Warhammer Online: Does RvR Need an Overhaul?

Date: 01-13-2009 Views:
KeyWord: Warhammer, WAR, MMORPG, RvR
Summary: From our freelancer Mike: My biggest issue with RvR is that it's setup in a way that Order and Destruction just take turns assulting each others keeps and BOs, flip flopping back and forth.
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Warhammer Online: Does RvR Need an Overhaul?
January 12th, 2009 by Mike

Since I reached Rank 40 a bit over 2 weeks ago, I've basically been doing nothing but RvR.  Keep sieges, Battlefield Objectives and so far two Fortress sieges.  I did do open RvR while I was working my way to rank 40, however I would say it only made up about 20% of my game time online.  Now that I'm doing nothing but RvR, the design flaws are becoming more apparent to me.  Lets get to it.

Flip Flopping Keeps

My biggest issue with RvR is that it's setup in a way that Order and Destruction just take turns assulting each others keeps and BOs, flip flopping back and forth.   While I do enjoy defending, it seems most players would rather be attacking to get a chance at a loot bag.  So the few times I have tried defending, with what's usually a small warband, we get steamrolled.  Mythic has taken steps recently to try to make defending more worth while, but from what I've seen so far it doesn't appear to be enough.

Choke Points

The problem with the keeps and fortresses is that they all have impossibly difficult choke points.  Usually one staircase leading to the top floor.  Now I know from a fortress designers point of view this is the way to be most effective.  However if Mythic's going to take that stance, then attackers should be able to fire catapults into the tower to blow it up.  It's no where more ridiculous then when doing a fortress siege and you have 50 defenders all stacked up in front of the stairs at the top level.  There's absolutely no chance to get through.  Those 50 people could stop 200 attackers.  Keeps need to be redesigned, there way too small and the choke points are ridiculous.

Zone Locking, Timelimits & Resets

In open RvR, once you have locked all 3 zones, you can then assault the other teams Fortress.  My problem with zone locking is it shouldn't reset, not until the other team comes and takes their keep/fortress back.  I'm not sure the exact time limit, but once all 3 zones become locked you have 1 or 2 hrs to sack the Fortress, which just seems incredibly stupid to me.  I not only don't understand why there is a limit, but I hate the fact that everything resets afterwards if the attackers fail.  If Mythic wants epic sieges, just think how epic it would be if your sides Fortress has been sieged for 3 days straight and you are finally able to drive them out.  Or if you're on the other side, how exciting it would be if you're there when the fortress finally fell.  You wouldn't be sitting there saying "I hope I have enough participation points to get a loot back" no, you would be setting off your fireworks celebrating.  I won't go any farther then that cause City Sieges have yet to be implemented.

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