I think the world is ready for such a thing happening again and what better place than in WildStar? For those not in the know, old-school Alterac Valley (AV) was a place where people actually fought each other. You had the ability to spawn big things to help you and other sub-objectives, like holding mines, returning loot from dead players to spawn flying birds that would attack players and so on. The most glorious thing was that a single instance of AV could go on for days because the fighting just kept happening and shifted back and forward. In all honesty it was probably the best battleground ever made in recent MMO’s (at least the ones I’ve tried). But for some reason Blizzard kept making it worse and worse, ending up with a PvP battleground where nobody would PvP and just run past each other to try and kill the end NPC before the others. Awesome design right there... So why not make a re-imagined version of old-school AV in WildStar? The world is ready and a lot of people fondly remember the old-school AV and the current trend in battleground design doesn’t seem to allow for such a thing happening. But we want it. It was glorious. Now one of the controversial parts about old-school AV was that it had a lot of PvE in it, which is always sort of a hot topic in regard to PvP. Now I’m one to usually argue that we should leave as much PvE out of PvP as possible, but on the other hand it has its place. For one thing it can make PvP more dynamic and random when PvE usually gets introduced, because suddenly someone gets aggro from something and the fight changes. This makes PvP more intestering in different aspects. First off you have to dance around potential mobs to avoid aggroing them, while possibly trying to force you opponent(s) into a position where they draw aggro. Should you aggro you have to adapt to this threat and likely alter your way of fighting, possibly trying to switch the aggro to your opponent(s), killing the mob or ignore it if possible. Should your opponent(s) aggro you suddenly have to take targeting and abilities you use into account to try and not draw the aggro (for instance not using AoE abilities). Basically the entire dynamic of a fight can change because of this outside random factor. It really makes for far more entertaining fights when you throw in the unknown of random. Likewise the PvE in AV gave people not THAT interested in PvP a way to contribute to the battle as well, although to a lesser degree (and I would say it should be kept like that, the focus should of course still be PvP). For instance Korrak jumping down in the middle of Field of Strife (the middle of the battleground) made the first big encounter really interesting as the forces clashed together and people were trying to manage, dodge and otherwise handle this beast as the PvP was going on as well. Now he also did drop loot which made tagging him interesting (it wasn’t super impressive loot, as far as I recall (but I might recall wrong)) and I’m not sure on my stance on that. It might both be interesting as there’s a reason to try and be the ones killing him, but on the other hand it might make the PvE element a bit too heavy. It’s something that should be tested, I guess. One of the big things regarding getting out of situation where you’re pushed back was getting enough blood (for the horde at least) which dropped from killed players when you looted them. By turning this in you could eventually get your shamans (or druids on alliance side) to go down to Field of Strife where a big NPC could be spawned to help you. The NPC’s would need to be protected but were still quite powerful, as they should be. And when they reached their spot players would have to help in summoning the thing, which also took a bit of time. It really was an awesome mechanic, despite being PvE related, that helped turn the tide and just keep the fighting going. I’m sure the developers are well aware of the old-school AV, if not I will explain further of course, but for now I’ll leave it at this. My suggestion is simply to build a battleground based around massive combat (minimum 40vs40) with sub-objectives (mostly revolving around killing players) that would change the battle as people got things spawned and so on. Likewise being able to upgrade guards and such was also interesting, but could possibly be skipped. But most important thing is to allow it to go on for however long it will take. Don’t create it with the aim that it should be completed within 1 hour, 2 hours or whatever... If it will last for days, it will last for days. You know how awesome it was to log into the AV you left the day before? It was awesome. And do note it’s not supposed to be persistent. It needs to have a clear victory condition and end when that’s achieved. Now for this to properly work the battleground rewarding should be maintained and given even if the player isn’t in the battleground when it ends. Hell, the player doesn’t even have to be online. Basic rewarding could possibly happen when you leave the battleground (or it ends) and you’re rewarded with your contribution. Then if you’re not in it when it ends, you’re rewarded according to the outcome and your overall contribution compared to other players. A nice mail could be sent to your inbox detailing the outcome and what you got out of it, even if you’re offline. Possibly the mail could contain an item with your contribution that you would then use to apply it to your character (probably an easier solution than applying it directly to the character even if it’s offline). Your stats should also be maintained, so if you join the battleground again later you will resume at the amounts of kills, deaths and so on. I recognize that it’s of course a bit database heavy, but it shouldn’t be that much of an issue to maintain for running battlegrounds of this type. It gets wiped when it ends anyway. One thing I’m not entirely sure about was a lot of these sub-objectives rewarding flat bonus points to everyone when taken down. For instance when you killed the NPC ”guarding” Field of Strife (either side of it) or clearing the guard towers... It’s both good and bad (since it means that people can then AFK to get rewarded). So I’m not really going to call judgement on that, but would say I’m probably more for than against. Just make sure the rewards aren’t too big and possibly tie it into contribution as well in some way. ANYWAY, enough rambling. I hope there’s more like me out there (I know there is) who long for an old-school AV to resurface in a game. The world is ready. We are ready. Make it happen, Carbine.