• November 2008
    M T W T F S S
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Message to Mythic

Below is a post I made on the VN boards in regards to what players want in regards to keeps in Warhammer Online:

Everyone knows that there is currently no incentive to defend a keep or BO right now, other than trying to cap a zone. However, capping a zone is such an involved, and seemingly random thing that this currently does not qualify as an incentive in my opinion. People play this game to RvR, but they also play the game to advance and experience the end game. Put simply, advancement is made by capping zones. The oRvR experience and the VP system are deeply interconnected within the player experience, and I think that this interconnectness needs to be exploited by Mythic to produce a potentially awesome gaming experience.

We need incentive to defend keeps, and I think that incentive should be focused on the VP system. Such a solution could also solve another problem with Warhammer: the VP system currently does not appeal to players. This system in its current, seemingly obscure and random form, is just not tangible to us. Right now, the only realistic way to cap a zone is to win scenarios. When enough VP’s are accumulated from winning scenarios, we quickly take the keeps and hope we have enough VP’s to cap when we are done. This “rush” to take keeps in a zone does not create keep defense. There is also currently no reason to defend a keep unless you are really close to capping a zone from winning scenarios. So, Mythic should shift the focus from scenario wins, to success in oRvR to solve both problems in one blow. The system of static VP’s from keeps and maybe BO’s has to go.

Here are a couple of ideas that could be applied, perhaps with some modifications (the VP system is very complex, and I am far from understanding its complexities). Neither of the two ideas are original, but within this context they could work to help make this game really great:

Idea #1: If a keep is captured by a realm, and/or possibly only when claimed by a guild, it will slowly trickle in VP’s for that realm. When a keep is taken back by the enemy realm, those VP’s are lost, including the accumulated VP’s (or maybe VP decay would take care of this, but only after a certain amount of time has passed.). So, if a realm can hold a zone for a reasonable time length (maybe 2 days for example), then it should have a higher chance of capping the zone, depending on how well the realm is doing in scenarios. Winning scenarios would still be a factor, but less of one.

Idea #2: Instead of Idea #1, capturing all of the keeps and/or BO’s could result in VP decay being halted. Currently, VP decay is set in place to balance against a sweep of (perhaps lucky) scenario wins, which is good in theory, but from experience it can also be very demoralizing when you’ve worked with your entire realm to cap a zone, and there just aren’t enough quick, back-to-back scenario wins to do it. Perhaps the VP decay system itself needs to be redone, but in the meantime this idea would give a realm incentive to defend taken keeps/BO’s if defending will help cap the zone.

These are not the only ideas that could work. The important thing that I would like to communicate to Mythic as a player who loves this game, but wants it to improve is that they should use the inherited interest of players to cap a zone and advance the game, to increase keep defense and game play in oRvR. This is what the player base wants, and I think Mythic could easily give it to us. Being successful in oRvR should lead to being successful in pushing or defending zones.

Thank you,


2 Responses

  1. If only you focused this much on your job…

  2. If only you were brave enough to attach your real name! Ha!

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