HAUNT's rebirth, post SWG
We found a newly released game called City of Villains. Kayte had reviewed it's progenitor game and let us know the basic breakdown mechanics. For Kayte's efforts, he was promoted to XO.
Having grown tired of the crashes with Bria, we avoided the most lagged out server Freedom after experiencing mass lag issues there. Instead, Kayte selected the server Guardian and we leveled to the cap of 40. Once armed, we began fighting the local heroes there.
NCSoft created a system where the other side has more hit points, better damage, better accuracy, better resistances, better defense, better healing and better everything than we did. The lead developer, Matt Miller (a.k.a. Positron), would later boast it was done for "Role playing" purposes.
Though we didn't know it at the time, for a guild looking for an edge and a chance to really fight again, it was a godsend. The game was fast like a shooter and completely unforgiving.
HAUNT rose from the ashes as a guild of three pvp squads. No longer willing to put up with those that didn't pull their weight, we carried a 50% wash out rate with any recruit the first month. After that, we had a 50% wash out rate for the first year. That was after turning down over 200 applications that first year alone.
We found new players that were magic on their toons, like Katarn (Slash), Redgrave, Taint/ Grundle, Robo, Nev, Marjai, Zoom, Starfire, Karl Revok, and Eliv. We then set an increasingly higher bar for ourselves.
It would be hard for a lot of people on Guardian to understand now that we were hated when we first started in the pvp zones. People had built their toons for arena style dueling and they were often in for a shock when HAUNT took the field.
The lack of hero team coordination increasingly became a problem. The zone consistently emptied, until we finally found our most consistent adversary.
It was there on Guardian we discovered a much hated hero guild named the Twilight Avengers. They reminded us a lot of ourselves as Ghost and we began a friendly rivalry.
Outnumbered, outgunned, and out equipped thanks to their hamidons, we jumped into a blender. Over a few weeks, in Siren's Call, HAUNT began to rapidly modify and change tactics.
We broke the game down mathematically and began to reshape our toon strategies. We succeeded in a system that forced us to close range buff every 60 to 120 seconds just to survive.
We had to learn which villain toons had synergy together. We learned to avoid which ones naturally nerfed each other in group. We then had to hold group morale in one beat down after another.
In time, the tide shifted. One night, on top of a tower, beyond the tipping scales of the hero npcs, we held off an organized teamspeak group twice our number for a 30 minute hair raising, non-stop smack down that never let up.
One misstep would have slain the group. There was none.
Free of the dead weight of a year earlier, we had been reborn. HAUNT had arrived.
We networked with both sides. We also made ties with the best ally guild we ever found, the Bane of Prometheus.
Villains were expanded into level 50 gifted with the joke that was Patron powers. The same expansion introduced a death zone called RV that most villain pvpers on most servers quickly avoided like the plague.
Dealing early with the battlefield issues and drawing on our SWG experience, we also started a new experiment in community building. Tapping into what motivated COX's player base, we started a nine month weekly pvp event that we moved into Recluse's Victory called the Guardian Wars.
We built the pvp event as a comic posting and brought the two factions into the creative part of the project as well as the war itself. Though the original thread had long since died, we still have some originals that chronicled our effort here:
http://ghost-pa.com/forum/index.php?topic=274.0There are also those that wondered how we did it. Since that game is now gone from the mechanics of the time, here was our strategy.
1. The core of the villain army was masterminds. We formed a core five man squad and kept them up with Corruptors. This meant you had to slug through 30 or more minions, not including the upgradable zone robots. In effect, we returned to the heroes the same tab targeting issues that villains were forced to face in Siren's Call. This group formed the center of our entire visible offensive.
2. As much as heroes hated individual stalkers, we formed a synergetic stalker squad. Stalkers work better not saddled with other classes. They can often cause extensive damage in groups against a distracted opponent. This group was our eyes, since players were often able to see stalkers easily, they simply played and sought cover, as if they were visible toons.
3. Brutes need a full fury bar in order to hit full effect. Teaming them with Dominators or Masterminds often nerfed their ability to generated damage. We teamed this squad with a kinetics corruptor and used them as fast response / close range damage on the enemy.
4. We teamed the remaining squad often made of dominators and / or corrupters as a fast response layer. This left a synergetic group that wasn't interfering with the brute group's ability to deliver maximum damage.
5. While mixing these groups in the HAUNT vent we used our last card to survive which was mobility. Villains actively engaged the control points of the zone encouraging the hero groups to spread as thin as possible. We'd hit the point and smash the response team, then hit the next point.
6. We'd sprinkle in any independent villains in the zone. In the chaos, a weekly, two hour war was born.
7. We'd make sure every SG or VG participating got credit at the end. We made a weekly posting event out of the war and the people who had fun came back week after week. They did; even, when the buggy zone was unplayable. Which could be up to half the time and the event had to go through multiple postponements, due to multiple client side crashes due to game coding issues.
We still have some of those screenshots from those days. Here's a few of the weeks, for those that are interested:
http://ghost-pa.com/forum/index.php?action=mgallery;sa=viewalbum;id=6http://ghost-pa.com/forum/index.php?action=mgallery;sa=viewalbum;id=7http://ghost-pa.com/forum/index.php?action=mgallery;sa=viewalbum;id=8http://ghost-pa.com/forum/index.php?action=mgallery;sa=viewalbum;id=10http://ghost-pa.com/forum/index.php?action=mgallery;sa=viewalbum;id=11http://ghost-pa.com/forum/index.php?action=mgallery;sa=viewalbum;id=12http://ghost-pa.com/forum/index.php?action=mgallery;sa=viewalbum;id=13http://ghost-pa.com/forum/index.php?action=mgallery;sa=viewalbum;id=14http://ghost-pa.com/forum/index.php?action=mgallery;sa=viewalbum;id=15http://ghost-pa.com/forum/index.php?action=mgallery;sa=viewalbum;id=17http://ghost-pa.com/forum/index.php?action=mgallery;sa=viewalbum;id=18This RV effort was not without internal cost. It caused a disruption in the guild itself.
We lost no fewer than four guild members. Several newer players were stressed out by us planting our flag in the hardest pvp zone, for a two hour event a week, and utterly refusing to back out of it.
There were benefits beyond the server recognition though. The War got HAUNT invited to represent Guardian by Rift of the Lion's Den (Victory) in NCSoft's PVPEC (Player Versus Player Event Committee
http://pvpec.guildportal.com/Guild.aspx?GuildID=172980&TabID=1463928 ). At the time, this gave us the direct chance to input directly to the game developers.
HAUNT did fight for more balance so Red side wouldn't die off as a faction. However, we didn't win that fight. It's interesting that Castle did eventually implement one of our suggestions, which was, in the event they didn't balance the math of villain toons, that they allow the preferred classes to cross factions with a recent expansion.
That was politics. We were more successful in game. In the end, at that time, we set the following COX milestones:
1. Longest known weekly villain run event in RV with consistent numbers over 40 vs. 40.
2. The Guardian War became the largest guild run event in COX with over 20 acknowledged super groups and over 20 acknowledged villain groups consistently participating.
3. At its height, the event had the highest level of population participation, by a server. The event managed to attract 33% of the entire server player base online.
4. By request of the PVPEC, it became the largest PVPEC multi-server RV zone event on test center. Even Rift came out of retirement for the event. Other members of the PVPEC, such as Freedom's Thorizdin (Lords Of The Dead) participated.
Years later, we're still getting positive feedback from the Guardian Wars. It was; however, very taxing for people on our side.
We literally broke good players doing it in RV. We have since throttled back on pushing the edge so hard. So far, it is arguably HAUNT's highest achievement.
While on Guardian, we also continued a few other goofy HAUNT traditions like the Imperial Beach Party. In the end though, game balance never happened and red side population fell even further behind. We left searching for a new game.
Thus began our WOW the Burning Crusade years...