arenas

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  • Apex Legends

    'Apex Legends' is getting a permanent team deathmatch mode

    by 
    Kris Holt
    Kris Holt
    04.26.2021

    The 3v3 Arenas option takes a page out of the 'Valorant' playbook.

  • Lawsuit alleges EA infringed on sports stadium update patent

    by 
    Mike Suszek
    Mike Suszek
    01.21.2015

    White Knuckle IP filed a lawsuit late last week against EA, alleging that the publisher infringed on a patent that focuses on methods for updating sports games based on real-life changes. The suit referred to U.S. Pat. No. 8,529,350, which described methods that record real-world parameters, then store those elements on a server so players can download them to update their games. The patent dates back to October 2002. While the patent is related to another one that deals with updating an athlete's statistics and skills based on real-life performance, the lawsuit focuses on changes to the appearance and attributes of stadiums and venues. The lawsuit specifically targets games in EA Sports' NCAA Football and Tiger Woods PGA Tour series, from NCAA Football 10 and Tiger Woods PGA Tour 10 through the last respective entries, NCAA Football 14 and Tiger Woods PGA Tour 14. According to Patent Arcade, White Knuckle "did not identify any specific feature in its complaint." [Image: EA Sports]

  • Blizzard opens new dedicated Ashran forum

    by 
    Matthew Rossi
    Matthew Rossi
    12.22.2014

    If you have an opinion about Ashran, now there's a place for you to take it. Blizzard CM Kaivax posted that there's a new forum dedicated solely to Ashran. It's right here, although it doesn't appear to have a counterpart in Europe yet. Ashran's been a hot topic as of late for problems with queue times and difficulty in balancing it - with some players having used Ashran to gear up it's not not uncommon to see people discussing one faction utterly dominating the zone now. If you're interested in Ashran and possibly in contributing your voice to the discussion (you may have a good suggestion for fixing the issues, or just a perspective that hasn't been considered yet) then head over to the new official forum for the PvP zone and make your voice heard.

  • The scoop on Elder Scrolls Online's Dragonstar arena

    by 
    Bree Royce
    Bree Royce
    08.28.2014

    When The Elder Scrolls Online's fourth update arrives next month, a new type of content will open to players: themed PvE arenas. The first of 10 such arenas, Dragonstar, is the subject of a new developer essay on the official site today. The Dragonstar Arena is located in Craglorn and will pit a group of four players against five waves of monsters with "escalating intensity," though not necessarily escalating numbers; ZeniMax promises there will be no "cannon fodder" to waste your time. Hazards inside the arena -- like poisonous clouds, lava flows, and immobilizing blizzards -- will further impede groups' progress through the challenges. ZeniMax says that arenas are intended to provide difficult combat encounters and elite rewards to small, highly skilled groups, but more casual players can skip Veteran mode for normal mode if they choose. We've included the brief Dragonstar arena trailer below.

  • World of Warcraft posts details on the Arena Invitational World Championships

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.23.2014

    This year's BlizzCon will feature a no-holds-barred fight to the finish. Sadly, that doesn't mean that an official MMA tournament event will be taking place; it just means that the World of Warcraft Arena Invitational World Championships will be going down, pitting teams against one another for glory, honor, and the satisfaction of taking home up to $120,000 dollars. Who wouldn't like that? The eight teams selected for play will be fighting in a best-of-seven format, starting with the Nagrand Arena and moving on to other maps at the selection of the losing team. The matches will last until elimination or until 15 minutes have passed, whichever happens first. Those unable to attend BlizzCon on November 7th and 8th will be able to stream the matches online, although no details on doing so are yet available. If you are attending, though, get ready to watch the best of the best mix it up in the arenas.

  • Deserter debuff changes for Random and Rated PvP

    by 
    Matthew Rossi
    Matthew Rossi
    06.24.2014

    PvP has long has the Deserter debuff, which means that there's a cost to simply dropping a game rather than taking the loss. However, that system is being changed in terms of how it functions in rated PvP like Arenas and rated battlegrounds. For starters, it's being applied to said rated PvP. In addition to now getting the Deserter debuff for rated PvP, how it works for random BG's will also be changing. Lore - Upcoming Deserter Hotfixes for Rated PvP As part of our continued efforts to curb exploitive behavior and improve the overall PvP experience for our players, we're applying a couple hotfixes that will make a few changes to how the Deserter debuff functions, and also apply it to Arenas and Rated Battlegrounds. Once these hotfixes are applied, a player who leaves an Arena or Rated Battleground before anyone in the match has entered combat will, at first, be given a 5-minute Deserter debuff. If they leave another match prematurely within a 20-minute window, the duration of the Deserter debuff will increase by 5 minutes each time (and the 20-minute window will restart), to a maximum of 20 minutes. The debuff will also apply if a player leaves the queue (or ignores it) once the match is ready and they're given the prompt to enter. The Deserter debuff given for leaving a Random Battleground early will also be changed to begin at 5 minutes (and increase by 5 minutes for each subsequent desertion), but otherwise the rules will stay the same. Leaving a Random Battleground in progress at any point before it's finished will give the Deserter debuff, and leaving or ignoring the prompt to enter a Random Battleground will not. We're currently in the process of preparing and testing the hotfix, but hope to push it live with this week's maintenance period. source The change seems aimed at allowing players who just drop occasionally to get back into PvP relatively quickly, while becoming more onerous if you're a serial dropper. Rated PvP will also get the debuff if they queue but don't accept the queue, while randoms will not, which seems reasonable to me.

  • RIFT opens up player PvP dimensions

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.27.2014

    Do you like instanced PvP but hate being subject to the PvP maps that the game's designers have put together? Maybe you have an idea for an even better map in RIFT, one that would really give even veteran players a run for their money. Good news, then: Now you can go ahead and make that map a reality with the addition of player PvP dimensions to the game's cash shop. PvP dimensions are available as part of two-team or three-team Starter Packs, or they can be purchased individually. These maps also give you access to another personal dimension, but their real purpose is letting you build custom maps with the use of scoreboards, damage areas, invisible tiles, and plenty of other tricks to create a truly memorable experience. If you've ever wanted to design an MMO battleground like an old DOOM deathmatch arena, you can go ahead and get started crafting your ideal arena now.

  • Battlegrounds, arenas, and warplots: How PvP works in WildStar

    by 
    Miguel Hernandez
    Miguel Hernandez
    03.12.2014

    PvE is a staple of MMORPG gameplay, but if you prefer the challenge and adrenaline rush of fighting against another human being while bashing on a keyboard and circle-strafing to dizzying effect, then you, my friend, are a PvPer. And if you've PvPed in other games, you'll be familiar with WildStar's battlegrounds and arenas. But warplots? What's a warplot? That's just one of the PvP-related questions I asked at a press event last week at Carbine Studios with the WildStar team. Battlegrounds Designer Kevin Lee and Lead PvP Designer Jen Gordy explained to me that PvP is one of the key focuses of the game; all PvP content in WildStar will be on a cross-realm queue. Your level and gear stats will be normalized to provide an equal playing field. WildStar's telegraph system ensures that PvP is extremely reactive, which is typical, but what's not typical is being able to see where your enemy is aiming that AoE or conal attack.

  • Warlords of Draenor PvP: Everything is awesome!

    by 
    Olivia Grace
    Olivia Grace
    02.19.2014

    I was already excited for PvP in Warlords of Draenor. I was already looking forward to the stat squish and the ability squish and the changes to casting while moving and the lowering of CC. Senior PvP Designer Brian Holinka has been tweeting about the internal testing in 6.0 environments, and I was already excited. You had me at the squish, Blizzard. You already had me. And now, the latest PvP blog's arrival has basically blown my mind. If you missed it, WoW Insider published a short summary of the key changes. Skirmishes are in, Trial of the Gladiator is out. Spectator invitations are in, for wargames, as well as an API allowing addon creators to build interfaces around the invitations. And all these are really, really exciting changes. Before you accuse me of being overly positive, I've been critical of PvP this expansion, highly critical in places, because I think it's had real problems. And it has -- it's fair to say that Mists of Pandaria has been an expansion of experimentation for PvP, and as is often the case with experiments, some are more successful than others.

  • You're bad at WoW, and so am I

    by 
    Olivia Grace
    Olivia Grace
    02.17.2014

    Blizzard Community Manager Lore recently posted a brief reply in an excellent thread, which brought up a topic I've wanted to address for some time: how it's OK to suck sometimes. While I'm not going to copy his two posts here, he talks about arenas, discussing how, when he and his team lose, he looks back and tries to work out where things went wrong, and what he could have done to help. He also discusses the merits of doing things like recording matches, to replay and examine what went wrong. While the option of recording your WoW play may not be open to everyone, self-examination is. And it's something we can all afford to do. None of us ever play perfectly, we are not robots. But the key to becoming better is to admit that, to see our failings, and to improve upon them. Sometimes it's you Sometimes it is. Sometimes you'll lose an arena or wipe in a raid because of someone else's error -- your tanks messed up the switching, or the person who had a debuff failed to perform correctly. Even in those situations, it's good to think back and wonder whether your performance was optimal. Sure, you weren't the reason why your team wiped or lost, but what more could you have done to perform well on your own personal scale?

  • PvP Season 14 end confirmed, patch 5.4.7 likely February 18

    by 
    Olivia Grace
    Olivia Grace
    02.15.2014

    The official World of Warcraft Twitter account just confirmed the end of PvP Season 14 would take place as estimated, on Tuesday February 18. PvP Season 14 is currently scheduled to conclude with next week's standard realm maintenance. Good luck! http://t.co/MxsaULpaE1 - World of Warcraft (@Warcraft) February 15, 2014 As Brian Holinka has tweeted in the past, the end of the PvP season has, in recent instances, indicated the release of the coinciding patch. Throughout Mists of Pandaria, this is the pattern that has been followed, so it seems likely that patch 5.4.7 will be no exception. You can check out all our patch 5.4.7 coverage in the meantime. WoW Insider also put together a short guide to what you should be doing to prepare for the end of the PvP season, so get those wins in for that mount, cap out that honor by killing those rares, and be ready!

  • Preparing for PvP season 15

    by 
    Olivia Grace
    Olivia Grace
    02.14.2014

    Back on February 4th, we had the warning that PvP season 14, the current season, could end as soon as two weeks from that date. Well, it's now ten days from February 4th, and we've had no announcement that the season end is delayed. So, assuming the season will end on February 18th, how should prudent PvPers prepare for the season end, and season 15? First up, save your honor, spend your conquest if you can get upgrades. The caps are working just the same, so all conquest will be turned into honor, and all honor will be retained up to a cap of 4,000. So if you have 2,000 honor and 2,000 conquest, you'll have 4,000 honor. If you have 5,000 honor, you'll end up with 4,000 honor and a bit of silver. If you have 5,000 conquest, you'll end up with 4,000 honor and a bit of silver. The good news is that this season's 522 conquest gear will be available for honor. The bad news is that the 496 honor gear won't be available to crafters, as Holinka confirmed. Makes sense, as the Timeless Isle gear would be even more irrelevant than it will become! In more bad news, the Krasarang rares are being nerfed to drop honor only once per day, so that farming method is gone come the patch. If you need to cap out before the patch, they're the most efficient way.

  • Does PvP need more queueing options?

    by 
    Olivia Grace
    Olivia Grace
    02.04.2014

    WoW Insider received a question to our tip line from a player who's lost their way a little when it comes to PvP: I greatly enjoyed PvP during Cata, but I just haven't been able to get into it during MoP at all. I'm part of a small guild (4 active players), and none of them enjoy PvP. Since I usually have to go it alone, I have a preference for the larger BGs -- AV and Isle. It's easier to be a part of the crowd where individuals carry less weight, but still feel useful and able to help in the smaller skirmishes along the way. PvE has several queuing options -- LFR, Flex (with a group), Scenarios, regular dungeons and heroics. There's a size and activity for everyone. PvP on the other hand has BGs (random or rated) or arena. While not quite adding more options, do you think Blizzard may consider separating out the BGs into different sized-based queues?

  • Do Battlegrounds need tutorials?

    by 
    Anne Stickney
    Anne Stickney
    02.02.2014

    When I first starting doing Battlegrounds way back in vanilla, it was pretty easy to learn exactly what the rules were. Not because I went and researched the individual Battlegrounds, but because I had a team of guildmates that were happily running the new feature over and over for a fun break from raiding. In later years, I joined a guild that was by and large devoted to PvP content over PvE. With the original honor grind being as ruthlessly difficult as it was, I was happy to help heal those in the guild working on that arduous trek to High Warlord -- and I never had to ask what to do in a Battleground. I was well informed from the get-go. But at some point after Burning Crusade, I simply lost interest in PvP. I think it was after the introduction of arenas. Most of my PvP-oriented friends became absolutely enthralled with the idea of doing arenas, gaining ranks, and more importantly earning those hard-won season's end mount rewards. It wasn't that I didn't have an interest in the mounts, or that I didn't like PvP anymore. It was more that I knew, logistically speaking, that I wasn't particularly good at PvP. It didn't matter so much when the games were just a matter of win or lose, but when it came to arenas, I really didn't want to ruin the carefully-earned rankings my friends had obtained. I came from an era of the original honor grind. Rankings were sacred back then. Consequentially, I don't really do PvP anymore. Not because I don't enjoy a good Battleground, but because at this stage in the game, I haven't the faintest idea what to do in any of them.

  • Ready Check interviews Brian Holinka and Ion Hazzikostas

    by 
    Sarah Pine
    Sarah Pine
    01.29.2014

    This past week the hosts of EU-based podcast Ready Check were lucky enough to go visit Blizzard's offices in Versailles, where they met up with Brian Holinka and Ion Hazzikostas for a lively round of Q&A. The podcast--with attendant full transcript, don't you worry, folks who can't play the podcast--covers a very broad range of topics, and PvPers should be particularly interested in the broad discussion about arenas. Gothiques and Athene bring up some wonderful points about arena queuing, and matching, and the little ways in which the system often results in unexpectedly wasted time, as well as the ways in which not-entirely-honest players can manipulate that system in their favor. Both Holinka and Hazzikostas have insights to offer on these problems, and there's some good back-and-forth about potential solutions and improvements to the existing arena systems. In addition to the excellent PvP discussions, the interview features some talk of Warlords of Draenor and the future--some of which we've already heard about, but I am so excited for garrisons and a toys tab that I could listen to this stuff all day long. Do you know how many bag spaces I'm going to get back once that toys tab goes live? In the words of the Diablo Templar companion, it will be glorious! There's also some really fun discussion on the philosophy and practice of encounter and mechanics design, and how the WoW team goes about building raids and bosses. This was perhaps my favorite part of the interview, because I am a hopeless PvPer and am much more at home among WoW's raid bosses. In any case, no matter what part of the game you enjoy, there's something in this interview for you. You can check out the full transcript and podcast episode at Ready Check's own website, so make sure to click on over to the whole thing!

  • Patch 5.4.7 PTR: 5 minute Dampening reverted to 10 minutes for 3v3 and 5v5

    by 
    Olivia Grace
    Olivia Grace
    01.28.2014

    Community Manager Lore has delivered some news to the official forums that has made me rather cheerful. Lore After some additional discussion, we've decided to make this change only apply in the 2v2 bracket. Dampening will remain at 10 minutes in 3v3 and 5v5 arenas. source I've been posting a lot about this potential change, since Senior PvP Designer Brian Holinka tweeted about it a while back when changes went in by accident after BlizzCon. And while I am still not a fan of the change, I can agree with it way more in 2v2 than in 3v3 or 5v5. Why is that? Well, in 2v2, especially in healer-DPS versus healer-DPS, matches can go on longer, and even result in draws far more often than in the other sizes. Simply, a healer is not designed to be easily killable by a single DPS. As a result, it's harder work to take them down in 2v2. I won't pretend that I like the Dampening system, but it's better at 5 minutes in 2v2 for (hopefully) just one season. What we don't know yet is just how far it will go.

  • What do Battleground win-loss numbers really tell us?

    by 
    Olivia Grace
    Olivia Grace
    01.22.2014

    MMO Champion recently posted an interesting graph indicating win-loss percentages for the different battlegrounds from different factions. Now, they were clear, as any good data gatherers should be, that their data isn't perfect. It's very hard for anyone except Blizzard to gather perfect data on these sorts of things, and MMOC made no bones about it. Nonetheless, Blizzard's Senior PvP Designer Brian Holinka confirmed over the weekend that they were representative of the trends: @Demonflavor The general trend looks accurate. We've done this comparison in RBGs to see if those maps have imbalances (they don't). - Holinka (@holinka) January 20, 2014 It's interesting to note that Holinka is quick to dispel the notion that maps are imbalanced. But let's look at the ones completely outside the RBG rotation for a moment. Isle of Conquest (IoC) is a really interesting one. It's one that it is definitely easier for Alliance to win, thanks to how the Docks is marginally closer to their base than to the Horde one, but in no way does it account for that magnitude of difference. Indeed, looking back at MMOC's 2011 figures tells a very different story. What this tells us is which battlegrounds Horde downvote. Horde have a minor disadvantage in IoC, and so the experienced PvPers will downvote it. This means that the Horde players who are in IoC are often newer players, less likely to be able to stop the Alliance Docks-->Glaives-->Win strategy.

  • How can Blizzard improve Honor with Warlords?

    by 
    Olivia Grace
    Olivia Grace
    01.17.2014

    If you read my recent initial PvP gearing post, you'll know that we're in a bit of a strange situation right now with earning honor. Honor points are the points for the mid-level PvP gear, where the entry level is crafted gear and the top level is Conquest gear. They are currently not earned at their best rate via PvP. Instead, in order to maximise your Honor point gains and gear up with Honor gear as quickly as possible, players would be best advised to do a few different things. First up, you should farm the three rares in the opposing faction's Krasarang base. They drop 275 honor per kill, more if you have a Guild Standard or similar. Their respawn time averages out at around 30 minutes. There are sometimes oQueue realm-hopping groups, which, while frowned upon by many, are the most efficient ways to farm them. Other than that you should do Wintergrasp and Tol Barad whenever they're up, they're usually deserted and an easy way to get some fast honor. And if that all seems too much waiting around doing nothing, then you can farm Justice Points by running heroic dungeons, and converting them to honor. Yes that was changed with patch 5.4 to be less efficient, but it's still far more reliable than what you should be doing: random battlegrounds. Yes, your first win of the day is worth getting, it nets you conquest points too, but if it takes you five tries to win one, you're wasting your time.

  • Four reasons why PvP Dampening shouldn't start at 5 minutes

    by 
    Olivia Grace
    Olivia Grace
    01.15.2014

    This is something I discussed, in vague and mysterious exchanges, with Senior PvP Designer Brian Holinka on Twitter. While he certainly didn't confirm that Dampening would be moved to starting at 5 minutes, like it was at the BlizzCon tournament, he certainly implied that that was something the devs were considering. For the uninitiated, Dampening is a debuff currently applied to all arena players after 10 minutes of a match that reduces their healing and absorbs by 1% every 10 seconds. @Topikal @holinka As mentioned in my article on it, I'm concerned about Dampening potentially moving to 5 mins with S15. Do not want. - Olivia Grace (@oliviadgrace) January 9, 2014 @Topikal @oliviadgrace I was addressing the claim that I was live testing WoD PvP changes with my statement. You may be sad still Olivia. - Holinka (@holinka) January 9, 2014 Now, first and foremost, I have to make it very clear that on a purely personal level unrelated to game design, I dislike this debuff immensely. I dislike the change in power, I dislike knowing that as a PvP healer, no matter how carefully and efficiently I play, my effectiveness will decrease and decrease as the match continues. It's a horrible feeling, and I think Brian Holinka was right, way back in May 2012, when he said the devs "didn't really like the idea of your power changing over time" in response to a tweet asking for an ever-increasing Battle Fatigue. And yet, here we are.

  • Warlords of Draenor: PvP Power's proposed re-design

    by 
    Olivia Grace
    Olivia Grace
    01.14.2014

    Blizzard Community Manager Lore has been posting up a storm in the PvP forums, talking about the proposed redesign to PvP Power with Warlords of Draenor. There's also another post after the break. Lore Quote: If you guys are doing as much number tinkering as you claim I don't know why you wouldn't take this opportunity to rethink pvp power altogether I'm all for differentiating gear but I find it pretty silly that a stat called "pvp power" exists at all. We are planning to revisit PvP Power in Warlords. Our current thinking is that, instead of a flat percentage increase to your normal damage/healing in PvP (as it is currently), it'll be a bonus amount of your spec's primary stat (Strength, Agility, or Intellect). Here's an example with some completely made-up numbers: lets say a piece of gear has 80 Strength and 30 PvP Power on it. In a PvP environment, that would total out to be 110 Strength. Meanwhile, an equivalent piece of PvE gear might only have 100 Strength on it. Again, those numbers are purely hypothetical, but hopefully it illustrates the idea. That change accomplishes a couple of things for us. First, it lets us keep PvP and PvE item levels closer together, while still ensuring that PvP gear remains best for PvP and vice versa. It also "demystifies" PvP Power quite a bit; a percentage-based increase can be hard to really quantify without a lot of math, but raw stats are much easier to understand. As to the name, we can talk about it, but part of why we chose the term "PvP Power" to begin with was that it makes it extremely obvious that the stat only functions inside PvP environments. We want to be sure that players who purchase PvP gear know that it's going to be less effective in PvE situations. I'll bring it up, though :) source