territory control

Divining the details of Harry Potter: Wizards Unite from a Pokemon Go player’s perspective

When we first heard rumors about a Harry Potter version of Pokemon Go, I said I could barely imagine what the game might be like before listing several other IPs that would translate better as AR games. It’s not that I don’t like the Harry Potter series (I do) or Niantic (someone’s got to push the envelope). My issue is that I can’t see how their respective styles could combine to create something great.

So I’ve gone back to some of my pre-POGO notes about Ingress and what would need to change before it went live and, well, Niantic clearly thinks differently than I do because this game is very much happening. I thought it might be useful to consider Niantic’s past and how it may affect its upcoming game Harry Potter: Wizards Unite. Let’s dig in.

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Desert Nomad: Massively OP’s guide to Black Desert’s siege warfare

Hello friends, and welcome back to Desert Nomad. This week is a pretty big one for Black Desert, as I’m sure you’re all aware. At some point this week, the game is getting the siege patch — as of today, the update has been delayed until Friday. For players who are inclined toward PvP, this update is a major one, as it will finally allow guilds to duke it out for control of nodes and entire continents in hopes of earning the bragging rights (and not to mention the sweet, sweet tax money) that comes with victory.

In preparation for the grand premiere of Node and Conquest Wars, Daum released a handy-dandy manual on Siege Warfare 101 to prep players on how everything’s gonna work. If you’ve taken a look at it, however, you may have noticed that it’s not exactly a quick and easy read; there’s a lot of information to take in, but it’s all sort of scattered throughout the manual. So today, I’d like to try to break down the basic mechanics of Node and Conquest Wars for more convenient digestion.

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Das Tal offers an update on the state of its March alpha test

It’s a known fact that accomplishments during an alpha test don’t carry over to the launch game. That’s just a given. But that hasn’t stopped participants in Das Tal‘s March testing from enjoying a sprawling conflict across the game’s existing map. The latest post on the official site recaps what’s been happening during the game’s second week of alpha testing, with the player clan Random Acts of Violence making a massive impact on the state of the game.

The clan has conquered most of the regions available for conquest, with only one other organization holding significant territory. They’ve also contributed heavily to defense of the valley, placing the clan high in the running on the leaderboards. There’s still a little time left before the test ends in early April, but even the existing data should provide valuable information about how the game is working for the developers. Even if Random Acts of Violence won’t get to keep all of that territory post-test.

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Exclusive: Crowfall’s world building pipeline video and interview

Are you a fan of Tetris but wish it were more free-form and connected to an MMO’s world building tool kit? Yeah, neither am I, but apparently someone Artcraft thought it could work in Crowfall. Today we’ve got an exclusive first look at Artcraft’s latest world building video, plus a chat with Creative Director J. Todd Coleman, who discussed with us the world building process and helped to clarify the parcel system and player territories.

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Territory control is explained in the latest update for Warhammer 40,000: Eternal Crusade

Warhammer 40,000: Eternal Crusade is part of a universe that is all about people fighting and killing over inches of mud on a battlefield. Naturally, that makes up a fairly good part of the gameplay, and the game’s territory control mechanics are there to make it clear exactly what four-inch stretch of pummeled dirt belongs to your chosen faction. The latest state of the game letter explains how this system will work with the strategic portion of the game’s mechanics.

Players have several options before dropping into conflict, ranging from carefully plotting over what territory to assault to just jumping into the most active battlezone. There are also different objectives depending on the nature of the territory being assaulted, and while the defending faction always wants to repel the attackers, there are different ways to accomplish that. Take a look at the full writeup for a clear picture of how winning and losing points on a map tie into overall strategy and survival.

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Pathfinder Online lays out its territory control design roadmap

While Pathfinder Online has been playable for many of its backers for a few months now, it’s still only in an early deployment phase. Players can take part in control of the game’s various towers, but territorial control is not yet implemented. That’s going to be changing soon, however, and a recent development post outlines the road to fully putting territory control in action for players and companies.

The first stage is the influence system for companies, which is earned via achievements and spent on holdings and outposts. Once that system is in place and working, the aforementioned holdings and outposts can be implemented (since companies will have the currency to spend on them), which clears the road for settlement placement and ensures that the complex web of resources shipping across the map is viable. You can take a look at the full rundown for a more detailed look at the relationships and an overview of what players can do now to prepare for the fight over land.

[Source: Territorial Conflict Roadmap]

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