Given the prevelance of outside communication (voice chat, instant message) and given that these are social games and a significant number of people know others who play on both sides.
I do not believe the faction separation you see in WoW actually does much of anything at all.
I read somewhere---i believe is was on Warhammeronline.com's F.A.Q. site---that only one faction per server would be authorized in an attempt to limit cheating. Due to reasons mentioned in this thread, its not going to make cheating non existent but it will make it less the norm.
If people want to cheat, they are going to find a way, back in 2004 i became buddies with this pot head kid on FFXI who had 4 comps, and 4 accounts, for any one who has played that game, they can imagine all the benefits of such an act, I can't imagine he's the only individual that will go to such lengths for an edge.
Cheating/spying is bound to happen, but at least one faction per server would be a large obstacle for your common players.
Given the prevelance of outside communication (voice chat, instant message) and given that these are social games and a significant number of people know others who play on both sides. I do not believe the faction separation you see in WoW actually does much of anything at all.
how do you figure? i mean why would you rat out your side, you gain nothing in return, if your friend plays w/e and you play the opposite on the same server, what kinda of friend are they or you. Also how would you benefit being destruction and going to say to order going "there gonna attack the fortress". ITs a preventative, sure it doesnt stop it, but it does stop alot of us who really dont care that much to do that.
Originally posted by gestalt11 Given the prevelance of outside communication (voice chat, instant message) and given that these are social games and a significant number of people know others who play on both sides. I do not believe the faction separation you see in WoW actually does much of anything at all.
Yea it only hinders it as purechaos said. But the fact that you can taunt or actually have a conversation with the other faction makes it much more enjoyable.
I was reticent at first because I loved being able to switch between alts and have my friends still be online in WoW, but the longer I look at it, the more it makes sense.
The nature of WAR is to be strategic and have an actual plan, and having 50 spies on either side is either going to end up in endless zerging or a few pre-fab strategies that are likely to succeed.
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Given the prevelance of outside communication (voice chat, instant message) and given that these are social games and a significant number of people know others who play on both sides.
I do not believe the faction separation you see in WoW actually does much of anything at all.
I read somewhere---i believe is was on Warhammeronline.com's F.A.Q. site---that only one faction per server would be authorized in an attempt to limit cheating. Due to reasons mentioned in this thread, its not going to make cheating non existent but it will make it less the norm.
If people want to cheat, they are going to find a way, back in 2004 i became buddies with this pot head kid on FFXI who had 4 comps, and 4 accounts, for any one who has played that game, they can imagine all the benefits of such an act, I can't imagine he's the only individual that will go to such lengths for an edge.
Cheating/spying is bound to happen, but at least one faction per server would be a large obstacle for your common players.
It wont stop it only hinder it.
I was reticent at first because I loved being able to switch between alts and have my friends still be online in WoW, but the longer I look at it, the more it makes sense.
The nature of WAR is to be strategic and have an actual plan, and having 50 spies on either side is either going to end up in endless zerging or a few pre-fab strategies that are likely to succeed.
I think enemys chatting away will ruin the RvR feel... besides having no chat between factions you only need to /ignore half as many