12/30/2011

Energy - 7

There are a set number of classes in any given MMO, but the combinations of these classes gives variety well beyond just their appearance or abilities.

Players: When combining classes one must look well beyond just what each class can or can’t do. Each class presents a new option to the battlefield, including when and where they are used best.

Additionally, leaders must also look to the heart of the player who plays the character. The person playing the character is the valued asset, not the character itself. A person who can play their character with the full knowledge of MMO war is worth more than any character type the game can present.

12/28/2011

Energy - 6

When attacking indirectly, it must be done with the utmost of efficiency in regards to player use, and must be done endlessly.

Players: Objectives are best achieved when the overall goal of the battle (winning) is the objective, rather than killing numerous numbers of the opponent. In the end, the objective is what matters. Those who choose to make indirect attacks that result in accomplishing the objective should smile in the knowledge that the opponent’s reaction was such that their objective was hidden, and the end  result displays their essential nature for victory.

12/26/2011

Energy - 5

When fighting in PVE or PVP, direct attack is used to start and join the battle, but often attacking indirectly is the way to win the battle.

Players: In both PVE and PVP, dividing up a force to allow for smaller groups to antagonize the enemy and feint larger attacks may secure victory. In PVP this is often necessary to create weaknesses when taking objectives. One player can be very useful in creating this ruse to draw attention away from the objective, thus allowing the overwhelming power of the large force to destroy the opponent.

12/24/2011

Energy - 4

When a group of players engage an enemy, they should attack with such extreme force it is as if hitting an egg with a sledgehammer. To do this a leader must know where to attack, and what points are weak and strong.

12/22/2011

Energy - 3

To ensure victory and morale for a group of players, the leader must use direct and indirect maneuvers.


Players: A leader must know how to directly and indirectly engage and enemy force with their group, no matter the size. This may mean indirectly attacking an opposing force (i.e. feinting a large attack) to force battle with a direct attack.

12/19/2011

Energy - 2

When leading a large raid it is the same as leading a party, one must use signals to inform either of the leader’s direction.



Players: Guilds should have an ability to communicate effectively. This can be done via an in-game chat or via a voice over internet protocol (VoIP) program. Use of VoIP programs is the best methodology with which to ensure correct and efficient voice communication between players.

Designers: A method for choosing targets and relaying information must be a part of the game mechanics; this allows for information to be relayed quickly and efficiently.

12/17/2011

Energy - 1

Controlling raids of players is the same as controlling an individual party. One must simply direct their orders differently.

12/15/2011

Tactics - 14

In battle a player must strike in such a way that the heart of the enemy is torn in two, so as to ensure victory.

Players: No quarter should be given in any circumstance be it against a computer generated enemy or another player. Defeat should come with overwhelming power and speed. Battles that are drawn out are those where the opponents are already defeated.

12/14/2011

Tactics - 13

A player who can ensure victory is priceless against the worth of a player who is easily defeated.

Players: Weaker players are a liability for other players in battle. One must teach them the art of MMO war, or leave them in the dust of defeat.

12/12/2011

Tactics - 12

A player must be able to measure their effectiveness through sound calculations, and be able to remove chance from their calculations to ensure victory. 

Players: Calculating can be done through any metric the game allows including (but not limited to): damage, healing, time, range, line of sight, defense, attributes, and skill levels.

12/11/2011

Tactics - 11

The player who wins is the player who fights when the battle is already won. The player who loses fights and hopes victory may be obtained through fighting.

Players: Fighting with the hope of winning ensures defeat. Fighting with the knowledge that the battle is already won through the use of superior tactics, skill, and game knowledge is superior.

12/10/2011

Tactics - 10

Excellence is represented by the player who makes his defeat impossible and defeats the enemy at the first moment of victory.

Players: Battles should be ended when victory is certain. Postponing victory beyond the point it is presented shows vanity.

12/08/2011

Tactics - 9

When a player makes no mistakes, it ensures victory, and the enemy is already defeated before the battle.

Players: The expert player knows their class so well, that they have acquired the ability to respond to any situation presented to them in the game, from PVE to PVP. The expert can see the situation and the path to victory even before the battle unfolds before them. This is the acme of tactical expertise.

12/07/2011

Tactics - 8

The keen player not only wins in battle, but excels at doing so with ease.

Players: One must not mistake overwhelming strength for ease. An expert player makes even the most difficult maneuver appear easy due to extensive practice at their class or profession in the game. The most knowledgeable players appear to win with ease though the battle was hard fought.

12/06/2011

Tactics - 7

To act when it is obvious is not the sign of great skill.

12/04/2011

Tactics - 6

To know when victory is obtained when it is always probable is not excellence in tactical leadership.

Players: When victory is so overwhelming due to outside circumstance, the player has done nothing as the advantage has been handed to them. It does not take great skill for a player to lead a group through a dungeon that is well below their character’s level. Leaders have sound tactics that can work in any situation, most of all the difficult.

12/03/2011

Tactics - 5

Defending is done when there is not enough strength, attacking is done when there is overwhelming strength.

Players: When one cannot attack, it is imperative to defend from all sides until strength is built through a player’s life, reinforcements, or abilities. A player should never be in a position of inaction on the battlefield.

12/02/2011

Tactics - 4

Defensive tactics provide security against defeat, while offensive tactics are the way of defeating the enemy.

Players: One must be highly skilled in both, ready to switch with each moment between offense and defense.

12/01/2011

Tactics - 3

A good player can ensure they are not defeated, but they cannot ensure they will defeat the enemy. 

Players: It is foolish to attack when there is no opportunity for victory, just as it is foolish to attack if the player has not first become undefeatable. Patience in matters of victory is important for all players.