Showing posts with label RvR Pack. Show all posts
Showing posts with label RvR Pack. Show all posts

Wednesday, 12 January 2011

One change to rule them all

If you could pick one thing to change in WAR, just one fairly focussed thing (so don’t say “everything” :P ) what would it be?

My first thought because of current issues was all the armour sets from Annihilator to Warlord and I’m still wavering on that being my choice. I really do think it would be of great benefit to the game to level the playing field a bit and encourage new players to stick around. It certainly would have helped that low RR White Lion we saw the other day with 48 deaths and zero kills over the couple of hours we were fighting in the same zone…

But that’s not what I’ve decided to go for, instead and probably fairly predictably for me as I often bang on about it, I’ve gone for expanding the RvR zones. It would just revolutionise the game and make it feel so much fresher, bordering on the way an expansion does. One of the main reasons I’m not playing my Chosen right now is because it’s the same grind, with less carrots and all in the same scenery. Yet if I had all that new scenery to fight in, then I believe it would provide a pretty damn major distraction and breathe new life into things.

So pretty and so wasted... reminds me of a lass I met in Luton once...

If you look at Praag for example we only fight in roughly 1/3 of the actual zone. So if it went full RvR (with more objectives, etc ofc) we are talking about tripling the size of the zone! That’s pretty immense. And the building blocks are all there, it’s just those objectives that need adding. Also remember we used to have full PvP servers, so it’s not that radical a thought really.

Yes it’s recycling old content, but then it’s content that we’ve rarely (if ever) visited. There are LOADS of the PvE areas that I have never been to and I know for sure I’m not alone there. Of course there’s also the concern that it could disperse the players too far, but then as the last changes have shown and the intensified zerg they brought, I would say it’s needed. Plus careful and considered placement and creation of Battle Objectives and Towers (DAoC players know what I mean here…) converted from the existing scenery will drive people into combat. I want this in WAR more than anything, even more than a third faction...

So what about you folks? What is the ONE thing for you?

Thursday, 6 January 2011

Thanquol, you are a sodding tosser

AAAGHH screw you Thanquol and your poxy incursion! Despite our group having people in the top damage done, none of us are getting even a chance to roll on loot as it says we didn't contribute enough. First two bosses just now, same thing and we've logged off. Third bloody time this has happened to me in TI and it's annoying as hell.

 
Man this dungeon thing needs work. Barely any Skaven in it, barely any enemy players in it (or other times far too many), barely anything to do in it and all told, just hugely disappointing. For me it’s the biggest let down with 1.4 and the RvR packs. Mythic have some changes in the pipeline for TI, but man oh man it needs to be more than just a few tweaks.

 
It needs to have:
  • Reasons for players to be spread around, fighting in the tunnels in EVERY stage, with points to control, activate, attack or something.
  • LOTS of Skaven NPCs running around, even if untargetable or pathetic low hitpoint ones. Without them there’s just no Skaven atmosphere.
  • A contribution system that works.
  • A queueing system that works and actually gets equal numbers of players inside.
  • A complete review of how and when we gain access to the dungeon, combined with how we are notified of it. We should be gagging to get in there. 
Lots of potential, totally wasted right now. Chop chop folks, make it good please.

Wednesday, 5 January 2011

Back in the WAR saddle again, falling sky, bollocks.

After a few weeks of pox and xmas misery, I have finally been able to get some decent gaming time in, most of which I have spent playing WAR on my Shaman. It was very interesting to see the reality of the situation after all the drama in the community. There’s been a LOT of doom calling going round of late, a big chunk of which has been the usual sensational forum posts when someone quits and feels they must tell EVERYONE how shit the game is that they have been playing for 2 whole years. That’s right despite them hating it, they spent 2 years playing it. Uhm… ok? Either they are utter smacktards or they’re just talking over excited bollocks.

Having said that and as I’ve pointed out in recent posts, there are quite a few sensible reasons to not to be overly happy in WAR right now. Anyone claming 1.4 was a success is deluded. The main crux of the problem is down to timing, more so than what the patch actually did. You see a patch with RvR changes like this was always going to have problems, always, no question. As such it should not be going live without a developer team able to constantly tweak things and respond quickly should any major issues arise. Unfortunately the Christmas holidays didn’t really help here. No reasonable person is going to expect Mythic to not have time off over the holidays, but MMO gamers and particularly the forum fame brigade are not reasonable people. So when things with 1.4 went badly wrong (RR84 bug I am looking at you, amongst things…) as Christmas arrived it was always going to be Santa delivering Mythic a negative hype explosion of epic proportions.

I guess everyone should have seen it coming, Mythic certainly should, but I don’t know what really drives their release schedule and the pressures on them. I can speculate of course. Nipping ahead of Cataclysm? But alas the renown rank 84 bug makes (or “made” as I believe it gets fixed in tomorrow’s maintenance?) the game unplayable for people hitting that rank, which of course means the big name hardcore guilds get hit the hardest and find the game a nightmare. Just as Cataclysm comes out to lure people away… DOH!

So as I came back after reading forum rage after rage after rage, I wasn’t sure what I would find. Apparently our server is utterly dead! OMFG!

Lies.

Has it taken a knock? Yes. Is it actually OMFG BAD? No.
Is it bad enough to be concerned? I don’t think so, I've been fighting every night I've played and had a good time, but it’s hard to tell, because this time of year is always funny for MMO populations, particularly in games with older average player base. People’s play times go very strange. The server is incredibly up and down right now. The other night I was having a ball with a bunch of mates fighting between 4 and 6 Order warbands in Praag, the map was a sea of blue dots, it was mental. And then POOF! They vanished almost instantly, not to another zone, they just logged. It was probably the best coordinated withdrawal manoeuvre I’ve seen since walking in on my old mate dirty Fred having a go on another bloke’s lady... The rest of the night was fairly quiet with only a few warbands and small scale groups scattered around the pairings. Then the next night it was very quiet until late and it suddenly went ape-shit, carnage in all 3 pairings at once. And once more, all of a sudden, quiet.

Really it is too early to tell how much things will pick up to normal Norn levels or not, but the server death predicted? Nah, this is a wobble… albeit a big one. With Rift coming out in March though, Mythic need to be aware that a wobble can lead to a tumble. They seriously do need to have a solid couple of months and most importantly go FULL ON with the communication about WAR. To confirm, I said ABOUT WAR. Talk about WAR lots, bright futures, great stuff coming, give us all that hype malarkey.

Wednesday, 1 December 2010

Thoughts on WAR 1.4, RvR Packs and Campaign

So I figured it’s about time I wrote down some thoughts on how I’m finding WAR since 1.4 went live. Regular readers will be expecting this, but for those new to my special strain of bollocks… I warn you now I may ramble a little bit and I doubt it will be my shortest post ever… Oh and in this post I am just going to talk a little bit about the RvR pack and then concentrate on the campaign changes. Career balance, Skaven and the new dungeon/scenario/instance thing I’ll save for another time.
 
If I was to sum up the impact of the 1.4 patch quickly it would be to say: It has in many ways been a big improvement, has shown massive potential, but has introduced new problems and is far from the finished article. Overall though it’s a positive step and if Mythic play it right, it bodes well for the future.
 
The RvR Packs
Increased renown gain rate below 81 and more renown ranks are great. New mounts, dyes, cosmetic items and so on are also all great. The lack of content compared with traditional expansions is a disappointment and I think anyone denying that is fooling themselves. It’s not something to be hugely negative about, but it’s most certainly not ideal. However the cost was low and doesn’t offend me.
 
One thing that needs stressing mind you is that I don’t for a second consider the RvR Packs as optional. Technically they are, but practically they are 100% not optional. As such I can totally understand why some of my friends are very annoyed about it, particularly those who have been long time MMO gamers. If you look at DAoC for example, you never paid just for more renown ranks, you paid for very large amounts of content being added. WAR hasn’t done that, instead it’s made you pay purely to remain competitive in the future (as people hit 90-100), but has given you a small amount of new content and a campaign system revamp free.
 
Do I find myself annoyed by it? No. Am I happy with it? I think “Pleasantly ambivalent” would describe my feelings on the matter. I like WAR and still enjoy playing, I like the people I’ve had the chance to communicate with at Mythic and in general I like the gamer community WAR has. So if paying a few quid extra as a one off helps the game progress, then I really don’t mind.
 
Do I want a proper full blown expansion to be released? Of course I do, but if Mythic deliver on this new content every 6 months thing properly, then actually maybe I would rather have that. But the key word was “properly”, it needs to be decent chunks of content and not just a new scenario or things that feel lightweight. And don’t be late.
 
The Campaign
The new system is a vast improvement in a general sense. The keeps, siege weapons and battle objectives have more importance, the campaign feels more dynamic and there is normally more for you to do at any one point in time. Groups and warbands seem to be roaming the zone much more than before and for a lot of the time it does spread people across the zone. Of course it’s not all roses.
 
I asked at the Q&A if keeps would degrade in rank if people stopped gathering resources, Mythic answered no and I worried my little head about it. Alas, exactly what I thought this would mean has happened. When the keeps both get to rank 4-5 the battle objectives lost ALL meaning and relevance and we were back to 2 huge zergs lagging the shit out of the whole zone. Thankfully Mythic have started to address this with the latest hotfix where if one side has the AAO underdog buff then every time their resource carrier delivers the resources it repairs their keep door.
 
It’s not a proper zerg fix, but is something Mythic should build on, the resources and battle objectives should be considered as a keeps supply lines and ideally they should keep some purpose at all times. This will encourage people to spread around all time, because if you have both keeps at rank 5 and both sides with even numbers (like last night for example) you just get everyone at keeps and the zerg battle again.
 
Big keep battles are fun. HUGE keep battles are a trial, test everyone’s patience and give credence to the negative accusations regarding WAR’s performance. Accusations that are unfair in one sense, as 300 vs 300 in one area will lag to hell in almost any game, but because of that most games don’t set us up for 300 vs 300 fights in such a small areas. By encouraging those situations WAR is just asking for trouble. Also my server has been VERY busy, so much so that it has been impossible to avoid zergs almost every night. To many of us this has highlighted that the RvR zones are too small. Once again I would suggest Mythic consider expanding the RvR into the utterly wasted PvE areas and think about utilising them towards those keep supply lines.
 
Siege Weapons and Keeps
Siege weapons are much improved, but not enough and there’s a related problem for keep takes. Oil is fine, single target cannons are fine, but the AoE cannons(etc) are utter crap and can’t be used in enough numbers for those being targeted to care much about them. Aerial bombers are a good addition and when several of them combine their bombs they can dish out some real hurt. Unfortunately though the changes to sieges has caused a problem for melee careers, particularly tanks; as a Chosen player at keep sieges I have regularly found myself with absolutely nothing to do.
 
With most keep battles involving hundreds of players, an awful lot of the time you will find the ram is fully manned, all siege weapons are being used, the aerial bombers are taken and Skaven are either not available or are already being used. And it’s all too common when Skaven are available to find no Rat Ogres left for our warband, due to random twats running around in the arse end of no where with them. So if the defenders stay inside the walls, it leaves me with absolutely nothing to do. And I mean quite literally nothing... In fact one night I just started alt tabbing to play Football Manager during keep takes. To sort this out I would suggest that either we need an increase in the numbers of siege weapons and Skaven, or my preferred choice… give us ladders.
 
Melee DPS careers can (sometimes) sneak through the postern doors, ranged careers can attack people on the walls, healers are obviously busy healing, but tanks are left on a limb. So I would suggest giving tanks a career ability that allows them to construct a ladder to climb the walls. Give it a reasonable cooldown or slow build time and maybe to balance things out for defenders their tanks could use the same ability to destroy ladders. This would mean much more action across the entire walls and the battles would be far more like those classic sieges you see in the films, with warriors guarding the walls. I think it would add a great extra dimension to the battle and most importantly stop tanks (and on occasion all melee) being bored shitless for a lot of keep battles.
 
Having said all of that about me finding keeps boring when attacking, the thing is when I have had things to do it has been MUCH more fun than the old days of RvDoor. Being thrown onto the walls, dropping bombs on the defenders and so on has added things to do. It’s just a shame those things are only available or viable in small scale sieges.
 
One of the things about keeps that has caused much debate is the defenders respawning in the keep. Prior to launch there was a concern that this would make well defended keeps impossible to take and we’d never see a city siege again, but as the MILLIONS AND MILLIONS of city sieges since 1.4 has clearly demonstrated that wasn’t true. Though it has certainly made it impossible to stop defenders getting into a keep and taken away the strategic element of preventing reinforcements. Which is a shame, but is another thing that could be replaced by improving the relevance of battle objectives as supply lines regardless of a keeps rank. So instead of assigning a warband to worry about reinforcements, you could have them attacking the enemy supply lines and effectively starving the defenders out. New defenders joining the zone then have to decide whether to reinforce the keep itself or protect those supply lines.
 
But while respawning in the keep isn’t ideal in some ways, it has been great fun as a defender. We’ve had some great times sallying forth to counter attack, without having to worry about a quick dumping to the warcamp miles away. It has made active and aggressive defences much more viable and enjoyable experiences. With a group of KF the other day I had some awesome fights in Chaos Wastes against Crimson and Champion of the Gods, as we battled around the rear postern door. Great fun. Also sieges where there is an aggressive defending force are much more fun for both attackers and defenders, as it gives everyone something to do. Unfortunately not all fights are like this.
 
 
It seems to me that Mythic have gone in the right direction with 1.4, but they need to do a lot of refinement and tweaking for it to reach its potential and be something everyone enjoys all the time. With the other game releases over the next few months it will be very important for Mythic to continue regular hotfixing, updating and tweaking the game, whilst keeping the communication levels up. They’ve picked the ball up, it’s now all about not dropping it.

Tuesday, 23 November 2010

Hotfix details...

...can be found here or pasted below.

General Changes and Bug Fixes
General
•The new dye options available to players who have purchased the Personality Pack have been reduced in price.
•A new dye color, Badab Black, has been made available to players who have purchased the Personality Pack.
•Corrected an error with colors on some Magus Disc Mounts.
•Fixed an issue where Thanquol’s “Warp Lightning” ability would occasionally not properly display.
•Fixed an issue where players eligible for veterans reward (WAR Double Aegis) were not properly receiving their reward item in the mail.

Realm vs. Realm
Open RvR
•Siege Weapons destroyed within a Keep’s area will now grant Contribution.
•Aerial Bombers defeated within a Keep’s area will now grant Contribution.
•Various improvements have been made to Contribution earned while participating in a Keep Siege.
•The Resource pool threshold for Tier 4 RvR Keeps has been increased. Keeps will now require additional resources to increase in Rank.
•The health for Tier 4 Keep Doors has been increased.
•Fixed an issue where the Skaven ability “Running with the Pack” incorrectly had a Renown Rank restriction.
•The Skaven/Giant Rat camps in Tier’s 2&3 Empire vs. Chaos have had their levels adjusted to be more appropriate to the new Tier restrictions.
•Fixed an issue which could, in some cases, prevent additional instances of the Thanquol’s Incursion RvR Dungeon from being created.
•The Quest “Release Control” granted by the Excavated Skaven Device has been disabled. Players will now be required to exit the RvR Lake or die to remove the Play as Skaven buff.


Contested City
•Fixed an issue which could, in some cases, prevent additional instances of Contested Altdorf or The Inevitable City from being created.

Scenarios
•Adjustments have been made to the Scenario Matchmaking system.
•Fixed an issue where Scenarios were not properly triggering.

BTW I will be posting in the near future with some thoughts about the introduction of 1.4, its just been delayed by me not getting enough time to properly play the game and get a good enough feel for all of the changes to live.

Tuesday, 16 November 2010

Balancing zones, keeps and sieges

Something I’m wondering about with 1.4 is how often will city sieges happen? I’m struggling to make any prediction I’m happy with because we quite simply do not know how the new system will play out in the end zones. Locking zones like Kadrin Valley or Black Crag are already quite different challenges strategically to say Praag and with the new campaign system I think the layout of zones is going to have even more impact than before.

Kadrin Valley is a prime example of this with the southern keep being so close to the warcamp; how will that work out with people rezzing in the keep, new people joining the zone so close by and the resource gathers arriving next door? And that’s before we start thinking about the routes that resource carriers take and any potential bottlenecks. What could happen though is perhaps we’ll actually see zones that are dramatically easier to attack or defend for certain factions, which in turn will change the way an entire faction views what zones and actions are important strategically. If for example Kadrin Valley was an easier zone for Destruction to take and hold, then it really starts to put pressure on Order to not let Destruction capture Thunder Mountain in the first place. That could actually be quite an interesting thing for us to deal with. I don't think every zone should be perfectly balanced, though the number of zones balanced different ways should be even.

Also, how hard is a fully upgraded and defended keep to take in 1.4? From what I hear it’s bloody difficult, but is that a good or bad thing? If it means less city sieges then I would say yes its good, but if it means no city sieges… that’s not so great. City sieges should be unusual and special enough events that you want to attend, but they shouldn’t be so rare that you don’t get a chance to unless you play 24/7. About the keeps though; I really think they should have a mechanism where they start to downgrade if the controlling side does not continue to gather resources. Otherwise we’ll get situations where both keeps are max level and it’s just zergs at keeps. Laggy, shitty and annoying zergs, the horrible thing this patch is trying to get away from. AND it puts even more importance on Battle Objectives, which is a good think in all respects.

Unless they already do downgrade? Please correct me if they already do.

Undoubtedly some tweaking will be required by Mythic over the coming months, the detail of what tweaking is required will only come out as we start to properly play the campaign on live servers. I think that’s actually going to be a lot of fun to play through, as potentially everything we’ve got used to is turned on its head.

Sunday, 14 November 2010

Perfect Patching

When 1.4 arrives this Thursday, please don’t for a minute think there won’t be problems, because it’s a given that there will be. It’s always the way.

Most MMO patches bring with them a whole load of issues, be they lag, bugs or whatever. And with 1.4 including such a monumental change to the campaign and more, well… I’ll be amazed if it’s all smooth and perfect. As such, it’s not really worth going all emo rage and ranting if/when things go wrong and you can run the risk (if you care) of making yourself look a bit stupid as you wind yourself up over the obvious.

Now I’m sure we’ve all seen people saying “no we shouldn’t take it, we’re paying customers” and to a point that has some merit, so is it right to just accept these inevitable problems? Yes and no. Update problems happen with every MMO and that is not going to change anytime soon. Actually that’s not quite a broad enough statement, because really it happens with pretty much every type of software. Out in the real world, software upgrades are the bane of my working life and in particular I’ve learned to dread the major landmark updates. Those point zero versions that basically should be called Headache Inducing Toss 2.0, the buggers.

It would be lovely if software developers could deliver perfect, bug free software and the following patches, but with so many different pressures applying to release schedules and software being written by humans, it’s just not realistic. Also as anyone who’s ever been involved in serious software testing knows; what happens on your test system and what happens in a live environment are not always as related as you’d expect or hope. Combine that with MMOs being so damn complicated and having such large numbers of simultaneous users in much more free form environments and yikes… It sure as hell isn’t easy.

Having said whilst I’m obviously showing some sympathy towards MMO developers, I think it’s always important to ensure that the issues revealed on your test servers are properly dealt with before anything goes near live. I’ve not been able to get onto the PTS much and as such I can’t really comment on how solid 1.4 is, the feedback out there is rather mixed and some people’s opinion (both negative and positive) I find difficult to trust.

So going back to that “paying customer” bit… I would say it is unrealistic (though perhaps not unreasonable) for us to expect perfect updates on the day of release, but it IS perfectly sensible to expect any serious issues to be unforeseen ones and to be dealt with promptly after release.

Fair enough?

Tuesday, 9 November 2010

About those RvR packs - updated already LOL

$15 for both? That works for me, as along as we don't see (the all too regular these days) people ignoring exchange rates and doing a straight translaton to £15... It's not actually a huge life changing difference of course ($24), but at the dollar price I think Mythic have nailed it perfectly below the line where it would start to border on being a bit cheeky.

The server transfer cost of $19.99 is ok (its comparable with other games I believe), but there desperately needs to be other FREE options to salvage servers like Iron Rock.

As for all the vanity stuff, well... it's vanity stuff, so any price is fine if people will pay it, as shown by when Warcraft charged $25(IIRC) for a reskinned sparkly bloody horse and bazillions of people rushed to buy it.

In other news, yeah I'm sorta back but will be cutting down my gaming time considerably, got to be sensible and focus on other stuff. Plus my ISP is Virgin Media cable and as you can see here we've got major problems playing WAR right now. :( Which sucks royally obviously.

Oh and go read the latest developer discussion post. Huge news... HUGE. Oh ok I'll post it in here.. give me a mo...


"As we draw ever closer to the launch of the all new Verminous Horde™ RvR-Pack, we’d like to take a moment to address some concerns that the community has around some of the benefits that the pack offers to those who purchase it and the impact that it will have on WAR in general. Specifically, we would like to talk about the “power gap” and what measures we’re taking to address it.


Reading through the forums, we see your concerns about the fun factor of a R33 player going up against a R40/RR80+ player. While we want to give our players attainable goals and clear milestones by which to measure their progress in game, it is important to us to not deliver an experience that is “un-fun” for the lower level segments of our population. Simultaneously, we believe that our game is most enjoyable when the population is high, so it was not in anyone’s interest to split up the population.


RvR Tier Bracket Adjustment: We have decided to expand the brackets in Tiers 1-3, creating more of an overlap for players to remain in the lower tiers for longer if they so chose. At the same time, this alleviates issues in Tier 1 with “twinked” Endless Trial players, making it a more level playing field for active subscribers. Trial players will continue to be capped at rank 10. Of course all players will be bolstered to the max possible Rank for their tier, so as to lessen the impact of the increased cap. The proposed bracket changes are as follows:


Tier 1: Ranks 1-15
Tier 2: Ranks 12-26
Tier 3: Ranks 22-39
Tier 4: Ranks 32-40


Scenario Matchmaking: We will be introducing an all new Scenario Matchmaking system which will work to pit players of like ratings against each other when possible. Player rating is determined by skill and performance, so the better you do, the higher your rating. We’re very excited about this new system and the opportunities that it opens up to us for future development.


Ease of acquiring gear: We’re making RvR Armor sets much easier to attain. Annihilator will be sold for coin, Conqueror will be purchasable from a vendor for Officer Medallions only and Invader and Warlord will now be rewarded in ORvR from Tier 4 Keep Captures rather than only being available in the city. Sovereign armor will now be available from Stage 1 of the City Siege experience.


Gold Bag opt outs: We are introducing the option to opt out of Gold Bags only from RvR PQ’s. So if you’re still trying to get that elusive weapon or you’re in need of more 200 Talisman boxes ;), you’ll be able to still roll on those rewards while at the same time not taking loot away from players who can use them now.


Finally, players who purchase the Progression Pack will find that the rate at which they gain Renown has been increased on an ascending scale based on Renown Rank, capping out at a 300% bonus. This means that players will be converging on 80 much more quickly than the current 80s will be leveling. We believe this will condense the RVR spread in many ways.


Over the coming months we will be closely watching the RvR environment on all live servers, evaluating the impact of the Renown Rank cap to 100, the introduction of new armor sets and weapons and how the new Renown Ability revamp will affect how you play from day to day. We’re very excited about all of these changes and look forward to this and even more improvements, new features and new content as WAR continues to evolve and deliver the best RvR experience possible.


Thank you for your continued support and we’ll see you on the battlefield!"


Crikey! Need to think. Initial thoughts are ooh me like lots.

Monday, 1 November 2010

Order and Skaven

One of the things that is often mentioned in discussions about the way Skaven are being implemented in WAR is how it’s perceived as being wrong for Order to ally with them. Many people are quite annoyed by this and while I’m not hugely bothered, I do agree that it is very dubious and I don’t think it’s right.

There is a reference in the lore to it happening, but as far as I’m aware only once, in a Gotrek novel. However there are masses of moments in the lore where Skaven and the Order factions have had major conflicts and seriously, these were not little lover's tiffs. We’re talking LOTS of major wars and pretty much attempted genocide. So when you consider that, to then see Skaven suddenly changing to being all buddy buddy just doesn’t really wash. And the mercenaries for hire thing? For Destruction it’s plausible, but for Order races? No, no way. Empire siding with them is in absolute desperation is just about passable, but Elves and (particularly) Dwarves is really stretching it. Skaven have filled a lot of pages in the Dammaz Kron…

But, and it’s one of those big BUT moments… Gamesworkshop have been involved in developing the new Skaven for WAR and they have given this the green light. Knowing how fussy Gamesworkshop are about protecting their lore, it’s a bit odd, especially when you consider that the new warhammer rulebook not only makes it very clear that Skaven are in the Destruction grouping, but also the new boxed set is all about a bitter conflict between High Elves and Skaven. Friends, allies, mercenaries, nah sorry folks it’s just not right.

So why have they done something in WAR that is seriously wonky when compared with the tabletop? I’d guess that there was probably a load of different reasons; including a worry that Skaven would be so popular that they would have unbalanced the 2 factions if they were limited to Destruction only AND with resources tight perhaps it may not have been possible to introduce a proper Order alternative (Lizardmen, Wood Elves, etc). No doubt loads of other reasons beyond my reasoning too.

Also I suspect that Gamesworkshop recognise that the tabletop does not cleanly translate into an MMO and as such may see Warhammer Online as an alternate reality to the tabletop world, which for the sake of better gameplay perhaps they’re happy to be a bit more flexible about. Personally I do think that no matter the reasoning behind it, it is a crying shame that Lizardmen weren’t introduced as exact mirrors of the playable Skaven. It would have made this all a non-issue. So with me now blatantly ignoring any issues of time and money to make it so, I think it could have worked quite like this:

Rat Ogre = Kroxigor
Gutter Runner = Chamelon Skink
Warlock Engineer = Skink Priest
Pack Master = OK this one I’m not sure on as a direct mirror is tricky. It would need to be a Saurus somehow for character appeal… Surely something though?

Easy for me to say of course...

Anyway, regardless of any of our doubts about the lore thing, Gamesworkshop agreed it and that’s what we’re getting. GW own the lore, they can do whatever they like with it. Sure, Mythic have misjudged a bit what people really wanted and expected from Skaven, but then you know how it is. No matter what Mythic had chosen to do with Skaven, it was never going to please everyone.

So in summary, for me it is a bastardisation of the lore and I think it’s both a missed opportunity and a misunderstanding. But I’ll get over it, in fact I already did, about 5 minutes after hearing about it at Gamesday. I just felt I should post my thoughts about it. I will continue paying, playing and enjoying WAR. The single most important thing to consider about the introduction of Skaven is: will it make the game even more fun to play?

I reckon so.

Thursday, 28 October 2010

I played Skaven

Yesterday (or in fact today) I, like a fool, sat up to the early hours of the morning and tried out the playable Skaven on the PTS.

It was very interesting indeed, a lot of fun and I can safely say that Skaven are going to have a big impact on our tried and tested ways of playing WAR. First off let’s be clear, NONE of them seemed to do a great deal of damage to players. If you’re thinking you will be WTFPWNING!!! people with them, sorry folks, but that’s not going to happen. They will however influence fights through their unique abilities and in no small way too, but really from the off you should be thinking of the Skaven as support classes.

There are a few common things between the 4 Skaven classes:
  • All of them have very high hit points; I believe it ranged from 17k to 34(?)k depending on class.
  • None of them can use mounts, so you’re on foot and legging it around, slowly.
  • Rat Ogres can only be healed by the Packmasters, but other Skaven can be healed by other people. So they will require escorting by other players, but they will be worth it. (thanks Anon comment for the correction!)
  • You turn yourself into Skaven from a device in the keep and you will remain as Skaven until either you die or you leave the RvR lake.
  • When you turn into a Skaven your tool bars change to Skaven abilities, with each class having around 6 different things it can do. These abilities need to be rearranged to your preference and reset each time you change into a Skaven. A minor thing, but quite annoying, so hopefully that will get improved.
  • None of the careers have a spamable attack, everything has a cooldown of at least 2 seconds and more often 5.
  • There are limited numbers of each type of the Skaven careers available at one time, except it seems Rat Ogres which appeared to be unlimited.

Rat Ogre

The throwing people around is going to be hugely popular. It’s intended for throwing people onto walls, but it’s uses will go well beyond that. Hurling ranged onto rooftops, throwing people over obstacles for shortcuts, all sorts of things… Oh and you can only throw people in your group or warband, so the griefing concerns can be forgotten (except in PUGs…).

Other than using a ram, the only other thing that can damage doors are Rat Ogres. Keeping them alive will be interesting…

For general ORvR fighting Rat Ogres are going to have a big influence by guilds that make the most of them tactically. They have an AoE stagger for a start, but the real imposing (and hilarious) ability is their charge. You can hurtle forwards and quite literally knock enemy players flying. I ran straight through a warband and bodies went everywhere. Didn’t do much damage (if any), but it totally screwed up their postioning.

Packmaster

I had problems with this career. I may have been doing it wrong, but their heal seemed very underwhelming and I had a little difficulty telling when it was working or not. I was getting invalid target a lot, presumably because the Rat Ogre I was targeting already had a heal active? Not sure.

I really liked their summoning rats ability, it was just amusing to use, though how potent it was I’m not entirely sure. Oh and they can leap huge distances to the nearest Rat Ogre, which has to be the best get out of dodge ability in the game. All told I’m just uncertain on this class, I gave it a good go, but it just didn't click for me, but it could have been me being confused. I'd be very interested to hear how other people got on with it.

Gutter Runner

This little bugger is going to be very, very popular. The damage is pathetically bad, but with permanent stealth and a 60% run buff on a toggle, combined with their ability to leap up walls, these are the ultimate scouting class. For example you can easily get all the way into the inner keep and report on exactly how the enemy is setting themselves up. I spent a lot of my time running round watching stuff and it actually reminded me of my DAoC scout and being the eyes of our alliance in the old days.

They can sabotage enemy siege weapons, but I didn’t get to see the end result of that unfortunately. For general warband play they also have a quite potent AoE snare bomb type thing, which when delivered from their uber stealth could well be a right pain in the arse.


Warlock Engineer

I LOVE the look and sound effects from this class, very cool. Unfortunately I didn’t get to play it very much, but from what I saw it seems like the one class that might do some proper damage with its lightning gun and warpfire thrower. It also has some seriously good buffs . But like I said I didn’t get much time with this one, so can’t say too much.


How exactly this will all work out on live we can’t be sure, but these new classes provide some very interesting new tools for warband leaders to utilise. It looks to me like they are going to dramatically change things and we’ve got a lot of new stuff to get the hang of.

BTW sorry the screenies are low quality, was a bit of a rush job and I was tired :P

Friday, 22 October 2010

New armour sets adjusted after feedback

Mythic have just posted up adjustments to the new RR90/100 armour sets they revealed earlier this month. These changes have been made based upon the feedback people have left in the focus discussion threads, so as always if you've got an idea and/or further constructive feedback, go post on the official forum threads and you genuinely stand a chance of influencing things. You can find all the relevant threads in this section of the forums.

Here's the details posted:

Hello everybody,


We have been reading through all of your great feedback regarding the new Doomflayer and Warpforged sets. After discussing all of the feedback internally, we have come up with a number of adjustments. As always, if you choose to respond please stay on topic with comments directly related to these adjustments. Also, these are all subject to change.


General Notes
To clarify some confusion as to how these procs work (Sovereign, Doomflayer and Warpforged), they will not refresh themselves. This means that a proc cannot be triggered again while the effect is active. In addition, any proc that is higher level (e.g. Warpforged vs Doomflayer) will overwrite the lower level proc.


As evidenced by the changes below, the support careers now have 1 version of their sets with a proc that affects their entire group and 1 proc that affects themselves. This is meant to reinforce their intended purpose of being a support career.


Tanks
-Chosen and Swordmaster sets will have WS replaced with Init.


-All tank procs will be set to On Being Attacked. The difference between On Being Attacked and On Being Hit is that in order for the latter to have a chance to trigger, it must not be defended. On Being Attacked will have a chance to trigger regardless of whether you successfully defend or not.


-The 4 piece proc will be replaced with the following:
--Doomflayer: On Being Attacked: 10% chance to reduce incoming damage to your group by 7% for 10 seconds.
--Warpforged: On Being Attacked: 10% chance to reduce incoming damage to your group by 10% for 10 seconds.


Ranged DPS
-The BS on the secondary defensive set will be re-allocated, with half of the stat points put into WS (71 BS, 70 WS).


Magic Healers
-The 2 piece proc will be replaced with the following:
--Doomflayer: On Heal: 10% chance to gain 66 Action Points over 3 seconds.
--Warpforged: On Heal: 10% chance to gain 75 Action Points over 3 seconds.


Melee Healers
-The Tou on the secondary melee set will be replaced with Init


-The 4 piece proc will be replaced with the following:
--Doomflayer: On Hit: 10% chance to reduce your chance to be critically hit by 7% for 10 seconds.
--Warpforged: On Hit: 10% chance to reduce your chance to be critically hit by 10% for 10 seconds.

Tuesday, 19 October 2010

OI! Mythic release some more Skaven dungeon details!

Just linking for now and reading :)

Does Cataclysm matter for WAR?

It can’t have escaped your notice that WAR’s RvR Pack and 1.4 are coming out around the same time as World of Warcraft’s Cataclysm expansion. This is not totally dissimilar to when Wrath of the Liche King (WotLK) arrived shortly after WAR’s launch, but this time I think the impact will be far less.

Back in 2008 loads of people from other games (presumably primarily WoW) jumped ship to try out the much hyped Warhammer Online: Age of Reckoning. For a range of reasons the game didn’t live up to a lot of people’s expectations and I think for a lot of people it was just too far from the WoW comfort zone they’d been living in. I remember a guildie who quit in the early days telling me he just couldn’t get used to playing a MMO where sometimes no matter what you do, you can’t win. He’d got so used to PvE encounters from other games that he expected to win, all the time. Alas for him, PvP and particularly RvR just aren’t like that.

Not that this was the only reason people left. At the other end of the scale were those people who were expecting WAR to be Dark Age of Camelot with Orcs were and that just didn’t turn out to be the case. And there was no doubt all manner of reasons in-between, so when WotLK came out there was a mass exodus from WAR back to WoW.

Since then WAR has improved dramatically. It’s far from the finished, perfect game we all want, but it is hugely different in performance, balance and general game play. As a result a while back the population stabilised and then started to grow. Yes certain servers are still struggling, but others are getting busier and while I’ve not been able to get any subscriber numbers from Mythic, they have told me the population is growing. Of course you may like to dispute that, but I can only speak about what I see on Karak Norn and Mythic’s word tallies with that. On Norn recently we’re even getting the Supply Lines function kicking in when a zone gets too busy. So where Iron Rock is struggling, other places like Karak Norn, Karak Azgal and Badlands are getting insanely busy.

Anyway I’m starting to go on a tangent and I shall now rein myself back in… The point I was getting to is the population has stabilised in a general sense. If you’re playing WAR right now its most likely because you like PvP and RvR more than PvE. Perhaps you could say WAR is now a niche game for those of us that are primarily PvPers, but don’t want to play EVE for whatever reason. So when WoW’s latest expansion comes out with its excellent PvE, but crap PvP and non-existant RvR, will many WAR players actually care? If you wanted to play a PvE focussed game, wouldn’t you already be doing that?

I know I don’t care about WoW’s expansion; I had my fingers burnt with WotLK. I went and tried it and found myself unable to hit max level due to boredom with the nonstop PvE. Not that I think WoW is a bad game, oh no. I think it’s excellent at what it is good at and is focused on, that being PvE. It’s just not for me anymore. As I talk to other people this seems a pretty common point of view.

So this time I don’t think WoW’s expansion will have that big an impact on WAR. And the same goes for the other MMOs coming out. They have different focuses to WAR and surely if that’s what you want out of your MMO, after 2 years of WAR’s crazy rollercoaster, wouldn’t you have already left?

From my friends I only know a couple of people that are talking about Cataclysm, everyone else is looking ahead to the RvR Pack. As such I suspect that this time for WAR, much like how it won't impact on EVE, the WoW expansion won't have such a cataclysmic effect.

Wednesday, 13 October 2010

Zone lock reward changes of OMFGness

OK some big changes are coming that will change not only the way we view controlling a zone, but also zone locks in every sense. At least it will if you're interested in renown, which of course most people will be with the new 100 renown cap.

Check out this post and this one too, or just read below..

++++
New addition that is currently live on PTS (as are all other adjustments up until this point):
Resource Carriers now reward a Realm with Experience, Renown and Influence upon making a Resource delivery. The Reward scales based upon the distance of the path that the Resource Carrier has chosen to take. The longer a path is the more Reward that will be granted to players within the RvR lake.

It's everyone in the zone that passes a server-side requirement check - in the current case, it's anyone who would normally qualify for Zone Capture rewards. I'm continuing to investigate idle hands support punting people to the Warcamp.

++++
So this should provide people with further reason (beyond gathering resources for keep upgrades) to keep control of Battle Objectives and ensure that Resource Carriers make it to the warcamp safely. The selfish renown-whore in all of us will see the obvious benefit.

And now the big news...
++++
Also - since it hasn't been made very clear at this point; Resource Carriers who have further to travel carry more Resources.

As an example; a Destruction Resource Carrier coming from Hallenfurt Manor carries about 4x as many Resources as the one from Verentane's Tower.

Also - if a Resource Carrier is defeated and drops their barrel; it only contains 25% of what was being carried. It is always better to control the Battlefield Objectives for your Realm's advancement. You lose a lot of time by ignoring the Battlefield Objectives.

We're also hooking up Zone Flip Rewards in a manner where the rewards are divvied out to both the winning and losing Realm based upon how long the battle has been active. Imagine that each zone is worth 200 points and every 12 minutes, 10% of the 200 points goes to the "loser's pool". This would have the pool values at 180 to 20. This mechanic would continue until the pool values are 120 to 80; the rewards handed out would then be scaled against those values.

The intent here is that even if a Realm loses - they are appropriately rewarded for how well they did. Holding the enemy off and defending your Keep has tangible meaning in terms of reward. In the case of AAO - these rewards would be modified by that. It is feasible that, even being outnumbered 4:1, the losing Realm could actually walk away with more reward than the winners received.
++++

Crikey... Rewards for putting up a stubborn defence? Rewards that are effected by AAO? Oh wow, this I really, really like.

Will it get leeching swines sitting in the RvR zone afk? Of course it will, but that will never, ever, EVER get fixed while there are zone wide rewards. People will always try and leech, some more than others. It also doesn't matter that much in the grand scheme of things. But what this change will mean is there will always be a reason to put up a defence. Think of those times where your group/guild/alliance/whatever put up a long, desperate and ultimately doomed defence of a zone. In the future you'll get renown rewards, rewards that are effected by AAO.

This has massive potential to change how everyone views what is worth defending or not. And that my friends is no bad thing.

Tuesday, 12 October 2010

Change, change, change

There are more changes coming as a result of feedback and info from the Public Test Server. You can find Michael Wyatt's post here, or just read below.

+++++
(NOTE: This is not currently live on PTS) Tweaks and Adjustments made due to feedback from October 8th, 2010 test: 
  • Deployable Siege may once again be placed in areas where mounting is not allowed.
  • Battlefield Objectives will now lockdown for 5 minutes after being successfully captured. Resources will be generated, unable to be disturbed, during this time. Resource Carriers will continue to spawn every 120 seconds as well. (NOTE: This will cause a known issue where a Battlefield Objective's Resource Generation Timer will be reset when the Battlefield Objective transitions from Locked->Unlocked. We're looking for feedback on the locking itself before investing engineering time to correct the issue. While testing, please assume that this timer is not reset.)
  • Resource Carriers will now automatically be issued orders 2 minutes after being spawned. Interacting with a Resource Carrier prior to this 2 minute timer will continue to cause them to dispatch.
  • Reduced the Resource thresholds to rank up a Keep by 25%.
  • Aerial Bomber abilities "Fire Bomb" and "Chaos Fire Bomb" have had their damage radius reduced and will no longer ignore AOE line-of-sight checks.
  • Players may now only carry one deployable Siege weapon at a time.
  • Siege weapons are once again repairable in combat but the repair duration has been increased to 45 seconds (up from 30 seconds).
  • Reduced the amount of damage reduction provided to Resource Carriers by a Rank 1 Keep to 25% (down from 50%).
  • Resource Carriers are now affected by their own version of Against All Odds. All damage received is reduced by a scaling percentage based upon the population ratios.
+++++

This backs up what I was saying yesterday about being your chance to get your feedback read and responded to. Those changes are clearly related to things being said on the Mythic forums right now. So if you cba to do it, well, do it ;)

Of particular interest from those is the 5 minute lock down time for Battle Objectives and the resource carriers automatically moving out after 5 minutes. One thing quite a few people have raised concern about is with the BOs being constantly attackable, if an outnumbered force manages to capture one, the bigger force can too easily take it back before any resources are generated. This in effect buys them some time, so sounds like a good idea to me though I wouldn't want timers much longer than that.

Resource gathers automatically moving off after a few minutes is a great move, as another sensible concern being raised was about people having to sit at a BO clicking a gatherer every few minutes. This change to that will allow defenders to mount a more mobile and less boring defence.

The more this gets tweaked, the better it sounds.

Monday, 11 October 2010

PTS ponderings (updated, again.. with some video)

My chances of doing a write up about last week’s testing events were scuppered by a clash with previously arranged real life events. However I did manage to go on to the PTS at other times and tried out for the new campaign system in a small scale roaming situation. I was part of a group and a half of Kill Frenzy playing Destruction against about the same number of Order (by their movement also guild groups), with both sides trying to get control of the battle objectives and resources. It worked very well actually, as we leapt from attack to defence and back, as Order and Destruction tried to outwit each other.

One of the things that happens at the moment on live servers is when you get into a zone you look at the map and more often than not the timers decide what you can do. Whereas on the PTS we quickly discovered we had far more options of where to go, as every single Battle Objective was attackable by someone and then there was the resource carriers to think about too. This got everyone quite stoked up in a good way and we had some awesome fighting for an hour or so before time got the better of us. I didn’t get to properly attack a keep mind you.

From reading the feedback and talking to people about the PTS events last week it seems like there’s a very mixed opinion about it all. I’m not sure how much that is due to genuine issues, different play styles or people not adapting. I suspect a mixture and/or combination of all three. If you’re someone that for whatever reason tends to follow the PuG zergs then these changes maybe a little overwhelming, as I just don’t think that play style is going to work out very well in future. Guilds and alliances that can reliably send a group there, a warband here, a guild there and so on will become dramatically more effective. The spread out barely controlled zerg will struggle to achieve much and will find itself milling around dazed and confused, as the more organised set ups take them apart and control the zone.

As an aside to this; I would certainly recommend that all guild leaders start thinking about how their guild and alliance will operate in the futur. I really do think the ORvR changes will drive people towards more organised places and it could mean some guilds suffer from members jumping ship. Just remember you don’t have to run the place like some kind of anally retentive dictator, but when you are doing RvR as a guild, do make sure your groups know their role and are moving together promptly at all times. Voice comms really do make all the difference for this. And make sure that you ARE doing ORvR as a guild... In future, far more than ever before, if people are in a guild but always have to PuG they will start to question what the point of being in that guild is.

Back on topic… From what I heard the first PTS events didn’t necessarily see that many people move independently. Many still tried to zerg, others sat queueing to try out the new toys (aerial bombers!) and it didn’t really represent a true zone lock battle on live.

Yet, a load of people from my guild went along to the EU PTS event and their feedback was mainly very positive about the overall concept. Of course they also had a range of comments and suggestions on things that need changing, but the overall feeling is good and despite the rather unrealistic situation they could see the potential. These changes suit us though, we’ve always tried (where possible) to move away from the zergs and do our own thing. So I’m not sure exactly how the PUG warbands will fare in the future, perhaps if they learn to coordinate things will work out ok for them, but certainly moving in one giant zerg is dead and buried. You’ll lose all resources and end up sat in a low rank keep being battered to buggery. That is as long as having the higher ranked keep works out as significant advantage enough, from what I’ve read and heard so far I’m not sure.

What is absolutely key to all of this though is making sure we get our feedback to Mythic. If you’ve been following the developer forums you will have seen they have already made changes based upon the PTS. So remember right now this is an evolving system and your feedback WILL be considered. Obviously not everything that everyone wants will happen, but if you don’t provide those wants to Mythic then you’re relying on someone else to say the same thing. If you’ve got a good idea, go post it on the suggestions forum or in the focussed discussion threads.

UPDATE!

OK I just saw these awesome videos by Oberheim from the PTS event.


And...

Now get over to his blog, there's plenty of other WAR videos there and I would highly recommend bookmarking it for future updates!

Oh and one other thing, this is funny as fook....

lol :)

Thursday, 7 October 2010

Werit has posted a PTS video

Go check it out the video from last night's Public Test Server event on his blog (which you should have bookmarked anyway ofc) or for higher def version, directly on youtube.

If you've not played WAR for a while you maybe rather surprised at how well its running, which this video in turn demonstrates rather well.

Tuesday, 5 October 2010

New Tank Armour sets

You can find the in development post here. Or because I'm quite nice really, read on...

With the upcoming RvR pack, we will be introducing 2 brand new sets of armor. These sets will be above and beyond Sovereign, requiring Renown Rank 90 (Doomflayer) and 100 (Warpforged). Much like the changes to Sovereign that were implemented in 1.3.6, there will be 2 version of each of these sets.


The new sets will consist of 5 pieces of armor. The goal of having 5-piece armor sets is to encourage players to acquire items from multiple sources, giving players more flexibility without having to sacrifice set bonuses by removing pieces from a 6+ piece set. Due to the combination of this change and the increase in item power, we have also removed set bonuses of a single stat to make each individual non-set piece more impactful.


In addition to these new sets, we are also introducing a brand new stat. The stat is called Fortitude and is effectively "Toughness Power." It works with the same relationship as Melee Power/Str, Ranged Power/BS, Heal Power/Wil and Magic Power/Int.


Below is the stat allocation and set bonus information for Doomflayer (RR90) and Warpforged (RR100) for Tanks. As always, please keep this thread on topic with providing feedback to the set stats and bonuses.


Doomflayer (Defensive)
Tou - 289
Wou - 182
Init - 170
Str - 141
7% reduced chance to be crit
5% block
80 hit points every 4 seconds
4 AP per second
4% reduced armor penetration
80 fortitude
Set Bonuses
2 piece - On Being Hit: 10% chance to increase Fortitude by 238 for 10 seconds.
4 piece - On Being Hit: 10% chance to Heal yourself for 1030 health over the next 5 seconds.

Warpforged (Defensive)
Tou - 374
Wou - 228
Init - 212
Str - 178
9% reduced chance to be crit
7% block
120 hit points every 4 seconds
5 AP per second
6% reduced armor penetration
120 fortitude
Set Bonuses
2 piece - On Being Hit: 10% chance to increase Fortitude by 308 for 10 seconds.
4 piece - On Being Hit: 10% chance to Heal yourself for 1325 health over the next 5 seconds.
5 piece - 2m cooldown - Your group becomes immune to Stagger, Knockdown, Root and Knockback effects for 5 seconds.

Doomflayer (Offensive)
Str - 289
WS - 182
Tou - 170
Wou - 141
6% melee crit chance
80 melee power
5% reduced chance to be parried
4 AP per second
5% parry
6% critical damage
Set Bonuses
2 piece - On Hit: 10% chance to reduce the next two heals on the target within 10 seconds by 516.
4 piece - On Hit: 10% chance to increase Melee Power by 238 for 10 seconds.

Warpforged (Offensive)
Str - 374
WS - 228
Tou - 212
Wou - 178
8% melee crit chance
120 melee power
8% reduced chance to be parried
4 AP per second
6% parry
10% critical damage
Set Bonuses
2 piece - On Hit: 10% chance to reduce the next two heals on the target within 10 seconds by 662.
4 piece - On Hit: 10% chance to increase Melee Power by 308 for 10 seconds.
5 piece - 2m cooldown - Nearby allies have their movement speed increased by 60% for 10 seconds.


 Hmmm interesting. I like the idea of armour sets only being 5 parts in future.


LOVE the new Fortitude stat. Great idea to improve the defensive side of tanks, which just doesn't work correctly with toughness as it is right now.

Obviously this armour is quite potent in its power, but with everything changing and renown 1-80 being greatly accelerated, I suspect that won't be too much of an issue. Hopefully... hmmm. I do wish at least Invader and Warlord could be improved too.

Monday, 4 October 2010

UPDATED WITH PTS INFO! Pondering on this new Skaven zone/dungeon/area/thing

As my ridiculous number of hits for a Sunday suggests, you’ve most likely heard about Carrie’s announcement at the weekend. However, if not then please check this post where I explained what was said and then get your cute little buttocks back here.

Ok, so now we’re all on the same page, I shall have a little ramble about my thoughts regarding this news.

My initial thought on this was “ooh interesting” but tarnished by a coating of bitter tasting disappointment. I’m not entirely sure what I was expecting of the Skaven zone, but I think the clue was in the word “zone”. As in a large area that could be explored with freedom, regardless of if I am solo or grouped. I was thinking about tunnels linking up all the zones, sneaking around, battling rats and scrapping with players.

And then as I was pondering on why we’re instead getting an instanced dungeon, I realised I was letting my UO and DAoC roots influence me too far. In WAR there’s no point or use for tunnels linking zones or in fact any of the DAoC style underground stuff. It’s all made completely irrelevant by flight masters and PvE lands around the RvR lakes, there’s no need to sneak through tunnels. It would be too damn slow, provide no benefit and be a total waste of time.

So with that type of zone ruled out, it leaves us with a Land of the Dead style area and if we’re honest while LotD has seen a bit of a resurgence in popularity, it’s not exactly packed with people queuing to get in. Whereas the new city siege is very popular and when it’s available there’s always plenty of fighting to be found. That’s not to say it doesn’t have issues, like anything from every MMO ever, nothing is perfect, but it is pretty good and in general people like it. Certainly I think with the city siege Mythic cracked the PvPvE combination and the potential for taking this further is huge, which is obviously what they are trying to do with the new Skaven dungeon.

The new Skaven zone/dungeon/area/thing
And now I’ve changed to a feeling of positive curiosity. There is a lot of potential here and it could turn out to be extremely compelling. I’m not leaping up and down with excitement yet, my doubts are not written off, but I am intrigued in a good way. Not to the same level as the campaign changes mind you, which I can’t bloody wait for and think will be abso-sodding-lutely awesome.

Now some people are making a lot of assumptions about this Skaven dungeon news, both positive and negative, but seriously folks all we have is a rough outline. I’ve seen a few people likening it to just a scenario, I’m not entirely sure why. It sounds more like the new city to me and keep in mind Carrie has only described “ONE of the bosses”, that implies more than just some a single scenario thing. So please don’t get too het up in either direction just yet, particularly since the new stuff goes to the PTS (Public Test Server) this month and we will discover the truth of it all soon.

The key questions for me, at least as I think about it right now with limited knowledge of the details, are:

The biggest annoyance with the city siege is people chain quitting instances and not staying to fight. Will this have the same system to get in and if so how will the problem be avoided? This really needs sorting out somehow.

On a grand scale. Like Tori Amos said; “it’s gotta be big”.

How often and what prompts the Skaven area becoming accessible? I’m pondering on things like when doing ORvR with a warband, do we suddenly drop out and leave the people under RR65 to fight alone in the normal campaign? Or will people have notice and time to prepare and split warbands by RR? That’s not necessarily a bad thing, I’m just curious about how it will work.

The city siege is supposedly remaining as the big deal, final battle of uberness. How do the new armour sets relate to City and Skaven instances? What items are available, if any, in the Skaven dungeon area?

Ahh I could go on, there’s so much to wonder about… I suspect these PTS events will be a wee bit busier than normal.

PTS DETAILS ANNOUNCED!
Yes that was... PTS details announced! AND IT IS THIS WEEK!
Starting with T3... should be a great laugh ;)

"Greetings!

We're very excited to announce the first phase of Mass Play-test events surrounding the upcoming changes to Open Realm vs. Realm combat!

We're inviting our entire Community out to the Warpstone Public Test Server this Wednesday, October 6th 2010, to put the new ORvR mechanic through it's paces. We'll be kicking things off at 8:00 PM EDT/02.00 CET, so be sure to log in early to get set up! Tier 3 templates will be provided, as we'll be testing the night away in the Tier 3 EvC Lake.

A second (European friendly) test will be hosted this Friday, October 8th 2010 at 21.00 CET/3:00 PM EDT with a final test occurring Tuesday, October 12th 2010 at 8:00 PM EDT/02.00 CET.

For instructions on how to access the Warpstone PTS, please read
here!

So come on out to Warpstone and see the future of ORvR!

We'll see you on the battlefield!


WAAAGH!"

Friday, 1 October 2010

Gamesday UK Presentation is up in video form!

Check it out here.

If you read blogs like mine then you'll probably know all this, but hey this time you get pictures.

About Me

My photo
Half man half pixel. Music obsessive, likes a drink, occasional bastard.