The Art of War(craft): Alterac Valley, Part I - Evolution

Of all the Battlegrounds, AV has gone through the most changes, having received fixes and modifications with most of the patches subsequent to its release. Alterac Valley was an extremely ambitious project for the folks at Blizzard, and it was clear from the beginning that they had very high hopes for it. It was supposed to be epic, with the feel of a great war. The size of the zone, complemented by the faction structures and NPCs, certainly added to that ambiance. In terms of gameplay, however, Alterac Valley was flawed on many levels. In the earliest iteration of AV, there was a giant troll named Korrak the Bloodrager in the Field of Strife in the center of the map. The presence of a hostile boss where players would clash proved to be a nightmare. Players spent too much time trying to kite, kill, or flee from Korrak instead of engaging each other. Most of the other NPCs created the same problem, slowing down the game considerably. Subsequent patches saw Korrak moving to Snowfall Graveyard and eventually packing his bags for greener pastures. Blizzard later removed and weakened many of the NPCs, as well, facilitating faster forward movement towards the end goal.
In the latest patch, Alterac Valley received its biggest overhaul yet. The latest changes are the most drastic in terms of gameplay because it now gives another means of winning the game, making it the only Battleground with an alternative victory condition. There is now a new mechanic called Reinforcements, with each side receiving a count of 600 at the start of the game. Killing opposing players will reduce their team's Reinforcements on a 1:1 ratio while destroying a pair of towers or killing enemy Captains (Balinda and Galvangar) will reduce it by 100. Killing the enemy General will reduce the opposing team's reinforcements to 0, winning the game. Conversely, reducing an opposing team's reinforcements to 0 will result in the enemy General's death. The changes make Alterac Valley feel like an entirely new game, forcing a shift in strategy and encouraging more player combat. What used to work in previous iterations of AV no longer work so well in AV 2.3. The zerg rush that used to typify AV races have given way to a new kind of thinking: defend, push forward, kill everything in sight. It would seem, at last, that PvP has come to the Valley.
Honorable discharge
One of the design flaws in the first versions of AV was that it lent itself to protracted campaigns. Sun Tzu said, "if victory is long in coming, the men's weapons will grow dull and their ardor will be dampened," and "there is no instance of a country having benefited from prolonged warfare." This was specially true of the old AV where games would last so long that the diminishing returns on Honor meant that all the carnage past the first few hours was largely meaningless. This led to the formulation of the race, effectively removing PvP from Alterac Valley as Alliance and Horde generally avoided each other in a mad rush to kill Lieutenants, Captains and the enemy General at the other end of the map.
In the interest of speeding up the game and removing Honor gain too early, Blizzard removed the Lieutenants that guarded towers and bunkers or patrolled the battleground. Each of the Lieutenants were worth 20 Honor, which had forced players to kill NPCs to maximize Honor gain. In this way, the old Alterac Valley was largely a PvE zone. While removing most of the NPCs has made way for more PvP, my one small regret is that is has left the immense zone feeling a bit empty. The old AV with its NPC armies milling about made me feel like I was fighting in a war. The new AV looks like a deserted battleground, with the vast geography still allowing players to easily avoid each other should they choose to.
Fortunately, there is much incentive to engage in combat, as killing an opponent is directly contributive to winning the game. Healers directly bolster their team's chances by keeping their reinforcement count up. The slight downside to this particular change in AV is that lower level players become something of a liability. With the focus back on actual PvP, players in the lower range of the brackets (51-60 and 61-70) contribute less than they used to. The new mechanic encourages skirmishes almost, but not quite, to the point of detriment. Fighting on the road, formerly a practice frowned upon because it prolongs games, now has a positive effect in that it rewards the side that has combat superiority. It's a refreshing change from when players were admonished in Battlegrounds chat for engaging enemy players. With the addition of a reinforcement count, Blizzard ensured that a game of Alterac Valley has a finite duration. While 15-minute races are now highly improbable, games will no longer last for hours or even, as in the first versions of AV, excruciatingly long days.
The need for speed
To further speed up the game, destroying enemy towers and bunkers (which now take four minutes instead of five) no longer spawn a defending Marshal or Warmaster but still eliminates an equivalent Marshal or Warmaster on the opposing side. Now that it is no longer possible to pull them independently of the enemy General, tower destruction becomes a purely offensive endeavor. The key to maximum Honor gain, then, is total victory: destroy all enemy towers, kill their Captain, and keep all your team's Towers and Graveyards. Whereas in pre-2.3 it was fairly common to have the losing side gain as much -- and sometimes more -- Honor as the winning side, it is less likely to happen with the recent changes.To offset the potential Honor lost by removing Lieutenants from the game, destroying towers and bunkers as well as killing the enemy Captain now grants 62 Honor each, up from 20. Furthermore, 41 Honor is awarded for each intact and untagged tower, as well as a standing Captain, at the end of the game. This makes it doubly important to defend your team's resources. Lastly, the death of an enemy General, or winning the game, is worth 83 Honor. Defense has never played as important a role in Alterac Valley as it does post-2.3, with bunkers and towers worth 75 Reinforcements and Captains worth 100. In order to win and maximize Honor gain in the new AV, there needs to be a good balance of defense and offense.
The change is significant and arguably the best thing to happen to AV since it was released. Played properly, the new Alterac Valley can yield considerably more Honor than the old AV even during AV weekend because of the additional Honor gained from engaging in combat. The new mechanics guarantee quite a lot of that -- one other change in 2.3 is that players no longer resurrect from their starting tunnel but at the nearest controlled Graveyard. If all your originally controlled Graveyards become contested or enemy-controlled, you will resurrect in Graveyards towards the enemy bases. You will only resurrect at the starting tunnel if your side does not control any Graveyards on the map. This ensures that the offense is constantly moving, and that a broken-through defense will fall faster because all its defenders will no longer resurrect nearby.
The only design change that is counter to this new philosophy of expedience is the new mechanic for Mines. Control of Mines now give 1 Reinforcement to your faction every 45 seconds, the only additive component for Reinforcements and is arguably non-contributive to strategy as a whole. The Mines are complicated to navigate through, filled with NPCs, and deliver very little in terms of team survivability. It takes 4 minutes to destroy a tower and eliminate 75 Resources. In contrast, it takes over 56 minutes for a Mine to replenish that amount. Of all the changes to Alterac Valley, Mine control seems to be the only palpable (or impalpable, in this case) design flaw. It seems geared towards giving an edge to a team when the game is at a stalemate but fails because stalemate games, rare in 2.3, boils down to skirmishes which diminish Reinforcements at a much faster rate since multiple players die within 45 seconds.

Overall, the changes to Alterac Valley are massive improvements. Patch 2.3 breathed new life into a Battleground that had begun to feel like a chore and was being played by necessity only because it delivered the highest net Honor per game than any other Battleground. The fun is definitely back. Alterac Valley hasn't been this much fun in a long time. Given the renewed (and long overdue) focus on PvP, it seems that Mulverick and Ichman will be flying more over the valley of Shadowmoon than Alterac; and Ivus the Forest Lord and Lokholar the Ice Lord may lie in slumber for ages to come. Alterac Valley has been reshaped yet again, this time hopefully for good (although Drysc said recently that AV may still be adjusted). A game of Alterac Valley, played with total dominance (see screenshot above), can net over 600 Honor -- from zone objectives alone, not even counting Honor Kills -- on a regular day. This number jumps considerably on AV weekend (I'll report numbers when the weekend rolls around). If you haven't forayed into the valley lately, I encourage you to go get some winter gear and warm up your weapons. Defend your towers, fight beside your Captain, push hard, and kill every enemy in sight. It's time to PvP.
Next week: Alterac Valley, Part II - Strategy and Tactics
Zach Yonzon writes the weekly PvP column The Art of War(craft) in between cleaning the blood and grime off Stormherald and playing Pusoy Dos with Lieutenants Murp and Grummus. He'll miss those fatties.
Filed under: Analysis / Opinion, Tips, PvP, The Art of War(craft) (PvP), Battlegrounds






Reader Comments (Page 1 of 2)
Askia Nov 17th 2007 5:27PM
Nice writeup Zach, thanks for the knowledge.
KCV Nov 17th 2007 5:13PM
Woot first, before I get buried in all the QQAVsucks comments that are sure to follow.
Anyways I think the changes are great some tuning will be needed but over all I think it was a needed/welcome change, too many people were retardedly farming honor and not really playing the game
Xip Nov 17th 2007 5:32PM
Uh yeah. Hypothetically I agree, your theory and argument for why these changes are good is sound. But my Battlegroup is far from balanced and now Alliance have lost their only balanced Battleground - in that it was about 50/50 to win. Now even completing the BG daily quests is an epic task because we've got around a 10% chance of victory in each BG.
Melenor Nov 17th 2007 5:24PM
QQAVsucks
Sehvan Nov 17th 2007 5:41PM
...I quite liked the "zerg rush" element of AV. Made it a bit more exciting - who could down the other side's leader first. I found the new AV to lack focus - maybe I just got stuck with a bad group.
agentaero Nov 17th 2007 6:00PM
i always hated the fact that AV was nothing but a race, and as with xip's server, mine is not balanced, ther eare ,more alliance player, but horde wins 2-3 times as much as alliance do, while these changes sound good, espically with a positive spin like this, they buffed the stronger team, and made sure the losing team gets less honor, the express train to further imbalance.
Bentas Nov 17th 2007 6:05PM
I love it, but we too many idiots don't seem to understand that the game has changed. Yelling at people for playing the new 2.3 rather than the old zerg rush. Too many of them in an AV now spells defeat and irritation.
Suzaku Nov 17th 2007 6:54PM
I was actually quite fond of the old AV. My only real problem with the new AV, which I haven't really had much time to toy with, is that, so far, most of the fighting is now done in a massive melee, which really strains my computer and connection resources.
That said, I'll try it out more later, for now, I've been working on EotS.
Suzaku Nov 17th 2007 6:54PM
Actually, what I really wish is that they had figured out a way to keep all the old NPCs involved (long games used to be a tremendous waste of time, but they could still be very fun, especially when Lokholar and Ivus were unleashed and left to demolish your enemy's resources), instead of just getting rid of them altogether.
Oh well, ciest la vie.
Ian Nov 17th 2007 7:08PM
AV just isn't fun anymore.
Yes, it used to take a whole evening to win. but it was a blast. Everyone had a role. All the quests mattered. It was crucial to get out your Cavalry and air support, then time your zerg with them.
Summoning your side's elemental was a risky but very rewarding propect.
Regarding your comments on mines, though: Mines can easily be soloed by a rogue in about 3 min. Stealth in, gank the single NPC that controls the node, and friendly NPCs spawn and do the rest of the work. I usually tag mine on the way through to Frostwolf.
JTrain Nov 17th 2007 7:09PM
I don't remember reading it anywhere, but the generals seem significantly nerfed in 2.3. Back in the day, a bad pull resulting in marshals joining the fray meant guaranteed defeat. Now, it seems that if we have 15 or more players in the room, we could burn the general down fast enough even if one marshal was still around. Anyone else notice this?
Michael Nov 17th 2007 7:15PM
All these AV game strategies are nice in theory, but in practice it's a group of 40 random people. There is no clear leader or strategy, so people just run around aimlessly and victory is more of a random occurrence. That makes the games dull, frustrating and from a player skill perspective, pointless.
Kryptonls Nov 17th 2007 7:25PM
AV still sucks.
Dave Nov 17th 2007 8:22PM
I like the changes, but they need a few more.
Reinforcements from the mines need to go up 1 every 5 seconds. For the most part as-is, you're not going to run out of reinforcements, but I like the ability for them to keep a turtle to a minimum. (in theory, the team that turtles will lose due to the other side being able to capture towers while the defense lingers in their base while the other side can capture mines and still throw themselves pointlessly at the enemy and just pick off a few here and there to whittle down the enemy).
I also think that there needs to be approximately %50 more honor per kill while in AV (and other BG's as well) to make up for the fact that they all kinda suck and we were hoping that they'd bump the honor from the non-AV BG's to match AV's honor so we can just play them to have fun in our BG of choice rather than farm AV for honor. A losing match of AV... can be rather disheartening to say the least. I lost a match where I got a grand total of 200 honor over 30 mins of time, all of it from HK's because my team didn't believe in capturing towers, and got stuffed at Balinda and gave up once they saw the allies had taken frostwolf, still believing that it was a zerg rush to the end.
However, you can get around 1k from a winning AV if you're on defense and max your HK's. (I get around 100/game now, which combined with bonus honor from the win can bump up to around 1k maybe a bit more).
And I've never been in a game that's lasted longer than 30 mins now, and we've never lost due to no more reinforcements, or won a game due to reinforcements being depleted on the other side, so I'm not sure the mechanic is working as anything more than a warning to not turtle the game. (and if so, that's fine I guess).
I'd personally bring back the LT's, and put them inside the towers. They're far too easy right now for a single person to stealth zerg them, and with them being worth so much it's not really fair that they can do that. Or at least some elite with a buttload of HP that can't be soloed by 1 or 2 stealthers going and ninja'ing the towers. Something easy enough for a 5-man squad, but impossible to ninja. I know the real answer is "have your people defend" but realistically i don't think that'll ever really happen, since teams tend to defend at Bal/Galv, which is never enough to do more than slow the enemy down and peeling people off to defend towers... yeck.
But i like the changes overall, so hooray for the new AV.
Zolfel Nov 17th 2007 9:33PM
You know, my experience in AV in the Shadowburn group has been entirely different. AV is now even more of a rush. I played a bunch of games last night, and, playing on offense, I literally saw maybe ten enemy (Alliance) players in as many games. It's definitely true that after 2.3, we have a lot more Horde playing D, but Alliance defense was almost non-existent last night - so much so that in more than half the games I played I never died once (which is strange, because (1) I'm level 68, (2) I've got terrible gear almost exclusively from quests, and (3) I'm an awful player, especially at PvP). On the upside, I saw less people complaining in BG chat; when I was grinding honor after the honor system patch, lots of people would talk in chat that it's better to just blitz and either win or lose as quickly as possible, and so on. Now, the talk in chat is mostly about strategy.
Honestly, the only real difference I've noticed in AV in the games I've played was that people now consciously go out of their way to get all the towers and bunkers. And that the games now actually end after 15 minutes more often than they did back in the day. Obviously, this is observation from a handful of games over one or two days. Maybe people haven't gotten into the PvP spirit yet.
talin.wadsworth Nov 18th 2007 12:27AM
I think Warcraft PvP will always end up being about maximizing honor. People will find the quickest, easiest way to get maximum honor, and then everyone will fall into that same trend. We've watched it happen with every change to the PvP system since the introduction of honor and the rewards that come with it.
I'm nostalgic for AV in it's first incarnation, and I'd really love it if Blizzard found a way to balance the games so they feel more in depth. I loved the side quests when I first hit 51 and could hop into the battles. I felt I was contributing when I kept my hunter down by the base and rounded up wolves or ran supplies.
But in the end there will always be the players who will exploit or pass up content because there is a quicker and easier way to maximize honor gain. It makes me sad, and AV is my favorite BG, but I'm not optimistic that the new changes will keep the excitement going for long.
Solid Squall Nov 18th 2007 1:07AM
I don't know what servers most of you are playing on. I'm already sick of the new AV as I get substantially less honor than I used to. I played one game yesterday that lasted 35 minutes and only gained me 60 honor (not counting HKs). In my battlegroup, the entire Alliance strategy seems to be to make an initial rush, capturing towers etc. Then, because the don't defend the towers, the Horde takes them back and the entire team falls back to turtle, prolonging our loss while not gaining many honor points.
Chris Deke Nov 18th 2007 3:02AM
As everyone has pointed out the problem with the new av right now is the turtle. A turtled av, while usually a guaranteed win for the offensive side, can go on for hours. And it gives something in the order of 10 more honor than a regular run up to van does. They need to significantly buff the amount of honor gained from killing opponents during a turtle or it is just going to turn into a grief-fest. IE which team can frustrate the other team into all /afk'ing first.
As for strategy? Right now the strategy is dead simple and not that disimilar to previous van-zerg's. For horde, push up and cap SH. Leave a D group of 5 or so to deter alliance recaps. Bal dies next, followed by IW. Again each time a tower is capped leave a small group behind to D it til it burns. Major O pushes on up to SP GY and DB bunkers, while a few groups of 5 run around behind enemy lines and TOGETHER (cannot stress this enough) recap unguarded or undefended enemy towers/bunkers.
If this is done well and the alliance aren't turtling, AV lasts around 15 minutes and yields 450-600 honor.
On the other hand if half your team decides to go defend FW effectively screwing over both your O and your D, you are bound for an hour long, honorless waste of time. So I pray everyone figures this out ASAP and stops screwing everyone else over.
Also its worthy of note that the strategy presented above provides equal chance for an alliance win when reversed. Even if horde and alliance play the same strategy, the quality of execution will determine the winner. Horde will not ALWAYS win the van-zerg anymore, the quality of your team, and most importantly their team-work and communication will determine the day's outcome.
Happy hunting!
arb Nov 18th 2007 4:29AM
Superb post @18 - you've captured the essence of the new AV in a nutshell. Saves me a long post.
digibluez Nov 18th 2007 4:49AM
i like the way it is now, getting bored of doing the same thing over and over, rush and wave to the horde on your way to the general, now you better kill that horde scum and cut their reinforcements.