Mists of Pandaria: Battlegrounds preview
The Mists of Pandaria previews didn't show us nearly as much PvP content as what we saw of PvE content. We didn't see any of the new world PvP mechanics or anything related to the Arena, but we did see previews of two new Battlegrounds, the Temple of Power and the Silvershard Mine.
World of Warcraft's initial Battleground offerings were based around classic competitive game modes: capture the flag, conquest and domination modes from first-person shooters, and so forth. Mists of Pandaria's Battlegrounds are built upon the same concept, borrowing beloved concepts from other games while stepping up to embrace the competitive innovations of more recent titles. The mechanics are a bit more complicated than simply capturing a flag, but they're no less beloved by the gamers who see them in action.
Temple of Power
Much as Warsong Gulch is set on the border of Ashenvale Forest and Arathi Basin takes place in the Arathi Highlands, the Temple of Power is set in the new zone called the Vale of Eternal Blossoms. The temple contains an artifact that could turn the tide of war should it fall into the hands of one faction or the other, so the Horde and the Alliance have taken to the battlefield to claim it.
The artifact sits in the center of the map. Whoever claims the artifact must hold onto it as long as possible -- a difficult task, since not only is the opposing team trying to kill you and recover the artifact for themselves, but the artifact also causes a constantly increasing amount of damage over time to its bearer. The longer you hold it, the more dangerous holding it becomes. Once the bearer of the artifact dies, it falls to the floor and another player of either faction may pick it up.
That's the standard Murder Ball ruleset that you see in games such as Warhammer Online. WAR's Mourkain Temple was a fan favorite among low-level players when that game launched. However, World of Warcraft takes the ruleset one step further.
You earn more points when you hold the artifact in the center of the map than if you carried it around the outer rim. The accepted Murder Ball tactic in Warhammer Online was to fight near your spawn, so your ball carrier would be reinforced by respawning teammates more quickly. In Temple of Power, while you can use that tactic, you will accrue points more slowly that way. Fighting in the center, equidistant from both spawn points, will be the fastest way to accrue points. Your team will need to decide if that risk is worth the reward.
Temple of Power's combat is fast and frenetic, probably the closest thing we'll ever see to an open deathmatch ruleset in World of Warcraft.
According to Tom Chilton, the Temple of Power has already seen extensive internal playtesting. Silvershard Mine
The land of Pandaria isn't hogging all of the fun; the Silvershard Mine is located in an old Venture Co. encampment in Stranglethorn Vale. The Horde and the Alliance are battling over abandoned resources to fuel their war efforts.
The Silvershard Mine uses the Payload ruleset from Team Fortress 2. Players must escort a cart of resources from one end of the map to the other as quickly as possible. The cart only progresses forward when its owners are standing near it. The opposing team must stall the cart's progress as much as possible to prevent a timely capture.
As the developers did with the Temple of Power, they've added a new mechanic to the payload ruleset for its World of Warcraft debut. While the cart's path along its track is initially linear, the opposing team can flip levers throughout the map to reroute the cart down longer pathways, effectively slowing the cart's progress. It's in the best interests of the team escorting the cart to ensure those levers do not get flipped, so their cart can take the shortest possible route between point A and point B.
Like Temple of Power, Silvershard Mine is already being playtested internally.
Though we didn't have any hands-on time with these Battlegrounds, everything we saw and heard suggests they are much closer to completion than we anticipated.
It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!
World of Warcraft's initial Battleground offerings were based around classic competitive game modes: capture the flag, conquest and domination modes from first-person shooters, and so forth. Mists of Pandaria's Battlegrounds are built upon the same concept, borrowing beloved concepts from other games while stepping up to embrace the competitive innovations of more recent titles. The mechanics are a bit more complicated than simply capturing a flag, but they're no less beloved by the gamers who see them in action.
Temple of Power
Much as Warsong Gulch is set on the border of Ashenvale Forest and Arathi Basin takes place in the Arathi Highlands, the Temple of Power is set in the new zone called the Vale of Eternal Blossoms. The temple contains an artifact that could turn the tide of war should it fall into the hands of one faction or the other, so the Horde and the Alliance have taken to the battlefield to claim it.
The artifact sits in the center of the map. Whoever claims the artifact must hold onto it as long as possible -- a difficult task, since not only is the opposing team trying to kill you and recover the artifact for themselves, but the artifact also causes a constantly increasing amount of damage over time to its bearer. The longer you hold it, the more dangerous holding it becomes. Once the bearer of the artifact dies, it falls to the floor and another player of either faction may pick it up.
That's the standard Murder Ball ruleset that you see in games such as Warhammer Online. WAR's Mourkain Temple was a fan favorite among low-level players when that game launched. However, World of Warcraft takes the ruleset one step further.
You earn more points when you hold the artifact in the center of the map than if you carried it around the outer rim. The accepted Murder Ball tactic in Warhammer Online was to fight near your spawn, so your ball carrier would be reinforced by respawning teammates more quickly. In Temple of Power, while you can use that tactic, you will accrue points more slowly that way. Fighting in the center, equidistant from both spawn points, will be the fastest way to accrue points. Your team will need to decide if that risk is worth the reward.
Temple of Power's combat is fast and frenetic, probably the closest thing we'll ever see to an open deathmatch ruleset in World of Warcraft.
According to Tom Chilton, the Temple of Power has already seen extensive internal playtesting. Silvershard Mine
The land of Pandaria isn't hogging all of the fun; the Silvershard Mine is located in an old Venture Co. encampment in Stranglethorn Vale. The Horde and the Alliance are battling over abandoned resources to fuel their war efforts.
The Silvershard Mine uses the Payload ruleset from Team Fortress 2. Players must escort a cart of resources from one end of the map to the other as quickly as possible. The cart only progresses forward when its owners are standing near it. The opposing team must stall the cart's progress as much as possible to prevent a timely capture.
As the developers did with the Temple of Power, they've added a new mechanic to the payload ruleset for its World of Warcraft debut. While the cart's path along its track is initially linear, the opposing team can flip levers throughout the map to reroute the cart down longer pathways, effectively slowing the cart's progress. It's in the best interests of the team escorting the cart to ensure those levers do not get flipped, so their cart can take the shortest possible route between point A and point B.
Like Temple of Power, Silvershard Mine is already being playtested internally.
Though we didn't have any hands-on time with these Battlegrounds, everything we saw and heard suggests they are much closer to completion than we anticipated.
It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!Filed under: News items, Mists of Pandaria








Reader Comments (Page 1 of 2)
Ruta Mar 19th 2012 3:23AM
So Silvershard Mine is a place where both Alliance and Horde must PUSH LITTLE CART?
Firiun123 Mar 19th 2012 3:38AM
We push little cart for great honor.
*bows*
matthewggrammer Mar 19th 2012 3:41AM
Dude.
We have BGs where we steal flags, run past each other to kill a NPC, and use vehicles to capture a vague 'relic.'
Fuck that shit. I'll take the minecart that forces everyone to the same location, creating a bruhaha of PvP fuckery.
Deathknighty Mar 19th 2012 3:46AM
Hobgoblin heavy is a must.
Antagony Incorperated Mar 19th 2012 8:49AM
Alliance and Horde? All I see is BABIES
Imnick Mar 19th 2012 10:09AM
I think the lever mechanic is designed to stop everyone from dogpiling on the cart, if you want everyone in one place then the first "Murderball" gamemode sounds more like what you are after
mibu.work1 Mar 19th 2012 11:26AM
I really really hope the silvershard mine comes with custom loot so you can loot your enemies bodies for 'Sandviches'.
Diatenium Mar 19th 2012 3:38AM
The TF2 image is a nice touch.
tydygunn Mar 19th 2012 3:54AM
SO MUCH THIS.
Matthew Mar 19th 2012 3:59AM
If you thought arguing which base to take in Arathi was bad, wait till you hear people argue about which levers to pull!
Reminds me of the 3 stooges. I get to be Moe.
jimmybh Mar 19th 2012 4:35AM
Or arguing about where to fight with the artifact. I can just picture 9/10 people saying one place, but the person holding it thinks differently. Fun times.
Noah Mar 19th 2012 11:07AM
Dibs on Larry!
Terrë Mar 19th 2012 4:03AM
These sound great, esp the murder ball mechanic... Now, at last, it's okay to fight in the centre.
Omegan01 Mar 19th 2012 4:44AM
I laughed so much harder at this comment that I should have.
Voted up, good poster!
Pyromelter Mar 19th 2012 4:06AM
Murderball, in my experience, is about the closest thing to a simple 10v10 deathmatch as you get in MMO's. Never played the one in WAR, but I did in Rift.
It's a pretty fun game if both sides are relatively evenly matched. Unfortunately, even matches are fairly rare. A good runner or healer can really help your team win in a bg like Warsong Gulch. But in this type of a pvp zone, if your team is just overmatched gearwise, there's often nothing you can do to win.
As for the mine... the Payload system. I don't play FPS's, but I'd have to imagine that the way wow would integrate it would be like Strand of the Ancients, with each team getting a turn on offense and defense. In a traditional Payload system, (which is often a very fun type of paintball game), it's a one way battle - get the explosives into the other team's base, and you win. I think in wow, for balance sake, taking turns would be the better option (ala Strand).
Michael Mar 19th 2012 8:42PM
I'd like it immensely if the debuff would be spread, to a lesser effect, to other members of your team periodically. For example, when the FC got 5 stacks of the damage debuff, everybody else on his team got one stack. That way, at least if the other team DID out-gear you, you would be able to take them down eventually due to the amount of damage they were taking from the debuff.
And other ways to limit some of the more annoying things about PvP would be nice. For example, if the other team started to fight by your graveyard (implying that they're starting to simply GY farm, while simultaneously slowing down the win) they got the points slower, but the debuff faster.
The other thing that this play-type makes me curious about, is if they're going to be able to get specific role-types into some of these game-modes.
Can you imagine the Temple of Power if your team had no healer whatsoever?
Terrë Mar 19th 2012 4:06AM
At last! It's finally okay to fight in the centre.
Possum Mar 19th 2012 7:48AM
Doesn't matter, if the objective is to fight in the center they'll head for the edges.
Possum Mar 19th 2012 7:55AM
Oh wait, that works too. Huh, have we outwitted the witless? Sounds like the only way to not complete the objective of this battleground is to run around like a headless chicken, ignoring the ball and your own teamates and just killin...oh that's what they're going to do isn't it?
Automan2k Mar 19th 2012 12:25PM
Isn't that what they already do?