This mode should not be confused with the Guild vs Guild. In addition to war between factions, the term RvR can also mean a battle for a specific territory. Usually, these are specially marked locations on the map, which once in a certain period can be precipitated and repulsed from the enemy.
This mechanic is the same for all RvR games, only small details change. One of the essential features of RVR MMOs is that all sides of the conflict in the game are distributed even before the player starts it.
RvR offers clear identification and introduces a friend or foe system: in PvP, you cannot hit a member of your group, only an enemy supporter. Even though developers of RvR games can provide players with an exciting and deep plot and a lot of game mechanics, many gamers don't find this system the most attractive for MMO RPG.
Since there is always an imbalance between strictly divided groups, the victory in the war between communities does not depend on the efforts of a particular player and teammates. The dominance of faction depends on disparate players representing it. Sometimes the winner is determined by the developers.
But still consensual as both guilds have to accept the war. Yes, but special cases really have little importance when the reasoning is about the overall structure of a game. This because of how documentation is handled. We are much, much, much better at playing games today. At best they are tactical and even in that case, as I wrote, skill will flatten over time. Because aside Mythic who barely scratched it no one give it any development time.
Welcoming it and giving it work. And the only difference between the two is solely world PvP as the BattleGrounds are available in both. Now think if instead of an afterthought this world PvP became a major dev focus. The guys behind the Goonswarm took an out-of-game asset the recruiting platform offered by Something Awful , and leveraged it into an in-game asset of a real swarm of newbie players.
The swarm has gone on to topple established old world powers through the unorthodox tactic of real zerging, using tons of newbie ships to tie down and destroy the capital fleets of the older powers. This discussion spawned on the other forum exactly as a dissatisfaction for the details coming out of Warhammer.
Discarding the winning points of DAoC where BattleGrounds had the unique trait of being persistent and not with multiple instances to fake a war to be a little more like WoW. This thread is to try to demonstrate that once you cap players joining a battle the RvR is over. And all those qualities wiped. Yes, but you cannot rely on the players goodwill to make a guild that accepts and trains noobs.
In the idea I posted above I tried exactly to keep the game directed in a structure and yet offer the players the flexibility to make their rules. That example of the Goonsquad is just a good demonstration of the interesting things that happen when you give players more control over the fabric of the game. Are we here to discuss your perfect design for an mmo, or are we talking about asymmetric warfare in multiplayer gaming? The group wishing to initiate would attack or trigger some sort of item outside the strategic target for this instance, a castle.
This castle is, of course, has a very strong front gate that requires a battering ram to bring down. Triggering it initially sparks a world-wide message for both sides indicating that the area is under attack and siege is on the move, beginning a timer that ticks down for a set amount of time, based on the location of the castle to whatever travel hubs are near.
This is where the typical buffing and such would go on, blah blah. People were talking about DAoC and saying that skill became less relevant to being able to destroy your enemies. Gank groups in DAoC, of which I was a part, were perfectly capable of taking two, three, four times their number out. They were capable of single-handedly blockading reinforcement lines, and turning the tides of many battles.
Never underestimate the power of eight fully twinked people working together in the right place at the right time. Let your players align themselves through their actions and ingame choices. Give them mechanisms to change their allegiances.
Then have your sides offer up rewards which scale with how badly they need players - you offer the right incentive and the market will balance itself. This is the point where you strongly consider what your goals are and build game mechanics that support them. Craps is niche, slots are mainstream. Which is better? Depends what your perspective is…. Especially in a competitive situation.
Because if you suck, you bring the whole thing down. Those spots are always better given to good players. Collaborative effort it may be, but unless you have player built factions the collaboration is artificial and meaningless. Corporations in EVE are far better for what you want because they are groups of players who play together for a common purpose by choice.
With a corporation, you really do. In real life, ten people can hold a hallway against hundreds. In WoW, ten people can hold a hallway against ten people and no more — since people can just walk through them.
Player made and run factions are the way to go. Players able to hold and keep territory is a necessity. It has to be a real setting with real goals as defined by players. Either that, or just as a feature for WoW addicts that can be ignored in real RvR. This brings to the problem of population balance. How to address these problems and still make this kind of RvR fun and exciting? The zerg approaches and you are outnumbered, and a special epic badass music starts to play. War skills The Horn Mechanic: This is a commander skill.
In a war they join either faction as mercenaries and their goal is to help the weakest faction and keep things balanced as the name would hint.
Being merchants means that they have a strong influence on the resource system, and the resource system influences the way territories are conquered, upgraded and defended. This is not true, at all.
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