Chapter 1104: Assembly (First Update)
The tactic of "corner-camping" (or "graveyard-camping") was popularized alongside the concept of "reinforcements." Strictly speaking, even before the "reinforcements" mechanic was introduced, the corner-camping tactic could still be used, but the rewards weren't as great as they later became, so it wasn't very common.
As for whether the corner-camping tactic reduced the fun of the game, it obviously did. After all, for the side being camped, it was a completely one-sided battle, and individuals in that situation had absolutely no way to fight back.
But the key point was that Chen Mo added a mechanic to this version of *World of Warcraft*: players could choose any friendly graveyard to resurrect at.
In the original *Wrath of the Lich King* version, Alterac Valley had the reinforcements mechanic, but fallen players were automatically assigned to resurrect at the nearest friendly graveyard. The only way to change graveyards was to run as a spirit.
However, relying on running your spirit all the way to another graveyard would inevitably waste a lot of time. Plus, most players were lazy and didn't know about this trick, which is why so many players deeply detested the "corner-camping" tactic.
After adding this mechanic, "corner-camping" was no longer such an unstoppable tactic. Chen Mo couldn't rely on camping the graveyard to deplete the enemy's reinforcements.
So, the corner-camping tactic in this version of Alterac Valley wasn't as invincible as many people imagined. It could only be used when there was a huge disparity in strength between the two sides.
In other words, only when a premade team fought a pug group could they pull off this kind of corner-camping operation.
To successfully corner-camp, three conditions had to be met simultaneously:
First, your side had to completely dominate the team fights, maintaining a huge power gap even when pushing to the enemy's graveyard, so you could trap the motley crew resurrecting there right at the spawn point.
Second, your side couldn't have any noob players or traitors who would cap a flag just to complete a battleground quest.
Third, the enemy players all had to be unaware of how to change their resurrection graveyard.
If any one of these three conditions wasn't met, the "corner-camping" operation couldn't be executed.
Many players got camped as soon as they entered Alterac Valley because they were often solo queuers. Running into a premade team and getting camped would definitely make them rage. However, this wasn't a fair or equal fight at all, and it didn't really reflect the true gameplay of the Alterac Valley battleground.
So, the "corner-camping" tactic was actually a very good tactic. Including the concept of "reinforcements," it all highlighted a design philosophy: "destroying the enemy's effective strength."
One decisive factor in war is the resources of both sides. These resources include strategic materials, equipment, soldiers, supply lines, etc. Some say, "War is burning money," and that's the principle. In large battlegrounds like Alterac Valley and the Isle of Conquest, it's also necessary to limit the resources of both sides; otherwise, the battle would go on endlessly.
In real combat, when one side runs out of ammunition and supplies, the outcome is decided. But because of the special nature of games, where players resurrect after death, once a situation like the "Bridge Defense" occurs, it means both sides have infinite resources. The attacking side, even with an advantage, can't end the fight. This is an abnormal and unhealthy gameplay style for the game itself.
It's like a MOBA game. If the attacking side has destroyed all three lanes of the defending side's base, but the battle drags on indefinitely, even lasting for hours, that's clearly a failure in game design.
The "reinforcements" concept in large battlegrounds is equivalent to the resources of both sides. The resources (reinforcements) of the Alliance and the Horde are both limited. Whoever runs out first loses. Therefore, destroying the enemy's effective strength becomes one of the tactics.
If the Alliance and Horde are evenly matched, the battle in Alterac Valley is definitely not limited to just the "corner-camping" tactic. If the Alliance wanted to use a corner-camping tactic, it wouldn't be as simple as just AoE-ing their way to the Horde's graveyard. The Alliance's battleground commander would need to make a series of preparations, and these preparations are the true essence of the "corner-camping" tactic.
"Corner-camping" itself is merely the result of this series of preparations.
The battleground commander needs to consider: Where should I choose to have the decisive battle with the main Horde force? What formation should I use for the frontal fight? Should I send out diversionary forces? Should small units take a flanking route? Which graveyard should I choose to camp? Should the Horde's towers be destroyed? Should I organize a team to kill the Horde's Wing Commander?
Obviously, this series of operations requires very strict conditions. The key reason Chen Mo could lead these Alliance players to successfully corner-camp was the huge gap in command ability between the two sides.
The two mines were continuously providing reinforcements for the Alliance, while the main Horde force at the Frostwolf Graveyard was being constantly camped. The gap in reinforcements between the two sides was steadily narrowing. Many Horde players were surprised to find that the Alliance's reinforcement count was actually slowly increasing.
But the Horde leader quickly realized their dangerous situation. After being camped two or three times, he immediately and decisively ordered: "Everyone, change your resurrection graveyard immediately! Resurrect at the Snowfall Graveyard!"
No tactic is perfect. Avoiding being corner-camped is actually very simple: just change graveyards.
By this time, the Stonehearth Graveyard had been recaptured by the Alliance. The Horde chose to resurrect at the Snowfall Graveyard, but the gap between the two sides was still huge. The key point was that none of the Horde's towers had fallen, while two of the Alliance's towers had already been destroyed.
Seeing fewer and fewer Horde players resurrecting at the Frostwolf Graveyard, Chen Mo said in the battleground chat: "Alright, everyone mount up. We're moving."
The Alliance rogues in the Horde's base were constantly trying to harass and capture towers. After rushing back and forth to put out fires several times, the Horde players finally managed to hold the towers near the Snowfall Graveyard. However, they had to split their forces to defend them, especially forcing many high-level, well-geared Hunters and Mages to stay behind and guard the base.
Because of the convenient party voice chat, these Alliance stealth groups were also communicating via voice as much as possible. Plus, the Druids had some healing ability, so if the Horde sent too few people, they simply couldn't handle it.
Although the First Tower, Second Tower, and Snowfall Graveyard had all been recaptured by the Horde, the East and West Frostwolf Towers had never been retaken. The countdown for their destruction was ticking away second by second.
The Horde's battleground chat was in chaos. Several Horde Hunters were constantly typing: "We need people back at the base! There's at least a full party of stealth classes here! Looks like two parties! The few of us can't handle them!"
At this point, part of the main Horde force was gathering near the Snowfall Graveyard. A small portion was still being camped at the Frostwolf Graveyard, just about to transfer their resurrection point to Snowfall. A large number of players were concentrated near the Snowfall Towers and the Tower Highlands, afraid that more Alliance players would come to cap flags.
However, the Alliance stealth groups had already stealthily crept up to the Horde's Frostwolf Keep. The two parties stuck together, determined to take the East and West Frostwolf Towers.
The opening burst damage and single-target combat ability of Rogues should not be underestimated. Especially in the narrow terrain inside the towers, there was basically no chance of being kited. A few Rogues, each landing a Backstab, and even plate-wearing classes couldn't hold out for long.
Moreover, even if a Hunter used Flare to reveal the stealthed Rogues, the Rogues could just charge straight in and gang up on them.
In this situation, the only method was to zerg them. The Horde also tried to send full parties to force their way in, but at that moment, the Horde leader was faced with the difficult decision of how many people to send back.
Just then, someone pointed towards the Field of Strife: "The Alliance is coming!"
Everyone looked and saw that the main Alliance force had indeed assembled on the Field of Strife. After the previously camped Horde players had changed their graveyards, the Alliance players no longer foolishly stayed put. They captured the graveyard and then rushed towards the Field of Strife.
The Horde leader thought for a moment: "Send two parties back. We *must* retake the East and West Towers! Everyone else, hold the defense outside the Snowfall Graveyard with me."