pvp-scenarios

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  • The Road to Mordor: How skirmishes have changed LotRO

    by 
    Justin Olivetti
    Justin Olivetti
    03.12.2010

    Every Friday, The Road to Mordor brings you the latest in Lord of the Rings Online news, guides and analysis. In the last couple years, MMO developers have been addressing the problem of stagnant mid- and end-game play by giving gamers various forms of repeatable content. Warhammer Online proposed PvP scenarios, World of Warcraft launched their Dungeon Finder, City of Heroes added in Mission Architect, and with the advent of the Siege of Mirkwood expansion, LotRO invented skirmishes. While not identical in form or function, each of these systems is similar in a few ways: they are instantly accessible, they promote easy grouping, they encourage ad nauseum replay, and they offer an alternative way to gain XP and levels. Not to mention that while each of these features has seen criticism, they are greatly embraced by the playerbase and enjoyed by millions daily. One could argue -- and I guess I am that one -- that skirmishes were LotRO's hole card for Mirkwood, the big "hook" that grabbed players' attention and imaginations. While not a complete game-changer, skirmishes have undeniably altered the face of the game and impacted many players' experiences, for better or worse. So let's face this change head-on and see how skirmishes have fared since last December's debut. Pick up a lute and play me a merry song, for we'll need all the courage to hit the jump and come out on top!

  • Warhammer Online explains the nuances of the Underdog System

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.17.2009

    One of the biggest problems you face when designing any PvP-focused game is the trouble of slippery slope -- in brief, the problem that losing makes it easier for you to continue losing and even harder to start winning. A game like Warhammer Online that's sold on the strength of fighting other players needs to be especially vigilant, hence the Underdog System rolled out with the game's most recent patch. It promises to make it easier for the losing side to regain their footing -- but that leads to the obvious question of how it will implement the change. A new developer diary on the official site explains the system in slightly more detail, helping to shed light on the method and implementation. Rather than being a straight buff to the players on one side or the other, the system revolves around making the overall objectives easier or harder based on win streaks. The underdog will have more time to capture objectives and fewer control points required to obtain victory, while the top dog will have less time to capture, more control points to capture, and a shorter duration of control. The diary also gives some example of the system in action, something that should be all but required reading for every Warhammer Online player. The system won't fix everything, but it certainly will make the game's PvP more lively and less prone to one side or the other having a consistent edge.