08-22-2009, 04:00 PM
I am actually against the notion of making so that you are nearly forced to attack the winning side. I actually much prefer it to be entirely player driven. If one team is beaten out of existence, so be it. Hell the elves on VZ were all but wiped out initially. There were some days where I was 1 of maybe 20 elves even playing. Over time though they came back, and ultimately were well represented.
I would love to see 5 teams. I also would love to see that you would be able to group with other teams ala EQ. Immy healing and all (although I'm sure you can create a mechanic to deal with that little issue). Where EQ didn't fail, was in its ability to create real challenge. And the notion of constantly being on your toes, is something I miss. I still play WAR, but the only time I have even the slightest sense of worry is when Destro holds the land of the dead, and I'm still there ganking away (this is actually the most fun I've had in WAR, and the other day taking down 8 players doing a PQ there before they got wise to me was one of my more memorable pvp experiences in any game).
I still say provide players a way of meaningfully conquering territory, which must have a real impact on their ability to aquire in game items and prestige. Have multiple factions that are governed not by race, but by faction standing. But ensure that there are a ton of open world objectives that can effect conquest, and thus divide up the blob. WAR in its failures actually outlines more accurately what the perfect game would be. There are so many things that they got close on, but the zerg and the mirror image keep designs just kill the game.
I would love to see 5 teams. I also would love to see that you would be able to group with other teams ala EQ. Immy healing and all (although I'm sure you can create a mechanic to deal with that little issue). Where EQ didn't fail, was in its ability to create real challenge. And the notion of constantly being on your toes, is something I miss. I still play WAR, but the only time I have even the slightest sense of worry is when Destro holds the land of the dead, and I'm still there ganking away (this is actually the most fun I've had in WAR, and the other day taking down 8 players doing a PQ there before they got wise to me was one of my more memorable pvp experiences in any game).
I still say provide players a way of meaningfully conquering territory, which must have a real impact on their ability to aquire in game items and prestige. Have multiple factions that are governed not by race, but by faction standing. But ensure that there are a ton of open world objectives that can effect conquest, and thus divide up the blob. WAR in its failures actually outlines more accurately what the perfect game would be. There are so many things that they got close on, but the zerg and the mirror image keep designs just kill the game.
Gameless (for now)
