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
Patch 5.4 patch notes
Virtual Realms feature revealed
The Proving Grounds are coming
The latest patch 5.4 news





Reader Comments (Page 2 of 2)
Chrissie Nov 18th 2007 5:14AM
I don't particularly enjoy PvP AND I play in a battlegroup where Alliance sucks major rocks...we've long since been losing AB, EotS (WSG not as much)...AV we always won until 2.2 when the horde was forced to play, at which point we also started losing. And now we lose even worse.
Yet, I absolutely love these changes. As much as it may have suited me as a PvE-interested healer to have the BG be a PvE race, that's not what it is supposed to be about. Furthermore, retarded people kept "turtling" and dragging the game out, ignoring its objectives for the sake of "I'm killin Horde and havin fun" (while severely destroying the honor gain of everyone involved). Now there is no more turtling, there's a point to defense, there's a point to killing, people get beaten over the head with the fact they need to keep their bloody towers.
If that means we always lose, well, then we don't deserve to win. (Which doesn't mean I won't QQ up a storm on guild chat when it takes me 4 hours to get any given BG daily done).
Cheers.
Argent Nov 18th 2007 7:48AM
AV was fine (imo) about 2-3 revamps ago. the NPC mass-spawning and zerging the hell out of people was sorta dumb and once that was fixed, i found AV quite to my liking.
with each progressive 'fix', AV then became increasingly more braindead to play -- you just follow a script each and every time. these latest round of changes haven't really addressed that in the least little bit.
my first few AVs, we had horde and alliance passing each other like ships in the night on the field of strife. towers were capped. a little defense was played to deter folks. drek/van was zerged and the game ended.
about the only new wrinkle is that people won't yell at you for capping the mines now. wow, that's a stellar improvement right there.
AV in 2.3 really feels like the same crap in a different wrapper to me.
BigBear Nov 18th 2007 7:43PM
While the poster makes some valid points, and I do see the fun in this new version of AV - I still miss the original incarnation.
The reason: the "epicness" has gone. Its almost like they have stripped AV down to another honour grind zone when before the people who used to play it were there for the fun of a mixed enviroment that felt like a war zone and were not just farming honour (though the honour was still decent).
Probably the biggest downside is that as a dedicated PvE protection warrior, AV was the only BG where I felt useful. I would inform the raid that I was a tank, and then proceed to move with the group and pick up each LT, Com, warmaster etc as needed.
In this way I was contributing to the success of my team.
A previous poster mentioned the same from a lower level point of view. They felt useful going out and collecting wolves, holding a mine or doing supply runs where now they are nothing more than a roadbump for higher level players. At the same time, the removal of the quests removes that fun option of doing a different (pvp) style quest while leveling.
All being said, this renforcement concept is quite good though. However, I think in the end, they should have made a new BG utilizing this design and leave AV as the split PvE/PvP epic warzone that it once was.
dragonrealm Nov 18th 2007 11:42PM
I have run the AV after the first year.. never saw any of the epic 2+ hour bg runs, heard about them. This new AV, which is suppose to make it more pvp style did just the opposite. I have heard many complain about how AB and WSG are geared more for Horde. After playing them many hours and very rarely winning any of them (as in maybe 1 in 200), I find it disconcerting that the programmers would attempt to make it more of what they call pvp style. All this did was make it some pvp and even less pve. After running it for 3 days, I saw that even if the Ally side was able to run together as a concerted group, they still could not win. I saw maybe 2 wins the whole weekend and all the Horde had to do was Turtle the Ally group. No PVE, lots of PVP, but no working on any of the parts that had previously been incorporated into the instance. No defence was on the Horde side, they just stopped in the middle or at a bottle neck area and farmed kills. Nice way to gain HK, but, kind of difficult to get anywhere when there is no where to go.
Grewel Dec 15th 2007 6:05PM
Fantastic article! I don't know what all the complaining is about the new AV. The old rules sucked. Sitting in a 4-5 hour honor farming-fest because no one was trying to win sucked. I also don't know where people get the idea that you get less honor with new rules. I cranked out 2K in one day.
The new rules require teamwork and strategy. Just because it takes more brain cells now than it does to scarf down a cheeseburger isn't a reason to slam 2.3.
Biggest win: punk alliance teams can't turtle anymore like they ALWAYS used to do on my server.
Algorithm Nov 19th 2007 4:11PM
As far as I know, EotS has alternate victory conditions as well (flag or tower). It's not just AV. Just think of reinforcements as points, and it's basically the same thing.
In the end, AV has suffered from a lot of poor design choices. Some of them are gone, some of them are still there.
AV has, though, and always will be unfair due to lack of map symmetry.
Regardless of your viewpoint before (I imagine it will have to do with the faction you play :P), now the horde gain more honor overall. Why? Because, they have, essentially, a free tower. The first horde tower is behind a choke point. I doubt seriously that the alliance could make it to their furthest bunker before the horde do. If nothing else, the small edge will likely snowball (oh the puns!), as it did in reverse pre-2.3. The horde hardly ever tried (in my bracket), because they felt it was futile.
I think, in the end, the real broken battleground is WSG now. I've had my WSG games take far longer than AV, I rarely do it anymore. It's the oldest and slowest battleground.
Angus Nov 19th 2007 4:39PM
How on earth can WSG be geared more towards Horde?
The maps are exactly the same on both sides with the exception being alliance has nicer walls on top so you can't see the flag up there.
Please explain how having a perfectly balanced map favors the Horde? Do try and make sense.
If your Battle group has Alliance that are clueless, and, well, suck it is not the map's fault.
In my battlegroup I don't bother trying to do WSG. It's where the Alliance heavies hang out. They grab our flag and then camp us while we get frustrated and can't do enough damage to stop them. I often wonder why someone wearing full S2 gear needs to hang out in WSG, but they seem to enjoy it.
I just don't bother with that place anymore. I also don't act like I can't win a BG and do fairly well in any of the other BGs.
Don't blame the map for bad skills. Especially not a map that is a mirror image for the two sides. AV was horrible for horde pre-2.3. A good turtle at the bridge meant we got a decent amount of honor but lost. Now the tactics have had to change and the battles end up being determined by the better players.
Whirlwind is pretty fair as a battle group.