• Please enable widgets or modify leftbar.php to add content to this sidebar.

Archive for the 'Warhammer News' Category

ORvR PQs are Great

Posted by Colt on October 31st, 2008

 

First of all, I’d just like to apologize for the lack of posts this week, things have been busy, but the updates should start rolling in regularly starting today.

I’m sure you’ve all at the very least noticed the Halloween Event entitled the ‘Witching Event,’ seeing as it’s posted on the WAR patcher and you’re reminded every time you log in. At first I dismissed this as another World of Warcraft-style PvE timesink; kill some impossible-to-find mob for some pointless loot so you can show it off later.

Turns out I was wrong.

While the pointless loot is definitely there in the form stat-less Halloween masks, I think the real purpose of this event was to test Mythic’s new ORvR PQ system before the big patch in December. It’s pretty genius really, most of the people I’ve talked to didn’t even realize this could be a small preview of the new ‘ORvR Influence System’ that had been mentioned in the State-of-the-Game address a few weeks back.

Throwing out a PQ area in an ORvR zone has huge potential. Even with just crappy Halloween masks as rewards, some of the lower tier RvR zones were filled with players, constantly, and all times of the day. It was more Open RvR action than I had seen since the beta. I can only imagine what these will be like once the rewards are actually worth working for.

The Witching Event PQ objective did not actually have an influence bar; it was just a single-stage PQ to kill 100 members of the opposing faction. Once that was complete, contribution and loot distribution would get calculated like in any other PQ. It’s a fairly simple task, and I hope it stays that way. Scenarios all have other objectives such as capture points or a murderball to worry about. Keep Sieges and World Objectives are about killing NPC’s while warding off Player defenders. I’m glad that the focus on ORvR seems to be nothing more than ‘kill them.’

I think the amount of players participating in this week’s ORvR PQ was also a reflection of the rewards. I checked it out, got a mask, had some fun, and then left as soon as the zerg became insurmountable. The level variance really make renown gained hit-or-miss; sometimes I get 100 RP for a kill on a near-equal rank player, and other times I get 1. I think doubling ORvR renown gain would be a solid way of encourage PvP in ORvR zones and participation in these PQs.

 

(more…)

Discuss this entry in our forum

Double Experience in Open RvR

Posted by Colt on October 22nd, 2008

This was posted today on the WarHerald:

Greetings!

With the addition of the new region-wide and RvR-wide chat channels we have seen a marked increase in Open RvR participation. In order to encourage this trend even further, we have made an additional adjustment to the experience awarded for killing enemy players in an Open RvR area. Previously we increased this amount by 50%. As of today, that bonus has been raised to 100%. With this change players killed in Open RvR will now be worth double the experience than those killed in scenarios!

As always, we will continue to monitor your feedback and work on ways to improve the RvR experience. More changes are coming, so be sure to stay tuned to the Warhammer Online Herald and monthly newsletter for the latest updates.

See you on the battlefield!

 

This is definitely a step in the right direction, but I would’ve been happier if this was double renown rather than just experience. I’m glad Mythic sees the importance of Open RvR Incentive, but there are plenty of ways to get effecient experience, and not so many when it comes to renown. Objectives and Keeps are still worth doing, but I’d really like to see people meet up in ORvR zones and just fight it out. My guild-mates and I have already discussed whether or not it will be worth doing Keeps/Objectives/ORvR once we’re all 40, or if the game will end up just being a scenario grind.

I’m glad to see things like this making it through, rather quickly at that. Hopefully we’ll get a boost in renown gain soon.

 http://herald.warhammeronline.com/warherald/NewsArticle.war?id=395

Discuss this entry in our forum

Patch 1.1 in December

Posted by Colt on October 17th, 2008

In the latest Warhammer Online Herald post, Mark Jacobs posted a ‘State of the Game’ address to touch on some current issues with the game and to give us a preview of what’s to come in the first big content/balance patch. Here’s a summary overview of what was said, along with a link to the full post at the bottom, enjoy:

  • Patch is set for release in December
  • Black Guard and Knight of the Blazing Sun coming, next newsletter will provide details of their introduction into the game world
  • No additional fees, not a full expansion, just a content patch.
  • While performance on high-end machines is solid, they’re still working on tweaking performance on lower-end machines. Everything from frame-rate stuttering to desktop crashes
  • Mail system works and is functional, but it’s super-stressed due to use; the slowdown is caused by this. A new and improved mail system will be a part of the 1.1 patch.
  • New teams have been brought on to augment and improve RvR gear and overall itemization. Expect improved gear drops and increased droprates of said gear.
  • An RvR Influence system will be set into play to compliment the PvE Influence system.
  • More incentives for Open RvR, as well as better/more rewards for attacking/defending objectives/keeps.
  • New chat functions and improved overall chat system.
  • Item Linking!
  • Target of Target and Main Assist functions!
  • Free server transfers will be made available in an effort to further balance server population. High Population servers will be closed to transfer to.
  • Fourteen new quest chains
  • Two new Lairs (instances?)
  • More Tome of Knowledge unlocks
  • Class balance changes will come in this patch, but in the form of buffs to weaker classes rather than nerfs to stronger ones.
  • “Almost every career is going to see some changes and love”

That’s the TLDR version. For the full post, click here.

Discuss this entry in our forum

TenTonHammer interview with Mark Jacobs

Posted by Colt on September 26th, 2008

Here’s a nice little interview with Mark Jacobs from TenTonHammer, the first interview post-release if I’m not mistaken.

They discuss everything from gold sellers to equalizing server populations.

A good point about slow server queues, Mark Jacobs states that these things should sort themselves out, but if they don’t, there will be chances for people to transfer servers if they are unhappy with their current ones:

“But if one side wants to do open RvR and the other side doesn’t, that’s going to be a problem. That’s a problem with any game, not just WAR. It could be something that happens on the WoW PvP servers or the Camelot servers. If guys don’t want to RvR, then they have to sort it out among themselves. You can’t force people to RvR. You can’t force ‘em to PvE.

These things will sort themselves out once we have the transfers going, then people can make the choice if they want to stay on their server or not. They might look at the servers and discover that one is a bit more PvE oriented, so they’ll move to that server. But activating anything now, that’s just going to make the problem worse.”

Getting stuck in server queues when logging out to the character screen is a bug:

“A perfect example would be like when you get booted or want to switch toons and you get stuck in the server queue again. We thought it was fixed, but we’re going to go in and fix it again. To me, that’s something that’s really important to fix right away. That’s not a balance issue. Nobody is going to be pissed off about us fixing this dumb bug. That’s one of the things that I really want to do over the next thirty days; get a whole bunch of these annoyances or bugs out of the way and then get ready for a couple big content patches.”

And quite possibly the biggest reveal in the interview, is that the team at Mythic is already planning on bringing back the four classes that were taken out of the game right before release, maybe not all of them, in the next four months to boot:

“On a decidedly different track, over the next four months we’re looking at bringing back some of those classes that we cut or some of the other content that was cut. Or giving players some additional things that they want and have been asking for.”

 

Full interview can be found here: TenTonHammer

Discuss this entry in our forum

Warhammer Online, The Not-So-Good Things

Posted by Colt on September 19th, 2008

Well the servers are down. I apologize for the lack of posts recently, but with the recent launch of the game I’ve it very hard to pull myself away from killing Order just to write about it. Alas, here I am.

 

There’s plenty good about Warhammer, and we’ve been discussing it for quite some time now. Everything that was great in open beta is still great, with a number of other improvements across the board, such as no more crashing to desktop, at least for me.

 

I feel I’ve stroked the collective cock of Mythic long enough now, though it’s been justified, and it’s time to talk to about the BAD. I guess this is nearly an exercise in futility seeing as the bad is so few and far between and it just makes everything look good again. But I digress. So here we go in nice little point form with shiny bolded titles for the TLDR crowd to skip to:

 

Mobs and Their Infinite Love

The aggro range on mobs in this game is fairly reasonable, I really can’t complain. You can usually get around crowded areas without pulling anything if you try a little. The problem comes when you actually do pull a mob, or heaven forbid a couple of champions. I’ve ran across entire zones trying to shake enemies on my tail, and they just wouldn’t give. I hadn’t even done any damage, it was just an accidental proxy pull; apparently my presence alone is enough to enrage these high elves beyond possible consolation.

Line of Sight (LOS) and Spell Distance

This probably isn’t too big of an issue if you play a melee class, but damn, this annoys me to no end. My main nuke as a sorceress is a 3 second cast Doombolt, with 100ft range. 100 ft isn’t as far as it sounds when you’re squaring off against multiple enemies, in fact most classes can get into melee range of me before I’m finished cast the first spell. Naturally I stay at max range as much as possible. This causes the following problems:

  • 1. Line of Sight - Apparently Dark Elves have trouble seeing during the day time because my Sorceress can’t hit anything if there’s so much as a small shrub in the way. There are plenty of rocks and tree to hide behind, and certain players really use this to their advantage when it comes to avoiding damage, and I commend them. However, I’ve had my spells cancel because my target ran behind a bush, one that you can WALK THROUGH, or because they moved to ground that was slightly elevated. I’m not talking about a ledge either, just flat ground, that was slightly higher than where I was standing. Fix this please.
  • 2. Distance - As mentioned before, I have to stay at max range if I want to avoid getting caught in the flurry of swords and axes that is the melee frontline. If my target takes so much as a step back, I get the ‘target is out of range’ message and my Sorceress stands there confused. However, this only happens about half the time, because sometimes I will finish the cast on a running a target that is well out of range. I’m not sure what’s going on here.
  • 3. I’ll finish casting anyway - This happens with both of the above issues. Whether or not there’s a line of sight or distance problem, my character will finish casting the goddamn spell anyway. If a player is somewhere I cannot reach them, say, behind a single blade of grass, my Doombolt still finishes the 3 second long cast and THEN tells me: “Hey, yeah, turns out you CAN’T see that guy.” That’s time I could’ve used to reposition myself!

Casting Animations and Spell Pushback

Since we’re on the topic of spells, let’s get this little tidbit out there. When you cast a long spell, and you’re getting beat on, the castbar gets pushed back, this results in an overall longer cast time of the spell. The problem is that while the spell takes longer to finish, the animation for the spell is still the base time required to cast. This results in me finishing a cast animation while still having 1 second worth of casting to do while my character just stands there blindly. It’s really hard trying to gauge when to start running after a cast when the visual cues are all kinds of fucked up.

Buggy Morale Lag

Sometimes (often) when your morale ability is ready, both on cooldown and morale amount, and you hit it, the animation goes off, but there is no resulting effect and it doesn’t drain your morale or put the skill on cooldown. It’s gotten pretty ridiculous at times. I had to fire off my Morale 1 Magebolt ability 8 times in a row before it finally connected. I’ve also died a number of times because my healers instant morale heal just didn’t work.

 

No Item Linking

Why the hell is this not in the game. I got some rad epix and I can’t show them off to my friends? C’mon.

Memory Leak?

There’s a good chance there’s  a memory leak in Warhammer Online. A number of my friends have reported that after a few hours of play everything takes longer to load and they are more prone to crashes and lockups. Just a heads up there Mythic. It’s nothing major, and a relog will fix it, but nobody wants to do that when you have to wait in the server queues.

Server Queues

Mythic is trying to balance out the server population by capping all the server population limits at 1/3 of the maximum supported population, and then raising said cap as it becomes necessary. Hey guess what, it’s necessary NOW. I’m not even on one of the more populated servers and I’ve already got queues of 200+ people and 25+ minutes to get on. Just raise the damn caps already. This is especially annoying with the game still crashing…

Game still crashing

I’m going to chalk this one up to server population stress, but a number of my fellow players seem to crash quite regularly still.

 

No Official Forums

This sucks. A lot of people, we’ll call them fanboys, claim that Mythic did the right thing by not making an official game forum because it just promotes whining and complaining. Guess what, just because you’re not aware of the whining and complaining, doesn’t mean it ain’t there. I actually thought the WoW forums were one of the better aspects of the game, they way they were set up I mean, not the community.

Number of Quests at a Time

Please raise this. I never had an issue with the number of quests I could have at a time until I started flying to other pairing zones to quest/PQ with friends. While I can hold all the quests available in one zone, I have to drop them all if I want to venture into another.

Flight Masters

Need more. Maybe this gets easier when we get a mount, but walking everywhere sucks big time.

PQ Contribution Seems Inconsistant

I was farming some PQ’s for influence with a healer and a tank friend of mine, and anyone else who was interested. Each time the three of us did nearly the same amount of work, whether it was tanking, healing, or DPSing, and the contribution each of got at the end of the PQ vastly differed from attempt to attempt. It’s good to see that tanking and healing gives you a significant contribution bonus though.

NO SCENARIO QUEUEING AS A WARBAND

This is the big one. What, the hell? I’m sorry Mythic, but I have more than 5 friends I play this game with. I understand that there’s a need to quell the cries of ‘omg pre-mades are unfair’ that were so rampant in WoW, but I don’t think it’s applicable here. This is a PvP game first and foremost, and if people don’t have the initiative to get organized and go in with a solid team, they deserve to get stomped. There’s plenty of solo content out there. From day one Mythic has said the PvP and RvR will be group oriented, based, and focused, yet the only people benefitting from not being able to queue as a warband are solo players.

My group of 6 has successfully defeating guild groups of 10+ already, and we’re only level 15-ish. Numbers don’t mean as much in PvP in this game as they did in certain others, and since the scenarios already have player caps, I don’t see why the need to disable warband queuing is necessary. I really hope Mythic reconsiders this, even though it seems they’re pretty certain they want this to be a long term thing.

Renown Gear is CRAP

I’ve heard that Mythic is planning to improve the Renown Reward Gear, and they need to do it soon. After the initial rank 4 gearsets, I stopped checking the renown vendors for upgrades, because there are none. The drops you get in the world and RvR scenarios, and more-so the influence/drops in PQ’s are vastly superior to anything I’ve seen from Renown Vendors, even in the highest ranks. I was planning on mostly PvPing in this game to level up, and this would’ve been a much greater issue, but I have plenty of time to do PQ’s because…

Scenario Queues Take Forever, and are BUGGED.

RAGE. Tier 1 we were getting scenario queues near-instantly. In tier 2 it sometimes takes 20 minutes to get a queue to pop, but most of the time it takes 40 minutes to an hour. I’m doing a lot more PvE than initially intended because of this. I know the game JUST released and there a population/level/faction imbalanced, but this is just something to keep in mind.

Also, queues are bugged somehow. Whenever we do get a queue to pop, only half of our team seems to get it. We queue as a group, but on the rare occasion it does pop, half of our group gets the queue, and the other half does not.

Those are my major gripes with the game as of late. None of it is really gamebreaking, and it’s mostly just little annoyances than things I would quit a game over. Most of this will probably get fixed very soon. I still love this game and am having a blast. Check back soon for more.

Discuss this entry in our forum