world-pvp

Latest

  • WoW Archivist: Massacre at the Crossroads

    by 
    Scott Andrews
    Scott Andrews
    06.15.2012

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Last week, Tom Chilton revealed that Mists would have no dedicated world PvP zone like Wintergrasp or Tol Barad. Instead, Blizzard wants to encourage a more natural style of world PvP. It wants players to duke it out in actual questing zones. On PvP realms, it wants players to be free to attack towns and cities without overwhelming NPC intervention. Since we're reviving WoW Archivist here at WoW Insider after a seven-month hiatus, now seemed like a good time to revisit the earliest days of world PvP. It's no secret that world PvP has had a rough journey throughout WoW's history. Blizzard did all it could to discourage the wild Southshore vs. Tarren Mill clashes that made Hillsbrad Foothills a laggy, unplayable mess, often crashing the Eastern Kingdoms servers entirely. In patch 1.12, the developers gave us new objectives to fight over in Silithus and Eastern Plaguelands, far away from where new players were leveling. Ultimately, those objectives failed to capture much interest. Players mocked the Silithyst PvP objective as "sandlol." Further experiments in The Burning Crusade were only moderately more successful. In Wrath, Blizzard added the Wintergrasp PvP zone, and that has been the company's primary world PvP model through the last two expansions. Before all of that, however, when the game was still so young that the vast majority of the playerbase hadn't yet reached level 60, there were raids on the Crossroads, in the heart of the infamous Barrens. And they were glorious.

  • WoW Moviewatch: RP-PvP events on Defias Brotherhood

    by 
    Michael Gray
    Michael Gray
    02.01.2012

    This video is a roundup of various world PvP events on the roleplay server Defias Brotherhood (EU). While we generally don't do a great deal of PvP videos around here, this was enough of a unique snowflake that I wanted to bring some attention to it. A common complaint on official forums is that world PvP is dead. (For those who don't know, world PvP is the phenomenon wherein multiple characters flag and fight wherever they happen to be standing. Tol Barad doesn't really count.) I'm a big fan of this video because it proves world PvP is still viable; it can happen, if you're dedicated enough to getting out there and doing it. Thanks to Croftzi for the tip; I was really happy to see this video. Interested in the wide world of machinima? We have new movies every weekday here on WoW Moviewatch! Have suggestions for machinima we ought to feature? Toss us an email at moviewatch@wowinsider.com.

  • Why enmity means success to these vile rogues

    by 
    Lisa Poisso
    Lisa Poisso
    01.25.2012

    So let's talk about ganking and getting ganked -- vile, nasty, evil rogues. How WoW players rage against rogues! You'd think an entire collective of them would be utterly reviled by the player community -- but not this group, which is such a straight-up gang that many of its sap-and-drop victims actually become cross-faction buddies. Vile Thorn of Defias Brotherhood (EU-H), an all-rogue guild that recently packed up shop and moved from another slowly stagnating roleplay, is probably the amicable gank squad you'll ever come across (or that'll come across you -- you know what we mean ...). With an ironclad one-kill rule and a hankering for cross-faction roleplay, Vile Thorn takes no prisoners when it comes to fostering realm-wide roleplaying and world PvP. Its roster shows no sign of tanks, healers or other DPS classes; this group is utterly dedicated to its dark duties. GM Arli reports a warm welcome from players on Defias Brotherhood, both in character and out, after the guild's weekend sprint in search of a wider roleplaying community. To gank, or not to gank -- why is death at the hands of the Vile Thorns so compelling that one guild of factional enemies even realm-transferred along with its nemesis?

  • Breakfast Topic: What are your rules of engagement for world PVP?

    by 
    Alex Ziebart
    Alex Ziebart
    09.11.2011

    This Breakfast Topic has been brought to you by Seed, the AOL guest writer program that brings your words to WoW Insider's pages. I have found that everyone likes to PVP in different ways. Some like to play in the Arena, some in Rated Battlegrounds, some in regular PVP, and some like to do my favorite -- world PVP! I personally have rules for world PVP: I only attack when I am within one level of my prey. If they are fighting a mob, I wait until they kill the mob. I will not attack if they are less than 90% health/mana. I refuse to camp someone. If they attack me, the above rules do not apply. My aim is to not die, as I generally do like to run back. If a level 70 tries to kill me, I have no probably one-shotting them. If I kill someone and they start attacking me as soon as they rez, I have no problem retaliating in kind. I realize I am not a typical world PVPer. I know I am not unique in the hundreds of thousands of times that I have been ganked. But even in a game, I have a problem taking out my anger on another human being, even if it just their avatar. Do not get me wrong -- I still get angry. But I take it out in dungeons or battlegrounds. Do you have any rules of engagement when you PVP?

  • Enter at Your Own Rift: One-point-four

    by 
    Justin Olivetti
    Justin Olivetti
    08.03.2011

    Last week, Karen provided an excellent analysis on Trion Worlds' broad, eight-page State of the Game address as the company outlined its plans for the game's long-term future. This week, we're still going to cast our eyes to the present. As we wrap up the final phase of RIFT's Waves of Madness (how much fun is water bladder throwing, huh?) and raid guilds bang their way through Hammerknell, it's the time to revel in a brand-new content update: patch 1.4. Yes, another patch. I think people are still in disbelief that Trion is able to pump out updates as rapidly as it has, and the current naysayer theory is that the company is merely polishing up content it wanted to get for launch but had to hold back for whatever reason. There's probably a kernel of truth to that, but it doesn't hold up from what we know. We know that Trion has parallel teams -- up to six of them -- working on live development, which includes world events and content updates. We know that some of the features we've seen in previous patches were a direct result of post-launch player feedback, so it can't all be capping off unfinished projects. Say what you will, but from where I'm standing, Trion's putting its actions where its mouth is by continuing a hot-and-heavy updating streak without showing any signs of slowing down. It's smart, too; by providing faster updates than most MMOs on the market and giving players incentive to stay, return, and try the game for the first time, Trion's firming up its position as an MMO that's here to stay -- not one that's going to fold up shop when future titles hit. So let's take a peek through the highlights of patch 1.4 as I offer my award-winning commentary on each of the points!

  • Encrypted Text: How to run the Molten Front

    by 
    Chase Christian
    Chase Christian
    07.20.2011

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article topics you'd like to see covered. Varian Wrynn isn't happy. He sent his best and brightest men to the Molten Front to assist the Guardians of Hyjal in invading the Firelands, but all he received back was a stack of casualty alerts. The cause of death on each report was the same: several deep dagger wounds. As Varian assigned more soldiers to the Molten Front, he simply received more body bags in return. Varian confronted Garrosh about the issue, claiming that the Warchief was breaking their peace accord by using assassins in the Molten Front. Garrosh feigned ignorance and promised Varian that he'd find the perpetrator and have him properly handled. The next day, I received a post from Garrosh himself. It was brief: "Lok'tar, brother!" I've read several articles that claim that world PVP is dead and has been for a long time. The truth is that world PVP is alive; it has simply transitioned into a seasonal event. With the release of the Molten Front quest hub, Blizzard's developers directed a ton of level 85 players into a zone where they can't use their flying mounts. If that doesn't count as revitalizing world PVP, then I don't know what does. I spend every spare moment I have plunging my daggers into the questers' ribcages. There's a plethora of targets available, with new enemies zoning in every minute. World PVP hasn't been this active since the Isle of Quel'Danas, and that means I have a lot of catching up to do.

  • RIFT's first State of the Game address floods players with news of the future [Updated]

    by 
    Justin Olivetti
    Justin Olivetti
    07.14.2011

    Trion Worlds has never been shy in talking about RIFT's upcoming content, especially considering how fast and furious said content's been flying down the pipe. However, the studio may have topped itself today as it gave its first State of the Game address, opening up about the title's history to date and both the near and far future of the team's plans. It's difficult to try to summarize all of this news in a brief paragraph -- so we're not even going to try! Instead, Massively joined a number of other news outlets for a conference call with the RIFT team and Scott Hartsman to clarify all of the exciting content, fixes and features mentioned in this address. So join us after the jump as we look at quality-of-life improvements, new types of rifts, vastly improved PvP experiences, solo dungeons, and something intriguing called "Instant Adventure."

  • ArcheAge PvP, dungeoneering discussed

    by 
    Jef Reahard
    Jef Reahard
    06.01.2011

    Ready for some more ArcheAge CBT3 impressions? If so, AAportal has your hookup in the form of a new article that examines the recently concluded beta event. While Massively poked around the world of ArcheAge in wide-eyed newb wonder last week, AAportal had been there before, and its new posting compares the team's impressions of CBT3 with the earlier CBT2 event. In addition to investigating interface, character customization, and world changes, AAportal notes that it was able to send a full team of level 20 characters delving into the deeps of one of ArcheAge's dungeons. Explorers will be pleased to know that the dungeon was a labyrinthine experience that left the adventurers unsure as to whether or not they'd managed to see it all. Also on the discussion table is world PvP, and here AAportal reports that player skill trumps zergs quite handily. The game's physics apparently play a big role as well, and the article illustrates the differences between a knock-back ability in World of Warcraft (which happens the same way every time regardless of terrain) and an ArcheAge knock-back that is affected by the character's surroundings. Finally, the article concludes that ArcheAge is not a very solo-friendly game as it currently stands, with coordinated groups required for premium content like ship battles and dungeons runs. Check out all the details at AAportal.net.

  • An exclusive look at RIFT's Update 1.2 and beyond with Scott Hartsman [Updated]

    by 
    Justin Olivetti
    Justin Olivetti
    04.22.2011

    With almost two months on the post-launch clock at Trion Worlds, RIFT appears to be holding its own in the wild and woolly field of MMORPGs. With a major update and the first world event under its belt, RIFT is sailing into the future with the wind at its back and a hull full of subscribers below. We got Trion's Scott Hartsman on the phone to discuss RIFT's second big patch, Update 1.2, as well as to see how the game's progressed thus far and where the team is trying to take it into the future. And of course we couldn't let this opportunity pass by without a candid dissection of the uneven world event and how Trion plans to learn from its mistakes. So hit the jump and witness Scott Hartsman giving us a Care Bear Stare full of info and exclusive tidbits about the inner workings of RIFT!

  • 15 Minutes of Fame: Air Superiority Squadron's Tenj takes ganking to the skies

    by 
    Lisa Poisso
    Lisa Poisso
    04.21.2011

    From Hollywood celebrities to the guy next door, millions of people have made World of Warcraft a part of their lives. How do you play WoW? We're giving each approach its own 15 Minutes of Fame. Brace yourselves for nerdrage in the comments today -- for as they say, "PvP happens." Today, 15 Minutes of Fame covers (gasp!) actual world PvP on a PvP realm. Meet Tenj, master of the skies, leader of the Air Superiority Squadron on Twisting Nether (US-A), and renowned Azerothian aerial combat specialist. Tenj and his group of aerial assassins are in the business of bounties, plucking Horde players right out of the skies in fulfillment of their mercenary assignments. Tenj, an intrepid night elf boomkin, is known not only for his aerial antics but for rustling up world PvP in general -- and for responding to it all, enthusiastic cheering and nerdraging ranting alike, with a "Meep, meep!" more reminiscent of the hapless Roadrunner than a bounty-hunting boomkin. If you thought dozens of flight-form druids flapping down to silently surround ground-bound newbies was creepy, after reading about Tenj and his crew, you'll definitely never feel safe around druids again.

  • Cataclysm 101: A guide to PvP changes and challenges

    by 
    Zach Yonzon
    Zach Yonzon
    12.07.2010

    There are quite a few changes to PvP in Cataclysm. Let's have a look at how the changes in the past few patches will affect the other aspect of World of Warcraft gameplay ... Resilience is different Resilience no longer reduces critical strike chance but instead only reduces damage across the board. As resilience is the premier PvP stat, this impacts gameplay in a major way. First, critical strikes are back on the table. This means that talents contributing to crit are valuable in PvP again. Burst damage from crits will happen more often, and players can opt to stack crit for PvP without it being devalued ... much.

  • Wasteland Diaries: Flag up

    by 
    Edward Marshall
    Edward Marshall
    11.05.2010

    Since the addition of the open world PvP flag to Fallen Earth, I haven't seen it being used often enough. There are only a handful of players, including me, who stay flagged for PvP 24/7. For a post-apocalyptic wasteland, Fallen Earth is a pretty safe and cozy place for most. The majority of the game takes place in relatively civilized areas where clones can't harm one another. PvP zones are optional, and many players simply avoid them. With the well-guarded towns, sporadic and weak mobs that are always right where you left them, and the resilience of player characters, there isn't a huge element of danger out there. I know a lot of these issues are being addressed with the combat changes, but today's wasteland isn't too frightening. I drive into PvP zones and almost breathe a sigh of relief, because everyone around me is on an even keel. When I roll into a crowded town, that is when I'm really on my guard. I appear to go about my business normally, but I'm looking over both shoulders. You never know who in the crowd might have it in for you or might just attack you on a whim. Truth be told, it's not so bad. Most people won't pay you any mind. After the cut, I'll take a look at the past month I've spent PvP-flagged and try to explain why I think it's the only way to play.

  • The Art of War(craft): The handy guide to being good at PvP

    by 
    Zach Yonzon
    Zach Yonzon
    08.26.2010

    Zach writes the weekly column The Art of War(craft), which focuses on good, old-fashioned PvP. He isn't really left-handed, either. Let's take a little break from beta-related posts for a while -- Cataclysm isn't going to be out for a few months at least -- and talk about some old-fashioned PvP. Something I've been meaning to write about for a while are my personal guidelines to ganking, or more generally, world PvP. There are no hard-and-fast rules regarding world PvP, although I follow a personal code of conduct when it comes to these things. Think of it as a guide on being good -- character-wise, if not skill-wise -- or how not to be an asshat in PvP. Today, we'll go through a few simple unwritten rules or ideas and my reasoning behind them. That way, I can also say they're no longer unwritten rules. It might seem futile to lay out some ground rules for world PvP, considering that at the heart of it, they're not really enforceable, but I'd like to think the world (of Warcraft) would be a better place if everyone followed a few simple rules of PvP engagement. It would certainly go a long way towards rectifying the image that some PvE players have about those who PvP. I mean, we're not all uncouth ruffians. At least, not all the time -- oh, who am I kidding? PvP players are bastards. But some of us, at least, are nice bastards.

  • The Art of War(craft): Tol Barad field report from the beta

    by 
    Zach Yonzon
    Zach Yonzon
    08.19.2010

    Zach, who writes the weekly PvP column The Art of War(craft), is having the time of his life in the Cataclysm beta now that they've enabled testing of the new battlegrounds. He logs out in Tol Barad and is constantly in queue for Twin Peaks and the Battle for Gilneas. Now if only those other battlegrounds would actually open up for a game or two ... The latest beta patch had a lot of goodies from the obvious, such as new talents, to the subtle, like changed items. The most interesting news for me, of course, was that Twin Peaks and Tol Barad are finally open for testing. I didn't have much luck getting into a Twin Peaks game even after hours of being in queue, but I did manage to get more than my fair share of Tol Barad battles. Granted, it was far from massive -- neither side barely managed more than two parties, let alone a full raid -- but it was easy enough to learn how everything works. Today we'll dive right into Tol Barad, from the landscape to the gameplay to other random notes about the new world PvP zone. The isles of Tol Barad's actual geographical location is a bit curious at the moment. From the games panel at last year's BlizzCon, the developers showed a map where Tol Barad was in a body of water west of Khaz Modan, south of the Hillsbrad Foothills and east of Gilneas. The current Cataclysm beta map isn't the same, although there are two small islands west of Gilneas and north of Vashj'ir that could represent Tol Barad. There is currently no physical means to go to or leave Tol Barad -- players must enter by queuing for the battle and leave through other means such as a hearthstone. The zone currently does not permit flight, even between battles. %Gallery-99428%

  • Cataclysm Beta: Tol Barad gallery

    by 
    Zach Yonzon
    Zach Yonzon
    08.15.2010

    The new world PvP zone Tol Barad became ready for testing in the latest Cataclysm beta (build 12759), and we got to take a look at it more than a few times today. The zone is actually two islands consisting of a northern peninsula that serves as the quest hub -- although none of the quest NPCs are implemented in this patch -- and a Southern part that serves as the main stage for combat. The zone has a bleak forest landscape that evokes Duskwood and the Isle of Conquest, with the main combat area roughly about the size of Wintergrasp. Take a sneak peek into Tol Barad in our gallery below. %Gallery-99428% World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion. From goblins and worgen to mastery and guild changes, it's all here for your cataclysmic enjoyment.

  • Guest Post: Guild wars pit friend against friend

    by 
    Lisa Poisso
    Lisa Poisso
    08.07.2010

    This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW.com. World of Warcraft is a social game. Blizzard made this clear with the recent addition of the Real ID system. I myself have made use of this. Being an officer in several small roleplaying guilds on both Alliance and Horde sides of Cenarion Circle (US), I have found that there is a great bit of planning and organization required in running official guild wars. Currently, the Alliance guild I am an officer in is in a heated battle with a Horde-side guild. Both are roleplaying guilds. Both guilds (in the roleplaying sense) have similar ideas -- both are pro-Horde/pro-Alliance, respectively. One may hate the other side more than the other, but the hate is there. These guild wars bring a certain fun dynamic to the game. Having a sworn nemesis, whether it is for a character of your creation or a friend from an opposing faction, is just a great way to enjoy the game. Plotting someone's demise, thinking of strategies to take him down? It adds another layer to an already multifaceted world. However, there are a few tips I have noticed that really help with these particular battles. Some things come in handy in a roleplaying context; others focus on fair play, so that people will want to continue to the "war" and not just want to ignore/report your taunts!

  • The Art of War(craft): World PvP in the new Azeroth

    by 
    Zach Yonzon
    Zach Yonzon
    07.30.2010

    Zach sees everything through the PvP perspective of The Art of War(craft), including homemade cookies baked by his supremely awesome and sexy baker wife. He sees the brownies as opponents that need to be devoured in a methodical, strategic and soul-crushing manner. He advises everyone to look at all things (especially food) as adversaries that must be defeated and guarantees that success in life will follow. Probably. Let's face it. Right now, if you're a regular reader of WoW.com, we're in some sort of holding pattern and the biggest thing that interests us about the game is what's going on in the Cataclysm beta. It's still far too early to settle on any talent builds, but who can resist playing with those talent calculators, right? Certainly not me. The beta changes so rapidly, though, that it would be foolish to write anything without the proper caveat that the final product is likely going to be much different. One thing that's likely to stay the same throughout beta, however, is the ravaged landscape of Azeroth. This should create some interesting possibilities for world PvP. The biggest change is that the continents of Kalimdor and the Eastern Kingdoms will become flyable. It will become harder and far more dangerous to level as players must now not only watch their literal backs but also look skyward for potential griefers. On PvP servers, this makes it a far more dangerous and exciting world.

  • The Classifieds: Puzzling over the world of Azeroth

    by 
    Lisa Poisso
    Lisa Poisso
    07.28.2010

    The Classifieds brings you weekly news from around the WoW community, including our famous Random Acts of Uberness. While we at WoW.com are hard at work puzzling out the latest round of changes from the Cataclysm beta, we've got something for you to puzzle over as well: a "Where in the World of Warcraft?" crossword puzzle from The Puzzle Hub. This one's themed around places throughout Azeroth, Outland and Northrend. If that mind-bender strikes your fancy, there's a "Who in the World of Warcraft?" version, too. Thanks for the tip, Benji -- these look they'll most assuredly help keep our minds off the agony of watching beta test class changes scritching and scratching back and forth. Let's crack open The Classifieds ...

  • Guest Post: Three fresh ideas for world PvP events

    by 
    Lisa Poisso
    Lisa Poisso
    07.24.2010

    This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW.com. Of all the PvP events I've participated in over the years, the battle for Halaa in Nagrand always sticks out in my mind as one of the best-executed examples of world PvP that the World of Warcraft has ever produced. The battle for Halaa brought together several areas of warfare in perfect harmony. The element of surprise The battle for Halaa took place at any time. Whenever the opposite faction felt like taking control of the city, they could form a raid and start bombing. It left the controlling faction scrambling to assemble a defense when the words "Halaa is under attack!" popped up on their screens. Aerial assault Players had to activate one of four wyvern stations and fly over the city of Halaa to drop bombs, causing massive amounts of damage. Until the defenses were weakened, players could not successfully enter the city. Sabotage While enemy players were taking to the skies, one of the keys to success was to destroy the activated wyvern stations to prevent those enemy players from immediately taking off for another bombing run. Siege warfare Once the city's defenses were eliminated, the conquering force moved into the city center and held the city captive. Either the defending faction would break the siege and regain control of the city or it would be lost to the conquering heroes. Spoils of war Defeating your enemy within the boundaries of Halaa yielded you a Halaa Battle Token. Once you controlled Halaa, those tokens could be spent on various rewards, including the coveted Dark War Talbuk. With new expansions come new territories to explore and conquer. Sadly, Nagrand and the war-torn city of Halaa fell to the wayside in favor of Wintergrasp once Wrath of the Lich King was released. So what does a player who is hungry for world PvP do now? If you have some friends and are will to do a little organizing and promoting, here are three new ideas to spring on your server.

  • Call for Submissions: 3 fresh ideas for world PvP events

    by 
    Lisa Poisso
    Lisa Poisso
    07.16.2010

    What was the best world PvP event you've ever enjoyed? Was it a cross-faction event? Did players from other realms join in? Was there an element of surprise for the other faction? Was it, perhaps, a more peaceful type of party? And now, what if you were in charge of designing and organizing a world PvP event ... what would it be like? WoW.com is accepting article submissions describing three fresh ideas for organized world PvP events. Submissions should be between 750 and 1,000 words. We will not accept articles submitted under player names or pen names; please use your real name and email. Artwork is not mandatory, but any you choose to include must be your own work or from creative commons.