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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
PvP Coordination/Strategy Ideas and Concepts
ArchivedUser
Guest
So I've been thinking about pvp lately as that's what I love the most about MMORPGS. The only competitive/serious pvp experience I have in MMORPGS is in WoW's rated battlegrounds where 10 players pit themselves against 10 players in a base capturing, flag capturing, or overall objective holding game mode. The coordination is quite simple, you get your team into a voice chat, you designate a "target caller", an overall strategy caller, and then construct your team to your liking combining various classes and specs for specific roles or abilities needed.
Now in hoping AoC is completely different and it's looking like it will be. My question is: how do you all see how coordination/strategy will work on large scale pvp battles where supposedly hundreds of players may be involved? Some of my ideas are a team divides into "squads" with squad leaders coordinating their units together to achieve ultimate victory. This would take the pressure and chaotic nature of battle of the hands of just one or two strategists or target callers. An example of this strategizing can be seen in the FPS game "Squad" where a team is compromised of various smaller units working together but partaking in different objective to achieve ultimate victory.
Anyone else have intriguing ideas of large scale pvp strategy? Would love to hear some!
Now in hoping AoC is completely different and it's looking like it will be. My question is: how do you all see how coordination/strategy will work on large scale pvp battles where supposedly hundreds of players may be involved? Some of my ideas are a team divides into "squads" with squad leaders coordinating their units together to achieve ultimate victory. This would take the pressure and chaotic nature of battle of the hands of just one or two strategists or target callers. An example of this strategizing can be seen in the FPS game "Squad" where a team is compromised of various smaller units working together but partaking in different objective to achieve ultimate victory.
Anyone else have intriguing ideas of large scale pvp strategy? Would love to hear some!
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i literally have dozens of documents about this for various games I’ve played.
That siad, if @Efroc & @Karthos are in guilds that do contain this level of strategy during conflicts, those are the types of guilds I would flock to. I love my realism in battle!
@Azathoth, My guild for AoC (and when i've run other guilds across games) has and will always put this level of strategy in not only military conflicts, but political encounters as well. It may not always be necessary but it definitely gets me and my members immersed in the game! If you're interested we are always looking for like-minded people!
PvP Coordination/Strategy Ideas and Concepts
you bring out a pick-nick and tell the enemy if they want some tea then once you got them all comfy you ambush them. they'll never tea it coming.i tried...
It doesn't really matter what game it is, zerging is just the easy way out and is usually a self-glorifying act. It's not that black and white because when you do the trouble of splitting up, you should keep in mind how you split up.
I have done countless posts in GW2 about it and put some of them into practice to the point that we where outnumbered on the map by a large degree as was shown by the outnumbered buff and still managed to take down two keeps of the side map nearly at the same time.
Zergs are inefficent and with just half a competent "shotcaller" lose even more effect. It's sad and boring really and I will do my best in Ashes to anihilate them.
Terrain, composition, leadership can all make a huge difference. I like theorycrafting and shit so I expect to have a lot of fun in Ashes that way.
So is this a subtle guild recruitment thread after all? Our guild also plays Squad, and our guild also enjoys strategy. We happen to be recruiting as well.
I think the key to it not being a zerg rush will be multiple objectives that have to be simultaneously managed. If you have to attack and defend multiple points at once, necessitating a split of your forces. I enjoy Squad because the squad leaders have to make their choice how to deploy, but then the Squad also has to win their engagements. You have to win on both the strategic and the tactical level.