WAR is everywhere…

…except where the players aren’t.

What happens when your play experience is largely dependent on other people, but nobody shows up? If the premise for your game is that “War is everywhere”, then one would think that you take every step possible to make sure that the one essential ingredient to making this happen was present…an population across all tiers. Ahhhh…but getting an even population assume that player “bubbles” move at the same pace across the content, which they don’t. The vast majority of the population in WAR right now is either just hitting tier 3 or well into it…leaving tiers 1 and 2 pretty empty and giving you the feeling that War is somewhere, but not where you are.

Something has to be done to get the players who “must get to the top”, to revisit then other zones. Couple good solutions:
1) Get rid of the chicken. This from a conversation that was brought up off air on SUWT 36 by John….and it’s an excellent idea. It was mentioned that maybe having higher players turning into chickens was a funny idea, but maybe a level-down system would have been better.
2) Move the carrot. If you want players to experience War everywhere, then you’ve got to put goals for all levels everywhere as well. You can’t just take a tiered approach and continually put the carrot in front of the player. Put it behind them. To the right. Upside down. Move the target all over the place….and purposely put those goals in an RvR zone so that those players just moving up can experience some kind of resistance to their RvR content.

War has got a problem right now and although I’m very confident that they are going to fix it in short order, I see some larger than “normal” growing pains for them in the meantime.

D out.

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