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Svpernova09
02-19-2010, 06:43 PM
http://blue.mmo-champion.com/11/23329393344-upcoming-wintergrasp-changes.html

In the next minor content patch, we will be making some minor alterations to the way in which the internal balance system for Wintergrasp works in an attempt to better support realms with greater variations in the level of participation between the Alliance and Horde. Since we have never gone into much detail about how this hidden system currently works, we’d like to explain exactly how it will work in the next patch. Keep in mind that, although this information may feel very new to you, the actual changes being made in the patch to the current system are relatively minor.

Here are the key systems in place behind the hidden Wintergrasp advantages and how they will function in the upcoming patch:



There is an internal tug-of-war scale not visible by players which will shift under specific conditions.
The scale starts at 0 (neutral) and can move up to 700 points in either direction favoring the Alliance at one end, and Horde at the other.
This scale is persistent and does not reset to 0 whenever control of Wintergrasp shifts.
If an attacking force captures Wintergrasp Fortress while under the effects of any of the advantages listed below (400-700 points in their favor), the scale tips 100 points in favor of the opposing faction.
If a defending force successfully defends Wintergrasp Fortress two battles in a row, the scale tips 100 points in favor of the opposing faction.
Each consecutive successful defense after a faction’s first two consecutive defenses will further tip the scale 100 points in favor of the opposing faction.


As a quick example, if the scale is at 0 and the Alliance capture Wintergrasp fortress while attacking, the scale will not move. If the Alliance defend Wintergrasp twice in a row after this, the scale will move 100 points in favor of the Horde. Each consecutive defense by the Alliance after this will move the scale 100 points further in favor of the Horde each time, bringing the Horde to 400 points in their favor after one unsuccessful defense and five unsuccessful attacks, a total of six Horde losses in a row.
As another example, if the scale is at 400 in favor of the Horde and they capture Wintergrasp fortress while attacking, the scale will move 100 points in favor of the Alliance. If the Horde defend Wintergrasp twice in a row after this, the scale will move 100 points in favor of the Alliance. Each consecutive defense by the Horde after this will move the scale 100 points further in favor of the Alliance each time, bringing the Alliance to 100 points in their favor after one unsuccessful defense and five unsuccessful attacks, a total of six Alliance losses in a row.


The following advantages are provided at the beginning of the battle for Wintergrasp whenever these corresponding ranges on the scale have been reached:


0-300: No advantages granted.
400: Faction starts with the Sunken Ring Factory under their control.
500: Faction starts with the Sunken Ring and Broken Temple Factories under their control.
600: Faction starts with the Sunken Ring and Broken Temple Factories under their control and gains access to Catapults after earning 1 kill in battle.
700: Faction starts with the Sunken Ring and Broken Temple Factories under their control and gains access to Catapults, Siege Engines, and Demolishers after earning 1 kill in battle.

Fat Tire
02-19-2010, 07:39 PM
Thanks

I would imagine blackrock, chogall etc would be happy with these changes.

Ualaa
02-19-2010, 10:43 PM
On my server, the alliance wins Wintergrasp pretty much 9 in 10 battles.
So this would give the horde a fairly substantial advantage after a few losses in a row.

Make the battles more interesting.

I don't really like the Tenacity mechanic, this is more in the line of what I'd like to see.
However, even with a bunch of strategic locations controlled initially, you need something like Tenacity when one side drastically outnumbers the other side.
Not sure on a change to get rid of Tenacity, or even if Blizzard considers it an issue.

Ughmahedhurtz
02-19-2010, 11:23 PM
I wonder if the scale goes past 700?

If you started with +900, would it matter if you only had 15 people max during prime time to the other side's full-every-time roster?

I also note they don't mention removing tenacity...

heyaz
02-19-2010, 11:54 PM
Doesn't it already work pretty much like this? Alliance still lose on our server regardless of having rank 2 instantly. Doesn't matter if they can put out 16 sieges right off the bat if there are 120 horde there to kill them.

xandor
02-20-2010, 12:43 AM
Will it really be any change?

"700: Faction starts with the Sunken Ring and Broken Temple Factories under their control and gains access to Catapults, Siege Engines, and Demolishers after earning 1 kill in battle. "

Alliance starts with that every game on dentarg and have done for ages, its 20 tenacity for alliance (would been 30-80 tenacity if it wasnt capped at 20).

It sounds like it will be exactly the same, it is so many hordes in the way that its impossible to get anywhere, usually its possible to win only when the hordes dont realize where the alliance is attacking.

The side with to many players should get ressurection delays and slower capping workshops (i had games where i been fighting nonstop for like 5 mins and i kill everyone i fight in 1 global cd and i still cant capture a workshop or hold all hordes away from the sieges).

Stealthy
02-22-2010, 02:48 AM
I tend to agree with others that this won't change the outcomes from WG battles much - these mechanics are more or less implemented already, excluding the "free" workshops.

The issue they really need to address IMO is around tenacity...

In my experience, for battles with a large number of total players, tenacity really only works up to a certain number ratio of friendly players versus opposing faction players. After that point, it doesn't matter how many stacks of tenacity you have, the opposing side will still overwhelm you with sheer numbers. The only thing you will do is earn a lot of HK's (although with the upcoming doubling of honor from HK's, this might make it somewhat worthwhile).

Conversely, in battles with small total numbers of players, tenacity can be somewhat OP - players on the outnumbered side can effectively instantly rank up and then zerg the fort with high HP siege engines, and even though the opposing side is numerically superior, they simply can't take down enough siege engines before they break through the final door. These battles are usually over very quickly - in fact I was in one last night that was over in 3 minutes and 20 seconds.

Tenacity seems to have a numbers sweet spot where it works as intended, and outside of this it's either useless or OP....this is really what needs to be fixed...

Cheers,
S.

Gares
02-22-2010, 05:04 PM
In almost every WG battle now if Horde are defending, alliance get a like 16 Sieges right off the bat. This happens every single match now even though the fortress more or less trades each match. (One side usually is able to defend 1-2 in a row during a day).

If Horde are attacking however they never are able to do the same thing and our attack battles are long and drawn out and not over in like 3 mins like some of the alliance attacks.

Ughmahedhurtz
02-22-2010, 05:42 PM
In almost every WG battle now if Horde are defending, alliance get a like 16 Sieges right off the bat. This happens every single match now even though the fortress more or less trades each match. (One side usually is able to defend 1-2 in a row during a day).

If Horde are attacking however they never are able to do the same thing and our attack battles are long and drawn out and not over in like 3 mins like some of the alliance attacks.
There is an easy alliance exploit going around that enables this, though I obviously haven't seen the exact details. And the threads about it get deleted within minutes. Alliance responses claim horde can do it as well but every thread I've seen is all about alliance doing it.

cmeche
02-22-2010, 06:26 PM
There is an easy alliance exploit going around that enables this, though I obviously haven't seen the exact details. And the threads about it get deleted within minutes. Alliance responses claim horde can do it as well but every thread I've seen is all about alliance doing it.

Horde on my server used to start out with ~8 Siege's within 10 sec of WG starting. Im not sure if this is the problem yall have. But, they would log off with full rank during a previous WG battle...then log back in right after a new WG started.....resulting in full rank in the opening seconds.