When can i random battleground




















Are people just assuming 10 Russians together so it must be premade? Even better than premades: Horde premades that go merc for quicker entry. This really has to stop Blizzard…. At some point you start recognizing the names, regardless of whether they are Cyrillic or not. If you are horde , and enemy team is german alliance most of the enemy team players should be from aegwynn , blackmoore or Antonidas. If you are alliance, german horde enemy team should be blackmoore, Blackrock , blackhand server players.

There are like 10k players on the servers I told you, other servers are small. And should have players etc each. When I check russian servers , their servers are all about 3 servers too with 10k population.

Gordunni 20k , Howling fjord 10k and Soulflayer 10k players. Rest of the russian realms are around people etc and most connected to each other. What matters - that premade groups are queued vs just a bunch of random players, resulting in a very bad quality BG. Just fix the matchmaking that ppl premades can only be matched vs same big premades plus few randoms to fill holes. Ru realms have 3 big - 1 side dominating servers. But EU salty guys think thats is rpemade, ofc in discord and ofc hackers - using 3-rd party programms and so on, and Cirilica - cirilica names, thats tricky Rusky always trying to cheat, yes, yes!

Players should aim to be in regular communication with their team, alerting them to the movements of the other team, calling for help as required, and coordinating efforts to ensure that objectives are achieved. Players' failure to do so, such as defenders allowing themselves to be defeated without calling for help, is often the direct cause of a team's failure. While communication in a random group can be difficult, the results of successful coordination are undeniable.

The Horde keep in Alterac Valley. The very nature of objectives brings with it the suggestion of specialised roles. Depending on the objective of the battleground and the various opportunities for achieving it, a number of roles are possible.

For instance, in Capture the Flag type battlegrounds, a single player will often take the role of flag carrier, usually one who has a tank spec or at least sports a high degree of survivability. A dedicated healer or two may choose to spend their time assisting the flag carrier, along with any dps players who may wish to join them. Flag carrying players in this way become similar to tanks in dungeons, with the team's success hinging on their survival.

The role of defense in these battlegrounds is often far less exciting than that of offense, and failing to keep hold of the team's flag may be met with frustration by some players. Nonetheless, defense is a vital role in these battlegrounds, without which the team cannot triumph. In resource race battlegrounds, teams are often split between different bases.

It is almost always wise to leave at least one player at each base currently held; however, this is a far less exciting task than rushing off to assault a new base, which often results in players leaving bases undefended rather than risk spending the entire battleground merely waiting.

Players can frequently by heard in the chat for these battlegrounds compelling players to defend the team's bases - although those players may prefer to nominate others to perform this vital yet less than a thrilling task. Since this tactic can lead to the failure and frustration of a team which is trying hard to win, this lack of focus is often unappreciated by more serious players.

When large numbers of players become drawn into such unorganized PvP, it is often left up to a few dedicated players to focus on the objectives of the game. Some teams will focus exclusively on accumulating honor, to the extent of repeatedly 'farming' the other team at their graveyard. These players will gather around the graveyard, quickly killing players when they respawn. While this can in itself be an effective tactic for victory, some teams will intentionally employ this tactic for extended periods of time in order to gain as much as honor as possible, often while refusing to simply win the game.

This extended form of farming is often tedious and frustrating for those being farmed, who are unable to survive more than a few seconds against the assembled onslaught of the waiting team. Since leaving the battleground will result in players being flagged as deserters , often the best choice in these situations is to simply choose not to resurrect; the farming players will then be deprived of some of their honor yield, and if sufficient players take this action, may choose to simply win the game.

Often related to the battleground's objective, many battlegrounds feature special elements that can be interacted with to achieve victory. Some are directly related to victory - such as flags, orbs and resource nodes - with interaction with these elements provided the sole means of winning the battleground, while others - such as vehicles and enemy structures - can help players gain an edge, or open the door to victory.

See individual battleground pages for more details. The involvement of special elements often leads to certain players devoting themselves to achieving certain tasks. For instance, players with a tanking spec may specialize in carrying flags, while others may choose to enter a vehicle to focus on destroying enemy structures. There are many different elements employed in battlegrounds, but a few are described here as examples:.

The Blacksmith in Arathi Basin , under the control of the Horde. The Lumber Mill in Arathi Basin. The Hangar in Isle of Conquest. Capturing it enables the controlling faction to board a powerful airship to bombard the enemy keep.

Resource nodes are probably the most common element in battlegrounds. Most nodes come in the form of a base that can be captured by players. While that base is held, the team will accumulate resources.

Resources may also be generated through other means such as holding orbs or capturing mine carts. Resource race battlegrounds are won by generating a set amount of resources before the other team. Flags are special elements found in games with an element of Capture the Flag.

Right-clicking on a flag will cause the player to pick it up, granting a corresponding buff. A flag can be dropped by right-clicking the buff. Dying will cause a player to drop any flag they are carrying.

Flags remain for a short while after being dropped and can be picked up or returned depending on the battleground by other players before they despawn. Flags are typically used to score points or generate resources, by carrying it to an appropriate 'cap point' and 'capping' the flag. Battlegrounds may feature multiple flags or only one; numerous possible capping points or only one each. The position of flag-carrier is usually a vulnerable one, with enemy players seeking to kill you in order to make you drop your flag.

Flags may cause players to become more vulnerable to damage as time goes on. In Capture the Flag battlegrounds, these two debuffs serve to progressively weaken the flag carriers, discouraging turtling and overly defensive play, and increasing the speed and activity of the game. In addition, after 2 minutes 30 seconds, the Focused Assault stacks will convert to Brutal Assault, also limiting the player to normal running speed.

Bases can be found in many battlegrounds, and offer a variety of benefits. Some are a form of resource node while others may serve the function of graveyards or defence outposts. Some bases can be repeatedly captured by alternating teams, while others will remain captured for the duration.

There are two different means of capturing bases, depending on whether or not it has a flag. To capture a base with a flag, right-click on the flag. This initiates the capturing action, which will take a few seconds to complete; any movement or damage taken during this time will cancel the action.

Successfully capturing the flag will start a timer after which the base will be captured by your team - however, the opposing team may re-capture the flag in that time to cancel the takeover. These flags are therefore fought over fiercely.

Bases without flags use the presence of players to automatically capture them. To capture a base, simply remain within range of it a visual element will display the current balance of power and the direction in which it is shifting. The presence of more players of one team than the other at a base will slowly cause the base to be captured.

Capturing a base will cause your faction's banners to be displayed over it, changing corresponding flags to your faction's crest. In some battlegrounds such as Arathi Basin , capturing a base will additionally transform its appearance, changing the race of nearby non-interactable NPCs to match the controlling faction, while in battlegrounds such as Alterac Valley , capturing certain bases may cause numerous defending NPCs to spawn and begin attacking nearby enemies.

Some battlegrounds such as Isle of Conquest and Strand of the Ancients feature various vehicles which can be employed by players to demolish enemy structures, attack foes or even launch friendly players over the top of the opposing team's defenses. Found in battlegrounds such as Isle of Conquest and Strand of the Ancients , bombs usually serve the purpose of destroying enemy structures. They can be picked up from certain areas and deposited in vital areas to deal substantial damage to these key structures.

Be aware however that planted bombs take a few seconds to detonate, and observant enemy players may try to disarm them in this time. In regular battlegrounds, players will find themselves pitched into a team of fairly randomly selected players. Players may be sourced from any number of realms and may include foreign language realms, although this is kept to a minimum. The matchmaking system see below does its best to gather a balanced selection of players, but at times players may find particular classes dominating the group or absent entirely.

In rated battlegrounds and War Games , players must first assemble their teams before queuing. This tends to make these types of battleground more balanced, with a desirable ratio of class roles and even dedicated players with specific purposes, such as that of flag carrier. In rated battlegrounds players are pitched against a team of roughly similar rating, while War Games allow players to choose their own opponents. One of the main ways of ensuring some measure of balance in battlegrounds is the use of brackets.

Each battleground instance is designed for players within a 5 level range, with the top-most bracket admitting only max-level players. Brackets are automatically selected for the player based on their level, and gaining a level while queuing for a battleground will cause the player to leave the queue.

It is however possible for players to gain levels while inside battlegrounds. Players level-capped due to not having the next expansion, and those who have chosen to turn off experience gains through speaking to Behsten or Slahtz , will be placed together in separate brackets to other players.

Battleground teams are assembled from a large group of players, with a number of matchmaking criteria to make the match as fair and balanced as possible. However, judging the skill and ability of players is extremely difficult, and while the system is designed to create exciting, close games, in practice there will always be some games where one team is significantly superior to the other.

In addition, the benefits of an extensive matchmaking process must be balanced against the resulting queue length. Battlegrounds can be queued for through the Player vs. Player interface.

This can be opened by clicking the PvP icon on the micro menu. The same interface can also be accessed through talking to the battlemasters and Call to Arms NPCs found in capital cities. Additionally, the 'classic' battlegrounds from before The Burning Crusade expansion have entrances in the game world, from which players can likewise queue for any battleground.

The Alliance entrance to Warsong Gulch , found in Ashenvale. The reason for this range of options for entering battlegrounds is largely historical. Each classic battleground Warsong Gulch , Arathi Basin and Alterac Valley has two red instance entrance portals - one for the Alliance , and one for the Horde - and crossing these portals was originally one of the only ways to enter the queue for their respective battlegrounds. There were also individual battlemasters - one for each battleground - to be found in capital cities.

Players were greatly limited in only being able to access battlegrounds through traveling to one of these places. Since the implementation of the PvP interface , players can access any battleground from any location, and there is no practical reason to access battlegrounds through any other means.

Note that it is not possible to join a battleground while dead , a ghost , in combat , falling, jumping or in mass-transit. Being under the effects of fatigue will also prevent you from joining a battleground. However, taking damage will not prohibit access to battlegrounds. None of these restrictions prevent players from queueing for battlegrounds, only from entering them. Rated battlegrounds and War Games can only be initiated via the PvP interface see below or by using in-game commands.

The Player vs. Player interface allows players to queue for all forms of PvP, including battlegrounds of all kinds. The Casual pane of the PvP interface allows players to queue for battlegrounds. Players can choose from a list of all specific battlegrounds available at their level, or choose the Random Battleground option see below , which offers additional rewards. Players can queue for up to two specific battlegrounds at a time, or one Random Battleground, and may choose to queue individually, or in a group.

Rated battlegrounds can be queued for in the Rated pane of the PvP interface. This can only be done by the leader of a party with a sufficient number of members. They can only be initiated by the leader of a party with a sufficient number of members for the chosen map, while targeting the leader of another party.

Before joining a queue for a non-rated battleground, players must select one or more of the main combat roles - tank , healer and DPS - indicating which role s they are willing to perform in a battleground. Players are only able to select roles appropriate to one or more of their currently chosen specializations, but the role does not have to match their active specialization. For example, a paladin specialized in Retribution and Protection, with Retribution currently active, will be able to queue as a tank or DPS, but not as a healer.

This ensures that the player is able to perform their selected role. Players cannot change their chosen roles while already in a queue, and players cannot queue for different roles for separate specific battlegrounds; they must make a single selection for all queues. When their battleground is ready, the player is informed of the role they are expected to perform, and if the player accepts the summon, their character's role marker will be set accordingly upon joining the battleground.

If the player accepts the summon while in a specialization that is not appropriate for the designated role, they will automatically be switched to their alternate specialization, which due to the prior selection constraints, will always be an appropriate specialization for the role. Role selection is intended to facilitate more balanced team composition by balancing the number of healers on each team.

Consequently, once within a battleground, the player is only able to switch between healing specs, or between non-healing specs. This means that classes without healer specs are not affected by these restrictions; for example a death knight is able to freely switch between specs while in a battleground, regardless of the role in which they queued. As well as choosing specific battlegrounds, players can opt to queue for a Bonus Battleground.

Bonus Battlegrounds offer players additional honor and conquest point rewards for completing the chosen battleground. Bonus Honor gained by completing certain objectives is also increased in Call to Arms battlegrounds. The bonus rewards for completing a Bonus Battleground are displayed in the Bonus Battlegrounds section of the PvP interface.

Greater rewards are offered for winning the battleground, while a smaller amount is rewarded for completing the battleground with a loss or a draw. Each day, the first victory in a Bonus Battleground offers a larger reward; after this, the reward for a victory is reduced. See below for current rewards offered. Fairly self-descriptive, the Random Battleground option queues the player for a randomly selected battleground, appropriate to the player's level.

However, through the PvP interface players can choose up to two battlegrounds to be excluded from this selection process - these battlegrounds will not be chosen for players using the Random Battleground option, allowing players to opt out of their least favorite battles.

Random Battlegrounds tend to offer shorter queues than queuing for specific battlegrounds. The Random Battleground option is also exclusive to all other battleground queues; players cannot queue for a Random Battleground while queuing for any other battleground. Once a queue is joined, the 'searching' icon will be added to the minimap frame in the player's user interface.

Players can leave a queue at any time by clicking on this icon and selecting the appropriate option. Players can only be queued for two specific battlegrounds, or one Random Battleground, at any time. Queuing for PvP zones will not affect any battleground queues. Once a battleground comes up, a window will appear inviting the player to enter the battleground.

The window also states the role the player is expected to perform in the battleground, and when queuing for a specific battleground, the battleground's name. Players have a one and a half minute window in which to choose to enter the battleground, after which the player will be removed from the queue. However, if the battleground finishes before the player chooses to accept the invitation, the invitation will be cancelled. The majority of the time, players are invited to fresh battlegrounds which have not yet started.

Invitations are usually sent approximately 2 minutes prior to the start of the battleground. However, if players leave a battleground mid-game, another player will be invited to take their place, leading the invited player if they accept to find themselves joining a game that is already in progress, or even near completion.

Often this is due to players not wishing to remain in a battleground once they have determined that their team is going to lose; however, leaving in this manner can lead to other players' queuing time being wasted. Alliance Ranks are available as both Grade 1 and Grade 2 per rank, so while you have 25 titles, it is 50 total ranks and 50 total skill points. There are 15 titles available by fulfilling several objectives in either one or more Battlegrounds.

These are also called Achievements and you can find them in the Achievement section under J default and in the upper right corner you can find the symbol for it.

Additionally, some of them will award you with Dyes. Relic Guardian Defeat Relic carriers in Battlegrounds. Relic Hunter Capture Relics in Battlegrounds. Chaos Champion Earn your first Chaos Champion medal by dealing Chaos Guardian Earn your first Chaos Guardian medal by healing at least Chaos Keeper Take Standard Guardian Earn Defensive Execution medals by defeating opponents attacking one of your capture points.

Grand Champion Earn a lifetime medal score of Conquering Hero Win 50 Battleground matches. Bloodletter Defeat opponents in Battlegrounds. Battleground Butcher Win a team Deathmatch with points before any other team reaches points. Paragon Finish a team Deathmatch battle with at least 8 more kills than deaths. The Merciless Earn your first quadruple medal by defeating 4 opponents in a team Deathmatch battle, each within 10 seconds of the next.

Tactician Help your team capture both enemy relics within 10 seconds of each other. Relic Runner Capture 3 enemy Relics in a single Battleground match. Resets weekly, have to remain in the Top upon reset.



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