Expanded RvR Lakes
Instead of relying solely on the 4 battlefield objectives, 2 keeps, and 2 warcamps that have been the mainstay of Warhammer Online Age of Reckoning RvR for over a decade; we will be breaking the map up into controlled sectors. These sectors will expand outside of the RvR lakes that WAR:AoR had and into the PvE areas. This means we will be using as much of each zone as we can make sense for combat in that zone. If a zone has PvE in it, all of it will be disabled whenever a zone becomes an active RvR zone.
This means all NPCs that aren’t required for PvP will disappear and you will be unable to progress any PvE content for that zone. This is to reduce the asymetry of the map as well as prevent players from using the PvE elements to gain an upperhand in PvP. You will see below that this will not inhibit players from using PvE to reach max level at any point.
Terrain editor will allow us to eventually use all of a zone as we open up methods for players to traverse the map in a more natural way. This is important only for certain zones
A sector is taken via proximity domination. You must have more living players than the enemy in the are in order to progress the sector capture bar. Progress can NOT be made if there are 20 or more living enemies in the sector. This means you need to kill or push the enemy away from the sector in order to take it and you can’t just simply outnumber them to win. Sectors can only be captured if your faction owns an adjacent sector. Zones will start with several contestable sectors across the map. This will create natural fighting areas designed for the usual push/pull style of combat as people die, regroup. There are 4 types of sectors: Basic, Chapter, Keep, Warcamp.
Sectors
- Basic sectors are just swathes of land. They enjoy pumpkin spice lattes.
- Chapter sectors are those areas that have a PvE chapter camp inside of them usually, but may include other prominent areas. When a zone is an active RvR zone, all of the NPCs are disabled but the chapter camp is used to capture surrounding sectors. On a new zone, these sectors are automatically owned by their respective faction.
- Warcamps are sectors that cannot be taken by the enemy. They are the only sector that comes with NPCs that will one-shot enemy players. They are the safe-haven and central deployment hub for a faction inside of a current RvR zone.
- Keep sectors are special and will be described in more detail in a later section.
This is an example of a sector map for a zone that has a historical low player reputation for RvR. Originally there were only 2 attack/defend paths between the two keeps which were both major funnels. Players would sometimes use the pve areas to bypass these funneled areas. In our system, the above still exists of course, but now nearly all of the PvE zone is included in the RvR. There would be 60 sectors in this zone, most of which are near buildings/camps/etc. In this format, as every inch of ground can matter, there will always be multiple fronts players have to fight on.
Running around a single blob will likely lose you the zone in addition to no longer being safe due to zerg busters. In-game the connecting lines would not be present as they are quite ugly. This image is to showcase how the sectors connect for the purpose of this public release. Instead the center of the icon will be the color of the owning faction, and it will have a green outline if it is currently contestable by the opposing faction.