WPvP: Resources in the Ruins

Kochist

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After hosting 3 WPvP events we have been thinking of more ideas. We wanted to have a WPvP event in which teams are more spread out and fighting for objectives, as opposed to one large battle.

This will feel more like a Battleground with set objectives.

Later we will decide when the event will take place and how to sign up.

- - - Resources in the Ruins - - -
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The objective will be for each team to collect the most ore from mining in this zone. Each team will have a few designated "collectors" who go around mining the nodes. The rest of the team would assist these Collectors or attack the enemy Collectors.

The WPvP would be limited to just the snowy mountains of the Alterac Ruins.

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This image shows the spawn location of the ore, and the red mark in the center of the map is a Keep. Both teams will start in this Keep and it will be used as a turn in point for the ore that is collected.

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The Keep.

When a Collector mines the ore it is not added to their team score until he returns to the Keep. If the Collector dies then all his ore is lost. A Collector can go around mining as much ore as he wants but it will only be added to the team score once he returns to the Keep.

For example a Collector could get a few ore and then return to the Keep or he could get stacks of ore before returning. It would be more effective to collect lots of ore before turning it in, but it would also be more risky because if you die then you lose all the ore.

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The turn in point for both teams is the same place and will be marked with the yellow raid icon. This is at the top of the Keep which is filled with ogres.

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The turn in point is the chair in the center. When a player sits down in the chair then the ore is added to the team score.

Note - A player is unable to sit down in a chair while in combat so you can prevent someone from "capping" by keeping them in combat.
 
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Interesting idea. Without the ability to trade, how would you show how much ore each team had collected and thus who had won?
 
Interesting! I like the idea; I'd be curious to see how it works out in practice. This location is a little less "out of the way" than the uninstanced ZG that's been used previously; do you worry at all about random people coming through and interfering, or is that just part of the game?

One possible suggestion: Imagine if there were point bonuses or incentives for certain things. Silver could be worth twice as much as Tin, for example. You might also consider awarding bonuses for mining gems, etc.

As far as other potential WPvP zones are concerned, I made a post a few days ago about that topic. If you haven't already seen it, it might be worth taking a peek at.
 
Interesting! I like the idea; I'd be curious to see how it works out in practice. This location is a little less "out of the way" than the uninstanced ZG that's been used previously; do you worry at all about random people coming through and interfering, or is that just part of the game?

We can use the Cross Realm feature to go to a low population realm and its unlikely we will be bothered by anyone.

That is a good list of places and we did use Caer Darrow a few weeks ago.
 
Sounds like a very challenging and unique game style compared to other world events. However, I have some issues with the resource being ores:
- Mining nodes gives random amounts of ore when mined (if you were to play this in a timeframe, and a certain team were to have horrible rolls on how many they get from nodes it will definitely change their totals).
- Of course, being alongside Hillsbrad you will be mining Tin veins, silver veins also spawn near said Tin veins and may be an issue for teams receiving silver spawns occasionally (assuming that you were counting tin ore only).

Maybe you could find a way to track how many veins that a team has mined, rather than the total amount of ore that they receive?

I'm also aware of certain add ons that track where nodes have recently spawned... would be difficult to track whether contestants use any addons that may give their team an upper edge.
 
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Maybe you could find a way to track how many veins that a team has mined, rather than the total amount of ore that they receive?

I'm also aware of certain add ons that track where nodes have recently spawned... would be difficult to track whether contestants use any addons that may give their team an upper edge.

We could have it be based on the number of nodes instead of the number of ore. That would remove the random factor and we could also have it count for any node like Tin or Silver.

As for the addons that track locations, we would encourage the leaders to use them and research the zone to learn about the spawn locations and form a strategy for how to effectively farm them.

We would probably include a map and information in the post so everyone would have knowledge of the zone and where to go.
 
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As for the addons that track locations, we would encourage the leaders to use them and research the zone to learn about the spawn locations and form a strategy for how to effectively farm them.

I guess I was more talking about add ons that send you alerts/pings when a nearby node spawns, which I think would take the fun out of seeking out the nodes (that's just my opinion though).

You might want to also consider making the "collectors" all the same class and spec, it would balance out the teams. My suggestion would be something like a prot warrior, with no stealth and not many speed enhancing effects. It would make it challenging to get to nodes and mine them rather than having a druid fly past or a rogue stealth through.

You could also do "kits" (specific gear for each class/role) and give roles (i.e; collector, tracker, sustainer, destroyer) to even out the playing field. Would take a bit of time, but could add a fun cosmetic side to your roles as well.

Collector weapon for example.
 
I can't take my mage into that area for chest farming, I can't get enough hit to reliably down an ogre or as usually happens, many ogres. Mob level kinda puts casters with out a hit boost at a disadvantage. Horde doesn't have the skill patch and is usually gimped on hit compared to alliance. Just my thoughts. I like the concept.
 
I can't take my mage into that area for chest farming, I can't get enough hit to reliably down an ogre or as usually happens, many ogres. Mob level kinda puts casters with out a hit boost at a disadvantage.

I'd assume that you won't be running around on a one man team so it should be fine, teaming up on ogres or luring ogres into other players could be strategies you could use. I'm sure that the ogre population, the syndicate and the yetis will all be common while running this wPvP event but there will be ways to get around them.
 
I kinda like the idea of a little RNG from mining drops, which would almost certainly balance out over even 6-10 nodes, and silver veins counting double or so, giving us something extra to clash over. It also saves us from having to independently track nodes mined, since we can just trust the count in the inventory.

I do think that hit will be a problem, since it pretty definitely excludes caster classes from affecting the game's PvE element. Are there any areas left with lower level elite mobs in the 20-25 range?

That's my $0.02 anyway.

Looks very fun, I'll definitely be participating.
 
whole lot of things to say about this but just to sum it up, the collector(s) should be streaming.
 
The collectors streaming would be pretty neat because you could set up a multitwitch and watch them both at once.

I think it could work well if the competition was only about farming something rarer like silver. Teams would be spread out a bit to call out silver nodes and defend them until their miner can get there. There'd be better hot spots for PvP with fewer important nodes. It probably depends on how many people are participating to not turn into a total clusterfuck, but this could put a lot of emphasis on small group fights for nodes if people are decently spread out.

I haven't mined up there in awhile, but if tin is everywhere then I think it may water the competition down a bit. A scarce resource will encourage more PvP.

Multiple 20 miners or a high level with flying can take tin nodes to help force respawns.
 

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