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  • Warhammer: Where are all the gank groups (part 2)?

    by 
    Brooke Pilley
    Brooke Pilley
    04.28.2009

    I'm sure many players are applauding the fact that Mythic has systematically eradicated gank groups from the RvR experience in WAR, however, it is saddening for many others. Gank groups were the elite of the elite in DAOC, and whether you liked them or not (or died to them or not), they played a huge part in the RvR scene. Put aside for a moment all the crashing cities and fortresses, overpowered crowd control abilities, class balance issues, and general bugs and performance problems in WAR. Does it not seem that for a game that was supposed to take RvR to the next level, it actually seems to have devolved it? If the holy trinity of class-balance is healing, tanking, and DPSing, it is my humble opinion that the holy trinity of RvR is the zerg, PuG, and gank group. I'm simply left wondering, where have all the gank groups gone? The previous paragraphs illustrate what is hindering gank groups from gaining traction in WAR. With a few minor shifts in design, I believe it is possible to reunite the RvR trinity. Step one is to overhaul crowd control. Every class should not have an arsenal of debilitating CC abilities like they currently do because combat becomes less about strategy and more about button-mashing CC when many players gather together. Step two is to place fewer rewards on objectives and more rewards on player kills. Step three will arrive with Land of the Dead if properly implemented. Hopefully, the zergs and PuGs fight over the main RvR campaign and there will be incentives for gank groups to do well in Nehekhara. Either way, the dual-endgame focus should split up the zergs substantially. The final step lies with the players. Mythic can only guide us so far and unless more guilds are willing to organize 6-12-man gank groups, they simply won't happen in WAR. A PR push from Mythic might help but the best chance for this to blossom will come when a few pioneering guilds take up the mantle and own it. Open challenges on server forums are highly encouraged! << Where are all the gank groups?

  • Warhammer: Where are all the gank groups?

    by 
    Brooke Pilley
    Brooke Pilley
    04.28.2009

    You will commonly find gank groups in many PvP games. Gank groups are simply organized, pre-made groups, usually formed by members of the same guild that work extremely well together. Usually, a gank group will destroy a pick-up group (PuG) and zerg because they employ smarter tactics, keep cooler heads, and communicate more effectively.Gank groups were very common back when I played Dark Age of Camelot from 2001-2004. These 8-man special-ops teams would sweep in at high speed, disable as many enemies as they could with crowd control, and then quickly pick off targets one or two at a time. Most PuGs and zerglings would panic, which made the job that much easier.The true challenge would come when your gank group met an enemy gank group in the open field. The outcome would come down to a combination of skill, gear, timing, communication, ability timers (realm and master level), and even luck. Taking part in a gank group vs. gank group skirmish was probably the most adrenaline-inducing MMO experience I have had in an MMO and one I have been searching for in every new PvP MMO I try.

  • WoW Moviewatch: R.A.M - Episode 1

    by 
    Michael Gray
    Michael Gray
    03.06.2009

    M??xans! presented R.A.M - Episode 1 over on Machinima.com. He listed it as a comedy, but I'm forced to wonder if it wouldn't be better as "Surrealist" or something. The movie is shot in most black and white, but at the end, it spontaneously bursts into color. The plot seems simple. A gnome is out adventuring in Tanaris, when a undead rogue decides to grief him. (I know, the possibility of such an event is inconceivable to most of us.) After a bit of trial and tribulation, the gnome swaps out for his draenei. The draenei kills the rogue, and proceeds to camp his corpse.The whole video is very odd. The pacing is slow, and most of its framing shots are reminsicent of old, silent movies. For example, there are several face-frames given to the gnome while the rogue is creeping up. These imply the gnome is unaware of his pending disaster, and paying the creeping Undead no attention. This kind of technique was key to silent films, to help portray a better understanding of the events to its audience. I felt the technique was valuable to "R.A.M," but still felt slow and clunky over the duration of a long movie.I can't say whether I liked or disliked "R.A.M." It mostly confused me, and I wasn't quite sure what to make of it. If it's Episode 1, however, I look forward to Episode 2. Sometimes, these things make more sense as they play out.Click here to see it yourself!If you have any suggestions for WoW Moviewatch, you can mail them to us at machinima AT wowinsider DOT com.Previously on Moviewatch ..

  • Breakfast topic: Bunk in my trunk

    by 
    Amanda Dean
    Amanda Dean
    01.17.2009

    I'm sure we've all had someone dash ahead of us when we're out gathering to take our mining node, our herb, or even our skin. It's frustrating when it's a member of the opposite faction who does this. On a PvP server, you might kill them, on a PvE server, your only recourse is a /rude. It's more annoying when it's a member of your own faction and you can't even kill them. Ultimately the same is also true of Daily Quests and some quest mobs. Whenever recourse's are scarce, bad blood settles in. I have never seen a quest that brings out the worst in players than "Junk in My Trunk" in Utgarde Pinnacle. For this quest you must gather items laying around the instance. There are not enough for a full group on the quest to pick therm up on the same run, so many people jockey to be the first to get their junk. The first time I ran that instance I was amazed at how greedy people would be. The tank would pull but the healer was off picking up a silver bar or a bauble. You guessed it, wipefest.

  • EVE Evolved: PvP masterclass - Fleet warfare

    by 
    Brendan Drain
    Brendan Drain
    11.02.2008

    Fleet warfare in EVE Online is a big step up from the small, casual PvP gangs discussed in last week's PvP Masterclass article. In this guide, I explore the day to day activities of EVE's largest combat machinations, from 30-man faction warfare gangs to 300-man territorial fleets. In stark contrast to a small and highly mobile gang, a large fleet is a lumbering hulk that favours combined firepower and good co-ordination over all else. Massive fleets of hundreds of pilots routinely clash in the outskirts of EVE's lawless 0.0 space. But when they move at the speed of their slowest member and are really only as good as their fleet commander, what can you do to make sure your fleet is a success?Fight-by-numbers:The essence of fleet warfare is that using more ships is usually better. By focusing all attacks on one enemy at a time, a larger fleet has a very high damage potential. It also allows a more diverse range of ship types to take part in the fight such as an electronic warfare wing or sniper squadron. Forming a large fleet usually requires some planning and co-ordination, making them less suited to casual PvP and more suited to organised assaults on specific targets like POS.Read on as I tackle the question of how to make a fleet effective from the perspective of both the fleet's individual members and the fleet commander.

  • Learning to pull the trigger in EVE Online

    by 
    James Egan
    James Egan
    10.25.2008

    Not a day goes by without someone in EVE Online being cut down by the guns, lasers, missiles or drones of another player, given how PvP-centric the game is. Only in EVE, you don't just respawn and all's well. There's often more... drama... involved. A ship lost, implants obliterated, screams of it being unfair or "Whyyyy?!" echo in Local or on the forums. This can be a brutal game at times, and most every player in EVE learns their lessons the hard way. Much of what's said on this is typically from the perspective of the victim. But what about the person behind those guns? Is it always easy for them to pull the trigger? EVE Online blogger Black Claw addresses that sense of regret that carebears go through when turning towards piracy in "Feeling guilty?" After all, many pirates were once the 'innocent' victims of someone else when they were starting out. Black Claw writes about what it's like to make the transition from a PvP victim to a killer.

  • EVE Evolved: The making of EVE Online, part 2

    by 
    Brendan Drain
    Brendan Drain
    10.05.2008

    With all tech 2 modules now released into the game and their blueprints handed out to players, the tech 2 blueprint lottery officially shut down during this expansion period and was replaced by the Invention mechanic. Invention allows players to create their own inefficient limited-run tech 2 blueprint copies, putting the supply of tech 2 ships and modules into the hands of the general EVE populace rather than those lucky enough to have won the original tech 2 blueprints. This patch also brought in the entirely new contracts system, which replaced the escrow system that was starting to show its age and was becoming a lot less useful for finding what you wanted.

  • What draws players to EVE while keeping others away?

    by 
    James Egan
    James Egan
    08.17.2008

    EVE Online is the type of game that doesn't have the broad appeal of fantasy that titles like World of Warcraft. Certainly, it attracts a number of players who are looking for an edgier game experience where actions have consequences. For some, the consequences can be steep, causing those gamers to shy away from EVE. Being wary of your fellow pilots is always a good idea, but it's not all piracy and suicide ganks. The game offers freedom to do what you want in the sandbox, but most EVE pilots stay on the right side of the law. Sam Guss is a writer at EVE-Mag.com, an up and coming site that focuses on EVE Online, who wrote a piece that caught our eye at Massively. His article is titled "Is EVE for You?" and looks at what the attraction to the game is for him, and speculates about the wider appeal of EVE to other dedicated players. If you're an EVE fan, what is it that sets the game apart from other MMOs? And for those that don't play EVE Online, what aspects of the game keep you away?

  • The 7 Deadly Sins of EVE Online

    by 
    James Egan
    James Egan
    08.15.2008

    EVE Online is by design a darker game than most other MMOs, which means certain actions unthinkable in other games are allowed in EVE's setting of New Eden. It's a game that rewards cunning and brutally punishes stupidity. Players can assume many roles in New Eden, but the villains in a story are often the most interesting. In EVE, you get to be one. While there are many wrongs a pilot in New Eden can commit, these are seven of the worst. Some players specialize in one of these 'sins,' while others manage to indulge in all seven. Come explore the darker side of EVE >> %Gallery-29722%

  • EVE Evolved: Is EVE Online going soft?

    by 
    Brendan Drain
    Brendan Drain
    08.10.2008

    EVE Online has always been regarded as one of the harshest MMOs on the market, with solid death penalties and a steep learning curve to its PvP. After five successful years, many players now fear that EVE's development has shifted in the opposite direction. It all started when the minutes of CCP's recent meetings with the Council of Stellar Management (CSM) were published on the official EVE forums. These notes showed CCP's position on the 27 separate issues the CSM brought to their attention. Discussion on the issues, ranging from Black Ops battleships to PvP aggression timers, was opened to the public exactly one month ago and CCP's position on them has been a topic of hot debate ever since.Controversy:Among the most controversy-laden issues on the table are two recent devblogs covering important balance changes slated for EVE's near future. The first major announcement was the infamous "nano nerf" that sparked off over 130 pages of highly charged debate. This was followed later by another devblog announcing major nerfs to suicide ganking. Combined with CCP Noah's recent comment suggesting that war declarations amount to griefing, many players are beginning to question the direction EVE's development is headed in.Is EVE Online starting to go soft? In this article, I ask whether the development direction of EVE has changed and examine what it means for the game's future.

  • Era of suicide ganking in EVE Online coming to a close

    by 
    James Egan
    James Egan
    08.06.2008

    CCP Games has addressed the long-standing problem of suicide ganking in EVE Online in their latest dev blog, titled "Serious Security." CCP Fear stepped up to inform the player base that, yes, the devs do take the issue of suicide ganking seriously, and that they're going to take action. The proposed changes, outlined below, are not going into effect immediately, nor do they impact actions taken as part of Empire war declarations. However, they will be implemented with the next major update to EVE, which will be Empyrean Age 1.1, rolling out this Fall. The dev blog focuses on CONCORD improvements and the increased consequences of suicide ganks. CCP Fear states: "We have been looking at suicide ganking and overall security standing issues, and how these features affect the general landscape of EVE. We are not happy with the current ease of suicide ganking and the relative 'no hassle' it has become. In many cases, unsuspecting victims have no chance to escape, nor any help from CONCORD. We want to change this."

  • Breakfast topic: The calm before the storm

    by 
    Amanda Dean
    Amanda Dean
    08.06.2008

    The expansion draws ever nearer, and many folks are working away at the last important bits of Burning Crusade content. We're looking to see Wrath by the end of this year. I've been spending a lot of time leveling alts to get ready for Wrath of the Lich king. I've noticed that this has been surprisingly easy compared to my previous leveling experiences. In the last week or so I've leveled my Warrior from 40 to 56 with very little resistance. I've probably only been ganked a total of ten or so times. I'm beginning to think either most people have shifted their priorities from hunting lowbies to preparations for the level 70 to 80 grind. Or could it be that many of the folks who would ordinarily be giving me grief have been preoccupied playing in the beta test? It reminds me of the unofficial truce between factions immediately following the release of BC.Has your gaming experience changed recently?

  • EVE Evolved: Suicide ganking investigated

    by 
    Brendan Drain
    Brendan Drain
    07.21.2008

    EVE Online is a game where you're vulnerable to PvP in the safest of places. Even in high security systems where CONCORD will destroy any ship that attacks you, you're still vulnerable in the few seconds before the police arrive. Because of this, swarms of players in cheap ships are able to kill larger targets by synchronising their initial volleys. In recent years, suicide attacks have turned into a viable profession, with the primary targets being industrial ships and freighters carrying a high value of items.Safety versus consequences:A common misconception among newer players is that CONCORD are there to provide safety for players in high security space. Rather than provide direct safety to the player being attacked, they instead provide consequences for the attacker. While many other MMOs physically limit when and where you can attack someone, EVE starts with the assumption that PvP is possible everywhere and then adds punishments for engaging in safe areas. The attacking ships are destroyed and the security status of their pilots is lowered. If they lose too much security status, they won't be able to safely enter high security systems any more.Suicide attacks are on the rise in New Eden and cries for CCP to step in and resolve the situation have reached new highs. So what's the problem and how can it be avoided? Read on as I delve into the world of suicide ganking.

  • Flying mounts and ruined PvP

    by 
    Mike Schramm
    Mike Schramm
    07.09.2008

    Have flying mounts killed off world PvP in Outland? I'm on a PvE server, so I don't see it much anyway, but folks on a PvP server are complaining that whenever they find a good target and get close, the person just hops on their "carebear cloud" and flies away. Of course, "xxxx ruined PvP" is one of the most common types of QQ (although "xxxxx class is broken!" probably beats it), but is Blizzard protecting folks on flying mounts by letting them escape a fight too fast?Neth says no, of course -- she says that flying away from (or into) a fight is just another method PvPers have in their arsenal. And a few commenters in the thread make the point that I would: odds are that if someone is running away from you, it's not really a fair fight -- flying mounts may have ruined ganking, but they haven't ruined actual PvP.Of course, what people really want here is a way to attack someone in the sky, and fortunately, with Wrath of the Lich King, your prayers will be answered -- not only have we seen flying vehicles fighting in the air, but Blizzard has confirmed anti-air capabilities. If you're just looking for a gank, and are angry when that level 64 runs away from your kitted-out 70 Rogue, you're probably still going to be unhappy. But if you're looking for the fight to go up in the air when your opponent does, Northrend probably has what you need.

  • Breakfast Topic: Camping out

    by 
    Amanda Dean
    Amanda Dean
    06.06.2008

    I have a love/hate relationship with Stranglethron Vale. I find the quests to be interesting, and I like the colors used in the zone. It is, however, a hotbed of PvP action. On a PvP server there are always opportunities to gank or be ganked. This tends to lead to an escalation of alts. It goes something like this. 1. You get ganked while killing Bloodscalp Trolls.2. You resurrect and wait for the perfect opportunity to exact your retribution.3. They log onto their level 70 and one-shot your level 32 alt.4. You log into your 70, fold, spindle, and mutilate your foe's 70 until they cry for help.5. Their buddy joins the fight.6. Your buddy joins the fight.7. Half of their guild rushes to STV.8. Your guild matches their fire power. It's really interesting to watch something like that happen. I'm not sure how anyone who has no 70s on the server survives the most ganktastic zones in the game. I can't quite comprehend how people can feel compelled to hang out in these zones at high levels just for ganking. I imagine that they're all either bitter about their own leveling experiences, or maybe they're short.

  • Pirates of the Burning Sea to eliminate ganking, restore ambush gameplay

    by 
    James Egan
    James Egan
    06.01.2008

    Is ganking really such a bad thing? That's the question Isildur addresses in his latest Pirates of the Burning Sea dev blog, where he outlines how ganking evolved in the game -- and how it got out of control. "Ganking has a long and difficult history within our design and development process, so it's a hard question to answer with a simple 'we hate it' or 'we love it," Isildur said. To really understand why the Flying Lab Software developers are torn on the issue of ganking, Isildur explained their concept of 'ambush gameplay' and the contradictions it brings to game mechanics. Isildur explains how the creators of Pirates of the Burning Sea envisioned the act of piracy. The scenario he outlines involves a lone pirate (or small group of pirates), who catch an unwary merchant by surprise, defeat him and loot, then escape before reinforcements can arrive. This is the ambush gameplay Isildur and the team at Flying Labs pictured -- rewarding for pirates, disheartening for lone merchants. To put a more visual spin on it -- a player sets sail from port, perhaps hoping for an uneventful trip. But then, a sail appears on the horizon. Is it a friend or enemy? As the unknown ship comes into view, so does its pirate flag, signaling a possible fight to the death. But the introduction of the Open Sea to the game changed all this. In some respects, Pirates of the Burning Sea developed in ways contrary to the original spirit of the game.

  • "An armed society is a polite society."

    by 
    Allison Robert
    Allison Robert
    05.21.2008

    Or so wrote Robert Heinlein in Beyond the Horizon. The general idea was that, in a country where there were serious (and officially sanctioned) consequences to misbehavior from quarters other than the police, you'd wind up with a place where people really thought hard about whether it was worth pissing someone off just for the fun of it.Whenever I'm reading about PvP, that quote always springs to mind. People who have played MMORPG's with more "hardcore" PvP systems have mentioned that the amount of random ganking you see in WoW just doesn't seem to occur on the same scale elsewhere. WoW's PvP is pretty consequence-free. Corpse runs are annoying, sure, and being camped is nobody's idea of fun. But you don't take durability or experience loss after a PvP death, and you don't lose money or items to the attacker. Nor does the attacker gain anything from killing you (unless it's honor if you weren't a gray target).

  • Blizzard on griefing: deal with it.

    by 
    Zach Yonzon
    Zach Yonzon
    04.17.2008

    Drysc responded strongly to some QQ over at the forums when a poster from Kil'jaeden -- a PvP realm -- ranted about being griefed by high level characters while leveling up. Drysc's uncompromising response? Get some friends and fight back. He reasons that if players roll on a PvP server, they should expect to be griefed as part of the leveling process. It's the same philosophy that has prevented Blizzard from allowing character transfers from PvE to PvP realms. It really only makes sense. If players roll on a PvP server, they shouldn't complain about players from the opposing faction taking advantage of the fact that they're flagged for PvP.As Drysc explains, "the rules of war are based around attacking when the odds are in your favor". This could mean when opponents outnumber you, outlevel you, when you're low in health and/or if you're engaged with multiple mobs... the question isn't whether it's honorable or fair. It's war. In a PvP server, everything is fair game. There are no rules, and players certainly shouldn't bother sending tickets to GMs asking for any help (or sympathy). This should probably be common sense, but Drysc's somewhat provocative response is something of a surprise -- to many players a welcome one. While I'm all for etiquette (ganking a fisherman is just plain rude) and a personal sense of honor, players who roll on a PvP server know what they signed up for. Shape up or ship out -- character transfers, after all, are just a click away.

  • Breakfast Topic: Gankster Poll

    by 
    Amanda Dean
    Amanda Dean
    04.07.2008

    I always roll on PvP servers. I don't know why, but I just don't feel comfortable on a PvE server. There's just something exhilarating about always looking over your shoulder to see where the next attack may be coming from. Since there is such a strong division between Alliance and Horde, PvP just seems natural. Sure, I get ganked, but I can hold my own. When I'm soloing, I very rarely take advantage of PvP in the environment. I'm usually too busy leveling or grinding for cash to start a land war. I've even been known to help out an ally in distress. About the only time I attack unprovoked in the environment is when there is a quest monster close by that I need to fight.

  • Breakfast Topic: Should there be honor in PvP?

    by 
    Allison Robert
    Allison Robert
    03.25.2008

    And by honor I don't mean the honor-as-currency system that's currently in the game -- I mean a sense of personal honor as in, there are things you make a conscious decision to avoid doing just as a moral gesture. I thought of this recently after a truly miserable losing streak in Arathi Basin. I wound up in three consecutive matches with a full complement of 15 Alliance players to 7 or 8 Horde (with both sides being PuG's, mind you). Being out-numbered and out-gunned sucks no matter what, but it's made immeasurably worse in places like Arathi Basin and EOTS due to the dwindling number of sites you'll have to rez when your side is being utterly destroyed. There was one particularly awful game where the Alliance decided to see how much honor they could get from us before the inevitable 4 or 5-cap ensuring their victory, and simply zerged us in the graveyard as we rezzed (or tried to). The feeling was made worse by knowing, having also played Alliance in BG's, that Horde would almost certainly have done the same thing had the situation been reversed. PvP is the subject of a lot of emotional dicussion in the WoW community as a result of situations like these, and I think we can all agree that it's not the losses that drive you nuts so much as knowing that the game is full of places and times where no amount of strategy or skill will keep you alive.There are a lot of things in PvP that I just don't like being a part of. I don't attack fellow Druids unless I'm attacked first (yeah, I know it sounds crazy, but a surprising number of Druids subscribe to this). I don't join in when an enemy player is obviously being dog-piled. I don't /spit on opposing players or do other rude emotes, and I don't participate in griefing. There's not much about WoW's PvP system that's really all that fair to begin with, especially when compared to games more explicity designed around PvP combat, but in the back of my mind there's still that notion that your opponent should at least have a sporting chance. I risk being called a hopeless carebear for this statement, but I think "honorable kills" are a lot more enjoyable when there's a measure of actual honor involved.