Today, WildStar subreddit hosted WildStar PvP AMA, where PvP team answered questions about Arenas & Battlegrounds. CRB_Bardic – Jen Gordy, PvP Systems Lead, CRB_KevinLee – Kevin Lee, PvP Systems Designer, and CRB_JTal – Jeff Tallon, Itemization Designer, shared additional information about Battleground and Arena design, maps, philosophies, ratings, and PvP progression. We’ve summarized some of the most interesting answers, just in case you missed anything.
How do you intend to address the problem of very large/wide AoE telegraphs which deal high damage being naturally strong in PvP, without gimping the classes which use them in PvE, where the size of the telegraph isn’t really a big deal?
We have been introducing line of sight blocking structures to help you break up some of these massive fights. The new props added into Walatiki and Halls are to address this. Much of this comes down to map design when you have this type of combat system. We’re taking a lot of our learning with us for future game types.
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Tag Archives: Battlegrounds
PvP Details about Arenas and Battlegrounds
The latest WildStar DevSpeak focuses on Arenas and Battlegrounds and finally reveals additional information about PvP features. The interesting thing is that both features have much in common:
- They can be played in either open or rated mode.
- They both reward you with PvP vendor currency known as Prestige.
- In open PvP world after being ganked, you respawn with 30 seconds of PvP invulnerability, unless you attack someone
- Rated matches give you rating-specific rewards and allow ELO matchmaking (ELO is a measure of your strength calculated from your performance in rated PvP. ).
- Levels and gear stats are normalized, in this way balanced matches will let you focus on crucial things in PvP like avoiding telegraphs and fast reacting.