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Wrath of the Lich
King PVP Update
Designers working on the second World of Warcraft expansion detail
new player-versus-player arenas and battlegrounds.
ANAHEIM, Calif.--Day two of BlizzCon is in full swing, and judging
by the length of the line to get in this morning, there are even
more attendees here than there were yesterday. Most of them seemed
to find their way into today's first panel discussion in the main
hall, which focused on World of Warcraft's player-versus-player
content.
When the Wrath of the Lich King expansion pack is released a little
over a month from now, it'll bring with it a number of new PVP
features, including two new arenas, at least one new battleground,
and a new objective-based PVP zone. We had a chance to see all of
these demoed on a beta server today, while members of the design
team discussed some of the locales' unique features.
First up was an arena located inside the Horde city of Orgrimmar
named The Ring of Valor. Evidently the design team at Blizzard has
gone to great lengths to make sure that the new arenas feel very
different from existing ones, because this one brings a number of
new features to the table. For one thing, when you enter the arena
on platforms that raise up out of the floor, you'll be right next to
the opposing team rather than across the arena from it. You'll also
be flanked on both sides by dynamic fire hazards--vents in the floor
that run all the way across the arena and spew flames at regular
intervals. If the flames hit you, you'll take damage for the next 10
seconds or so, so you'll have to decide if running through them to
reach or escape from an enemy is really worthwhile. Furthermore,
there are four square pillars in the arena that rise up out of the
ground and sink back down again pretty regularly--these can
interfere with your line of sight for ranged attacks and heals, and
if you're playing a class with ranged attacks, they can make for
excellent (though temporary) vantage points.
The second arena being introduced in Wrath of the Lich King is
Dalaran Sewers, which, as its name suggests, is situated beneath the
new central city of Dalaran. This arena will be one of the smallest
in the game and takes place in a circular room with a raised
platform in the middle that can be reached only via one of two sets
of steps. The starting areas are at opposite sides of the arena and
take the form of large pipes a few feet from the floor that water is
flushed through every now and then to prevent players from camping
out in them. Water also falls down into the center of the arena at
regular intervals, creating a dynamic line-of-sight obstruction and
knocking back any players who are too close to it. Because this
arena is small, you won't be able to use mounts in it.
Next up was a look at the new Strand of the Ancients battleground,
which, even more than the aforementioned arenas, is going to bring a
lot of new features to the game. For starters, the battleground
employs an attack-and-defend mechanic, meaning that at the start of
each match the two teams are tasked with attacking and defending an
objective, respectively. The objective on this occasion is a large
temple behind several large walls and with plenty of destructible
gun emplacements for defenders to use. The attacking force will find
itself in a situation reminiscent of the Normandy landings in World
War II--arriving in boats and having to push forward up an exposed
beach--albeit with plenty of siege weapons at their disposal.
The siege weapons are used primarily to destroy the walls
surrounding the temple, but they also have the range and the
firepower necessary to target defensive gun emplacements and the
like. If you end up on the attacking side without a siege weapon to
call your own, you'll find that mines on the beach can be picked up,
armed, and dropped near the walls to cause damage comparable to that
of the siege weapons. There are different routes that you can take
through the network of walls to get to the objective, and the walls
are color-coded so that it's easy for you to give instructions to
teammates about where they should be concentrating their efforts.
Strand of the Ancients was originally designed for two teams of 10
players, but after beta testing, the decision has been made to raise
the number of players on each team to 15. When the attacking side
manages to capture the objective, the two teams change sides and the
new attacking force has a time limit (the time achieved by the first
team) in which to achieve the same goal.
Last but definitely not least on the list of demos for the WOW PVP
presentation was Wintergrasp, an entire noninstanced zone designed
specifically for objective-based PVP on a large scale. The
attack-and-defend setup is similar to that in the Strands of the
Ancients battleground, but some pretty unique gameplay mechanics
will come into play as soon as you set foot in the zone. For
example, every honorable kill that you score will count toward your
PVP rank for the zone (which resets every time the zone does), and
this in turn will determine which siege weapons you have access to
when attempting to take control of the fortress objective.
Furthermore, since the zone will conceivably have hundreds of
players in it at any one time--which increases the odds that one
faction or the other will be hopelessly outnumbered--a "tenacity"
buff will automatically be given to players on the side that's
lacking numbers. The specifics of the buff are still being
finalized, but it'll be scalable according to just how massive the
gulf between the two factions is, and it'll afford players on the
smaller team a boost to both their armor and their damage output.
The incentives for capturing the fortress will be numerous, since
doing so awards the winning faction control of the entire zone for
around two and a half hours. During this time, that faction will
have exclusive access to a number of daily quests, to a portal
between the zone and Dalaran, and to currency drops from creatures
that can be used to purchase gear, mounts, gems, and other goodies.
The icing on the cake will be a raid instance containing a boss that
drops both player-versus-environment and player-versus-player loot
that can be accessed only from within the fortress by the faction
that controls it.
Toward the end of the session, talk shifted away from features that
will be introduced with the Wrath of the Lich King launch to ideas
that are under consideration for future updates. Methods for
measuring each and every player's contribution in PVP settings will
hopefully cut down on the number of players leeching rewards by
entering battlegrounds and then going AFK (away from keyboard). As
in Warhammer Online, you'll be able to queue up for battlegrounds
from anywhere so that you don't have to spend all of your time
waiting around in cities. And, also as in Warhammer Online, you
might be able to gain experience while in battlegrounds rather than
exclusively from PVE content.
There are big changes coming for PVP, and while not all of them are
eligible to win a prize for originality, they promise to breathe new
life into the game, and, crucially, they were met with huge applause
when they were mentioned during today's session. Next up, the
dungeons and raids panel.
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