Posts Tagged ‘pvp’

What Does Your Server Name Mean?

26 May 2010 | 11 Comments » | Juggynaut

When I started playing World of Warcraft, back before any of the expansions were released, I was looking for the realm that my friends played on. Overwhelmed by the number of available servers and knowing only that the one I was looking for was a PvE server beginning with the letter T, I luckily chose the corrrect realm (Tanaris). Now that I know a whole lot more about Warcraft and its characters, organizations, and locations, most server names will stick with me pretty well.

For example, my current home, Executus, is named after the Majordomo located in Molten Core who summons Ragnaros far too soon. My old server is named after the desert zone where the Caverns of Time are located, and some of my friends are on a server named after a group of Shaman. Sure, knowing a bit of lore can help you remember realm names, but what can a realm’s name tell you about the server?

One of the lesser known facts of Blizzard’s server names is that each type of realm (PvE, PvP, RP, and RP-PVP) has naming conventions that can shed some light on the type of realm it is. Straight from the World of Warcraft game guide:

  • Normal realms are named after heroes, neutral characters or known places.
  • Player vs. Player (PvP) realms are named after demons and warmongers.
  • Normal Roleplaying (RP) realms are named after beneficial organizations.
  • Player vs. Player Roleplaying (RP-PvP) realms are named after evil organizations or cults.

Go through your realm list and see how much these four simple rules can blow your mind. Combine them with some basic knowledge of the Warcraft universe and you can figure out with high likelyhood what type of realm your buddies play on without even asking them. Talk about a way to impress your friends!

Of course, other games have other conventions for naming their servers, be they from their own lore, simple numbers, or just areas of the world in which they are located. What is your realm’s namesake, WoW or otherwise?

Lament of Hard Knocks: Orphans Can’t Stealth

11 May 2010 | 11 Comments » | pixiestixy

The worst thing about Children’s Week: that it’s only a week long. Sure, it’s not got quite as many mini-achievements required for the meta, but one in particular can be quite troublesome. I’m looking at you, School of Hard Knocks.

For the non-PvP-savvy player, this achievement can be horrid. Now, that’s not to say that I want achievements handed out without some effort. But when it comes to quests ultimately required for What a Long, Strange Trip It’s Been, it seems the year-long effort alone is a pretty major accomplishment.

And then there’s the other reason why it seems totally whack — requiring certain feats within a PvP setting means encouraging players to play only for themselves, and not for the team as a whole. Case in point: my first several runs of Warsong Gulch resulted in stalemates. Half the players were unwilling to leave the home base, since they wanted to be there to return the flag once a brave soul came in for a shot. The other half waited it out in the enemy flag room, also unable to get anywhere because the entire ally team was camping out, too. 25 minutes of boredom.

The stalemate finally ended in another match when a kind-hearted (or possibly just annoyed or desperate) Night Elf entered our flag room, grabbed the flag, then dropped it. Repeatedly. Letting each of us take a shot at the return. Apparently the other team didn’t get it when I tried to return the favor; I got killed by the mob.

Read on for how I fared in AV, EotS and AB.

Continue Reading

Wintergrasp Queueing to be Updated

30 April 2010 | 1 Comment » | Heartbourne

One of the biggest problems with playing on a server with a population imbalance is Wintergrasp. However, this may be a thing of the past in a future minor content patch.

The new model will be a “one in, one out” model. Put simply, the queueing system will only allow you to enter the battle if your faction has equal to or less players than the other side. This means, for example, that if 20 Horde players and 50 Alliance players queue, then 20 players from each side will be entered into the battleground. Additional Alliance players will only be added in when more Horde players enter the battle. There will be some “minimum cap” where players are let in regardless if there aren’t enough people in the zone.

This new queueing system was developed for the Cataclysm PvP zone, Tol Barad, but it seems that Wintergrasp will be a testing site for it. The old mechanic of a stacking Tenacity buff will most likely stay in place for Wintergrasp, but not necessarily Tol Barad. This will be useful when a lot of players leave, disconnect, or when players do not enter when the queue pops for them.

I am really excited for this change. Some of my friends has considered transferring off of Proudmoore because the population imbalance makes WG barely winnable. While I think thats a silly reason, I would really like to be able to do Vault of Archavon more often, have the extra 5% experience gain for leveling in Northrend, and and be able to collect stone keeper’s shards. I welcome this change with open arms!

Hit the cut for the full details and further analysis.

Continue Reading

Random Matchmaking and Egotism

16 April 2010 | 2 Comments » | Heartbourne

The new random battleground feature is quite enjoyable. I’ve been playing a lot more battlegrounds and PvP as a whole since its implementation. However, there are some times when the whole “work as a team” mechanic breaks down.

You see, I had just picked up a Corroded Skeleton Key for my PvP set. For Rogues, especially in arena comps that don’t have a healer, this trinket is invaluable. Popping it before Vanish fixes many of the Vanish “bugs”, such as being knocked out by pets that don’t properly disengage, autoattacks, etc. Not to mention, it allows me to Vanish when I have DoTs or when someone may be able to still target me and quickly reopen. Its really a great Rogue PvP trinket with a shorter cooldown than the Battlemaster’s trinkets. The only advantages to using a Battlemaster Trinket are having additional offensive stats as opposed to stamina, and the additional health you gain from a Battlemaster Trinket lasts the entire duration even if its damaged through (so a healer could essentially ”restore” the bonus by healing the extra health back). Regardless, its a great trinket in many situations, and many skilled Rogues use it.

Regardless, I use this trinket all of the time to get off “clean” vanishes. However, some people may not agree.

Continue Reading

The MMOs You Never Knew Existed

24 January 2008 | No Comments » | LHStaff

In today’s MMO world there is a bunch of competition. Between pay2play games such as World of Warcraft, and Everquest 2 and free2play games like Archlord, and Dungeon Runners there just doesn’t seem to be much room left for the smaller, more indy, MMO games that get released. In fact most of the time they are so small that you never even knew that they existed. Quite sad really, but no matter, that is why we are here to help enlighten some of you who may be looking for an “off-game” to check out or just like reading about some new games.

Now, before I continue, a couple of these games (and they will be labelled as such) have not yet been released. They are very small indy games, and therefor hold no promise that they actually ever will get released. MMOCrunch is not vouching for them and if you opt into any sort of “pre-order” you are doing so with your own knowledge and caution.

Ok, sorry about that, I had to get the legal mumbo-jumbo out of the way. Onto the games:

  • Exteel - Brought to you by NCSoft, Exteel is a new MMORPG-ish game that is based around mechs. “Gundam” type mechs to be more exact. The game is fast, free, and very fun for what it is. In a review by GameDaily, the newsite compared it more to Unreal Tournament than World of Warcraft, which is definitely a good thing for those of you who were looking for a more aggressive and furious game. Definitely something worth looking at.
  • Lost Colony - This game looks very much to be a Planetside clone. However, that doesn’t necessarily make it a bad game. The creators are a start-up company called Red Planet who decided, after a few bad decisions in their favorite game (Planetside) to make their own MMOFPS game. The game may seem a bit rough on the egdes right now, but it’s also still in development. Something to keep an eye on for any MMOFPS fan in the crowd. (MMOCrunch does not guarentee this game will every be released)
  • Force of Arms - This is another mech-based game, only it’s based on the more traditional mechs from the popular franchise: Mech Warrior. The game is being developed by a company called Wardog Studios. Promising mech customizability, a huge world full of PVP, and faction based combat the game is looking to be quite fun. For an indy developer they seem to have big big plans for their game. Also worth noting is that the game is to be set in a persistent world. Keep an eye on this one. (MMOCrunch does not guarentee this game will ever be released)
  • Pirates of the Caribbean Online - Now, I know what you are thinking, “how can a Disney game be included in your list?” Well, to be honest, a lot of people don’t actually know about this game. It launched a couple months ago with very little fanfair and almost no advertising at all. The game is free2play, and just by that makes it worth at least a gander. Aside from being based in a Disney world, the game is actually pretty fun. For those who have no desire to pay for a pirate-based game such as Pirates of the Burning Sea, this game provides you an excellent free option.

So that’s it, well all I could find anyways. I’m sure that there are a multitude of MMORPGs out there that deserve attention but won’t get them. It’s a sad truth, but games that don’t have multi-billion dollar publishers usually don’t get any spotlight no matter how great they are. So, is there any game I left out?

From Player to Developer

23 January 2008 | No Comments » | LHStaff

Craig “Silirrion” Morrison. The man behind the robot.

It is the dream of many players to work on, in some aspect, their favorite MMO. Whether it was world building, item creation, or class balance, we have thought that if we were in charge, the game could become “perfect.” What if that dream can come true? In recent years, many games have hired former players to become developers. Craig “Silirrion” Morrison is a player turned Game Director for Funcom’s Science-Fiction MMORPG, Anarchy Online. As a long time player of Anarchy Online I was very interested in finding out more about Craig, as well as his thoughts on being Game Director. Craig was very happy to answer a few questions for MMOCrunch:

Can you state your name and current job title?

My name is Craig Morrison and I am currently the Game Director and Producer for Anarchy Online.

Can you state any other positions you have held at Funcom?

Prior to becoming the Game Director I was the company’s Community Manager.

What brought you into gaming? What brought you to Anarchy Online?

That’s a tough one, I’ve been gaming since I was about six years old and my father bought us a BBC Micro home computer and I first discovered Asteroids! I don’t think I ever stopped being a gamer. In the 90s I got into MMO games, starting with Meridian 59 before moving onto Ultima Online and Everquest. It was while playing Everquest that a guild mate showed me Anarchy Online during the beta period and since then I have been hooked on Rubi-Ka!

In terms of getting into the industry it was really a series of very fortunate accidents to be honest. I first threw up some help pages for Anarchy Online onto my personal website to help some other EQ guildies get into the game. From there it somehow turned into a fully-fledged fan-site I updated every week, almost without me realizing I was doing so! It was really the support and encouragement from the community at the original fan sites like AO-Basher and the AO-Vault forums that helped me expand into actually running a fan-site too. Then I was hired on a freelance basis (as I had what most would call a ‘proper job’ at the time working in the newspaper industry in the UK) by IGN to run their AO Vault fan site and so it became a daily thing for me. Then being part of IGN I got to meet, interview and get to know some of the folk at Funcom and go to things like E3 and eventually through those connections I was offered the Community Manager’s position when it became available. There definitely wasn’t a magical career path I had plotted for myself and I still look back and am very thankful that things turned out the way they did!

Do you still play Anarchy Online? Do you play any other games?

I still play AO as often as I can, it is very important to keep in touch with the player base and experience the game we spent our time creating from their point of view as well. I don’t get to play as much as I did as a fan, but I still make sure I find the time to spend time on Rubi-Ka!

I think I have played most western MMO games and a good deal of the eastern ones as well! Now through professional curiosity but I have always loved the genre and it’s always interesting to see what other people are doing. So I still pick up all the new releases as they appear.

What was it like to go from player, to community contributor, to Funcom employee and then to Game Director?

Easier then you might think! The first transition was actually not all that hard, as Community Manager you are representing players in many ways, so that felt quite natural going from playing to providing the feedback on that. As I got more involved in the production side of the game, and then to Game Director I think the biggest (and scariest) change is when it first dawns on you that people aren’t just asking for your opinion anymore but are asking you to make the decision! I’m very lucky though that we have a fantastic team working on the game and they really make my job in that regard pretty easy. It definitely takes a little getting used to though!

How do you react to some players who may feel that certain classes are still unbalanced, particularly in regards to PVP?

There will always be opinions about balance. That’s inherent in any situation with such a diverse selection of gamers, game-styles and preferences. So we expect there to be disagreements (all the designers don’t always agree, let alone tens of thousands of players!). With PVP in particular the systems in AO are deep and complex, which is the beauty of the game, it is also however a fact that means that there will always be some inherent ‘imbalances’ in the system. Therefore it’s a constant task to nudge, adjust and otherwise meddle with things to try and bring improvements.

How do you react to some players who may feel that certain classes receive unwarranted buffs while others do not receive any?

I don’t think we would ever put anything in that we considered ‘unwarranted’. Of course the players might always have a different opinion! We do realize that when other professions (who did need it) get some attention, that others (who don’t so much) feel left out. It’s one of those pesky tricky balancing acts we have to get right when we do professional changes. At the end of the day sometimes you do have to consider some updates or changes for a given profession on the basis that they haven’t had one in some time. As with the PVP question in a game as complex as Anarchy Online this is an area that’s never easy, and we won’t get it right 100% every time, but an area that we would never make changes too that we didn’t think would have some overall benefit.

Being a former player, how do you separate your want to please players, yet still retain the responsibility of Game Director?

I think deep down we always want to please people! After all we are making these games to provide entertainment for people. Yes, it’s a business too, but if people aren’t having fun with your game, they won’t keep playing it. We do have to do so responsibly though, in particular with virtual worlds like Rubi-Ka and we always have to consider the implications of the changes we make. It’s not always an easy balance but it’s an important one and something that is at the core of all the decisions we have to make, so whether we want to or not, that responsibility is forced on us. I wouldn’t have it any other way either!

What do you feel has been your most successful addition to Anarchy Online?

Personally I love the recent Dust Brigade team instance. I was very happy with the balance we managed to get there between challenge, reward and fun. I think it’s re-playable in a good way with a decent return for the player’s time.

What do you feel has been your least successful and how have you learned from it?

I try to avoid thinking in negative terms too much, but there are definitely things we learn from all the content we put in. I’d certainly like to think nothing has been totally ‘unsuccessful’ so far! What is true is that we have definitely learned how to do things better as we go along. I think the experience in the Alappaa team instance was better then that in Albtraum (which was the first team instance we ever made) for example, and the Dust Brigade instance better again as we moved along with learning how to integrate the team instancing technology better and get the game-play and the rewards balanced better. It’s always a learning curve.

Any advice for other players looking to get into MMO game development?

Get involved in the communities around the game, and never presume that things are as easy as they sometimes might seem from the outside! It’s not a guarantee that you might one day land a job, but it’s certainly not a bad start! Also always try to be objective in your views on the game and look beyond your own personal preferences. The key to being able to understand and work on MMO games, is understanding all the different play-styles and how they interact. Always remember that the designers of your favorite game made any given change for a reason, even if you don’t understand it (or worse really hate it!) try and think about it and why that change might have been done. Looking at these games in that way will generally give you a much better idea of the concepts involved. I think that’s what any company making an MMO are looking for most when they interview for design positions – someone who understands the dynamics within the gameplay of a virtual world.

If you are artist then just keep producing and practicing! Your portfolio is really what you will succeed or fail by.

What do you feel you bring to Anarchy Online that the previous Game Directors did not?

I think that’s a hard one and probably something you should ask the players rather then me. I think everyone who heads a creative process brings something to the table and it’s very different for each person. The main thing I have tried to focus on is providing the players with new content and asking the design to team always keep one question in their minds – ‘will this be fun?’ I think that’s the most important thing I try and maintain.

Is Omni-Tek your friend?

Now that would be telling! In all seriousness it’s a not so well hidden secret that the majority of my characters were Clan and as a player I was in Clan organizations, so purely in that context I guess Omni-Tek would not consider me a friend!

I would like to thank Craig for his time in answering these questions. As a player, I feel his passion for the game has given Anarchy Online a fresh breath of air. From implementing player suggestions to bringing in new and challenging content, the game has changed quite a bit since he has become Game Director, with many more improvements on the way.

You can check out the game at www.anarchyonline.com.

World of Warcraft Gamers March for Ron Paul?!

29 December 2007 | No Comments » | LHStaff

Ron Paul, a Presidential hopeful for the Republican party, is getting a little help from World of Warcraft gamers. A group of Ron Paul supporters on the Whisperwind server are planing on marching from IF to Stormwind in support of their candidate.

Now I’m no genius, but holding a political event in a game that is mostly made up of people that can’t vote doesn’t sound like a very good idea. If only Whisperwind were a PVP server, the mayhem that would surely ensue would be glorious. I can just see it now, Ron Paul supports are slaughtered on their political march.

Even thought it isn’t a PVP server if anyone games there feel free to send us some screenshot if anything interesting happens. Heres the time. News Years Day at 8:30 pm EST (won’t move out until 9:15 pm EST)

Siege Combat, WAR, and You

21 December 2007 | No Comments » | LHStaff

What do these three things have in common? They are all an integral part of the realm vs realm PVP system Mythic is developing into their up and coming MMORPG Warhammer Online. For anybody who has signed up the the WAR Online newsletter you’ll have found that yesterday you recieved the last one of the year (which doesn’t mean all that much considering it’ll be 2008 in 10 days). Within this newsletter is the last podcast by the creative director of the game which features all the information you could ever want to know about the RVR system they have going on. Check out the highlights below:

  • Open world RVR has been enhanced to be worth significantly more victory points than they were in the beta before.
  • Four tiered RVR system where capturing the first tier will give you benefits when attempting to capture the second, and so on in that manner.
  • Keeps! There will now be keeps startegically placed in the RVR areas for capture, as shown above.
  • Once a faction takes over a keep guards will spawn to prevent single person tagging.
  • If you and your guild takes over a keep your guild’s emblem will hang from the staffs. This will, essentially, be your guild’s keep until the enemy retakes it. Warning’s will be issued should your keep come under attack.
  • Siege weapons will be employed in taking over keeps. You must build them and they will prove to be a great startegic advantage for defenders and attackers alike.

Fascinating stuff right? I have always been a HUGE fan of realm vs realm combat so this game is definitely looking to be my cup of tea. There is a bit more information contained within the video, along with some quirky humour, so if you want to give it a watch-through head on over.