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War Zone Event

posted Jun 25, 2012, 2:10 PM by A. Wizard   [ updated Jun 25, 2012, 3:21 PM by Félix De Portu ]

The Winner

The Archean Empire won the match after defeating SABC and RVN in that order.

What We Learned

Well...basically what we already knew.  Preparedness and good strategy played a crucial role in this fight.  Don't put all your eggs in one basket, so they say.  Have a dependable team and a backup plan or two...or three.  

There were obviously some holes in the rules that created some problems.  One of the biggest stemmed from lack of familiarity with the rules.  Also, it became clear rather quickly that the flag objective as stated was not a realistic game mechanic.

Here are some proposed revisions to the rules that were discussed after the battle:

Goal, Flag and Capture rule revisions:

  • Flags should be of wool. 
  • Each army can start with up to 3 bases and can only have 3 at any time.  
  • Once all an armies flags are taken, that army is out.
  • To take a flag, it must be changed out by the new base occupant.
Boundaries
  • Once out of boundary of War zone, you are out of the match.
  • A (small) wall should be erected to redefine the boundary.
Referee
  • A referee should be appointed to enforce the rules and should be made invisible.
  • The referee should use /nick to change their name to WarZoneReferee during the battle.
  • All participating should have Teamspeak.  Without this a referee cannot communicate with participants. (no one responded to type)
Stage Rule Changes
  • Potion making is only permissible during the Open War stage.  Bring supplies but no pre-prepared potions 
  • Weapons and armor may only be enchanted during open War stage.  Bring enchanted tools but not pre-prepared enchanted weapons and armor.
  • These rules are needed for a few reasons:
    • PVP on Ravenkraft - The War Zone was created to allow  those who wanted to PvP to do so.  Limiting how they can play will severely limit the number of participants.
    • Enchanting/Diamonds - Looting is part of the War - if there is nothing to gain, less will participate.
    • Fairness - The timing rule changes allows less active players the same amount of time to prepare potions and enchantments.  

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