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Ashran Island PvP Reinforcements
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Post by
Baryetarir
Hello all! Hope everyone is having a wonderful day so far :). I have an idea but i do not know if this idea has been presented in a forum post yet so here goes, It's a bit of a rant:
As you all know, Ashran Island is an upcoming Wpvp zone in WoD. Ashran island is a tiny island located off of the coast of the Tanaan Jungle near the Dark Portal. Its function seems to be to create an immersive, faction based battle that flows like the tide of an actual battle. Destructable bases, siege engines, you name it. The fun thing is this is all player based. It's WORLD PvP and the fact that cross realm technology will be use to fill that expanse of nothingness on faction imbalanced realms but I do not think that is the best fix. Yes it will help greatly but it also makes it feel too much like TB or Wintergrasp, the lack of PvE will turn lots of people off and the fact that it is so close to the dark portal might result in unwanted PvP in the starter zone.
Too often we have seen our precious PvP zones thrive and die. Wintergrasp and Tol Barad are perfect examples. Zones integrated into the world that serves the purpose of objective based world PvP that keeps players engaged for a moderate of time. Fun but what makes it different from any other BG worthy of only the occasional nostalgic play? Nothing, there needs to be more interesting things to do than blast down the enemies base. I hear it's reminiscent of old school AV, that's fine but it can't be repetetive. We shouldn't be killing the same bosses every time. Then it's just like that one godawful BG that I can't remember. The one with the glaive throwers. That place blows.
That being said, seeing how successful old school AV was, I think that PvE objectives in a PvP zone is necessary for the survival of World PvP. People need alternatives, it's what keeps the wheel of change going baby. Ashran Island will no doubt be good, but it will fizzle and die if there aren't any attractive PvE options available outside of basic quests and the predictable boss that you need 30 people to kill. Kill x amount of enemy for y amount of HP or CP. Boring.
The island is also positioned rather poorly. Unless the Dark Portal is set to be in the center of Tanaan or on the border closest to the next zone. I don't see unwanted PvP as a problem myself but some people may find themselves ganked a lot if they BG between quests. Since you're flagged for 5 minutes post BG that gives players who are ready for PvP only, ie max level characters a window to gank. Not a problem for me since I like PvP but maybe a problem on PvE servers? I don't know.
What I'm proposing is relatively simple I guess:
-A Flowing battle with changing leaders that we have to kill. The leader changes every two hours and each leader has different objectives that you have to do in order to beat it. Make them hard so that there are achievements for every 5-15-30-45 different bosses you beat. It's a sandbox, bring out the Big Guns. Make some of the bosses unique to the WoD storyline, not only should there be Draenei/Orc generals and captains but also Ogres and Arrakoa who have pledged themselves to the Alliance or Horde. Also those fru-fru mushroom people from sporregar. make it AWESOME. Make us want to kill them for the achievement. Make us want to slay as many players as we can in order to reach that one shining moment of glory! However, the bosses should not be implemented one at a time. The battle just becomes congested and you create an order as to how things should go, ruining the authentic feeling of a truly flowing battle. Spawn three random bosses amid the squabbles, hell make em ride in on chariots from different parts of the battlefield for all I care. Just do not make it so linear. Spawn a Horde boss amid 15 alliance players randomly, complete with adds and all. Make our faction leaders fight each other too! Two captains leading their forces into battle only to meet head to head on a bone littered battlefield!
-Garrison Reinforcements: Since Garrisons are a major upcoming feature I figured they should have something to do with Ashran island as well. Since you can have NPC's man your garrison and send them to do PvE objectives for you, why can't you do the same for Ashran? Say you have 600 NPCs in your Garrison, well perhaps you could send 300 to join the battle on Ashran Island? This would affect the way your garrison runs of course. Fewer NPCs means slower crafting and such so you would have to choose the number of troops wisely. These NPCs would act as NPC combat healers, blacksmiths, sacrifices, you name it. Say for instance a warlock sacrifices 50 of his NPCs for a 2% boost in damage for all players of his faction on Ashran Island? A priest or paladin uses the power of the prayers of 200 NPCs to increas healing by 35% Something like that? Hell something.
Post by
Nulgar
The island is also positioned rather poorly. I'd figure game-wise, it's its own instance like Tol Barad. They learned from Wintergrasp and Dalaran.
Post by
Rahnal
Overall I like these suggestions but just want to point out a few little things to you.
Frostfire Ridge and Shadowmoon Valley are the starting zones. Yes we still have to go through the portal to get to Draenor, but being that the starting zones are so far away, a phased event or maybe a scenario will likely be the first thing we do after entering the portal, heck maybe even before we enter the portal. There are a lot of ways Blizzard cold go about that.
Tanaan Jungle will probably be a lategame (say 97-100) zone judging by it's relative distance from the starting zones, going off of that previous WPvP zones were hard or impossible to reach unless max level, and when the story is considered. The Iron Horde would likely have their invading army stationed near the portal. All their most battle ready units. It would fit for us to be at or near lvl 100 by the time we get to the portal again to face such enemies.
In summary of these two point: I don't think ganking due to proximity will be a problem.
Going off of the previews seen for Garrisons, it doesn't look like we'll have as many followers in our Garrisons as you surmise here. However that doesn't mean that we wouldn't be able to send them off to do PvP missions like we can PvE and Profession related missions. All you suggested still stands just probably not with those big numbers.
Again, I like these suggestions. Keep thinking about it and refining your ideas. Then when a good avenue of discussion on the topic opens up (WoD Beta Forums or something of the like) display those ideas so that Blizz hopefully sees them.
Post by
Treegigas
What I'm proposing is relatively simple I guess:
-A Flowing battle with changing leaders that we have to kill. The leader changes every two hours and each leader has different objectives that you have to do in order to beat it. Make them hard so that there are achievements for every 5-15-30-45 different bosses you beat. It's a sandbox, bring out the Big Guns. Make some of the bosses unique to the WoD storyline, not only should there be Draenei/Orc generals and captains but also Ogres and Arrakoa who have pledged themselves to the Alliance or Horde. Also those fru-fru mushroom people from sporregar. make it AWESOME. Make us want to kill them for the achievement. Make us want to slay as many players as we can in order to reach that one shining moment of glory! However, the bosses should not be implemented one at a time. The battle just becomes congested and you create an order as to how things should go, ruining the authentic feeling of a truly flowing battle. Spawn three random bosses amid the squabbles, hell make em ride in on chariots from different parts of the battlefield for all I care. Just do not make it so linear. Spawn a Horde boss amid 15 alliance players randomly, complete with adds and all. Make our faction leaders fight each other too! Two captains leading their forces into battle only to meet head to head on a bone littered battlefield!
I like this idea, where you have multiple different bosses spawning. One thing I always thought would be fun and interesting for a pvp boss would be to have it player controlled, that way it wouldn't follow the same boring tank and spank mechanics. Have them go after the healers etc. I figure it could be done in two ways:
1. You could give a random (or chosen based off amount of time in the zone or something) a buff that makes them practically a raid boss. Give them a hp and damage buff, similar to the buff they gave players back when wintergrasp was unbalanced.
2. Make a set boss spawn but make him similar to vehicle where players could control him and use his set of abilities.
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