The much anticipated PVP highlight of WotLK,
Lake Wintergrasp - which was supposed to be the revitalization of world PVP for WoW - was finally previewed by Blizzard this past weekend at WWI. I have to say, initially my feelings were somewhat mixed based on what they presented, but certain aspects of the concept are beginning to grow on me. However, I still have some pretty large concerns as to what the end product will look like.
If you haven't quite read up on it yet, head over to mmo-champion.com before you continue, and check out the 'pvp table' from WWI.
So far it looks like
Lake Wintergrasp will be a combination of Halaa, Auchindoun Towers and AV. Basically, controlling sections of the area will allow you to pickup shards from PVE bosses much like you could in any of the instances in Auchindoun, and turn them in for rewards. While I don't think this would be a terrible addition to
Lake Wintergrasp, having it be the highlighting feature of the epitome of WotLK PVP is a
huge mistake. Shard systems are crap, and once people finish getting their gear, the incentive for returning is gone and the zones die. Bad PVPers know this, good PVP'ers know this, and Blizzard knows it. When there is no other incentive besides a small amount of gear, fighting gets
repetitive, Siege or not. There is no real sense of power, control, or domination that is exactly what is needed for players to actually want to compete, and continue doing so months later. Re-doing Halaa etc. is a poor example of a broken, rather
weak zone/resource control. In addition, the rewards are not
stronger or
better than any other rewards from any other areas. Uh, Hello? Does that really make sense when you're trying to attract players? You need
superior rewards when you're dominating an entire faction of the game, or something that distinguishes your talent over other players. Stop *****footing around Blizzard and put some effort into this without being concerned about crying players. You already have superior items from PVE instances, you
can do it from PVP as well.
In relation to these items, you could require access to these items based on a guild scoring system - or some other long term commitment or required domination. Allow the items to be gained only through extreme success and ranking systems from Wintergrasp, and only allow the items to be used there so the advantage is only specific to PVP situations. Make it
difficult and
worthwhile.
There's always the option to limit access to complete areas based on your success as a faction and/or guild. Allow access to dungeons based on meeting extremely high goals within Wintergrasp, and allow unique items to be accessed there. You seem to be getting the idea of actually making challenges and the quality of reward based off of that - which is evident by the recent rating changes in the Arena.
One of the reasons that the Arena is remotely successful is that with the improved ratings, you now have a means of distinguishing your talent from other players. When the vast majority of players will no longer have shoulders/weapons, it's hot new bragging, e-thugging rights. But even still, it's only a very small reason to compete.There is no real affect on any players around you, and there's still little to no
real accomplishment. The only big benefit after all, is from outside sponsors not affiliated with Blizzard what so ever, allowing you to gain real life benefits from it. And this is for like .0001% of the total number of players. This could change with Wintergrasp, and new pew-pew'ing devices are only part of the answer.
Yes, the siege weapons and vehicles will probably be a new exciting addition, but it won't be anything remotely different than getting in a new relationship with a man or a woman. The first 3-4 months are very fresh as you develop a relationship with said person, learn new things about each other, and experiment. Once the butterflies are gone, maintaining the same level of interest (unless you're quite the good match) can be quite difficult. Keeps and what not, although destructible, are no different than adding destructible walls to AV. The
basic fundamental zerg/reward system in
Lake Wintergrasp is no different than a BG from
years and years ago. There's just machines and other flashy things now that will only provide temporary interest.
Bringing in a Elemental Plateau type of area is a great idea as well, but the foundation is still flawed. Unless you have materials that can
only be found in
Lake Wintergrasp (which I think would make it much more effective) it will be somewhat fun, but you have weak players that are there to
farm as opposed to PVP'ing, and real PVP enthusiasts will prey on the weak just like it is now. A lot of the farming players will just end up giving up and leaving as opposed to fighting back. A Gankers heaven, PVP'ers hell. There won't be strong competition unless the aforementioned materials are exclusive to the plateau, and guilds begin to compete over control of it. Emphasis on
strong zone and resource control is the key here.
You could take it even further by putting those resources inside zones that can be controlled and defended - instead of just a grassy elevated knoll. This would allow guilds to gain advantages and even control markets if they so desired, but no one could have access before taking over the area. in addition, try to design a system where controlling and defending the captured areas promotes small skirmishes instead of zerging - such as requiring a capable defense at 4-5 locations in order to protect the whole area. No one wants a Hillsbrad all over again. Make sure that in order to regain/gain control, a large number of areas have to be held at the same time, or a large number of tasks need to be finished simultaneously.
In addition, don't make control
linear. One of the biggest issues with AV is that it's just running in a giant line back and forth. You follow one path, and veering off from it is entirely unnecessary. To avoid this at wintergrasp, make sure players and groups have to go all over different areas of the map in order to accomplish
meaningful impactful combined effort goals. Collecting resources from worthless mobs or even looting players is worthless. Batriders and **** are dumb, and no one cares about them - nor does it make a difference.
Once control is established, have progressive levels of defense. Instead of just allowing man to man defense, take advantage of your newly developed vehicles and make them required to really break through a solid line of structured defense. Perhaps allow these new unique resources to be gathered in order to actually build structures and defense, providing a means to bring professions into it so they're useful as well, as well as requiring a team effort. Zerging an area and then having it under control with predefined defense systems kind of defeats the purpose of building your own defenses. Make it so that strategy and organization are actually required to break into a controlled area as opposed to success from sheer numbers. Require time to actually build a formidable army.
The only difficult aspect of that though is somehow allowing it to be guild based. Maybe have a different realm or instance for guild only
Lake Wintergrasp otherwise organization will be chaos. However, I think it will be necessary to develop something based on Guilds only. It just can't work the same when it's a massive free-for-all with no forms of distinguishing who is better than the rest. You can promote guild's getting involved by making the challenge of certain tasks only feasible for those as organized as a guild.
Regardless, these are only some suggestions. There is so much potential to develop something strong here. Don't answer all of the people accusing you of not caring about PVP by releasing pure crap. Progression, Control, Developmental defense/offense, and long-term GOOD incentives are what brings success.