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DEV DIARY - March 2016

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Glorian
Posts: 5004

Re: DEV DIARY - March 2016

Post#81 » Mon Mar 21, 2016 4:31 pm

Shadowgurke wrote: Playerside basebuilding? Or are we talking about the players hitting the mine for ressources?
I have a whole Guild ready for some shifts in the mines. :)

And I really like the idea of a strategy game aproach.
In Battlefield the commander could set targets to be seen by all players. Thats more or less like the question in t3 Channel. Only a little bit more official if there is a designated commander for a tier for some hours instead of players asking without question marks and half the warband runs to the questioned BO. ;)

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skutrug
Posts: 131

Re: DEV DIARY - March 2016

Post#82 » Mon Mar 21, 2016 4:34 pm

I am all for more strategy in the T4 campaign!!!
One of the obstacles that Mythic tried unsuccessfully to tackle was spreading the strength of the attacking/dominant force. Making a linear campaign (lock zone 1, lock zone 2, then lock zone 3...) resulted in large zergs (3-4 wb) systematically moving from one objective to the other, mowing all opposition on their path. Requiring simultaneous operations in different locations for zone conquest would promote a strategic view of the campaign and the need for realm-wide cooperation.
I look forward to seeing the mechanisms you implement to foster it.
Skut
“You go to WAR with the Pugs you have, not the Premades you might want or wish you had”

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Shadowgurke
Posts: 618

Re: DEV DIARY - March 2016

Post#83 » Mon Mar 21, 2016 4:54 pm

Azarael wrote:I'm talking pretty much everything. Savage 2 in my opinion did a lot of things right - commanders, minimap with FoW, resource-based gameplay both for players and for the team as a whole, map control basis, group-based gameplay, fun combat, siege, fortifications and forward bases. It takes all the elements of old-style warfare and reduces them to fit a smaller playercount. Warhammer SHOULD have been designed in the same way (but for more players) but because the RvR was such an afterthought, it wasn't. Behold the result - there simply isn't enough depth there to add any kind of fun, and some of the flaws even serve to reduce depth (zerging, keep chokepoints).

As RTSes go, another inspiration would be Relic's RTSes, Company of Heroes and Dawn of War. Both of them use control point / area control mechanics to create battlefronts, more so in the case of CoH than DoW.

The fundamental point, I think, is to push towards a more deep, strategic version of RvR, and to do that, you need to draw influences from strategy games.
I played Savage and Savage 2 a lot so I know what you mean. I just have a hard time figuring out how you want to implement this in Warhammer. The Control Point mechanic from DoW II is something I can get behind though. Anything to reduce the zerging, really
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Gobtar
Posts: 799

Re: DEV DIARY - March 2016

Post#84 » Mon Mar 21, 2016 4:55 pm

As for 1.4.0 - 1.4.8 Resource generators: More people were against it than for it, they just couldn't agree on which. I know I felt resource generator RvR was the least fun I had in ORvR and worse zerging zones, with "Zone Preps" etc. I don't think first past the post is how we should handle RvR.
Spoiler:
I do like the idea of having a merger of some of the working concepts with others. Take the best elements, or develop our own interactive World Campaign, with expanded roles, each zone could have special attributes, and BOs bringing Campaign bonuses. In essence have the microcosm and macrocosm. Split up the zerg by not having the zones completely uninfluenced by what is happening in the campaign.

Scenarios could also generate smaller scale campaign points, have them be in essence "missions" for the realm, if you wanted to incorporate SCs into the campaign, this would also be a way of adding asymettric SCs (attacker vs Defender SCs or a variety of other game modes)

Having a challenging and interactive campaign might make people more invested in more than just flipping zones. I know you touched briefly on this, but with the debolster you can make the campaign global and not isolated to tier 4.

I know a lot of these ideas are similar to what WAR was originally in place, with VPs, I think they tried to streamline it and oversimplify it and just ended up being sloppy. The War report could be change to act as a SiTREP; instead of having it tell them where the action is, informs them what is necessary for the war effort. Have the campaign be multifaceted, you could have rotating daily objectives as well, putting priorities for a realm to control certain objectives.
EDIT: Well I originally misposted and I see other posts expanding on the direction I wish the game to take. Leaving my comments here in case there is something that someone wishes to expand on.
Last edited by Gobtar on Mon Mar 21, 2016 5:09 pm, edited 3 times in total.
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Azarael
Posts: 5332

Re: DEV DIARY - March 2016

Post#85 » Mon Mar 21, 2016 5:03 pm

Shadowgurke wrote:I played Savage and Savage 2 a lot so I know what you mean. I just have a hard time figuring out how you want to implement this in Warhammer. The Control Point mechanic from DoW II is something I can get behind though. Anything to reduce the zerging, really
That's exactly why I'm not even bothering to consider RvR until (perhaps even unless) we have the ability to make major changes to the client. I assume your question was from a technical/implementation standpoint as opposed to a design one.

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Shadowgurke
Posts: 618

Re: DEV DIARY - March 2016

Post#86 » Mon Mar 21, 2016 5:07 pm

Azarael wrote:
That's exactly why I'm not even bothering to consider RvR until (perhaps even unless) we have the ability to make major changes to the client. I assume your question was from a technical/implementation standpoint as opposed to a design one.
No, purely design based. You know the technical barriers a lot better than I do so I assume everything you want to have happen will be possible at some point in time.

Im interested in how you want in to work in theory.
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Azarael
Posts: 5332

Re: DEV DIARY - March 2016

Post#87 » Mon Mar 21, 2016 5:28 pm

What I'm looking at, from the most basic level, is making the game more true to realistic concepts of renown, experience, acquisition and allocation of resources, and siege. I also want to see dead time eliminated.

By renown (and influence), I mean that you should only receive renown for actions which would be worthy of note by a theoretical commanding officer or top brass of your faction. Someone in another thread mentioned a step back Mythic made in this game from DAoC, in which they said that kills were the only action that granted renown. I don't agree with taking such an extreme approach, but I do agree with eliminating renown that was gained for doing nothing - and by this I mean taking undefended BOs and capping empty keeps.

Similarly with experience - you don't improve by sitting at a battlefield objective waiting for it to cap.

On to acquisition and allocation of resources.

This is why I mentioned Savage, Dawn of War and Company of Heroes. All 3 games use the same general concept: by holding locations of value to either your commander (DoW) or yourself (CoH, Savage 2) you generate resources with which you can use to advance your faction and win, which is the underlying driver of the game. Almost every RTS uses the same concept, and why? Because it works. It punishes mass strategies and forces players to split up, or commanders to split their forces. There's no such thing as an insane, arbitrary lock timer which prevents the other faction from threatening the point you've just locked - you have to control it and generally that's accomplished by fortification - an action that occupies players on both sides (one in construction and the other in harassment / attacking the point). This also ensures that the point has hard value - it is meaningful. In the case of CoH, there's even a distinction between types of points, some of which are more valuable than others. Contrast Warhammer's battlefield objectives, which succeed in contributing almost nothing to the campaign outside of free renown and a new destination for the zergs on both sides.

In CoH especially, control of points (and the method of attacking them) creates a natural battlefront through the supply mechanic, which plays into the whole "mass war" concept. I haven't yet decided if this concept is anything I'd want to see included. Another game that made use of this on a larger map scale was UT2004 (in Onslaught mode), where it also helps to split up forces.

As for how resources might be used? S2 maintained separate resource pools - one which could be used by the player and one by the commander. Assigning a global resource pool for the realm, controlled by its leaders (realm captains, or highest renown if they're not present) and used, for example, for major siege units like rams (and in my vision, Orcapults, siege towers and all other kinds of stuff), while allocating lesser resources to other players for individual types of fortification and smaller siege weapons, as well as potentially introducing better mounts with abilities, which would serve as a type of vehicle. The potential for adding content to drive a more strategic experience is there.

Siege and general gameplay direction. At the moment, there's too much emphasis on the keeps. Some people may disagree with me on this (and I'm sure most of them will be supporters of mass AoE) but the game seems basically to resolve to "We're outnumbered, retreat to keep where we can try to farm them" or "We outnumber them, push to their keep". There's no real concept of a middle phase, or indeed any kind of advancement in the engagement. There's no room for any real strategy and the only real tactics I've seen are baiting people from a keep with fake retreats or hiding behind a wall waiting to ambush people who can't see you. As long as the emphasis remains on this type of gameplay, and keeps are kept as enclosed meatgrinders with one attack strategy (the doors), things will remain uninteresting.

The above is why I mentioned siege towers and Orcapults. There should be multiple ways of attacking a keep, and thus defending one should require multiple approaches from the defenders. So there should be slow, vulnerable siege weapons that have to be bought and transported around in order to open up multiple avenues of assault - IF the defenders fail to contest them, either by sending a force to attack the weapon directly or by using their own siege weapons to destroy it.

The other thing about siege weapons is that since they would be requested (requisitioned) from the realm, the leaders of that realm would be able to refuse requests for siege weapons if the engagement was not great enough to demand their use. This would offer a means of keeping empty keeps from being assaulted if there was not enough action in the area to justify progressing to that stage. As more players entered the area, the engagement could advance in a similar way to tiering in RTS games until the point at which siege would be released.

With respect to commanders: in order to implement any kind of reasonable strategy across large battlefields, realistically, someone's got to have a tactical map and the ability to use that to issue orders. That's again something Savage did right. This doesn't need to be extravagant - just give some people the ability to survey the battlefield in more detail and issue orders based on that.

Regarding dead time: Warhammer has a lot of it. No good game should have any period where you are basically sitting and doing nothing, but that's exactly what the current battlefield objective concept promotes - idling around while you wait for it to lock. A player should always have something positive to be doing.

This is just a general overview of the direction in which I'm thinking, from the top of my head. I'm sure there are flaws in it, but the bottom line for me is that WAR suffers badly from directionless RvR, zerging and chokepoints / AoE, even to the point where some classes that are mostly single target are left out in the cold.

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Shadowgurke
Posts: 618

Re: DEV DIARY - March 2016

Post#88 » Mon Mar 21, 2016 5:32 pm

Azarael wrote:...
Thank you very much for your time. The most important aspect I take away from this is that you know what is wrong with the current oRvR and you are willing to fix it in a way that I like.
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PartizanRUS
Posts: 612

Re: DEV DIARY - March 2016

Post#89 » Mon Mar 21, 2016 5:47 pm

Azarael wrote:I also want to see dead time eliminated.
Making it 1-2 minutes ? I mean death time now.
Azarael wrote:By renown (and influence), I mean that you should only receive renown for actions which would be worthy of note by a theoretical commanding officer or top brass of your faction. Someone in another thread mentioned a step back Mythic made in this game from DAoC, in which they said that kills were the only action that granted renown. I don't agree with taking such an extreme approach, but I do agree with eliminating renown that was gained for doing nothing - and by this I mean taking undefended BOs and capping empty keeps.
Similarly with experience - you don't improve by sitting at a battlefield objective waiting for it to cap.
I'll drink my cup of tea to that. I always hated leechers standing at wc entrance and bots in scenarios. They were cancer.

Azarael wrote: This is why I mentioned Savage, Dawn of War and Company of Heroes. All 3 games use the same general concept: by holding locations of value to either your commander (DoW) or yourself (CoH, Savage 2) you generate resources with which you can use to advance your faction and win, which is the underlying driver of the game. Almost every RTS uses the same concept, and why? Because it works. It punishes mass strategies and forces players to split up, or commanders to split their forces. There's no such thing as an insane, arbitrary lock timer which prevents the other faction from threatening the point you've just locked - you have to control it and generally that's accomplished by fortification - an action that occupies players on both sides (one in construction and the other in harassment / attacking the point). This also ensures that the point has hard value - it is meaningful. In the case of CoH, there's even a distinction between types of points, some of which are more valuable than others. Contrast Warhammer's battlefield objectives, which succeed in contributing almost nothing to the campaign outside of free renown and a new destination for the zergs on both sides.
In CoH especially, control of points (and the method of attacking them) creates a natural battlefront through the supply mechanic, which plays into the whole "mass war" concept. I haven't yet decided if this concept is anything I'd want to see included. Another game that made use of this on a larger map scale was UT2004 (in Onslaught mode), where it also helps to split up forces.
As for how resources might be used? S2 maintained separate resource pools - one which could be used by the player and one by the commander. Assigning a global resource pool for the realm, controlled by its leaders (realm captains, or highest renown if they're not present) and used, for example, for major siege units like rams (and in my vision, Orcapults, siege towers and all other kinds of stuff), while allocating lesser resources to other players for individual types of fortification and smaller siege weapons, as well as potentially introducing better mounts with abilities, which would serve as a type of vehicle. The potential for adding content to drive a more strategic experience is there.
Siege and general gameplay direction. At the moment, there's too much emphasis on the keeps. Some people may disagree with me on this (and I'm sure most of them will be supporters of mass AoE) but the game seems basically to resolve to "We're outnumbered, retreat to keep where we can try to farm them" or "We outnumber them, push to their keep". There's no real concept of a middle phase, or indeed any kind of advancement in the engagement. There's no room for any real strategy and the only real tactics I've seen are baiting people from a keep with fake retreats or hiding behind a wall waiting to ambush people who can't see you. As long as the emphasis remains on this type of gameplay, and keeps are kept as enclosed meatgrinders with one attack strategy (the doors), things will remain uninteresting.
The above is why I mentioned siege towers and Orcapults. There should be multiple ways of attacking a keep, and thus defending one should require multiple approaches from the defenders. So there should be slow, vulnerable siege weapons that have to be bought and transported around in order to open up multiple avenues of assault - IF the defenders fail to contest them, either by sending a force to attack the weapon directly or by using their own siege weapons to destroy it.
The other thing about siege weapons is that since they would be requested (requisitioned) from the realm, the leaders of that realm would be able to refuse requests for siege weapons if the engagement was not great enough to demand their use. This would offer a means of keeping empty keeps from being assaulted if there was not enough action in the area to justify progressing to that stage. As more players entered the area, the engagement could advance in a similar way to tiering in RTS games until the point at which siege would be released.
With respect to commanders: in order to implement any kind of reasonable strategy across large battlefields, realistically, someone's got to have a tactical map and the ability to use that to issue orders. That's again something Savage did right. This doesn't need to be extravagant - just give some people the ability to survey the battlefield in more detail and issue orders based on that.
Regarding dead time: Warhammer has a lot of it. No good game should have any period where you are basically sitting and doing nothing, but that's exactly what the current battlefield objective concept promotes - idling around while you wait for it to lock. A player should always have something positive to be doing.
This is just a general overview of the direction in which I'm thinking, from the top of my head. I'm sure there are flaws in it, but the bottom line for me is that WAR suffers badly from directionless RvR
But this is not RTS and there is no point to convert mmorpg into rts where every coordination is limited to text chat that many ignore. So you can't even place "waypoint for your troops" properly. I just like most of WHO's rvr system and its really fine. I'm not sure about resource carriers npc, they looked idiotic with that barrel. So maybe you could use another model.
DAoC - its so bad, that WHO looks like huge improvement in every possible way.

PS
Maybe we need some sort of Command Chat like /t3c , visible Only to party and wb leaders. I see that /2 channels is underused. So maybe you could convert them with better purpose...
Last edited by PartizanRUS on Mon Mar 21, 2016 6:06 pm, edited 3 times in total.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
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Azarael
Posts: 5332

Re: DEV DIARY - March 2016

Post#90 » Mon Mar 21, 2016 5:53 pm

I think it's a little unfair that I write paragraph after paragraph and you feel you can dismiss it in four lines.

No, this isn't an RTS. But both RTS games and this game work on the same concept: large-scale battle over an area. Frankly, the only conceptual difference is that in an RTS, a single commander controls and produces all of the units, whereas in Warhammer, the players are the units. Therefore, when considering how to increase the depth and complexity of such a concept, it is valid to draw from RTSes.

Also, I'm obliged to point out that Savage isn't an RTS and yet it successfully uses RTS concepts, further undermining your point.

As for coordination? If people don't want to coordinate, they should lose, and they should lose over and over and over again until they learn to coordinate. That's absolutely fine, and that's what humans are about. Adapting.

Waypoints are something that could theoretically be added, depending on how much ability we have to modify the client. This is why I have been reluctant to post any ideas until now.

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