OP: You want AV to be a primary engagement center for your WoW experience and that’s awesome. But some people want to get in, get out, and never touch it again. It’s designed for them too, not just you.
Also, if they nerf it, they just nerf the gain for future players. Standing players who got in early, zerged often (sound familiar?) will have hit their completion checkbox and moved on. It only hurts future players that may want to also get that completion objective.
While the zerg meta is dumb beyond belief for an EPIC battle, it just doesn’t look like something that was considered at all for this round of development. It’s a tack on system, and that’s how it should be framed (for now). Speculation on a future state or an ‘ought to’ version is fine but that’s a different game.
I don’t like the idea of forcing players to play how they don’t want to play. Most players want to rush. You’re just the minority.
One faction could make the game last a long time if they wanted to. Alliance could just stop horde at SHGY and force them to take SFGY, at which point they can take IBGY, and beat them easily.
But they don’t. This is a player issue. And just because you don’t like what the players choose, that doesn’t mean the developers should force your will on everybody else with changing the design.
Well I think that’s a different situation because it was a brand new thing, and lopsided rushes couldn’t be stopped, thus it was broken. AV is 20 years old so it’s kind of out of the realm of reinventing. And rushes can be stopped. It’s simply both teams choosing to play a certain way.
In my original post, I specified that longer games should be designed to maintain the efficiency of honor/rep per hour, and if that efficiency can’t be maintained past a certain point, then the game should end. Typically a game ending in AV prior to objectives completing was through resources.
Resources are an unpopular design, at least they were when they launched, but the alternative of 5 hours AVs is much worse.
They are quite heavy handed with honor in BRM, so I see no reason rep/honor couldn’t be heavy handed in a longform of AV.
However, a well played game of AV should yield the equal or better honor and rep results.
For example, you very dominantly play AV and clear all four towers, the captain, and the last boss in the fastest time possible, you should be heavily rewarded for such solid game play, in such a way that it incentivizes you to do so. However, if you don’t achieve this, you should still gain some form of honor and rep. In the current game, if you couldn’t rush, a game is considered dead after the towers are down. That’s not great, because you start entering hour+ dead locks where afk’ing and taking the 15 minute L is seen as a better option.
I agree, which brings me to my next proposal: I, Clayfighter, should be named president and CEO of the WoW Classic, Season of Discovery team. I will do no work on Cataclysm or Era, and focus only on Season of Discovery.
I will also decline all flex hours toward retail or other Blizzard projects.
It’s sad that we can’t have reasonable discourse without me adding this notice: I’m not arguing with you, I’m asking you a question.
So I’ve played extensive AV on both factions.
There are “eras” for each faction, where one side wins 90% of the time. Then it eventually flips for awhile.
What is it about AV that makes your statement true, that Alliance never win?
A lot of people talk about the map layout. Just as an elementary view, the Alliance base is way harder to reach than the horde base. So the map design issue must be somewhere else I’m not understanding.
Right the base design isn’t the issue the alliance base is slightly better but not in a significant way.
The issue is the middle of the map, specifically SH vs IB(and slightly galv vs balinda). SHGY is much easier to take than IBGY and once it’s taken it’s the best choke point on the map preventing alliance ever getting south again so the game is effectively over it’s just a matter of time. Since even if alliance do turtle in their base before reinforcements that doesn’t matter and eventually horde just summon their big guy.
In short if horde are playing to win they should win almost every game.
If they make rush games impossible in the middle of phase 4, the forums will be on fire about how the first wave of players got easy mode to honor caps and exalted. And how it’s unfair.