http://wow-europe.com/en/pvp/pvp-article-part2.html
It's on the European site as WoW Europe is getting it first (I guess they finally get to beta test something for a change).
Anyways, what I like about it:
- The rewards actually don't suck judging by the shaman's armor set.
- Much cheaper epic mounts.
- Less honor for repeat kills will somewhat deter players from farming lesser occupied areas for honor points.
- You will get honor points if you're a in a group that helps kill someone even if you just heal.
- No dishonorable points for killing players much lower than you will help prevent being zerged and not being able to attack first out of fear of gaining dishonorable kills.
What I don't like:
- Having to maintain a constant PvP rank to wear the items you get is just plain stupid. What if you go on vacation? You'll come back and have absolutely no armor left to wear. VERY poorly thought out and I wouldn't be surprised if this changes.
- Splitting up the honor gained by who did what damage is a fairly poor way of distributing honor. It should be split up evenly between all people. A rogue might completely annihilate some enemies and gain a majority of the honor points while the priest/paladin/shaman/druid who healed the rogue and made that killing possible gets the shaft (but will at least get some points).
- It seems like it will be mainly high level rewards (once again judging by the Shaman's armor), so those who PvP frequently at lower levels will basically receive a minimal reward, if any, for their efforts. I don't know all the details about the system and the rewards may scale to your level, but we'll have to see.
Other thoughts:
- They shouldn't give dishonorable points for killing trivial, non-aggro NPCs in and around towns (I can see it for the random wandering NPC or the NPCs in caves). One of the goals of a raid (and war) is to destroy shit, not selectively pick your targets. Also, killing things like the flight masters is always a target of a raid. When a town is raided the NPCs should be killable and everyone in that town should have to feel the negative consequences of it (not being able to sell, not being able to turn in quests, etc.). This makes defending a town actually have a purpose. Also, being unable to attack without fear of gaining dishonor would lead to some obvious exploits. People could hide near non-aggro NPCs and would be "safe" from AOE attacks because the attacker wouldn't want to gain dishonor.
It's on the European site as WoW Europe is getting it first (I guess they finally get to beta test something for a change).
Anyways, what I like about it:
- The rewards actually don't suck judging by the shaman's armor set.
- Much cheaper epic mounts.
- Less honor for repeat kills will somewhat deter players from farming lesser occupied areas for honor points.
- You will get honor points if you're a in a group that helps kill someone even if you just heal.
- No dishonorable points for killing players much lower than you will help prevent being zerged and not being able to attack first out of fear of gaining dishonorable kills.
What I don't like:
- Having to maintain a constant PvP rank to wear the items you get is just plain stupid. What if you go on vacation? You'll come back and have absolutely no armor left to wear. VERY poorly thought out and I wouldn't be surprised if this changes.
- Splitting up the honor gained by who did what damage is a fairly poor way of distributing honor. It should be split up evenly between all people. A rogue might completely annihilate some enemies and gain a majority of the honor points while the priest/paladin/shaman/druid who healed the rogue and made that killing possible gets the shaft (but will at least get some points).
- It seems like it will be mainly high level rewards (once again judging by the Shaman's armor), so those who PvP frequently at lower levels will basically receive a minimal reward, if any, for their efforts. I don't know all the details about the system and the rewards may scale to your level, but we'll have to see.
Other thoughts:
- They shouldn't give dishonorable points for killing trivial, non-aggro NPCs in and around towns (I can see it for the random wandering NPC or the NPCs in caves). One of the goals of a raid (and war) is to destroy shit, not selectively pick your targets. Also, killing things like the flight masters is always a target of a raid. When a town is raided the NPCs should be killable and everyone in that town should have to feel the negative consequences of it (not being able to sell, not being able to turn in quests, etc.). This makes defending a town actually have a purpose. Also, being unable to attack without fear of gaining dishonor would lead to some obvious exploits. People could hide near non-aggro NPCs and would be "safe" from AOE attacks because the attacker wouldn't want to gain dishonor.