The Art of War(craft): Outdoor PvP, Part I - War in the Old World

I wrote about how I always wanted my PvP to have some sort of meaning, and objective-based zone PvP is about as meaningful as it gets. More than the Battlegrounds, where PvP is contextualized only through a story, or the Arenas where PvP is purely sport, the objectives in the outdoor PvP zones are designed to give a direct benefit to your faction. If any sort of PvP highlights the conflict between the Alliance and the Horde, it is the battle for control of these PvP zones. Achieving these objectives can make a player feel like he or she's contributed something substantial to his or her faction. Although it gives little to no Honor and no Arena points, it can be fun, spontaneous and even rewarding for the little time you put in it. Whether it's role-playing or for something different to do in between 2-on-2 Arena queues, world PvP offers a different slice of the PvP pie.
War in the old world
Objective-based PvP began with Silithus and Eastern Plaguelands, introducing new mechanics that would later be seen in other PvP zones such as Eye of the Storm. On normal servers, players must flag themselves for PvP in order to participate, which is a clear disadvantage because opponents will always have the opportunity for first strike. But there are a few incentives to achieving the zone objectives, such as quests and reputation gains, as well as token Honor. Personally, I feel that these zone objectives lack a compelling reason to participate in PvP -- lessons that Blizzard learned -- but provided seeds for future designs.
The Silithyst Must Flow aka Sandlol
Patch 1.12 introduced a strange substance called Silithyst, which can be obtained by clicking on glowing geysers on the ground all over Silithus. Clicking on these objects will despawn them and give you a debuff called Silithyst, which will make you glow -- allowing enemies to spot you easier -- and slows down your movement to 75%. If you have movement-enhancing spells such as Ghost Wolf or Aspect of the Cheetah, maximum speed is capped at 100%. The debuff is a rather huge disincentive for picking up Silithyst because slow movement is a hindrance to PvP and is extremely annoying to play through. Dying, entering stealth, mounting up, or acquiring immunity causes the Silithyst to be dropped, and dropped Silithyst can be picked up by another player from a mound on the ground.
The goal is to turn in 200 Silithyst samples at your faction's Silithyst machines. Each turn-in grants 20 Reputation with Cenarion Circle, 19 Honor and Traces of Silithyst, a 30-minute buff that increases melee, ranged and spell damage by 5%. The first faction that turns in 200 Silithyst samples is granted a zone-wide buff called Cenarion Favor, which increases Cenarion Circle reputation gained from killing monsters in Silithus and Ahn'qiraj by 25%. None of these benefits are particularly compelling, although the reputation gain was substantial for guilds running Ahn'qiraj. Dubbed 'sandlol' by most players, Silithus world PvP was largely unsuccessful. Aside from mechanics that didn't encourage combat -- having the Silithyst debuff meant having to avoid enemies -- everything felt as though it were merely, in the words of Blizzard, tacked on.Sandlol fails for the simple reason that it's deathly boring. Finding the occasional Silithyst Geyser is already a chore in itself, and transporting it on foot at a reduced speed is even more so -- running across the desert at a slowed pace grows old really quickly. Furthermore, it is frustrating to fight with gimped movement speed, making the Silithyst debuff completely PvP-unfriendly. Even without opponents (often the case in the sparsely populated Silithus) the 19 Honor and 20 Reputation takes too long and isn't worthwhile. The +5% damage buff granted by Traces of Silithyst, because it is applied to the player and not the zone, is debatably the only bonus worth obtaining.
A Game of Towers
Towers in the Eastern Plaguelands provide a more dynamic game, introducing the concept of capturing towers through proximity and numerical superiority. This mechanic is later seen in Eye of the Storm, Hellfire Peninsula, and Zangarmarsh. There are four towers in the EPL that can be captured in this way -- the Crown Guard Tower in the South, the Eastwall Tower in the East, the Northpass Tower in the North, and Plaguewood Tower in the West. Control of a tower grants a zone-wide +1% melee and spell damage bonus against Undead, to a maximum of +5% -- a bonus of +1% given for controlling all towers. The buff also works inside Stratholme, but is a fluid buff that can change depending on the control of the towers in EPL.

Each tower has interesting mechanics that come into play when captured. The Crown Guard Tower grants control over a Graveyard immediately North of the tower, which is useful for those who quest in the area. The coolest part of controlling the Crown Guard Tower is the animation of the Spirit Guide floating from the sky down to the Graveyard once it converts. The Plaguewood Tower grants access to a spectral gryphon master that allows players to fly to any of the three towers via a spectral gryphon mount. Upon conversion, the Eastwall Tower spawns NPCs that rush the Northpass Tower. Oddly enough, even though the NPCs -- Lordaeron Soldiers, Commanders, Fighters, and Veterans -- look like ghosts, they are considered Humanoid for purposes of spells and attacks. Lastly, the Northpass Tower spawns an object called the Lordaeron Shrine which grants Lordaeron's Blessing, a 30-minute buff which increases hit points by 5%.
There are quests to capture all four towers, obtainable at Light's Hope Chapel -- Bolstering Our Defenses for the Horde and Establishing New Outposts for the Alliance. The tower must be under the control of the opposing faction in order for the tower conversion to count against the quest objectives, although some players report that it is possible to capture a tower while it is gray or contested. Players must be inside the tower when it converts, otherwise it can happen that the conversion will not count. Capturing a tower also grants 18 Honor points, which is a mere token for the effort.Experience from old zones prior to the implementation of Battlegrounds indicated that players were hungry for outdoor PvP, and Blizzard's first attempts at objective-based World PvP were experiments that provided key learnings for future zones. Traces of Silithyst and Lordaeron's Blessing are both excellent, if short, buffs that are worth obtaining because they scale. At Level 70, the +5% to damage or hit points provide a bit of oomph while questing or grinding. While visiting the old world, it wouldn't hurt to make a stop at either zone if only to acquire a buff before hearthing back to Shattrath City. Of course, once in Outlands, there are more World PvP objectives to achieve, so the fun never really stops. Next week, we'll take a look at World PvP in the zones of Hellfire Peninsula, Zangarmarsh, Terrokar Forest, and Nagrand. Pack your bags, we're crossing the portal.
Zach Yonzon writes the Art of War(craft) while munching on Spicy Hot Talbuk with a flagon of Star's Tears on the side. He would like to wish everyone a Happy Winter's Vale!
Filed under: Analysis / Opinion, PvP, The Art of War(craft) (PvP)






Reader Comments (Page 1 of 1)
niko Dec 24th 2007 2:29PM
ugh, it's no wonder people don't play the oldworld world PvP. I think leveling my fishing could likely be more fun than this.
now, those early days of SS/Tauren Mill pvping were awesome.
WoW has a lot to improve on when it comes to PvP. Arena was a step in the right direction, but mass-scale PvP is not something they excel in just yet.
David Whyld Dec 24th 2007 3:09PM
If world PvP is to succeed, there needs to be more gained from it than some measly honour and rep rewards. Sure, you could argue that simply taking part is reward enough and the honour and rep is just the icing on the cake, but 99% of people aren't interested in world PvP if they don't stand to gain something substantial from it.
Naix Dec 26th 2007 11:43AM
So very true.
Hoggersbud Dec 24th 2007 6:38PM
World PVP sucks. Old World PVP in virtually dead zones? Sucks even more. It's PV(Empty zone with no real contest, let alone accomplishment)....and that's bad.
Even in Outlands, it's just not that compelling an activity. I'll do some Halaa stuff, but only if I'm in the zone for Spiritual Soup and I notice a raid going on. Otherwise? Who cares. Same with Terokkar. Heck, the only reason I did Hellfire was to get the Mark of Defiance trinket. Not been back for the PVP there since.
Orno Dec 24th 2007 7:33PM
I've always said, If you want to Balance AV look at SS and TM.
Or take it, copy paste, and make the tower a capture point and ta da, controlled setting.
Blacksabre Dec 24th 2007 7:56PM
It's interesting that Blizzard never seems to permanently get it. If Blizzard wants to introduce activities which players will use, probably to spread out server load, Blizzard needs to apply the #1 rule of all players: "What's in it, for me?"
We do things in Wow for rewards. Gear improvements, skill improvements and gold to BUY gear and skill improvements. Blizz, at times, never really grasps that simply putting quests, arenas and battlegrounds in the game doesn't attract players, without a reward or goal to make the activity worthwhile.
I quote Hoggersbud: "Heck, the only reason I did Hellfire was to get the Mark of defiance trinket. Not been back for the PvP there since."
I'm not gonna spend a couple hours in EPL running from tower to tower to keep the damage buff for the zone up, because when I'm running from tower to tower to keep the zone buff up, the zone buff isn't earning me a thing. I can't go to Strat and run the instance with the damage buff, cause I'm running from tower to tower, keeping the damage buff active for everyone else. I do not have one drop of altruist blood, in Wow.
PvP is a sorer subject with me, because Blizz basically forces you, regardless of your skill or gear level, to do PvP if you want to really improve, and those who already HAVE the high tier gear are going to easily massacre those who are still trying to get it, every time.
For me, if you want to level out the battlegrounds, make everyone who plays in them wear GREYS. Let them fight without their huge gear advantages, so that everyone is actually semi-balanced, and the same gear abilities are available to all. THEN award the purple tier stuff to the winners, for use elsewhere.
The BGs have become an exclusive club...if you have the good BG reward gear, you can get more at a much faster pace than if you don't, and that discourages many players from even trying the BGs. Getting trashed in three seconds by a Tier 6 equipped shaman or rogue who Blizz thinks is really the "same level" as your green and blue equipped mage or warlock is enough to turn people off to BGs permanently.
Blizz needs to wake up and create truly useful and available rewards for the PvP end of Wow, not the drab and difficult mishmash they currently have.
Basil Dec 25th 2007 3:32AM
I was just thinking today while sitting in Nagrand waiting for my arena to pop about how to make world pvp more intersting. I think if the various zone buffs applied to the arena's that were in their zones you would see alot more active world pvp from the arena teams. 5% additional damage can make or break arena teams and would inspire some of the most pvp oriented players to clear world objects for a little edge on scoring high in arena.
Nemain Dec 25th 2007 7:31AM
What would happen if they significantly increased the honor gain of participating in objective-based overworld pvp?
Imagine if controlling the towers in the plaguelands granted you X honor each time one came under your control, and perhaps another X honor for every Y minute interval you control one?
It'd also be great if the game could somehow intelligently detect the number of protagonists on both sides of the conflict and give some form of "underdog" buff if one side is significantly outnumbered...
I miss the days of Tarren Mill, it was carefree and fun, and it was a GRUDGEMATCH the likes of which you've never seen before... hell I know some people who are still antagonistic to the "other" faction after their war experiences.
Turz Dec 25th 2007 8:08AM
I do miss the old TM/SS days. You have to pick your battles now. I think the seasonal quests are the best thing to happen to world pvp. Winter's Veil quest in Alterac and the Hallowed Eve boss in SM were some of the best world pvp I've done in awhile. The sheer amount of people waiting around to do these quest is just too good of an opportunity for me to pass up ; 0
Turz
mkhopper Dec 25th 2007 12:56PM
While some good steps were taken in TBC in terms of world PvP, Blizz still failed.
At first, fighting for the towers in Hellfire was interesting enough, but once you moved out of that zone, there became no point for it.
Does anyone really care about the towers in the Zanga?
The towers in Terokkar are worth having because it allows access to the shards looted from the instance bosses. I think the 6 hour timer is waaay too long however. 2 hours would be better.
Then, Nagrand. The fight for Halaa was the best attempt yet at world PvP. Remember what that place was like during the first few weeks of the expansion? It was HUGE fun! Epic battles that would rage for hours and at the end of the day, you weren't surprised at all to see 70, 80, 100+ tokens in your bag. But.... Once everyone leveled up and moved on, Halaa, just like every other world PvP scenario, became just another ghost town because it really didn't serve any greater purpose. Sure there are still battles now and then and even some great ones, but nothing like the early days.
If Blizz truly wanted Halaa to "work" in regards to world PvP, a number of things should be updated, although with the next expansion coming, it's probably too late.
* There should be a flight point there.
* There should be a reduced mark-up neutral AH.
* All portals to the major cities should be there, rather than in Shatt.
* All high level profession trainers should be in that city, not Shatt
* Most long quest chain turn-in NPCs should be in Halaa, for all of Outlands, not just Nagrand.
If you want to get things done, well then you're just going to have to help fight for that city. There isn't nearly enough "WAR" in Warcraft.
(I'm just crossing my fingers that the new, upcoming game that also has "WAR" in its title actually has some.)
rafe.brox Dec 31st 2007 2:10PM
Those are some excellent suggestions, and I hope that something similar comes to pass in either an upcoming patch or WotLK.
Naix Dec 26th 2007 11:42AM
A blue geared warlock affliction spec could hurt (not own) and tier 6 shammy.
Bachus Dec 26th 2007 7:48PM
That's a nifty header picture. Where did you get it? Is there a
higher res available?
Neat article. Part of the problem with the old world PvP was where it
was located. If you've already done the quests and you're not running
those instances, why on Earth would you want to fly all the way out
to Silithus or EPL when a BG was so much closer and guaranteed?
Halaa and the upcoming PvP zone in WotLK is definitely a step in the
right direction.