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

Archive for the 'Warhammer News' Category

Servers at Startup

Posted by Colt on September 14th, 2008

Folks,

Okay, there’s been much commotion and concern about our server names, availability at CE/SE launch, etc. So, here’s the full scoop on what we are going to do and what we are not going to do.

First, we will take the number of servers up on CE launch from 10 to 15. While we still don’t think it is necessary (and I’ll explain in detail why), this additional number of servers tomorrow should alleviate some of the concerns being raised by the community. Here is the updated list:

Red Eye Mountain Core
Skull Throne Core
Badlands Core
Sylvania Core
Volkmar Core
Averheim Core
Azazel Core

Hochland Open RvR
Wolfenburg Open RvR
Dark Crag Open RvR
Bechafen Open RvR

Phoenix Throne Roleplay
Ostermark Roleplay

Chaos Wastes RP/Open RvR

Second, I’ll lay out the names of the servers that will be deployed as other servers of that type hit their population cap (more on this below). We will not list the names of all the servers we have for a number of reasons, including the fact that the names are irrelevant this far out as the type of server that name could be associated with could change based on player play patterns. For example, if Deathsword was listed as a “Core” server in a list but then is changed to an ”RP” server based on demand, it would create more confusion, not less.

Ulthuan Core
Vortex Core
Ungrim Core
Drachenfels Open RvR
Eerie Downs Open RvR
Tor Elyr Roleplay
Kazador RP/Open RvR

In terms of how our rollout plan looks like, here are some more details:

1) On day one, our population cap on each server will start at 1/3 of its total cap and then move up to ½ on a rolling basis. We can raise that number any time, no restart of the servers are necessary.

2) As a server approaches cap, we will either raise the cap again or deploy another server of that type. Deployment of a server takes only 30 minutes and our intention is that there are no server queues during the CE/SE period.

3) By day 2, we will raise the server cap of all servers to 2/3.

4) By day 3, we will raise the server cap of all servers to its full cap.

5) Each server’s cap is a bit soft and even our top cap is less than the servers can handle.

6) Depending on how many of our CE/SE players take advantage of the head start, we will add more servers as necessary throughout the entire process.

Once again, our plan (not our goal, but our plan) is to deploy servers as needed to *avoid* long server queues whether it is in the Head Start or beyond. Please keep in mind we needed to have some queuing in Open Beta so we could test the code before launch.

Here’s the list of the next servers of each type that are queued up so that guilds can start making their plans.

We will not open all the CE/SE servers at launch for a number of reasons, one of which is that doing so would be unfair to the SE players who might also want to come into a “fresh” server just like our CE people. We also will not open all the servers we have racked at SE launch as the same reasoning applies to people who didn’t pre-order the game. We will not open all our servers at launch as well since that could lead to servers with too few people in the beginning if people spread out too much.

If this plan doesn’t work, you can expect us to make changes on the fly and/or after launch including free transfers as necessary.

Mark

Discuss this entry in our forum

RvR Loot Updates

Posted by Colt on September 10th, 2008

A lot of people have been complaining (me being one of them) that the RvR loot is rather underwhelming when compared to what you can get from equal/lower rank PQ’s. Apparently this is just some bugged/unupdated gear and things should be looking up soon. Here’s some official insight on the matter:

Folks,

Over the last week or so there has been a bunch of talk centered around RvR loot drops vs. PQ/PvE loot drops. Up to now we have always said that you will be able to level up a number of ways through our game but that if you wanted to level your way up through RvR only, you would be able to do that. We’ve spent a lot of time thinking about this and we’ve gathered a lot of feedback and now it’s time to tell you what we are going to do. Unfortunately, based on that feedback, we haven’t changed our mind and you’ll still be able to do just that! happy Forgive the little setup but seriously, did you really think we would make that kind of change to the game now? Well, yes some of you apparently did but nothing has changed about the core philosophy about the game. Please keep in mind that Open Beta serves for us a number of purposes and one is to validate our systems both under high load but also under heavy play time. We have been gathering a lot of feedback and based on what we’ve seen during this time and we are making the following changes to ensure that philosophy is still one of the key ones for the game.

First, we will be making improvements to our Battlefield Objectives. Battlefield Sergeants will be itemized with the same loot table we use for other “Rare” spawn champions in PvE. They will now drop much better loot more frequently.

Second, we are making changes to Keep Sieges. We have tripled the number of loot bags that drop from a successful capture and we have also increased the number of GOLD loot bags that could drop from a capture.

Third, we are making changes to Fortress Sieges and more than double the number of loot bags that drop from a successful capture and also increased the number of GOLD loot bags that could drop from a capture.

We are also looking at making additional changes to the PQ loot system (not fewer or weaker drops, no worries PvE players) and we will continue to fine tune all aspects of the RvR loot rewards system so that players who want to RvR their way through WAR will not be looking over at their PvE counterparts with envious eyes. WAR is all about RvR and we have no intention of forcing players who want to RvR to play PvE just as we don’t want to force PvE players to play in RvR (though we think you should since it’s so much fun!).

I hope this clear things up, James is going to be posting more on this on the Herald shortly.

WAR is almost upon us!
-Mark Jacbos

 

And some more specific details were posted on the War Herald recently:

Hi Everyone,

Preview weekend and Open beta have given us excellent feedback on our RvR systems. Due to the large number of players participating we are able to see how our RvR loot systems perform under a high population load and as a result we have re-analyzed some of our drop rates, particularly those for keep and fortress sieges.

Continue on for a list of changes we will be implementing soon.

Improvements to Battlefield Objectives

  • Battlefield Sergeants will be itemized with the same loot table we use for other “Rare” spawn champions in PvE. This is to reflect the fact that BO’s do not turn over super frequently and have a 15 minute lockout after they are taken. While they won’t drop awesome loot every time they will drop much better loot more frequently!

Improvements to Keep Siege

  • We have increased the number of “loot bags” that drop from a successful keep capture from 4 to 12.
  • We have increased the number of GOLD loot bags that could drop from a successful keep capture to 2 bags. Players should see more high end loot entering through keeps as a result

Improvements to Fortress Siege

  • We have increased the number of “loot bags” that drop from a successful keep capture from 8 to 18.
  • We have increased the number of GOLD loot bags that could drop from a successful keep capture to 4 bags. Players should see more high end loot entering through keeps as a result

Thanks for your feedback and have fun!

-James Nichols

 

Discuss this entry in our forum

No UI Addons, No CC, and Detaunt

Posted by Colt on September 6th, 2008

No UI Addons

Enemy Castbars. CC Watch. Target of Target of Target of Target of Target. Convenient? Yes. Necessary? No.

WoW UI Junk

When I first stumbled into Warhammer Online and played around with the UI, I noticed there wasn’t a visible section for third-party UI modifications. I later found out that it wasn’t me getting lost in lots of pretty menus, but that Mythic doesn’t want this to be a part of their game. After my initial semi-shock that they were actually taking this route, it occurred to me that this way will probably help separate players into their respective skill brackets. Naturally, UI Add-Ons only give players so much of an advantage and while it probably isn’t game-breaking, it’s another thing that you have to leave up to human control.

(more…)

Discuss this entry in our forum

Warhammer Online Preview Weekend Plus

Posted by Colt on September 5th, 2008

Mythic just annonced an extra 2 days of preview weekend goodness for Today and Tomorrow!

WAAAGH!!!

WAR is Coming and the world is ready. Hundreds of thousands of players will descend upon the Age of Reckoning this Sunday, September 7th.

In order to make this world-wide event the best it can be we’re welcoming all Preview Weekend attendees back for two more days to rev things up and get the party started. We invite all Preview Weekend players to join us for Preview Weekend+ this Friday, 9/5 and Saturday, 9/6 starting tomorrow morning.

This epic weekend will be one to remember as you herald in Open Beta and the Age of Reckoning to the entire world!

The tides of WAR are coming…we’ll see you on the battlefiled!

 

If you were in the preview weekend, log in a play an extra two days on the 5th and 6th (Friday/Saturday). Woot.

Source (The War Herald)

Discuss this entry in our forum

Mythic Entertainment Email Validation

Posted by peter on September 5th, 2008

Don’t forget to update your EA/Mythic Account at https://accounts.eamythic.com

Once you validate your email address an in-game title will automatically be given to you!

Reward: Email Validated Includes: Title - ‘The Validated’

Discuss this entry in our forum