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Written by: Magi Edited and Published by: Magi If yesterday I spent most of my time immersed in Alliance Battles then today I surely was not doing that. Though that is not to say that I stopped playing them out of disgust or something like that - far to the contrary - instead I had to experience the Competitive Missions. After all, they were being touted as the other "main event" of the Preview Event and, truth be told, were very appealing. From what we were told, they seemed to be a mesh of PvE (player versus environment) and PvP (player versus player) - who couldn't be excited about that? I knew I was. I'll admit it right now: like Alliance Battles, I was very pleased about the Competitive Missions. The two missions I spent a big chunk of time on - Jade Quarry and Fort Aspenwood - were very good but seemed to lack in the PvE department (that is, it felt more like PvP). Though that is not to take away from its fun factor, as I think most people expected them to be closer related to the PvP side (hence being called 'competitive' missions). Despite the fun that was ever prevalent there was a definite set back, very similar to what I stated in my article yesterday: faction imbalance. That is for later, however, and I would like to start with discussing the new competitive missions I had the privilege of experiencing. Fort Aspenwood On the side of the Kurzick's, apparantly, their task was two-fold: to hold off the advance of the Luxxon's and to gather the materials needed to complete the weapon. I can't remember for sure, but I think they had to take rare amber from mines and carry it to another location, probably a depository of sorts. As you can well imagine, this was not the easiest task but surprisingly, at least during the times I participated in these battles, the Kurzick's won more often then they lost. Jade Quarry With great reluctance I must admit the following: I did not spend as much time in the Jade Quarry as I would have liked. This is primarily due to the fact that it was very hard to get into this mission. If memory serves me correctly, I had to wait 10 or 15 minutes just to get into the instance on several occasions (I would like to note that this was during the day, not the evening). Despite the inherent flaw that surfaces here (which I will discuss later) it was well worth the wait: it truly was an enjoyable experience. One important point to note about this missions is that it had two notable caps: the first team to score 10 points or hold the most [points] when 15 minutes expires emerged victorious. Much like I noted yesterday when I discussed Alliance Battles, I rather do like this set up. When I'm in competition with other players, I prefer more frequent, frenzy battles which is exactly what this mission felt like. You were always on your toes, alert, waiting to co-ordinate with your team mates in order to win the battle. Room for Improvement Despite how fun these competitive missions were, there certainly is room for improvement that I would like to see before we reach April 28th, 2006. Simply put, it is the faction imbalance. I won't put too much emphasis on faction imbalance because I discussed it at length yesterday, but it is worthy of mention regardless: ArenaNet needs to work a way around this. I don't know how they intend on working this, but the last thing Factions needs is for the two sides to be incredibly lop-sided. It is a very dismal and empty feeling when you want to experience this new content - whether it is competitive missions or alliance battles - and you're waiting for a long period of time in a "line", so to speak. I will admit, however, that the waiting times during the Preview Event were not bad at all - really, what's 10 or 15 minutes? - but it could turn into that much worse, like it is in World of Warcraft: who wants to wait hours just to experience content? All of that said, I found during some sparse play time this evening in between edits that the waits were much shorter. Perhaps there is substantially more players on during the evening (North American time)? This would certainly make sense but still, it is frustrating for those who play during the day to have to wait longer periods of time to just experience content. At the end of day I was largely impressed with how Competitive Missions were playing out. True, I did not get to experience the missions in their entireity - due to the teams I was on, particularly in the Jade Quarry - but at the same time I can recognize how well the PvE and PvP components can mesh when a solid, guild team is put forward. The other thing that we must realize as well is Fort Aspenwood and Jade Quarry are just the tip of the iceberg: I'm sure we'll see more dynamic, strategy-intensive maps in the release of Factions. Perhaps then that potential will be fully realized and I cannot wait for that. So what did you think of this article? Did you like it? Did you find it useful? Or maybe you didn't like it at all? Be sure to tell us about it on this thread! |


