Design Updates to MMOG Combat Systems
In a nice bit of synchronicity, updates have been posted for the combat designs of two major Massive Games. A thread has been posted on the upcoming combat upgrade to Star Wars Galaxies, discussing design goals and opening up conversation to the game community. The initial post has been followed up by several other developer posts. Meanwhile, the folks at Blizzard have released the second part of their PvP Battlegrounds Preview. The new preview offers details on win conditions in the instanced areas and more information on PvP questing. As an aside, Blizzard is also offering 48 free hours to its customers because of the recent downtime problems.
What's up with that "48 free hours" link? The url is completely wrong:
http://slashdot.org/www.worldofwarcraft.com
16,777,216 comments ought to be enough for any forum!
Right now Alliance outnumbers Horde almost 2 - 1, and, in most cases, much more, on almost every server.
Battlegrounds will only let X number of players in from each side at a time.
This is an interesting method of population control, and balance, especially for those that don't want to wait in queues to fight pvp.
Ironically, the company that invented "The Zerg" is working to elminate that tactic in PvP!
I would love to see a Commander position implemented for the PVP Battlegrounds in WoW. I am referring to the top-down RTS style view that some other games (ie. Savage) have implemented allowing one person to coordinate the players below. I think this would be perfect for the Battlegrounds considering how disorganized the average players are when left to their own devices. Not to mention that, being Blizzard, I am sure they could get it right without too much difficulty. Does anyone agree that this would be incredible fun, or do you like your MMOs and RTSs separate?