawn, since I do believe defence should be rewarded (Though not too much). If the technical side of this change is looking solid, then its peoples behaviour when they truly understand the new rules, which I think would be the most informative.
I’d like to see a clear representation in the bar at the top right of the screen, with %/no. of resources so far acquired. Lets make it nice and clear from the very start, nothing as esoteric as the previous attempts. It was a lack of clarity that bogged down the previous versions of zone capture. Which I still believe could have been made a lot easier to fathom, with a bit more thought on how to represent the zone captures progress. I appreciate State Of Realm gave that, but having to go to an addon for this, is bloody shocking.
Another little gripe to do with Troll Country/Tablecland since I was only in there last night. When I’m in the ORvR zone and press M for Map, please present me with the complete ORvR map, not the half and half mockery we have now. I really don’t think I should be asking for things as simple as this, at this point in the games life cycle.
Other thoughts were to have a BO prefix on the map above the resource carrier representation, so you knew where a resource carrier had come from. If one of these little guys was carrying in a long distance package, then potentially he would be worth bringing down.
I’d also like to see people flying on their winged mounts over the keep, it was the exception rather than the rule where that was concerned, to often they were acting like a divorced couple, separated. I also struggled to see the bombs coming down, which could be a visually impressive feature. Screen candy sells !
Now I’m not sure if something else has changed to do with drop height damage, but the respawn point at the very top of the Passwatch Castle didn’t cause me any problems. I could drop down from there, all the way to the ground without dying. Now I’m pretty sure I should have died, but I tried a few times to kill myself and didn’t succeed. By the time I was at the castle front gate, my health bar was back up again. Good to know I could cut out the stairs.
One of the things I liked, which could be interesting and could cut out the main gate completely is the ability to drop down onto the outer walls from the aerial mounts. Given how much damage a decent tank could take, you would drop a tank, healer (guarded), healer, 3 melee DPS down on the outer wall pretty damn quickly. They could sweep the walls really rather quickly. I’d need to look at the aerial mount spawn timers, to get a feel for how long it would take to get a party of 6 on the walls, to see its effectiveness.
As an actual change to the ORvR mechanic, it’s really going to reward the ones that are organised. If you’ve got stealthers acting as spotters at each BO, then you’ll really get the best idea of your oppositions disposition and what’ll you’ll require to take each BO, without leaving yourselves to exposed at other BO’s.
My initial thinking is that your best guilds float in the space between BO’s, interdicting the carriers with their superior speed/DPS and taking out the heavily defended positions. Lets be frank, I can’t see the better guilds camping out a single BO for the duration of a zone capture. Then again I’m not sure how many other will, when they see the kill spam populating the chat box.
I still think this change will allow the richer to get richer at a quicker pace (+AAO). Personally for me, I’ll probably bugger off to another zone, which I think is one of the main design goals.
EDIT : A thread on the Bioware forums, which has some interesting thoughts on the impact of the changes. There are some valid concerns, which I myself had slowing reached in my 2nd to last paragraph. To make this really work, people are going to need to disorganised/undisciplined. If the other side always brings the right number of players to take a BO, then it’s going to get boring very fast.