Dominating and having fun in T3 by NOT playing the game how it was ‘meant’ to be played

Today was another amazing day like yesterday in Tier 3.  I spent something like five hours roaming the RvR lakes with Plucky (29 Runepriest) and Vrin (25 Runepriest) while I played my 31 Ironbreaker.  Our modus operendi was to completely avoid the zergs at all costs and not participate one iota in the keep swapping or battle objective hopping that was going on.  The result of doing this was the revitalization of my Warhammer RvRing experience.

We came up against more small-scale battles than I can even hope to remember.  There were times when it was us 3 vs. 10+ and we took out half of them before going down.  I know this sounds like I’m tooting my own own but we did amazing for our numbers/lvls and really showed ourselves and our enemies that these small-scale fights not only bring out the best in the player but the best in the game as well.  Class balance, mechanics, and the finer parts of the game truly come to fruition when battles take minutes instead of seconds; when players can use all the skills in their arsenal to win, and when teamwork matters.

Today’s battles brought me back to the days of WAR beta.  This is what I fell in love with months ago and couldn’t stop hyping.  This type of fighting is what made DAOC special.  I’ve captured the exact feelings from DAOC that WAR is missing by NOT playing the game how it was meant to be played – and that’s the problem.  Everything in Warhammer is designed around the big battles.  Everything in Warhammer is designed to bring the largest amount of players into one specific area whether on purpose or not.  Just look at Battle Objectives; by design they bring everyone into one tiny spot to stand around a flag to get renown and exp then stand around for 3 minutes and move to the next location together so that everyone gets points.  By design the game has nurtured the zerg mentality and neglected the small intimate fights that made knowing your enemy important.  Obviously this isn’t any new revelation and it’s been known by many that WAR is a big zerg fest.  It’s just that I now know that true RvR can exist in the game and dangit… I WANT MORE!

I took some video of some skirmishes today where I remembered to hit the record button.  Sadly, some of the better ones were not captured but these were memorable nonetheless.  I’ve also taken some video showcasing strategies for keep defense for the small groups like our which Plucky taught me.  I’ll get those uploaded later.  Click ‘more’ to watch the video.   Make sure you click the “HQ” button or go here and watch the HD version in a nice big 720 format! (Note:  Some vent conversation can be heard in the background.  I’ll work on my audio later.) (more…)


WAR’s new system: Zone Domination

In a youtube video (read more at the end of this entry to watch it) that paul prepared on his Birthday (happy b-day Pb), he and Jeff Hickman revealed a new “supplemental” system that is coming to WAR’s realm war system: Zone Domination.  According to the video, this zone domination system acts exactly how I’ve been saying RvR should act from the beginning: If you own all of the keeps and battle objectives, and you can defend them, then the zone becomes under your control.  What does this mean for the realm war?  It means EXACTLY what I’ve been saying it would mean – it means you have a reason to defend now and a reason to actively get out there and take stuff!  Without these silly bars of victory points (well, I assume they may be staying) you won’t have to worry about accumulating all these extra points and crap just to lock a zone.  If you own the objectives and the keeps in a zone then you own it.   All I have to say is FINALLY.

Unrelated to this video, I spent a long, long, long time logged in yesterday leveling my Squig Herder.  He’s now level 27 (almost 28!) and a little over halfway through renown rank 26.   I have all but my Devastator shoulders for my T3 keep sieging set and they look really cool and have made my little squiggy a beast.  I respec’d from Big Shootin’ to Quick Shootin’ as well because I was tired of sitting back and just plinking.  Don’t get me wrong, sitting back and plinking meant I was at the top of the damage charts and completely rocking anything that wasn’t a tank.  It just wasn’t my style though.  Quick Shootin’ offers me several abilities like: “RUN AWAY!” that allows me to hurl myself forward,  a huge boost to my bleed DoT, a new DoT/heal debuff that truly turns the tide of the battle, and splinterin arrows for my run and shoot – totally amazing ability to harry the back lines.

T3 still sucks though.  It’s dragging on for me like it always has and I just can’t wait to get out of it.  I really miss the feeling I had in T2.  I’m not even sure what it is really… maybe it’s that I felt like I was actually progressing at an acceptable rate in T2 or maybe it’s just that in T3 everything feels like it’s a huge burden to accomplish.   T3 feels “bleh”.  Maybe someone else can sum it up better than that.

Anyway, the Darkfall delay means I’ll have plenty of time to get my Squig to 40 and hopefully Mythic will have this ‘Zone Domination’ system in place soon. (more…)