Why did you go for the Attacker vs. Defender format of the battleground? What gameplay advantages do you think it brings in comparison to other options?
In Fraywind Canyon, we offer a domination style of play that one can describe as a rolling deathmatch. In Champions’ Skyring, we offer a team deathmatch style of play with no frills about it. For both these modes, you are both attacking and defending at the same time. For Corsairs’ Stronghold, we offer something more similar to a castle siege, and there’s really no way to go about castle sieges than to have a force attacking, and another defending. You have one job as a team, and it’ll be interesting to see what type of tactics play out.
Though the Stronghold is the most eye-catching aspect of the patch, it also lays the groundwork for the Alliance system. What do you think it will bring to the game for players?
The Stronghold patch brings a ton of changes to players, perhaps the biggest set of any patch to date. It contains a lot of class balances players have been asking for as well as some changes to leveling and dungeons. The Alliance system will come into play in an update later this summer, and it’s really going to evolve the political system in an awesome way. Your objectives as a player will change, even if you’re not in a dungeon or battleground. It’ll give you something to fight for and defend at all times, and I think the players will dig it.
Will we see some of the vehicles and siege mechanics introduced in Corsairs’ Stronghold utilized in the new raid dungeons later this summer?
There will be all new mechanics in the raid dungeons coming out later, and it is very possible that vehicle and siege mechanics will also be used. It’s still a teeny bit away, so i can’t say too much now but excited to talk about it as soon as I can!
I’d like to thank Patrick for taking the time out to answer our queries and I’d ask you to stay tuned to ZAM for your daily helping of MMO news, views and interviews.