Thursday, October 30, 2008

Improving WSG

It occurs to me that by posting these ideas, I'm actually screwing Blizzard (and WoW players) out of possible improvements. Blizzard probably can't implement my ideas even if they did like them and wanted to, without actually buying them from me. Yes, I've put them out here in the public domain, but the ideas remain mine, and if I don't post "Blizzard, you've got carte blanche to use my ideas" then they can't use them for fear of me suing them. And if Blizzard can't use my ideas, it means the players lose out, too (assuming my ideas really are that good ;)

So how do we fix WSG? Well, what's the biggest problem with WSG?

It takes too long, right? Your team gets 2 Flag Caps and what happens? Everyone on the other team falls back to their base and now you've got a turtle. How can we fix this?

We could implement a Timer...but a Timer can actually negatively affect two evenly matched teams who are fighting an ebb & flow battle. Where Flags are constantly being picked up, huge fights are being fought mid-field, Flags are being dropped and returned, or dropped & picked up again, or returned and...someone hiding in your Base picks it up again! These are the fun WSGs where players are trying to support each other, they're actively PvPing, nobody is trying to Turtle or just let the other team lose, and everyone is having a blast. Then 15 minutes later...Bam! Everyone finds themself dumped back in front of their Battlemaster. Talk about Coitus Interruptus!

So while a Timer might be a good idea when you're up 2 & 0 and the other team is Turtling and try as you might you can't get their Flag out of their Base, but for a game where that's not happening? Where it's just two evenly matched teams thrusting, repelling, counter thrusting. Then a Timer literally is Couitus Interruptus.

If we look at the other BGs they all have Timers of a sort. Okay, it's actually a Counter.

AB - every few seconds the two Teams get points based on how many Bases they hold. First Team to 2000 points wins.
EOTS - every second the two Teams get points based on how many Bases they hold, with Flag Caps awarding more Points the more Bases you hold. First to 2000 wins.
AV - Both Teams start with 600 points. You win by reducing your opponent's Points to zero, by defeating their General (instant win), taking enemy-held Keeps & Towers, killing their Captain, or just killing opposing players (1 pt each).

WSG is (currently) the only BG that does not use a Counter/Timer. Get three Flag Caps and you win. That's it. If that takes you 10 minutes, or an hour, or half a day, it ain't over 'til one of the teams has scored 3 points.

But what if the game was played to 150 points, and a Flag Cap was worth 50 points?

That doesn't sound much different than it's current scoring system, right? But if we incorporate part of the AV Counter system, and for every HK your team gets you score 1 point, now it becomes a little more interesting.

Now if two teams are evenly matched, and they're fighting mid-field tooth & nail but neither team is giving up any ground. Flags are getting picked up, dropped, returned, then picked up again. Players are fighting and dying, then rezzing and running back in, but neither team's Flag Runner can break through. With each death the counter slowly ticks up. Now you need to win by attrition, and if one Team turtles, the team on the outside can either send players to the roof to rain death down upon those below with AOE attacks, DOTs, etc, and slowly kill them one by one. Now you don't need to get their Flag, it's enough to know that with every death they incur, your Team moves one step closer to Victory.

Would this work? Would you like to see a counter like this incorporated into WSG? Are Blizzard likely to do anything like this?

Not now, at least not unless I write: If there is anyone out there who could use this idea to compliment one of their games, you are more than welcome to it. Now it might get incorporated, assuming anyone from Blizzard reads the ramblings of the Famous Wizard 101 Blogger ;)

4 comments:

Tesh said...

Interesting idea. I like it... but could it be abused somehow?

Also, I can't shake the feeling that it's somehow like Quidditch. I'm not sure how, maybe it's the dual scoring method...

Still, I like alternate progression schemes in the game at large, and this sort of thing would be a good idea, as far as I can see.

Cap'n John said...

Tesh, it probably could be abused, if a team Turtles right from the start, with no goal in mind but to kill anyone who dares to stick their nose inside their base. Then it would basically be a fight to see if the offense can kill 150 of the Turtling defenders before they incur 150 deaths of their own.

Anonymous said...

I always thought an interesting way to change it without using a ticker (which would be very viable) would be to have a flag or two extra so turtling would be more difficult. Have the return space the same place, but have a flag on top of the roof too, hell, maybe even one in the middle of the map worth far less "points" (if we moved to your point system).

So now each side has a flag in their flag room, a flag up top (only one can be held at a time) that are worth 50 points each, and a 'neutral' flag in the middle worth 10.

Would kill a turtle as people would have to guard multiple objectives.

Jack Barrier said...

Actually, WOW would be sued by WAR. The very same concept you listed in this post is currently used in the Phoenix Gate scenario in WAR. I like the way it is employed, but I have seen it turn into your response to tesh's comment. Even so, a good time is had by all even with no flag caps imo, and it still doesn't take 9 hours.