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f13.net General Forums => Warhammer Online => Topic started by: ashrik on December 11, 2008, 10:20:59 AM



Title: Patches 1.1a-d Have Arrived
Post by: ashrik on December 11, 2008, 10:20:59 AM
Quite a lot to quote, I'll post some of the bigger changes
Link (http://herald.warhammeronline.com/patchnotes/index.php?id=2008_1-1-0#1:Patch%201.1a:%2012/11/2008)

Quote
Highlights:
With 1.1a, we have been working hard and listening to player feedback to make the great game of WAR even better. We're proud to introduce to the game several exciting changes that you requested! These changes include the following:

* Two New Careers - The Knight of the Blazing Sun and the Black Guard have joined their allies and are now available to play for everyone!
* Open RvR Influence System – As part of our ongoing effort to encourage people to take part in oRvR, we are pleased to announce the release of an Influence system geared solely to oRvR. Players who participate in this part of WAR will now have additional incentives for fighting for their realm. As part of this patch we have also made quite a number of changes and fixes to oRvR places and NPCs as well.
* Easy Public Quests - PQs are great but sometimes it's hard to get enough people together to complete them, especially in the lower tiers. So, we are redesigning one PQ per chapter so that it can be completed by 1-3 people.
* Chat Hyperlinking - One of the most requested features by the community has been adding the ability to hyperlink items, abilities and quests in the chat window and now it has been added.
* Itemization Improvements – As part of our continuing support to improve item rewards in WAR we have released a number of new item improvements with 1.1. These improvements include re-vamped armor sets for all levels, new item drops for a number of harder dungeons, and improved drop rates of PQ rewards.
* Main Assist - RvR is exciting, chaotic and always challenging but this feature will make it just a little bit easier to help your group fight the good fight.
* Player Statue System - Nothing says "you've made it" more than having a statue with your name on it in the capital city of your realm.
* New Content - Whether it is new lairs, new quests and changes to items, this patch is full of lots of fun new content additions to the game.
* User Interface - Lots and lots of fixes, changes and new additions to our user interface and API functionality, new additions to the chat system and graphic options incorporating community requested features a channel flashing on activity, the ability to turn the chat bubbles on/off, a gamma slider and so much more.
* Player Responsiveness – We have added a number of additional features to improve the responsiveness of the game client. These changes include items that will lessen the "Pause" period in casting due to high lag, as well as fixes for a number of animation glitches and issues players experienced while rapidly activating abilities.
* AddOn Management - WAR now officially supports many great User Interface mods! You can now access your AddOn management window via the 'Customize UI' window. This window will allow you to view information about and enable/disable any AddOns you may have installed. This window also contains an ‘Advanced’ screen that gives UI mod developers access to some of the same development tools Mythic uses to create its UI. In coming versions we will continue to improve the UI Modding systems in-game and plan to launch a UI Mods specific section of the Warhammer Herald.
* Improved Performance and Stability - We have made additional improvements for both the client and the servers.
Just a few nice things, not quite interesting unless you're currently subbed

Quote
Armor Set Improvements:
This patch represents a pretty significant improvement to Armor Sets in all Tiers. We have made a number of adjustments across many sets to ensure that these items remain both highly competitive and desirable. Changes to these items will automatically take effect on existing items in the game.:

* Armor Sets are now represented with their own special item type represented by “Gold” Text
* We have looked carefully at all sets to ensure that their bonuses are attractive to the careers they are designed for.
* We have looked carefully at all sets to ensure that their bonuses are attractive to the careers they are designed for.
* The bonus on many individual set items have been increased in power to make them more competitive with other Rare and Very Rare drops at their level.
* Some set items have had their equip level decreased, allowing them to be used at an earlier level.
* Crafters will be able to salvage most set items. Only set items that are available for purchase from a merchant will be flagged as “No Salvage.”
* We have added an additional item to the following armor sets: Redeye, Devastator, and Keeper.
* Starting in 1.1 the following set items have been made bind-on-equip: Sentinel Belt, Conqueror Boots, Invader Boots, and Warlord Boots.

Quote
Encounter Ward System Adjustments
After continued testing, we have revised the way that the Ward System works. Encounters will now be slightly harder for players without wards; however, players will need less total ward items to become competitive, and will gain an extra benefit if they complete the entire ward set.
* Players without warded armor will continue take up to 200% additional damage from certain monsters. Each appropriate ward worn will continue to reduce that damage by 40% per item.
* Players without warded armor will now have 40% damage output against certain monsters. For each piece of appropriate ward armor worn, the player’s damage output against those monsters will increase by 15%.
* Players who wear all five pieces of warded armor will deal an additional 15% bonus damage to certain monsters.

Quote
Open RvR Influence:
One of the most recently requested items by our community has been incentives for open RvR. The open RvR system is the first of many new features and improvements we have slated to ensure that WAR is the best RvR experience on the market. :why_so_serious:

Influence can be earned both by killing players as well as capturing or defending Keeps and Battlefield Objectives. When a player participates in a pairing’s open RvR, they will earn Influence with that race in that Tier. The more Influence you earn, the better the rewards you can obtain by speaking with the Rallymaster located in that area’s warcamps. For more information on rewards please see the detailed notes below.

* Each open RvR Influence area offers basic, advanced, and elite rewards for a total of 9 rewards per Tier
* New "Rare" items are available as rewards for more casual RvR players.
* New "Very Rare" items are available as rewards for hardcore RvR players.
* Open RvR Influence introduces many new weapons and accessories that players can earn exclusively in RvR!

Plus a bunch more you'll find if you follow the link. Good stuff for people who are currently playing, sure, but do you think it's enough to get new or old subscribers in? Does it all boil down to whether servers merge or not? Are server merges moot if since they seem to just want to transfer everyone from the multitude of servers to a select few?


Title: Re: Patch 1.1a Has Arrived
Post by: Goreschach on December 11, 2008, 10:37:15 AM
Nothing about XP, nothing about mergers.


Title: Re: Patch 1.1a Has Arrived
Post by: ashrik on December 11, 2008, 10:40:38 AM
nope, nothing about XP buffs.

As for server mergers- don't those free SERIOUSLYGOTOABIGGERPLACE server transfers accomplish the same thing?


Title: Re: Patch 1.1a Has Arrived
Post by: ghost on December 11, 2008, 11:07:48 AM
Craptacular


Title: Re: Patch 1.1a Has Arrived
Post by: Shatter on December 11, 2008, 11:29:05 AM
I like the update and am looking forward to trying this out tonight unlike 99% of the whiners that camp this site who never have anything good to say


Title: Re: Patch 1.1a Has Arrived
Post by: Tarami on December 11, 2008, 11:34:25 AM
I like the update and am looking forward to trying this out tonight unlike 99% of the whiners that camp this site who never have anything good to say
That's so alternative of you.


Title: Re: Patch 1.1a Has Arrived
Post by: ashrik on December 11, 2008, 11:47:59 AM
I like the update and am looking forward to trying this out tonight unlike 99% of the whiners that camp this site who never have anything good to say
When you're not bitching about WAR, you're bitching about people bitching at WAR.

It's not our job to go to bat for Mythic. People are looking for things in the patch, and if they aren't in it- there's a problem. If you don't like a site, I've no clue why you wouldn't fuck off and leave it.


Title: Re: Patch 1.1a Has Arrived
Post by: ghost on December 11, 2008, 12:05:14 PM
I like the update and am looking forward to trying this out tonight unlike 99% of the whiners that camp this site who never have anything good to say

The one thing that would have made this a success, particularly for people here? 

Increase PVP experience gain.

Did this happen?  Pretty sure it didn't. 


Title: Re: Patch 1.1a Has Arrived
Post by: Feverdream on December 11, 2008, 12:16:48 PM
I'm getting a little desperate for a PvP game.

I don't think adding another influence bar is going to do it for me.

I'm really seriousy considering re-subbing to DAOC.  Jesus.


Title: Re: Patch 1.1a Has Arrived
Post by: Soulflame on December 11, 2008, 12:29:30 PM
If Mythic would put together Origins already, I could see going back and playing on that server for a while.  I haven't played in quite a while now, but at least on Bossiney, RvR consisted of hanging around DC (whee hib) until we got bored enough to boat to Beno or Bled.  Which typically ended in complete disaster, as everyone hanging around those keeps would beeline for us after the first couple kills.

DAoC really needs about 2500 to feel alive out in the frontiers.  2000 is scraping by.  Anything less than that, and it's pretty dead.  Particularly since there's 15 (or 16?) zones to play in, and people are actually using only parts of 4 on any given night.  This doesn't count the Lab, which was yet another "We don't get it" moment from Mythic.  Seriously, minotaur relics?  That you have to go into a dungeon to get?  Which, while carrying, paints your location on the map, require a certain RP/hour to even keep, and grant dubious bonuses at best?  Unless you're willing to build a solid 4-8 in order to grab some of the top relics.  Except... that a certain number of relics (there were three tiers) from the first tier have to be in play before you can grab a second tier relic.  Same thing with tier 3, you need a certain number of tier 2 relics in play before those can be grabbed as well.  (Sound... familiar somehow?)  Not to mention the drawdown from RvR population the lab caused.

I know this doesn't have much to do with the topic, but I think it does illustrate that DAoC RvR could have been the result of a happy accident.  That Mythic spent the next six years trying to break RvR is also relevant.


Title: Re: Patch 1.1a Has Arrived
Post by: waffel on December 11, 2008, 01:38:47 PM
Interesting patch. Some things that make you go "meh, that's kinda cool I guess" but nothing to bring back any players. I wonder how long they're going to beat around the bush before they sit down and actually try to improve RvR performance/rewards/incentives/FUN instead of saying "Fuck it bob, make up some shitty items the players can grind in RvR, players fucking love items!"

edit:

And I think you're right, DAoC RvR enjoyment, and DF, was a happy accident. I really think Mythic intended DF to be more about killing bosses and getting phat items, same with the dragon zones. Instead, people never used the dragon zones and people used DF for RvR and grinding seals. Looking back on it, Mythic has been trying to shove PvE on its players for over 8 fucking years. What is wrong with this company?


Title: Re: Patch 1.1a Has Arrived
Post by: fuser on December 11, 2008, 02:36:47 PM
I don't think I'm going to resub, nothing fixed in the grind. I'm sorry I grinded hours away in EQ chasing AA's I'm not doing in in WAR to just get to the fight  :uhrr:

The cut the xp in WoW from 0-60 and with refer-a-friend I rerolled with some friends and got back to outlands quickly. Blizzard is totally on the ball to get new people up and going quick in WoW.


Title: Re: Patch 1.1a Has Arrived
Post by: ghost on December 11, 2008, 03:04:51 PM
FYI, keep sieges still consist of about 40 people trying to stand on a set of stairs with this crappy collision control mechanic.  Toons still move like they are underwater. 

I am honestly flabbergasted that anybody enjoys this shit.  I have tried really hard to like it, but my god the combat mechanics are terrible.  Alright.  I guess back to something else.


Title: Re: Patch 1.1a Has Arrived
Post by: Zzulo on December 11, 2008, 04:31:58 PM
Hey I enjoy it. I also think this patch is a good one. :oh_i_see:


Title: Re: Patch 1.1a Has Arrived
Post by: eldaec on December 11, 2008, 04:48:22 PM
people never used the dragon zones


Are you kidding me?

Or are you talking about different dragon zones to the ones that contained a dragon that dropped dozens of respec stones which could be killed by less than twenty players in less than an hour?


Title: Re: Patch 1.1a Has Arrived
Post by: UnSub on December 11, 2008, 05:16:21 PM
I like the update and am looking forward to trying this out tonight unlike 99% of the whiners that camp this site who never have anything good to say

Something good to say about Mythic:

Good work on getting another patch out for WAR. Keep this up and one day you might do something to bring the players back!  :why_so_serious:


Title: Re: Patch 1.1a Has Arrived
Post by: waffel on December 11, 2008, 05:30:34 PM
people never used the dragon zones


Are you kidding me?

Or are you talking about different dragon zones to the ones that contained a dragon that dropped dozens of respec stones which could be killed by less than twenty players in less than an hour?

It wasn't until a few months before ToA that people finally figured out (or it was changed by Mythic) how to kill the Hib dragon (would AoE everyone down randomly for no reason) Other than that, only reason people used the zone (and the massive amount of mobs/named mobs) was simply to level up. Anyway, no point derailing the topic about something so trivial. However, I will say that the upgraded dragon zones in DAoC now are awesome, the quests are fun, grouping up to do them is fun, and the long series of epic quests are really awesome. Fuck I miss that game sometimes.



Title: Re: Patch 1.1a Has Arrived
Post by: Fordel on December 11, 2008, 06:52:08 PM
It was just under a year on half the servers for the Hib Dragon, due to a bug that locked the dragon in invincible patrol mode, even when it was just sitting at it's den.

Mythic just assumed all those Hib servers sucked or something  :awesome_for_real:


Title: Re: Patch 1.1a Has Arrived
Post by: ghost on December 11, 2008, 07:43:04 PM
Hey I enjoy it. I also think this patch is a good one. :oh_i_see:

And this amazes me.................... :ye_gods:


Title: Re: Patch 1.1a Has Arrived
Post by: hal on December 11, 2008, 08:21:44 PM
The latest orvr changes are most excellent. Just like a PQ great gear. Great fun. At least in my opinion.


Title: Re: Patch 1.1a Has Arrived
Post by: trias_e on December 11, 2008, 09:56:51 PM
I was guessing it would help a bit.  Keep taking those baby steps mythic!


Title: Re: Patch 1.1a Has Arrived
Post by: Arthur_Parker on December 11, 2008, 11:38:47 PM
four members of the WAR team ..speak with WarCry Editor (http://www.warcry.com/articles/view/interviews/5566-WAR-Team-Talks-1-1)

Quote
With Warhammer Online: Age of Reckoning's first major content update set to go live today, December 11th, four members of the WAR team - Associate Producers Josh Drescher and Spyke Alexander, Designer Brian Wheeler, and Combat & Careers Strike Team Lead Adam Gershowitz - found some time in their busy schedules to speak with WarCry Editor John Funk about Patch 1.1 and the goodies inside it - new live events, an overhauled RvR system, and of course the addition of two previously cut careers.
...
As Gershowitz explains it, "When it comes down to it, it was all about quality for us. When we were looking to launch the game, we were looking to launch a complete product. We stopped working on these careers in the first place because they simply weren't the quality we wanted for launch - they weren't bad concepts, they weren't bad ideas, the mechanics were fine, but they weren't the quality we were looking for."
...
Drescher echoed the statements, stressing that the Warhammer that launched in September was a "complete product, not deficient in any way." He compared it to a film, where for whatever reason, shots and scenes that sounded good on paper didn't work out for whatever reason and get left on the cutting room floor, but the film that releases is still a finished product anyway. "This is like a Director's Cut," he said, noting that Adam and their team had worked on the Black Guard and Knight for months to get them to a point where Mythic was satisfied with the quality. "They weren't 'must have' boxes on a checklist or anything." When asked if the other two classes - Hammerer and Choppa - would ever be released, Drescher further affirmed that approach, saying that "if the time ever comes when those two careers are on the same level as the others, absolutely - but it isn't a 'must have.'"
...
Another change coming in WAR 1.1 is the tweaking of some mid-range Public Quests, allowing one quest per chapter to be done either solo or with a small group. Drescher explained the rationale, noting that PQs were one of the most-talked-about features that WAR offered, and that they didn't want new players to be stuck. "As the game matures, as the population finds its way into the higher tiers, we wanted to make sure that you as a new player who may have heard about PQs, will be able to do them and not get stuck because you can't find a party ... they shouldn't be impossible tasks; we don't want it to be like raiding where only 25% of the population can ever do it. "

However, there weren't any plans to add further incentive to the quests. "We're not looking to provide incentive because they have incentive by design," he continued, and Gershowitz agreed. "Easy PQs are focused on giving the PQ experience to small groups ... the rewards are appropriate for that; we don't want to take away for the medium-difficulty or harder PQs."
...
Still, for all the attention paid to open RvR in the patch, we asked the team what they were going to do to curb the unfortunate phenomenon of "keep swapping," where large guilds on opposite factions would agree to take each others' keeps and switch on and off for large amounts of renown and other rewards. Wheeler said that they'd been looking through the data and had realized that the renown reward for actually defending a keep was far less than it should have been, meaning that there was little incentive to defend something once you'd taken it. In 1.1, he said, "defenders are going to get a lot more renown and influence in RvR by defending a keep. I think we'll see a more doggish mentality where you go out, take a keep, and dare others to attack it."

There were other things in the works that would work towards eliminating keep swapping, he said, though they couldn't discuss it yet. The big change, though, would be that there would hopefully be much more incentive to take a keep and work to hold it.
...
Josh Drescher was particularly eager to talk about his personal favorite addition in 1.1, what he described as a "little nugget of joy" - Chicken Run. It's a quest offered in the Greenskin and High Elf Tier 3 areas (for Destruction and Order, respectively) that sends high-level characters down to the first tier open RvR areas ... where they get immediately turned into a chicken, and are tasked with completing special chicken objectives. "Which is mainly," he elaborated, "like trying to get through as fast as possible without getting killed."

"Players were doing this sort of thing anyway," he joked, "so we made this a little gag that we could throw in and give them actual quest rewards. Also," Drescher added, "any rank 1 character that gets ahold of a high-level chicken and kills them is going to get a reward like they killed an actual high-level character - everybody wins!"

So, that covers 1.1 mostly... what about 1.2? Or beyond, even? "We can't tell you much!" Gershowitz laughed. "The things that players can look forward to, and be assured that we're listening to, are improvements to the heart and soul of our game, RvR. We are dead serious about being best PvP game on the market. The things that we've been getting back - feedback on the forums, on the Public Test - are all things we're taking to heart. So whatever comes in 1.2 is the same 'we're listening, we're improving this game' content that we've done in 1.1."

Add "Director's Cut" to the thread title?  :drill:


Title: Re: Patch 1.1a Has Arrived
Post by: schild on December 11, 2008, 11:43:52 PM
More like "Delusional Cut" amirite?

/too lazy to get screencap of germans giving eachother props in beerfest


Title: Re: Patch 1.1a Has Arrived
Post by: Kail on December 12, 2008, 12:02:31 AM
The one thing that would have made this a success, particularly for people here? 
Increase PVP experience gain.
Did this happen?  Pretty sure it didn't. 

In theory, more people PvPing = more PvP XP.  Doing something like buffing XP per kill would be a double whammy, in that if it brings more players to ORvR, players would be getting more kills and more XP per kill, thus obliterating the levelling curve.  In theory, anyway, I dunno.

So far, the patch seems okay.  Haven't got to see the new PvP stuff yet (no one's on at 2:00 am), but the UI changes are neat.  Noob cultivators start with two pots, so grinding out the first few levels is a lot faster.  New tome unlocks seem weird; some of them say they have titles attatched (e.g. "Victim of a Knight of the Burning Sun") but you don't get one when they unlock.


Title: Re: Patch 1.1a Has Arrived
Post by: Trippy on December 12, 2008, 12:19:24 AM
Quote
Wheeler said that they'd been looking through the data and had realized that the renown reward for actually defending a keep was far less than it should have been, meaning that there was little incentive to defend something once you'd taken it. In 1.1, he said, "defenders are going to get a lot more renown and influence in RvR by defending a keep. I think we'll see a more doggish mentality where you go out, take a keep, and dare others to attack it."
Good to see that the designers are only, oh, 8 months or so behind their players in figuring out the problems with their game design (we told them repeatedly at least 8 months ago if not even earlier that there needed to be incentives to hold BOs).


Title: Re: Patch 1.1a Has Arrived
Post by: Setanta on December 12, 2008, 01:20:17 AM
Pretty underwhelming overall. Some things patched that should have gone out in retail, some ideas that should have been in retail... and nothing to fix the onerous T3 grind that is absolutely pointless.

I wish they would listen to their playerbase. They lost the WOW players when people realised it was an unpolished, poor copy of WoW PvE without the promised "WAR is everywhere" PvP.

WoW is ripping all the good WAR ideas and building them into their game. Why isn't Mythic looking at Wintergrasp's current success (destructables, good design, incentives etc) and ripping those ideas to put into WAR?



Title: Re: Patch 1.1a Has Arrived
Post by: Tannhauser on December 12, 2008, 04:00:10 AM
Does anyone at Mythic think anything thru?  When they buffed rp rewards for keep taking they didn't bother to buff keep defending?  No one looked at that?  No one said "Gee guys, they may wind up keep swapping, we better buff RP keep defending."?

LEARN2DEV

Some neat things in the patch but no xp buffs for T3 means I stay unsubbed.


Title: Re: Patch 1.1a Has Arrived
Post by: KallDrexx on December 12, 2008, 04:16:01 AM
Good to see that the designers are only, oh, 8 months or so behind their players in figuring out the problems with their game design (we told them repeatedly at least 8 months ago if not even earlier that there needed to be incentives to hold BOs).

Lol, they must subscribe to the Adam Carpenter line of thinking, which is literally "Players don't know what they want".  A lot of designers literally believe this and use this logic to reason why they don't listen to player feedback.  And people wonder why our games today are so craptacular  :oh_i_see:


Title: Re: Patch 1.1a Has Arrived
Post by: Bismallah on December 12, 2008, 05:37:37 AM
Well, it's an "ok" patch but it won't bring me back just yet, if ever. They are way behind on the power curve. They really need to address the population issue on both side of the coin; lack of players and Destruction > Order.

These seem like little fixes to hold folks until they can do a major ORvR rebuild...


I wish they would listen to their playerbase. They lost the WOW players when people realised it was an unpolished, poor copy of WoW PvE without the promised "WAR is everywhere" PvP.

WoW is ripping all the good WAR ideas and building them into their game. Why isn't Mythic looking at Wintergrasp's current success (destructables, good design, incentives etc) and ripping those ideas to put into WAR?


Very valid point. Until they fix that aspect of the game they can patch till the cows come home and they wont get their subs back. They can keep holding onto the kids that want to shank each other in Scenarios but for this to be considered a skill based PvP game is laughable. Eve has a much higher PvP learning curve with no forgiveness. You die, you lose your shit, period. In WoW, I knew walking in I was going to BG grind for my ghetto purples, I had no idea I was going to have to do the same in WAR... I love how folks tout WAR as some awesome PvP game, when I have seen far better PvP even in WoW arenas. <yawn>

And then the slap in the face are the keeps, retro keep takes ftl. Hell WoW has at least moveable siege that is fun and innovative, destructable walls, etc... why did WAR not use their own old design from DAOC is just beyond me.

They are reaping what they sow. This is why their subs have shit the bed hardcore. Fanboi or not, like the game or not, you cannot deny the fact that this game has hemorrhaged users over it's first quarter. That says something...


Title: Re: Patch 1.1a Has Arrived
Post by: waffel on December 12, 2008, 06:10:13 AM
Lol, they must subscribe to the Adam Carpenter line of thinking, which is literally "Players don't know what they want".  A lot of designers literally believe this and use this logic to reason why they don't listen to player feedback.  And people wonder why our games today are so craptacular  :oh_i_see:

I've beta'd Mythic products for years (DAoC x-pacs, Warhammer since January) and you have no idea how right you are. They really, honestly, not joking, believe they know what is right for their customers and that the customer better recognize that shit, y0. They've always thought this way and they always will.

I mean what kind of dumbfuck group of people make a game, have beta testers on a private forum, and lock pretty much any and all threads containing feedback?

This would be a great patch if they were gaining customers, or their customer base was holding steady.


Title: Re: Patch 1.1a Has Arrived
Post by: Arthur_Parker on December 12, 2008, 06:13:42 AM
I quoted an alleged dev post from the Mythic public test forums quoted from the SA forums here (http://forums.f13.net/index.php?topic=15445.msg562771#msg562771).

In the past some companies have invited selected players to give them private feedback, is this the first time a company has created two tiers of players with thousands invited to a private forum?  I'm not asking anyone to quote from that forum, I'll pick up anything I'm interested in from other places, but what's the policy on that private forum?  Is there some forum of nda, do the Mythic devs post there often and is the forum still open after the last patch?


Title: Re: Patch 1.1a Has Arrived
Post by: Vinadil on December 12, 2008, 06:36:13 AM
No idea on the forum... but as for the patch, it is definitely a step in the right direction.  Time will tell if they can do enough in "time" whatever time means.  The interesting thing about WAR is that most of the people I talk to who left are still at least looking at it... unlike AoC or VG or some of the past releases that just got canned when they stopped playing.  And, from the WoW talk I have been hearing from guildies who went back they are already done with the "fun" of the new Xpack.

I would love to see some new sub numbers for WAR, but I wonder if they could push back up near 500k after the New Year if they can keep working positive changes into the game.  I suppose I have forgotten the T3 grind already since I have been T4 for so long and don't roll alts (never have in any game).  But, last night on Ostermark was by far the busiest and best open RVR night we have seen since launch.  On a server that normally sees 24 v 24 at best we had easily 80-100 players in the RVR zones last night for a good 3-4 hours (maybe more... I logged around 11pm EST).

At this point the main thing that is still frustrating most of the active T4 people is the Zone Control issue.  The system is so cloudy that it just seems nuts.  If anything will cause people to stop playing in RVR (on our server anyway) at this point I think Zone Control would be it.  When RVR objectives are pointless people will just move back to random PvP, which gets old for many because it is a lot of running with a little fighting every so often.


Title: Re: Patch 1.1a Has Arrived
Post by: Arthur_Parker on December 12, 2008, 06:44:26 AM
linky (http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109693678/p1/?30)

Quote from: James_EAMythic
The reality is the best way to earn influence, renown, and xp is to battle against other players over keeps and objectives, the cumulative sum of rewards is generally greater.

Unfortunately the path of least resistance is also tempting, rest assured though we'll continue to improve RvR to make it so that conflict is a common occurrence as best we can, but players adjust to massive RvR may still have yet to learn that a lot of the fun of RvR has to do with what you make of it. We expect to see players naturally migrate towards conflict as the initial influence frenzy calms down :)

Game is fine, players need to be patched.


Title: Re: Patch 1.1a Has Arrived
Post by: Lantyssa on December 12, 2008, 07:38:56 AM
I would love to see some new sub numbers for WAR, but I wonder if they could push back up near 500k after the New Year if they can keep working positive changes into the game.  I suppose I have forgotten the T3 grind already since I have been T4 for so long and don't roll alts (never have in any game).  But, last night on Ostermark was by far the busiest and best open RVR night we have seen since launch.  On a server that normally sees 24 v 24 at best we had easily 80-100 players in the RVR zones last night for a good 3-4 hours (maybe more... I logged around 11pm EST).
You're seeing this after the most hyped "this will save the game" patch.  If it stays that high, great, however the numbers will be more telling in three or four weeks.


Title: Re: Patch 1.1a Has Arrived
Post by: Shatter on December 12, 2008, 09:18:15 AM
My server is crazy busy every night and had alot of fun yesterday with the new patch.  I filled about half a bar of RvR inf from keep takes and BO's.  Warhammer is holding its own currently and I know 3 people so far that left for WOW and are already 80 there and came back to Warhammer.  If they continue to address problems at the rate they are within 6 months Warhammer will be a solid RvR MMO.  Its better today then it was at launch and I expect that trend to continue.  My guild has a solid WB full + every night and we all have a great time rolling destruction


Title: Re: Patch 1.1a Has Arrived
Post by: murdoc on December 12, 2008, 09:32:22 AM
My server is crazy busy every night and had alot of fun yesterday with the new patch.  I filled about half a bar of RvR inf from keep takes and BO's.  Warhammer is holding its own currently and I know 3 people so far that left for WOW and are already 80 there and came back to Warhammer.  If they continue to address problems at the rate they are within 6 months Warhammer will be a solid RvR MMO.  Its better today then it was at launch and I expect that trend to continue.  My guild has a solid WB full + every night and we all have a great time rolling destruction

 :oh_i_see:


Title: Re: Patch 1.1a Has Arrived
Post by: Nebu on December 12, 2008, 09:38:54 AM
My guild has a solid WB full + every night and we all have a great time rolling destruction

MMO's are about the people.  You're having fun largely because you have a large group of people to play with nightly.  Now, imagine that you are someone playing the game without a developed social structure.  This would cause you to evaluate the game based entirely on the merits of the software.  I'm going to bet this would wipe some of the gloss off of your rose-colored glasses.   DAoC was the same thing.  Have a steady 8 man: great game.  No people to play with: ok game.  WAR is an ok title right now.  It has a long way to go before it becomes something to heap praise upon.


Title: Re: Patch 1.1a Has Arrived
Post by: Arthur_Parker on December 12, 2008, 02:06:54 PM
Gamespy talks to the Warhammer Online development team (http://uk.pc.gamespy.com/pc/warhammer-online/937553p1.html)

Quote
If the basic design of the modern MMO is analogous to an amusement park, the most nightmarish portion of the development team's job doesn't even begin until after the game launches. Prior to that, the development team can still make major changes and tweaks without worrying about affecting people who are currently paying the bills. Post-launch, however, that all goes out the window by the incessant demands of the player-base that screams for changes without service interruptions. Extending the analogy, it's like asking the designers of Disneyland to completely re-do the Pirates of the Caribbean while people are still riding it. EA Mythic's Warhammer Online MMO launched this year to considerable critical acclaim but even the game's most ardent supporters won't claim the game itself was perfect. We sat down with several members of the development team to discuss the launch and the frenzied road to Warhammer Online version 1.1.

"1.1 represents our very first iteration patch," said Warhammer Online's Associate Producer Josh Drescher. "It's the first major addition of new content and a significant overhaul of our core systems." According to Drescher, one of the most difficult things for a development team to do during the first days after the launch of an MMO is nothing. Apparently as the first players rush onto the system and spread out across the servers, a ton of information and feedback will come flooding in via game forums, initial reviews as well as raw internal data. The temptation then is for the team to rush in and immediately start fixing things based on extremely small data sets and subjective interpretations. What the Warhammer Online team did instead was what might be referred to as "game triage." They needed to decide which problems were truly game-threatening and focus on those and which could wait.

"When we look at game balance, we look at it in terms of realm vs. realm balance," said Jeff Skalski, Warhammer Online's RvR Strike Team Lead. "As long as we're hitting that realm balance, we're happy. Factional, racial or career population imbalances aren't as critical." In fact, the team asserts that one of the biggest criticisms and fears around launch time -- the potential for population or class imbalance -- hasn't really materialized. While there is a perception among Destruction players that there are too many Bright Wizard players and amongst Order players that there are too many Destruction players, that perception simply isn't borne out by Mythic's own numbers. While they wouldn't discuss specifics, Drescher said that population imbalances on servers are usually within single-digit percentages.

Drescher is quick to add that even such low percentages are a cause for concern for the team, but rather than taking a reactionary stance, they believe in getting ahead of the problem as quickly as possible. "We're very proud of the incentive structure we've built to encourage players to spread out. Every time you log in, you'll be greeted with a message that, say the High Elves on a particular server could use some help and we're offering incentives such as extra experience points to join." The team also takes message board and player feedback very seriously and will address issues when they reach certain critical thresholds. A recent shift to healers, for example, occurred because the complaint by healers that their big healing spells were essentially useless in combat was backed up by internal data that showed how often such spells were used. As a result, many big healing spells were jazzed up to become more attractive for players.

The focus on moving with deliberate haste extends even to the business environment that Warhammer Online operates in. When the launch of Wrath of the Lich King, World of Warcraft's latest greatest expansion pack, hit the MMO world the way only a game with 11 million subscribers can, the reaction with Mythic was muted. "Wrath of the Lich King is a big marquee product," said Drescher. "Clearly we were aware of it but you can't let a competitor goad you into a rash move that ends up being bad for the game." As a result, the development team took on a policy of pseudo-blindness where Lich King was concerned. "Our general take is that we need to continue to move on with our own plans. We've got the 'Keg's End' event (a drinking-themed in-game holiday event) coming up and if we continue to make our game as good as it can possibly be, the players will be there."

The result of the team's initial focus on staunching critical issues quickly and getting ahead of small leaks before they became big ones seems to have paid off. After only a few months, the 1.1 patch will see the beginning of major structural changes to the game including the launch of two new classes that were cut from the initial release -- the Knights of the Blazing Sun and the Black Guard. "There were a lot of reasons these two classes were cut from the game," said Adam Gershowitz, Combat and Careers Strike Team lead. "While they were farther along than the Choppa and the Hammerer, they were missing huge chunks of artwork and they weren't balanced at all." According to Gershowitz, the two classes were always on the short list for returning to the game, but once they were cut, the game had to balanced without them and regardless of how much the team liked them, they wouldn't be coming back until the team was sure the game could handle them without losing that.

It's Associate Producer Wheeler who segues from discussion of the two new classes to the other major change coming in the patch -- the addition of a new incentive system for Open Realm vs. Realm combat. Of all the problems the most crucial one the game had was one that many players doing other things missed -- there weren't enough people playing in the lower tier open realm RvR. While this had always been an anticipated problem as the player base aged and leveled up, all the data indicated that it was happening faster than it should. It was clearly something that needed to be addressed.

"What we've found is that Scenarios tend to be their own reward," Drescher said. "People who really want to do Open RvR, though, were falling behind PvE and scenario players in terms of gear. We needed to do something to draw people back into the 'RvR lakes.'" To encourage this, the team introduced a new "influence" system similar to the one in place for Public Quests that would reward those fighting in the open fields. "However players decide to play our game, we want to make sure they can all get equal rewards," Drescher said.

Working on the Open RvR system also allowed the team to try and get ahead of another problem -- the aging of the player base. The first element of this is the addition of "chicken content." This is a series of quests that encourage higher tier player to revisit lower-tier zones (where they get turned into a chicken) in exchange for a fun series of Tome unlocks and quests that also provide interesting content for lower level characters as well. Apparently players will get experience for killing high level player-chickens and according to the team, there are as many Tome unlocks involving them as there were for fighting while naked.

The patch has a whole host of other additions as well. They include things like a "player statue" system in which players who get the most renown points for the week are rewarded by having statues of them placed in the capitol cities. They're also including chat hyperlinking and introducing lower difficulty Public Quests that will help players do them even when there are not many others around. "In the end, adding a patch like this is all about giving the players what they want, but in a way that preserves the game they love," Drescher said. For the Warhammer Online team, the proof is in their success so far. "If you had said we'd be where we are just a few months after launch last year, we'd have called you a liar," Drescher concluded. "We're ecstatically happy with where we are, but we're not sitting on our laurels. We're never going to be finished with this game."

I like Drescher, he gives good funny.  People do scenarios for gear apparently, hey I learnt something, I thought it was for exp and realm rank.


Title: Re: Patch 1.1a Has Arrived
Post by: Trippy on December 12, 2008, 02:24:01 PM
linky (http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109693678/p1/?30)

Quote from: James_EAMythic
The reality is the best way to earn influence, renown, and xp is to battle against other players over keeps and objectives, the cumulative sum of rewards is generally greater.

Unfortunately the path of least resistance is also tempting, rest assured though we'll continue to improve RvR to make it so that conflict is a common occurrence as best we can, but players adjust to massive RvR may still have yet to learn that a lot of the fun of RvR has to do with what you make of it. We expect to see players naturally migrate towards conflict as the initial influence frenzy calms down :)
Game is fine, players need to be patched.
Players are far better than designers are at figuring out the most efficient ways of doing things in a game. If you as the designer believe that battling over BOs is the most efficient way to earn "stuff" but the players aren't doing that then you are wrong, not the players.


Title: Re: Patch 1.1a Has Arrived
Post by: palmer_eldritch on December 12, 2008, 02:26:08 PM

And then the slap in the face are the keeps, retro keep takes ftl. Hell WoW has at least moveable siege that is fun and innovative, destructable walls, etc... why did WAR not use their own old design from DAOC is just beyond me.


I'm enjoying WAR, but I really agree with this. Keep attacks, if the keep is defended, are all about the stairs. One group at the top, one group at the bottom, both groups trying to find a spot where they can target the opposition without being targetted. There's some strategy involved and it's an interesting war of attrition, but it's hardly an epic fight.

Also, my server is constantly crashing since the patch, which I have never seen before.


Title: Re: Patch 1.1a Has Arrived
Post by: Nebu on December 12, 2008, 02:28:47 PM
There is something fun about punching a hole in a keep wall, or climbing up the walls to keep the mundane part of keep takes fun.  DAoC did have some fun elements and I'm at a loss to know why they were so readily discarded. 


Title: Re: Patch 1.1a Has Arrived
Post by: rk47 on December 12, 2008, 02:48:13 PM
I think I feel a little bit jaded after the cycle of nerf and buffs and then going back at it again to gain 'influence' from RVR kills just to get..oh more purples.
It does not get any better than that. That is it. You take a zone. Then you advance. Then hit the fortress, in my server it crashes within the hour of siege.

Done. End Game cockblocked. The RVR content is very shallow for the core of the game. Having people decked out in full sets because they used bugged skills or pre-patch PVE broken boss AI didn't help. The latecomers get shafted again and again. Talisman prices are shooting up now, forcing the newcomers to shell out more while the vets hoard it before patch is in. Quite depressing really.

And they broke a lot of stuff in this patch. I don't know if it's really 'broken' or the UI is just not updating itself, but defensive buffs like block% and parry% no longer updates itself on the char sheet. Also heard Black Orks having their +10% Block tactic actually REDUCING it by 10%.

 :awesome_for_real: How can you fuck shit up further?


Title: Re: Patch 1.1a Has Arrived
Post by: Fraeg on December 12, 2008, 02:52:26 PM
Quote
Wheeler said that they'd been looking through the data and had realized that the renown reward for actually defending a keep was far less than it should have been, meaning that there was little incentive to defend something once you'd taken it. In 1.1, he said, "defenders are going to get a lot more renown and influence in RvR by defending a keep. I think we'll see a more doggish mentality where you go out, take a keep, and dare others to attack it."
Good to see that the designers are only, oh, 8 months or so behind their players in figuring out the problems with their game design (we told them repeatedly at least 8 months ago if not even earlier that there needed to be incentives to hold BOs).


...but, but 100 renown PER MINUTE!!, how can you not be happy with that!!, Why, you will be renown 80 in no time.


Title: Re: Patch 1.1a Has Arrived
Post by: Zzulo on December 12, 2008, 04:35:21 PM
There is something fun about punching a hole in a keep wall, or climbing up the walls to keep the mundane part of keep takes fun.  DAoC did have some fun elements and I'm at a loss to know why they were so readily discarded. 

They were not discarded as much as they were left out due to deadlines and development issues. Keeps were added late in the development of WAR (since they were never a part of the original vision of WAR), and I simply don't think they had time to put anything more than a very very basic keep siege idea into the game before launch.


Title: Re: Patch 1.1a Has Arrived
Post by: ghost on December 12, 2008, 05:08:46 PM
Got on for a bit today and did six keep takes and like 9 BOs.  At level 20 I got a bubble and a half..............................


That just isn't going to cut it.  I would have to do like 800 keeps to get to 40.


Title: Re: Patch 1.1a Has Arrived
Post by: waffel on December 12, 2008, 07:49:03 PM
Go take part in the thrilling and exciting PvE, then.


Title: Re: Patch 1.1a Has Arrived
Post by: UnSub on December 12, 2008, 07:56:22 PM
Got on for a bit today and did six keep takes and like 9 BOs.  At level 20 I got a bubble and a half..............................


That just isn't going to cut it.  I would have to do like 800 keeps to get to 40.

Quote from: James_EAMythic
but players adjust to massive RvR may still have yet to learn that a lot of the fun of RvR has to do with what you make of it.

According to Mythic, that's 800x the fun! Just adjust to it!  :oh_i_see:


Title: Re: Patch 1.1a Has Arrived
Post by: ghost on December 13, 2008, 07:36:33 AM
Go take part in the thrilling and exciting PvE, then.

It was PVE.  There weren't any defenders, haha. 


Title: Re: Patch 1.1a Has Arrived
Post by: Sleep on December 13, 2008, 08:14:31 AM
Last night we finally locked Kadrian Valley. The ensuing BO pattycake and fortress slideshow made the server crap its pants like 4 times.

As it stands now, we are actually unable to play this game. The servers can't handle sieges yet. Anytime more then 20 people are around one place my computer turns into captain dragass and I have a top of the line system. We crashed the server multiple times until finally the massive zerg trickled out as people got tired of relogging into the clusterfuck just to crash again. rinse/repeat


Title: Re: Patch 1.1a Has Arrived
Post by: Zzulo on December 13, 2008, 02:26:11 PM
I agree that the servers struggle with fortress sieges, but it is bull that the game can't handle "20 guys in an area". I just came from a 4hr back-and-forth in Reikland (it's still going on as I type this), where there must have been around 100+ guys, and my FPS never dropped below 30.


Title: Re: Patch 1.1a Has Arrived
Post by: hammurabi on December 13, 2008, 02:53:52 PM
Good to see that the designers are only, oh, 8 months or so behind their players in figuring out the problems with their game design (we told them repeatedly at least 8 months ago if not even earlier that there needed to be incentives to hold BOs).

We told them basically every problem that people are leaving/whining about today the moment we saw it.  The instant BOs were introduced (about 15 months ago, now), there was a ton of discussion about why we should care.  One of the beta forum threads I started was titled "Battlefield Objectives:  Why Should I Care?"

Another huge case in point (beating the rotting horse corpse):  stats on gear.  The first time ANYONE got ANY loot that had stats, they looked at it and thought, "wtf, these stats don't do shit for me,"  EVEN back when stats didn't actually affect your performance.  All along they've had gear with stats that didn't make any sense.  In fact, they're going on 18 FUCKING MONTHS since that was first noted and inquired about on the forums.

To address another thing brought up, Mythic absolutely got lucky with DAOC and did seem to actively attempt breaking/killing a good thing throughout the meaningful lifespan of the game.  As one longtime Mythic dev. friend noted last summer, "DAOC was an anomaly, an aberration.  You should see how this place is run!  [implied clownshoes]"


Title: Re: Patch 1.1a Has Arrived
Post by: Threash on December 13, 2008, 03:35:14 PM
I just did several hours of tier 4 pvp, got about 4k influence, half a level of rr but only about 4% of a level of exp.  Thats just ridiculous.  One thing i did notice that rocked was a 1500 rr/inf bonus for a keep defence after we defended a lord.


Title: Re: Patch 1.1a Has Arrived
Post by: Tannhauser on December 14, 2008, 03:57:27 AM
"If you had said we'd be where we are just a few months after launch last year, we'd have called you a liar," Drescher concluded.

Oh I'm sure you would.  :oh_i_see:

Blizzard=Toyota:  We will do research and find out what our customers want to drive.
Mythic=Chrysler:  We will make the cars we want to make, our customers will take it or leave it.


Title: Re: Patch 1.1a Has Arrived
Post by: Bismallah on December 14, 2008, 07:01:54 AM
"We're ecstatically happy with where we are..."

What a douchebag. How can anyone related to this shitty product say "ecstatically happy" and still keep a straight face in an interview. Especially someone that can see what's behind the curtain with regards to subscription numbers and overall game issues.




Title: Re: Patch 1.1a Has Arrived
Post by: UnSub on December 14, 2008, 07:05:07 AM
He has to phrase it like that if he wants to keep his job. Too much hype went into WAR upfront for "it's only doing okay and we're going to have to crunch through Xmas to meet our patch schedule" to be their public face.


Title: Re: Patch 1.1a Has Arrived
Post by: Lantyssa on December 14, 2008, 07:46:05 AM
Or, as they have shown in the past, they're oblivious to reality.


Title: Re: Patch 1.1a Has Arrived
Post by: Tannhauser on December 14, 2008, 09:18:42 AM
I vote oblivious to reality.


Title: Re: Patch 1.1a Has Arrived
Post by: waffel on December 14, 2008, 11:33:54 AM
Mythic just needs to make the fortress zone change into a 2d top-down zoomed out view so we can have super awesome views and battles like this:
(http://www.g4g.it/g4g/wp-content/uploads/2007/12/warhammer_mighty_empires_01.jpg)

It fits the IP, would fix the lag (they just need to tone the graphics down) and it wouldn't be any worse than what they're dealing with now.


Title: Re: Patch 1.1a Has Arrived
Post by: Lantyssa on December 14, 2008, 12:07:57 PM
Turning seiges into an RTS-like battle where your character leads a stack of troops could be interesting.  Not that many would go for it, and I certainly have no faith Mythic would be able to accomplish such a change.


Title: Re: Patch 1.1a Has Arrived
Post by: Zzulo on December 14, 2008, 01:49:48 PM
Not sure why that would reduce lag


Title: Re: Patch 1.1a Has Arrived
Post by: Arthur_Parker on December 14, 2008, 02:01:19 PM
2d or not 2d.


Title: Re: Patch 1.1a Has Arrived
Post by: rk47 on December 14, 2008, 03:49:32 PM
Darklands fortress stability improved, but still crashes. We managed to take a fortress and was moving into another when the dreaded crash kicks in. Both doors are restored and we lost 15 mins. Second attempt. Made it to Lord room. Crashed again.

Unplayable. You rush up there to a room full of 100 players and a NPC lord that literally 3 shot people without wards. While those wearing Wards are hardly protected against the 100 players bunkering up at the keep lord. The only chance of a fortress attack is probably 3 AM++ where most of the defenders are asleep. Because climbing a stairs riddled with 30 land mines while 30 Bright Wizards are spreading happy aoe is not gonna work out for any zerg.


Title: Re: Patch 1.1a Has Arrived
Post by: Nebu on December 14, 2008, 04:08:20 PM
Unplayable. You rush up there to a room full of 100 players and a NPC lord that literally 3 shot people without wards. While those wearing Wards are hardly protected against the 100 players bunkering up at the keep lord. The only chance of a fortress attack is probably 3 AM++ where most of the defenders are asleep. Because climbing a stairs riddled with 30 land mines while 30 Bright Wizards are spreading happy aoe is not gonna work out for any zerg.

The endgame sounds like FUN!  Well worth the grind to get there.


Title: Re: Patch 1.1a Has Arrived
Post by: Bismallah on December 14, 2008, 04:46:23 PM
How anyone continues to pay for this game is just boggling.


Title: Re: Patch 1.1a Has Arrived
Post by: waffel on December 14, 2008, 05:26:13 PM
People are so desperate for RvR/PvP in a MMO world that I guess they're willing to put up with a lot of shit.


Title: Re: Patch 1.1a Has Arrived
Post by: HaemishM on December 14, 2008, 05:56:43 PM
Mythic just needs to make the fortress zone change into a 2d top-down zoomed out view so we can have super awesome views and battles like this:
(http://www.g4g.it/g4g/wp-content/uploads/2007/12/warhammer_mighty_empires_01.jpg)

It fits the IP, would fix the lag (they just need to tone the graphics down) and it wouldn't be any worse than what they're dealing with now.

I'd play that before I'd play this game again. Hell, I still maintain that's the game Games Workshop should have contracted someone to make. An individually-focused MMOG just isn't what the IP is for.


Title: Re: Patch 1.1a Has Arrived
Post by: Arthur_Parker on December 14, 2008, 11:47:22 PM
WHFRP suits a single character mmorpg (skill based, career advancement instead of levels), WFB not so much.


Title: Re: Patch 1.1a Has Arrived
Post by: Setanta on December 15, 2008, 12:39:40 AM
I know this is going a little OT (blame it on the TT pics), but are there any stats as to how the Warhammer 40K RTS sales fares against WAR? I only suggest this because IMO the IP really suits an RTS (even if there were imbalances such as vanilla Space Marines etc). Thankk god for WH40K 2 with CoH engine.

Point? To be honest, I felt more immersed in the 40K RTS universe with its one campaign per game/expansion or even going it head to head online than I do in WAR. Why? Because it told a story while being fun. Remember fun Mythic? It's what your game should have been. All you did was take an IP universe and wrap it around a poorly executed PvE game. As I tell my students, you can take a shit sandwich, garnish it however you like, but as soon as you bite into it you know it's shit. Unless of course you are in so much denial that you truly believe that this shit is better than the other types of shit out there. Should I have said fecal matter? Still sounds bad - and that sums up WAR to me.

I know it's apples and oranges, but the apple in one genre was a game that was enjoyable and a non-grindfest as opposed to WAR's T3/T4 grindfest (I won't even get started on the shitty WoW-wannabe PvE).

More importantly, how the hell did WAR go from "wheee this is fun" T1/T2 to "this is too much fun, lets suck the life out of the game by making people grind to get to a point where we will cockblock them more with PvE in order to PvP and hope to god that they don't notice the stinking mess our endgame truly is". It wasn't necessary to rip the fun out of the game, but Mythic managed it.

I could rant forever, but it's not because I hate the game. I don't. I really wanted it to be good. I still want it to be good. But the sandwich still tastes bad and I don't think the chefs are going to fix the receipe anytime soon.


Title: Re: Patch 1.1a Has Arrived
Post by: Bismallah on December 15, 2008, 04:39:47 AM
The boards are speaking loudly this morning across the interwebs... same shit. Forts crashing, end game is useless, lagbeasts galore, etc...

I have a bad feeling by the end of this month this game is going to take another dip after it appeared to have stabilized there for a couple weeks. They had a mass exodus of folks after WotLK released, those folks probably left their subs active and came back to find the game a disaster and quit for good.

When you see the thread I posted about November PC game sales and WAR dropped from 5th in October to off the top 20 in the matter of one month, that's not a good sign. Especially when they had HUGE discounts for Black Friday. Hell, there are still Collector's Editions at the local Game Stop, at least 5 copies just sitting there 'collecting' dust. Right next to the Tabula Rasa special editions. Anyone remember when they were practically giving Shadowbane away? It dropped to 5 bucks and shortly after that if you took the box up to the counter they just gave it to you. "Please, just take the box, we can't sell it".

Still, seeing a game that was this hyped really take a shit so quickly is not good for the MMO industry as a whole.


Title: Re: Patch 1.1a Has Arrived
Post by: Draegan on December 15, 2008, 11:18:37 AM
I think its great for the Genre.  It's a big guide to who not to hire and what not the fuck to do.


Title: Re: Patch 1.1a Has Arrived
Post by: Mrbloodworth on December 15, 2008, 11:24:07 AM
The boards are speaking loudly this morning across the interwebs... same shit. Forts crashing, end game is useless, lagbeasts galore, etc...

NO way!


Title: Re: Patch 1.1a Has Arrived
Post by: Tarami on December 15, 2008, 11:28:38 AM
I think its great for the Genre.  It's a big guide to who not to hire and what not the fuck to do.
This. Maybe, in some parallell universe, where unicorns wear massive strap-on dongs and invite eldery women into the back of their Volkswagen vans for a last good time, a game developer has learned that even MMOs need to be good games.


Title: Re: Patch 1.1a Has Arrived
Post by: Arthur_Parker on December 15, 2008, 02:17:29 PM
EU Character Transfers Phase II (http://www.warhammeralliance.com/forums/showthread.php?p=2997681#post2997681)

Quote
Phase II
Axe Bite Pass, Karak Orrud and Karak Dron can transfer to Karak Hirn or Karak Azgal

I think that bring the total dead servers to 52.


Title: Re: Patch 1.1a Has Arrived
Post by: Sophismata on December 15, 2008, 05:20:16 PM
I think its great for the Genre.  It's a big guide to who not to hire and what not the fuck to do.
This. Maybe, in some parallell universe, where unicorns wear massive strap-on dongs and invite eldery women into the back of their Volkswagen vans for a last good time, a game developer has learned that even MMOs need to be good games.
MMO's don't need to be good games - people need to be 'better' players.


Title: Re: Patch 1.1a Has Arrived
Post by: UnSub on December 15, 2008, 06:21:27 PM
To be fair, there are MMOs that are good games. Not games that will satisfy your needs for all eternity, but good and fun to play for a few months and come back to check the updates.

WAR isn't one of those MMOs.


Title: Re: Patch 1.1a Has Arrived
Post by: Kail on December 15, 2008, 06:47:22 PM
To be fair, there are MMOs that are good games. Not games that will satisfy your needs for all eternity, but good and fun to play for a few months and come back to check the updates.

WAR isn't one of those MMOs.

Really?  I would have said it was (excluding maybe the first sentence).  I found it fun for a month or so, playing through the first two tiers.  That's when the game was most fun for me.  It's not something I'd like to devote my life to, even if they ever get the endgame working, but it's fun to do scenarios and muck around with alts.  If they ever lowered the experience curve, I'd be back for a month or two, no question.


Title: Re: Patch 1.1a Has Arrived
Post by: ghost on December 15, 2008, 06:59:51 PM
To be fair, there are MMOs that are good games. Not games that will satisfy your needs for all eternity, but good and fun to play for a few months and come back to check the updates.

WAR isn't one of those MMOs.

Really?  I would have said it was (excluding maybe the first sentence).  I found it fun for a month or so, playing through the first two tiers.  That's when the game was most fun for me.  It's not something I'd like to devote my life to, even if they ever get the endgame working, but it's fun to do scenarios and muck around with alts.  If they ever lowered the experience curve, I'd be back for a month or two, no question.


WAR is putrid.


Title: Re: Patch 1.1a Has Arrived
Post by: ashrik on December 16, 2008, 12:07:17 AM
Yack, I was on a good little spree back there. The iron hammer that is the 30-40 grind finally shellacked me at rank 36. It saps my will to play every second that I'm logged into the game. Every moment, whether in a PQ or scenario or keep or Bastion Stair is consumed with the thought of how my actions relate to that damned bar.

Towards thee I level, thou all-destroying but unconquering game; to the last I grapple with thee; from hell's heart I stab at thee; for hate's sake I spit my last breath at thee.



Title: Re: Patch 1.1a Has Arrived
Post by: Riggswolfe on December 16, 2008, 07:11:26 AM

Towards thee I level, thou all-destroying but unconquering game; to the last I grapple with thee; from hell's heart I stab at thee; for hate's sake I spit my last breath at thee.



*face spasming* MAAAAAARRRRRRRRRKKKKKKKKKKKKK!!!!!!!!!!!!!!!!!!!!!! (yeah, I know you were playing off of the original Klingon and not the movie I'm going with here...)


Title: Re: Patch 1.1a Has Arrived
Post by: Draegan on December 16, 2008, 08:44:45 AM
Tier 3 killed this game for me.  I enjoyed the first two tiers.  Actually I enjoyed the game up until rank 18.


Title: Re: Patch 1.1a Has Arrived
Post by: tazelbain on December 16, 2008, 09:00:03 AM
Yack, I was on a good little spree back there. The iron hammer that is the 30-40 grind finally shellacked me at rank 36. It saps my will to play every second that I'm logged into the game. Every moment, whether in a PQ or scenario or keep or Bastion Stair is consumed with the thought of how my actions relate to that damned bar.

Towards thee I level, thou all-destroying but unconquering game; to the last I grapple with thee; from hell's heart I stab at thee; for hate's sake I spit my last breath at thee.


WAR xp grind is like dieting by starving yourself.  The excruciating slow xp bar makes you focus on xp more not less

Sorry, Ashrik.  I didn't actually edit anything in your post.


Title: Re: Patch 1.1a Has Arrived
Post by: Bismallah on December 16, 2008, 09:42:18 AM
The XP grind got to me, but it wasn't that bad. I mean I grinded a Shadow Priest while deployed for 8-10 hours a day for nearly 3-4 weeks straight (barely any quests, straight power grind, stupid of me but I was bored). I also used to ice mine 8-10 hours on the weekend with 3 Macks, Hauler, and support (till the g/f threw in the towel on that one). I am used to sitting there and realizing I am about to sit and stare at a screen for hours on end. I guess I am a patient person. What got to me was the fact that the end game was completely broken and yet people still ran around all happy and cheery like Mythic pissing on their face was a nice warm rain, while taking their cash and laughing.

Now I do marathon games of Sins of a Solar Empire, little WoW now and again, and keep those Eve skills trained.


Title: Re: Patch 1.1a Has Arrived
Post by: Fraeg on December 16, 2008, 02:13:31 PM
I also used to ice mine 8-10 hours on the weekend with 3 Macks, Hauler, and support (till the g/f threw in the towel on that one).

I am trying and failing to understand what you are talking about here.  Not being snarky, genuinely interested in what you are talking about.  Ice mining?  Macks? like Mack trucks?


Title: Re: Patch 1.1a Has Arrived
Post by: Special J on December 16, 2008, 02:57:36 PM
I also used to ice mine 8-10 hours on the weekend with 3 Macks, Hauler, and support (till the g/f threw in the towel on that one).

I am trying and failing to understand what you are talking about here.  Not being snarky, genuinely interested in what you are talking about.  Ice mining?  Macks? like Mack trucks?

EVE Online.  A Mack is short for a ship class called Mackinaw.

I convinced my friends that the server we were on is a big pile of crap, moved to a more populated one and defected to Order.  So I get to do the first two tiers again.  My account is still sitting on cancelled; we'll see if I can be convinced to renew or if Tier III will crush my soul.  I barely spent time in Tier III last go around.


Title: Re: Patch 1.1a Has Arrived
Post by: Bismallah on December 16, 2008, 03:53:37 PM
Yeah sorry about that Fraeg. A Mackinaw is next to the top of the line mining ship built specifically for Ice mining. Each cycle, even with a Rorqual for mining bonuses, was still around 220 seconds (Ice Harvesting 5, impants, etc... my ice miners were decked out). So not only did I sit and do nothing, I sat and waited every cycle to pull the ice out of my cargo and into containers.

Point being, I can grind when/if I need to and quite frankly nothing in WAR made me want/need to. Ever.



Title: Re: Patch 1.1a Has Arrived
Post by: UnSub on December 16, 2008, 05:02:17 PM
To be fair, there are MMOs that are good games. Not games that will satisfy your needs for all eternity, but good and fun to play for a few months and come back to check the updates.

WAR isn't one of those MMOs.

Really?  I would have said it was (excluding maybe the first sentence).  I found it fun for a month or so, playing through the first two tiers.  That's when the game was most fun for me.  It's not something I'd like to devote my life to, even if they ever get the endgame working, but it's fun to do scenarios and muck around with alts.  If they ever lowered the experience curve, I'd be back for a month or two, no question.

I was up into Tier 2 by the end of the first month. Scenarios were fun most of the time, except for the favouritism of certain maps.

However, PvE was awful thanks to weak mob AI (which had devolved into "run straight at the player... well, as straight as the Mythic pathfinding will allow" 90% of the time), travel time wasn't enjoyable at all, quests were often completely uninteresting and PQs were dead. ORvR regions were also dead. WAR also felt empty as a world.

So, WAR wasn't worth playing past the first 30 days. IMO. I might come back and check the updates, but there are a large number of titles I have a lot more interest in than WAR.


Title: Re: Patch 1.1a Has Arrived
Post by: Special J on December 17, 2008, 07:38:03 AM
Since moving to a busier server I've found some action in the Tier 1 PQs; not a lot, but way better than the wastelands of the Open servers and their retarded ruleset.  RvR had stuff going on too.  If you're still bothering to play then seek out the most populated server.


Title: Re: Patch 1.1a Has Arrived
Post by: Beltaine on December 17, 2008, 08:13:55 AM
Tier 3 killed this game for me.  I enjoyed the first two tiers.  Actually I enjoyed the game up until rank 18.

This.

I leveled 3 Order characters to 20 on an Order underpop server. I just couldn't make myself trudge any further into T3.

PQ's were ghost towns.

Scenarios were either totally wtfpwn Destro or get totally wtfpwned by Destro.

Order complained that Destro were:
1. People with no life living in parents' basements.
2. More organized than Order.
3. To chickenshit to defend keeps.

So I decided to roll Destro on a server with an overpop of Destro.

PQ's were ghost towns.

Scenarios were either totally wtfpwn Order or get totally wtfpwned by Order.

Destro complained that Order were:
1. People with no life living in parents' basements.
2. More organized than Destro.
3. To chickenshit to defend keeps.

 :uhrr:


Title: Re: Patch 1.1a Has Arrived
Post by: Threash on December 17, 2008, 11:47:39 AM

Scenarios were either totally wtfpwn Destro or get totally wtfpwned by Destro.

Ive noticing this more and more.  There are NO close games, its either 500-10 or 10-500 in tier 4, usually depending on which side has the most 40s or a premade.  I know the low pop is already spread out way too much but lvl 40s really should have their own tier at least for scenarios.


Title: Re: Patch 1.1a Has Arrived
Post by: GoodIdea on December 22, 2008, 12:02:49 PM
The latest patch 1.1d is pretty good. I had many of the same complaints most of you had but now:

- Fortress sieges no longer crash. There is still the problem of packing 8 warbands into one ramp, but that's another story. Order DID take a fort (at prime time) so it can be done.
- Influence rewards make everyone want to do open rvr and at least on Azazel, there is nightly action on ALL tiers (including tiers 1-2).
- Because open rvr is being rewarded, no one is doing PVE. Which is good because I agree, the PVE is not that good.
- Bright wizards and sorcs nerfed heavily, witch elves slightly. Other classes buffed (Magus and Engineer especially).
- Most gameplay issues have been fixed.
- Zone control has been changed so it's easier to do and it makes more sense.


I guess the bottom line is all of the open rvr has made the game wickedly fun, at least for me. Finally the pvp game that I expected to buy is being delivered, at least on Azazel. 1v1 battles, 6v6 battles, 50-100 vs 50-100 person battles. Action everywhere. So WAR is delivering imo, at least on my server.




Title: Re: Patch 1.1a Has Arrived
Post by: Vinadil on December 22, 2008, 12:07:41 PM
Yep, I think that each server has its own experience, I just wonder how many people they will need to continue to support the game at a high level.  Ostermark sounds about the same as your server currently, as we will have RVR on a nightly basis that goes from 24 v 24 to 100 v 100.


Title: Re: Patch 1.1a Has Arrived
Post by: GoodIdea on December 22, 2008, 12:17:12 PM
Personally I wouldn't want to play on anything other than a high population server. My server always has around 6-24 guys doing open rvr on either side at all hours of the day (in tiers 3-4). And on prime hours at least a WB (usually in T 1-2 as well). Which means there is always something to do. I wouldn't want to play with anything less. Mythic should probably consolidate more servers imo.



Title: Re: Patch 1.1a Has Arrived
Post by: ashrik on December 22, 2008, 02:38:28 PM
Yeah, things have been getting better. Piece by piece.

It's not enough to get anyone who doesn't like the game to give it another go (unless just the crashes really put you off), but it is nice for those still subbed. And yes, I am still subscribed. It's some kind of a bullshit protest against all of my former <Bros and Pals> guildmates who went back to Warcraft.

I've been to Bastion Stair again, and the bosses there show that Mythic can on occasion make content that isn't horrible. They at least do something outside the realm of autoattack/aoe damage, is all I'm saying.

Provided I can keep my air of bullshit superiority over my friends, I'll likely play this for a while more. Rank 37 still. Bastards.


Title: Re: Patch 1.1a Has Arrived
Post by: Bismallah on December 22, 2008, 02:54:48 PM
Yep, I think that each server has its own experience, I just wonder how many people they will need to continue to support the game at a high level.  Ostermark sounds about the same as your server currently, as we will have RVR on a nightly basis that goes from 24 v 24 to 100 v 100.

Unfortunately Vin, those numbers will probably never see the City siege end game unless you all set your alarms early. They will continue to fix things slowly but surely, my main sticking point is that there are so many other great products out there currently and most of the WAR servers currently cannot support that end game.

Ah well.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ashrik on December 22, 2008, 03:20:26 PM
I'm not convinced that this will always be the case. I got to see my first fort siege the other day and with hundreds of people around, I was able to stay and close to 20 fps. That's nothing special, I know- but a few weeks ago I'd dip down to single digits if more than 20 people were on screen at once.

I feel like I've entered the domain of the Mythic apologists. Maybe I'm making excuses to justify the bill.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on December 22, 2008, 03:22:01 PM
If you're getting $15 worth of fun every month, then there's nothing to apologize for.  I stopped having fun, so I left.


Title: Re: Patches 1.1a-d Have Arrived
Post by: eldaec on December 22, 2008, 05:08:09 PM
Lots of people seem to be overcomplicating why this game sucks.

It sucks because even the theory depends on all tiers being highly populated throughout the life of the game, but there was no reason to expect this to ever happen.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ghost on December 22, 2008, 08:43:12 PM
Lots of people seem to be overcomplicating why this game sucks.

It sucks because even the theory depends on all tiers being highly populated throughout the life of the game, but there was no reason to expect this to ever happen.

Well, that's not the only reason it sucks, but it certainly it certainly may be the most damning feature.  It does put a damper on getting any new customers once everyone is at L40 there will be no way to level (not even scenarios) except for PVE stuff.  That doesn't even take into account the zone locking mechanics, which I believe need lower zones to be locked too. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Feverdream on December 23, 2008, 06:09:42 AM
I am still subscribed as well, for the sake of a couple of guildies who don't feel there are better options out there.  And yes, the recent rounds of patches have brought obvious improvements.  But I reactivated my WoW account yesterday...something I never thought I'd do.   I am also visiting the AoC boards again to see if there are any possibilities there.  Yes, I'm desperate.

Frankly, I got more enjoyment from going through the Death Knight starter zone quests and just running all over Azeroth leveling mining (including some fun world PvP encounters) than I've had in WAR for awhile.

The killer in WAR for me is the endgame.  I can put up with a lot for an endgame that's worth waiting for.  For a good PvP endgame, I'll put up with leveling grinds, gear grinds, and bad PvE (though maybe that's because I don't care much for PvE in general, so bad or good, it doesn't engage me much).

But WAR's endgame appears to be a combination of PvE gear grind, PvE and scenario grinds to unlock zones, and instanced PvE encounters for the "crown jewel" of their endgame...defeating a King in a city attack.  I can't see anything there for my particular flavor of gaming preference.  I don't have many alternatives at the moment, though, so will bounce back and forth between WAR and WoW and hope that Blizzard and Mythic can keep poaching ideas from one another until one of them gets PvP right.


Title: Re: Patches 1.1a-d Have Arrived
Post by: GoodIdea on December 23, 2008, 07:49:27 AM
Lots of people seem to be overcomplicating why this game sucks.

It sucks because even the theory depends on all tiers being highly populated throughout the life of the game, but there was no reason to expect this to ever happen.

One thing that keeps tiers 1-3 alive is the fact that it greatly helps zone control to have alts in these tiers, so that we can take zone control in tier 4. At first I thought this would be a pain, but I'm actually really liking going back and creating alts and fighting in T1-2.

Also, with the introduction of the Blackguard and Knight, T1-2 have been flooded in the past few weeks. It's temporary though but it was nice to see.

And believe it or not, new people are playing the game.

So for now all tiers are doing alright.



Title: Re: Patches 1.1a-d Have Arrived
Post by: chargerrich on December 23, 2008, 08:43:41 AM
It really is funny how some fanbois will attack those of us that really hit the T3-4 wall. They wear the "McQuaid Grind Badge" with honor. However, in reality, from a business standpoint, it was a stupid design choice by Mythic.

Oh I get the idea: longer grind = reach cap slower = less content burned = longer sub = more revenue = more time and resources to fix broken game

However, here is the problem and what should have been the solution:

People like me did not stay. People like me, despite buying several collectors editions and moving a wow guild over, will NEVER come back. A not insignificant percentage of that revenue is lost forever.

The game should have made the 1-40 process very easy. And by easy, I mean something on the order of 50-80 hours played MAX. The entry point here should have been simple, get everyone (and your alts) to the START of what SHOULD be the core of the game.

Then and only then, you force players, who are by now happy and invested in their level 40s to start the arduous journey to rank 80. Hell for my part, I would have been perfectly fine and in support of the longest rank 80 grind possible. 5,000 hours? no problem. Rank 80 should be EPIC and hard to achieve, but EVERYONE, even the most casual player should have had easy access to 40. This alone would have made ORvR at Tier 4 much better. Would it hurt T1-3? Who cares? The game should have supported T1-3 as a PvE game with a PvP primer. Everything should have been geared to get you ready, happy, invested and addicted at level 40 so you can now start the meat of the game.

How bleeping hard is that concept? How can anyone argue that this would not be better than what exists now?

This would allow players, all players, to really taste the "dings" and feel like they are growing powerful. This would have allowed every subscriber to have two, three or even more level 40's. This in turn would certainly have had a positive effect on subscriber retention as players would be attached and feel accomplished. At the same time, the hard core, zerolifers would have the ability to separate and distinquish themselves and have something to show for their 12 hour days, failed grades, broken marriages and lost employment ( :grin: ).

Why Mythic went off this path (or was never on it) is mind numbing.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Mrbloodworth on December 23, 2008, 08:57:15 AM
The game should have made the 1-40 process very easy. And by easy, I mean something on the order of 50-80 hours played MAX. The entry point here should have been simple, get everyone (and your alts) to the START of what SHOULD be the core of the game.

Then what?  :oh_i_see:


Title: Re: Patches 1.1a-d Have Arrived
Post by: HaemishM on December 23, 2008, 09:17:34 AM
PVP or RVR as the case may be. If t1-t3 is shortened so much, take the PVP lakes from those areas out and use them as t4 areas.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Mrbloodworth on December 23, 2008, 09:36:55 AM
PVP or RVR as the case may be. If t1-t3 is shortened so much, take the PVP lakes from those areas out and use them as t4 areas.

Wouldn't it be simpler to just remove those levels? and if so, doesn't that make 40 the new 1, and put it all right back to square one.

Unless you guys are saying, 1-40 should be a tutorial, but then...whats left? You have no ability's to learn at that pint, so its all about gear and Renown. I see the same issues as Planetside cropping up. IE, nothing but taking bases and farming XP for more stuff (what it devolved to due to stagnant development, among other things).

I think this is a case again, of "Why does an MMO have an endgame at all", i have always felt "endgame" was a flaw in game design, a dam if you will until more development can happen. Really only a symptom of level based games however.

Remove tiers and levels altogether, add a use based system, and create a system of full territory control's, and resource hording.


/random babbling


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on December 23, 2008, 09:39:19 AM
Wouldn't it be simpler to just remove those levels? and if so, doesn't that make 40 the new 1, and put it all right back to square one.

I agree.  Remove the pve levels and just have reknown be the only leveling in the game.  Lots of content for everyone that way. 

Truth: NEVER GOING TO HAPPEN.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Mrbloodworth on December 23, 2008, 09:41:40 AM
Wouldn't it be simpler to just remove those levels? and if so, doesn't that make 40 the new 1, and put it all right back to square one.

I agree.  Remove the pve levels and just have reknown be the only leveling in the game.  Lots of content for everyone that way. 

Truth: NEVER GOING TO HAPPEN.

Renown are just levels by a different name.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on December 23, 2008, 09:45:35 AM

Renown are just levels by a different name.


And don't forget, most of the CASUAL players are already RR50+ so they have burned through almost 3/4 of their Renown in less then 4 months. That's where you need to start asking "then what?".

So in the grand scheme of things your casual gamers will probably have blown through all the content that their populations can see in less then 6 months, oh and I bet we see iteration 8 of server mergers within the next few weeks.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on December 23, 2008, 09:49:52 AM
That's where you need to start asking "then what?".

Add more reknown ranks.  Worked for DAoC when they added RR 11 and 12.  Titles made it something to play toward and the additional RR gave some bonuses and abilities already available.  The RR system in DAoC was a pretty well designed system... shame they didn't learn from it.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ghost on December 23, 2008, 09:54:45 AM
Not sure why people keep rehashing this.  There is very little about this game that isn't complete shite.  The combat system sucks, the world is bland and boring and then you tack on the the harebrained idiocy of having to have all four tiers fairly populated to make it work.  Levels of any sort work fine in other games, they just don't get it here for some reason.  And then they decide to make the game "better" by adding other fucking experience bars.  It boggles the mind.  It just seems like a bunch of new guys got ahold of some money to put together a game and hired a bunch of programmers without fully thinking things through before they started. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Mrbloodworth on December 23, 2008, 09:56:06 AM
I didn't see anything wrong with its combat system, or PvP for that matter. I quite enjoyed it.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bandit on December 23, 2008, 10:00:09 AM
Not sure why people keep rehashing this.  There is very little about this game that isn't complete shite.  The combat system sucks, the world is bland and boring and then you tack on the the harebrained idiocy of having to have all four tiers fairly populated to make it work.  Levels of any sort work fine in other games, they just don't get it here for some reason.  And then they decide to make the game "better" by adding other fucking experience bars.  It boggles the mind.  It just seems like a bunch of new guys got ahold of some money to put together a game and hired a bunch of programmers without fully thinking things through before they started. 

The hate is strong with you......

Funny thing is, the other "fucking experience bar" is actually making the game better, people are out in PvP lakes much more.  Goal accomplished.  Not that they don't have a long way to go, but it is improving.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on December 23, 2008, 10:00:40 AM
I didn't see anything wrong with its combat system, or PvP for that matter. I quite enjoyed it.

Class balance was an issue at release.  Too much CC with too few counters.  CC immunity timers too short or nonexistent.  Ability to 1 or 2 shot players (bad when accompanied by crippling lag). Several game breaking ways to manipulate lag.  Shall I go on?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Mrbloodworth on December 23, 2008, 10:22:10 AM
I didn't see anything wrong with its combat system, or PvP for that matter. I quite enjoyed it.

Class balance was an issue at release.  Too much CC with too few counters.  CC immunity timers too short or nonexistent.  Ability to 1 or 2 shot players (bad when accompanied by crippling lag). Several game breaking ways to manipulate lag.  Shall I go on?

To me, that's normal stuff, i didn't mind it so much most launches require live time to sort out the reality of how the system works out. Bright wizards were out of control however, lol.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on December 23, 2008, 10:24:11 AM
To me, that's normal stuff...

This is my biggest complaint with MMO consumers.  They set the bar too low and are rewarded with a product that meets these low expectations. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Mrbloodworth on December 23, 2008, 10:32:12 AM
To me, that's normal stuff...

This is my biggest complaint with MMO consumers.  They set the bar too low and are rewarded with a product that meets these low expectations. 

Its not that i had low expectations, its just simply i understand that such things need a live trial by fire. The combat as a whole was quite good. Much more actiony than many others IMO. PvP was also quite enjoyable. And it took them what, maybe a month of watching, gathering info from live to correct some of those issues?

Things that would fall into my "low expectations" that of course are inexcusable (and will send me away quick) are: Item linking and other "Standard" MMO tools. Shitty netcode, broken art all over the place, half assed systems, Missing advertised features, server lag, crappy performance... ETC...

Game/class balance, in a PvP game? That shit NEEDS a live trial by fire.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on December 23, 2008, 10:34:43 AM
Game/class balance, in a PvP game? That shit NEEDS a live trial by fire.

I think beta is a great forum for this.  Beta... not just for bug reporting and free play time. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Mrbloodworth on December 23, 2008, 10:40:56 AM
Game/class balance, in a PvP game? That shit NEEDS a live trial by fire.

I think beta is a great forum for this.  Beta... not just for bug reporting. 

I dunno, beta itself attracts the wrong people. Most are there for the trial, the rest probably already think the devs can do no wrong. There is also the size issue, 1k (beta) or a full 200k (live). I just do not think in anyway shape or form when it comes to MMO's, beta is a cure all.

I do nominally, if i didn't already do the beta, jump on the new MMO's, play them for a bit, then give them time.... I have never, ever played a MMO that had everything worked out in terms of balance of combat at launch.

I think its a myth, and i do not think any amount of beta will fix it. Its just not like it was, when beta was an honor, and people cared to give feedback and do bug reports. Its just not the same anymore man.'

PS: the window dragging, inexcusable category, that could have been found in beta.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ghost on December 23, 2008, 10:58:01 AM
The combat as a whole was quite good. Much more actiony than many others IMO. PvP was also quite enjoyable.


Really, you enjoy slow, buggy game combat?  Why?

Seriously, if you enjoy it great, but I think it is putrid and is still putrid after multiple patches.


Title: Re: Patches 1.1a-d Have Arrived
Post by: HaemishM on December 23, 2008, 11:01:04 AM
Wouldn't it be simpler to just remove those levels? and if so, doesn't that make 40 the new 1, and put it all right back to square one.

I agree.  Remove the pve levels and just have reknown be the only leveling in the game.  Lots of content for everyone that way. 

Truth: NEVER GOING TO HAPPEN.

Which is why I talked about things that COULD happen without serious rewrites and a radical departure in philosophy as opposed to what should have really been considered at the very initial design stage.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Mrbloodworth on December 23, 2008, 11:10:34 AM
The combat as a whole was quite good. Much more actiony than many others IMO. PvP was also quite enjoyable.


Really, you enjoy slow, buggy game combat?  Why?

Seriously, if you enjoy it great, but I think it is putrid and is still putrid after multiple patches.

Yes yes yes. You dislike the game. k.

The combat was not slow. Like i said, more actiony than most others.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Threash on December 23, 2008, 01:34:38 PM

Renown are just levels by a different name.


And don't forget, most of the CASUAL players are already RR50+ so they have burned through almost 3/4 of their Renown in less then 4 months. That's where you need to start asking "then what?".



Uh, no? im slightly above casual, i play almost every day but was gone for a week or two on vacation.  I just hit 34 last night.  Casuals are barely hitting tier 4 now, maybe in their mid 20s rr.


Title: Re: Patches 1.1a-d Have Arrived
Post by: HaemishM on December 23, 2008, 01:57:33 PM
To me, that's normal stuff...

This is my biggest complaint with MMO consumers.  They set the bar too low and are rewarded with a product that meets these low expectations. 

Its not that i had low expectations, its just simply i understand that such things need a live trial by fire.

That's one of the things betas are supposed to be for.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on December 23, 2008, 02:09:19 PM
The combat as a whole was quite good. Much more actiony than many others IMO. PvP was also quite enjoyable.


Really, you enjoy slow, buggy game combat?  Why?

Seriously, if you enjoy it great, but I think it is putrid and is still putrid after multiple patches.

Yes yes yes. You dislike the game. k.

The combat was not slow. Like i said, more actiony than most others.

Well, since you are just now 34 I'll cut you slack. Be prepared to enjoy the disarm, disrupt, root, fetch/magnet show you'll be attending soon. I was 38 two months ago and I considered myself above casual, just now hitting Tier 4 is hardly casual that's "I don't play for weeks on end"... oh wait... yeah.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Threash on December 23, 2008, 02:28:15 PM
I didn't say i don't play for weeks on end, i said i play every night except for the two i was on vacation.  Thats hardly casual.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Mrbloodworth on December 23, 2008, 04:34:25 PM
Wrong person to quote there.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ghost on December 23, 2008, 08:17:13 PM
Wrong person to quote there.


Okay, more "actiony" than LOTRO or not, in your opinion?  Just curious.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Gurney on December 24, 2008, 05:43:11 PM
To me, that's normal stuff...

This is my biggest complaint with MMO consumers.  They set the bar too low and are rewarded with a product that meets these low expectations. 

Its not that i had low expectations, its just simply i understand that such things need a live trial by fire.

That's one of the things betas are supposed to be for.

Exposing certain things to a trial by fire is exactly the wrong thing.  You should have a solid bedrock of design before you initiate the trial by fire.  Certain things should be stress tested.  Some other things should be correct.    There may be certain kinds of testing to expose what is correct but that is not generally done by stressing it.

There are a number of no-fail type implementations that are completely designed and tested with this idea in mind.  In fact a "trial by fire" is a bad way to insure a no-fail system.  Fire is inconsistent and is not sufficient to prove that something cannot fail (ie. that failures are accounted for in an acceptable manner).  Trial by fire is not comprehensive nor is it the most stringent form of testing.  Its just a stress test no more no less.


Anyway Mythic did not correctly test RvR mechanics even someone who has never done testing and look back in hindsight can see that.  Has nothing to do with stress or trial by fire.  Many of the current problems could definitely have been exposed and were not, or they were exposed and ignored according to some Beta Testers.


My view on this has nothing to do with expectations.   I simply know they could have done better, further as a professional software developer myself I also know that they SHOULD have done better.  Not checking the contingencies is just negligent design.  Plain and simple.


Title: Re: Patches 1.1a-d Have Arrived
Post by: HaemishM on December 24, 2008, 09:00:33 PM
In fact a "trial by fire" is a bad way to insure a no-fail system.  Fire is inconsistent and is not sufficient to prove that something cannot fail (ie. that failures are accounted for in an acceptable manner). 

It's an MMOG. Track records indicate that the list of things which don't fail is very very small.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waylander on December 24, 2008, 09:24:51 PM
I dunno, RVR has picked up since the loot stuff went into the game. The bad thing is I spend 70% of my time being disabled, knocked down, knocked back, or dazed. Crowd control in this game is simply out of control.

I did notice that the last NPD sales charts over recent weeks didn't have Warhammer anywhere in the mix, so its going to be interesting to see their reaction when the 3 and 6 month prepay's are gone. With little new blood coming in, bad word of mouth on the internet, and a shrinking player base things can still get dicey over the next few months.

I'd like to see the game get turned around, but I still think its going to get worse (population wise) before it gets any better.


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on December 24, 2008, 09:53:18 PM
Well half of their current server is already 'hidden' from the normal server selection menu, you have to click 'More' to display.
It'll probably go away soon enough. I don't know why people want to stay in a low pop server unless they've un-subbed and not give a damn anymore after the first month is up. This puts mythic in a dilemma of shutting down servers with peak hour pop below 100.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Zzulo on December 25, 2008, 04:38:52 AM
That's why they should have merged the servers instead.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on December 25, 2008, 10:10:50 AM
The bad thing is I spend 70% of my time being disabled, knocked down, knocked back, or dazed. Crowd control in this game is simply out of control.

I did notice that the last NPD sales charts over recent weeks didn't have Warhammer anywhere in the mix, so its going to be interesting to see their reaction when the 3 and 6 month prepay's are gone. With little new blood coming in, bad word of mouth on the internet, and a shrinking player base things can still get dicey over the next few months.

I'd like to see the game get turned around, but I still think its going to get worse (population wise) before it gets any better.

It's amazing that with WAR if it isn't one thing, it's another. Too much CC was down on my list, way down actually, but it's coming up now that most folks are getting into T4. Oh and btw, they still have those 5 collector's editions behind the counter at my local Game Stop if anyone still wants them.

Oh don't worry Zzulo, mergers will probably come soon (as they shut down those dead servers for good). We might even see another iteration of closures. There are more servers now that used to be destination servers which have been dying off slowly and need to be addressed sooner rather then later.

Edit: if you all post on the VN boards, this troll is losing her mind (We think its a her, she has kids too, young ones) http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109800490/p2/?42

Fanboi at its finest... she starts the thread about WARs pop and slowly descends into madness debating WoWs numbers. Why do people do this?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Modern Angel on December 25, 2008, 01:08:35 PM


Fanboi at its finest... she starts the thread about WARs pop and slowly descends into madness debating WoWs numbers. Why do people do this?

Because the slowly dwindling old school MMO player wants a lifestyle, not a game. If WoW does nothing else, I hope the legacy is a slow drowning out of those voices. In, oh... six years or so.


Title: Re: Patch 1.1a Has Arrived
Post by: GoodIdea on December 30, 2008, 11:56:53 AM
Tier 3 killed this game for me.  I enjoyed the first two tiers.  Actually I enjoyed the game up until rank 18.

This.

I leveled 3 Order characters to 20 on an Order underpop server. I just couldn't make myself trudge any further into T3.

PQ's were ghost towns.

Scenarios were either totally wtfpwn Destro or get totally wtfpwned by Destro.

Order complained that Destro were:
1. People with no life living in parents' basements.
2. More organized than Order.
3. To chickenshit to defend keeps.

So I decided to roll Destro on a server with an overpop of Destro.

PQ's were ghost towns.

Scenarios were either totally wtfpwn Order or get totally wtfpwned by Order.

Destro complained that Order were:
1. People with no life living in parents' basements.
2. More organized than Destro.
3. To chickenshit to defend keeps.

 :uhrr:

That's the case with every single PVP game I've ever played. People like to bitch and people hate to lose. You just find a good guild so you don't have to deal with all the lame excuses people make.


<QUOTE>And don't forget, most of the CASUAL players are already RR50+ so they have burned through almost 3/4 of their Renown in less then 4 months. That's where you need to start asking "then what?".

So in the grand scheme of things your casual gamers will probably have blown through all the content that their populations can see in less then 6 months, oh and I bet we see iteration 8 of server mergers within the next few weeks.</QUOTE>

Haha, that's not accurate. Most players are still in RR 20-39. Casuals are still in the 20s. The people who play most nights for 2-5 hours have RR 40-50. Crazy people without jobs who play 8 hours a day are RR 60. There is a long way to go for most of us to RR 80.


Quote
Well, since you are just now 34 I'll cut you slack. Be prepared to enjoy the disarm, disrupt, root, fetch/magnet show you'll be attending soon. I was 38 two months ago and I considered myself above casual, just now hitting Tier 4 is hardly casual that's "I don't play for weeks on end"... oh wait... yeah.

People piss and moan about the CC, but unless you are an Order melee DPS it isn't that bad. If your healers are smart, magnet shouldn't even be a factor most times and it can be countered with many abilities. Some of the AE disables are a bit out of control (and will be nerfed soon most likely), but even they can be countered by simply spreading out. It's not that hard.



Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on December 30, 2008, 01:53:16 PM
"Most players are still in RR 20-39. Casuals are still in the 20s."

Yeah, you're sorely mistaken there. Casual's ALTS are in the RR20s. You can get R20/RR20 in a long weekend. The game has been out for over 3 months and if you are still RR 20 you have barely played at all, let alone be considered casual. I am talking less then 5 hours a week at that pace.

Hell, ask the other players here on the forums. I am above casual, somewhat a power gamer, and I was R38RR21 within 3 weeks of release and I was behind a good half dozen folks in my guild alone. Fuck, I could get in the mid teens both R/RR during one sitting on the weekends, heh.

"People piss and moan about the CC, but unless you are an Order melee DPS it isn't that bad."

Now I know you are just being an idiot. Without even looking I bet there are more CC based spells then there are healing spells in this game... sigh



Title: Re: Patches 1.1a-d Have Arrived
Post by: Hindenburg on December 30, 2008, 03:28:29 PM
Hell, ask the other players here on the forums.
You are aware that nearly everyone here quit the game after the second month? Heck, several didn't go past the first.

Also, most people simply found the game too fucking boring at T3.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on December 30, 2008, 03:38:03 PM
Yeah Itto I do realize that, and were you at least RR20 by the time you quit?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Hindenburg on December 30, 2008, 06:09:18 PM
10 alts above 10 and under 16. None above 16.
I never got past T2.
Started playing 2 weeks after the game was out. Still have a free account I can use.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Der Helm on December 31, 2008, 01:09:13 AM
Did Schild take away the "quote" button from the new guys ?  :why_so_serious:


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on December 31, 2008, 03:50:55 AM
Did Schild take away the "quote" button from the new guys ?  :why_so_serious:

No, I was being lazy.


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on December 31, 2008, 04:13:11 AM
WAR Radar is out. It detects stealthed players too.
Activated a trial account and gave it a try. It worked.  :why_so_serious:


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on December 31, 2008, 04:49:35 AM
Nice, down with those nasty Witch Elves! That class hurts, baaaaad.


Title: Re: Patches 1.1a-d Have Arrived
Post by: UnSub on December 31, 2008, 05:54:54 AM
WAR Radar is out. It detects stealthed players too.
Activated a trial account and gave it a try. It worked.  :why_so_serious:

 :uhrr:

Incredible.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Modern Angel on December 31, 2008, 09:59:53 AM
Fucking unreal.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on December 31, 2008, 10:05:19 AM
WAR Radar is out. It detects stealthed players too.

Anyone surprised by this doesn't know the mentality of the average pvp gamer.  I expected this A LOT sooner to be honest.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on December 31, 2008, 10:23:32 AM
I don't think DAOC's radar programs caught the stealthers, interesting that this one does...

They could see the player pop up on the radar when they unstealthed, but that was it. But yeah I expected to see this at least a couple months ago right after release.

Now, I wonder how quick they will be finding the users?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Evildrider on December 31, 2008, 12:40:22 PM
WAR Radar is out. It detects stealthed players too.
Activated a trial account and gave it a try. It worked.  :why_so_serious:

Yes, but where did you get it?  I hates me some Witch Elves!


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on December 31, 2008, 12:51:19 PM
ohoh. ok fine fine.
Here it is. I already made a report to the CSR and he said he'll put it on his 'shift report'

 http://www.mmoviper.com/

I think its not really practical to play with it turned on all the time. It takes up so much resources I was literally like an air traffic controller the moment i logged on my RANK 1 toon. It tracks friendly and hostiles on a radar outlayed on your screen including NPC.

1.Start WAR
2.Run the program.
3.Dots and circles will appear on your WAR Screen when it is successfully activated telling you what level and what mob is within distance. Continuously updating if they make a move.


Title: Re: Patches 1.1a-d Have Arrived
Post by: HaemishM on December 31, 2008, 01:02:41 PM
WAR Radar is out. It detects stealthed players too.
Activated a trial account and gave it a try. It worked.  :why_so_serious:

God-fucking-damnit. If it wasn't so ridiculous, it would be funny. Every single lesson of DAoC seems to have been forgotten or ignored.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on December 31, 2008, 01:12:47 PM
I remember radar in DAoC was so prevalent that something like 40% of the player base at one point used or tried it. Mythic didn't do shit about it until the number of downloads (and I think the radar download site did a poll too) was posted.

Hell, I'd join pick-up groups in the hayday of radar and half of them would be using it.

Radar for DAoC also gave as proximity warning for stealthers too. It would show an area on the minimap where a stealther was at, but not the exact position, kind of like a moving grayed out circle. Closer you go to the circle, the more exact a position it gave you of where the stealther was. I recall stealthing up to the MG on my ranger and having my radar go crazy, and walking away from the MG only to have the grey circles following me around half way across emain, all while stealthed.

So yeah, radar was used a lot in DAoC and Mythic let it go on for months and months before even doing anything about it.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Evildrider on December 31, 2008, 01:24:44 PM
lol, I'm not actually gonna use that.  I'll just wait for the WE nerf to hit.  Only the ones that are abusing the crit/str stacking are the ones pissing me off.


Title: Re: Patches 1.1a-d Have Arrived
Post by: tazelbain on December 31, 2008, 07:34:24 PM
It's like WAR is Mythic's first MMO.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Fordel on January 01, 2009, 01:21:19 AM
I don't think DAOC's radar programs caught the stealthers, interesting that this one does...

They could see the player pop up on the radar when they unstealthed, but that was it. But yeah I expected to see this at least a couple months ago right after release.

Now, I wonder how quick they will be finding the users?



We used to use Lurikeen sneaks in DaoC to find out who was using Radar and /appeal them. Hide them INSIDE geometry, so they are impossible to visually see and keep them stealthed, then have one pop out of stealth to see who comes sniffing. Ping pong the hidden/unhidden folks to confirm it.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Sjofn on January 01, 2009, 01:27:56 AM
I still liked the dude on our server who was a terrible, terrible skald. He used radar, but all it really did was give the other side RPs, so no one bothered to even report him.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Sheepherder on January 02, 2009, 10:53:35 AM
"Paul, you know how we kludged in stealth at the last moment?"

"Yeah, what of it?"

"Umm... Evidently we didn't disable the transmission of stealthed player data to the client.  People are datamining the client to see stealthed avatars."

"And what are the coders doing about it?"

"Baking pies."


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on January 02, 2009, 01:45:59 PM
i noticed there was a zoom out feature too for the radar. The radius is pretty huge,  almost 300-500 ft away I think. (I think you can crank it higher, but it'll take up more resources.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Fordel on January 02, 2009, 06:06:14 PM
I still liked the dude on our server who was a terrible, terrible skald. He used radar, but all it really did was give the other side RPs, so no one bothered to even report him.

It was like Pizza delivery !



My favorite though, were those folks who constantly got accused of using radar by the other side, but when you ran with them, it was 100% obvious the only radar they had access too was a lack of RAM.

"Bill froze again, zerg inc!"


Title: Re: Patches 1.1a-d Have Arrived
Post by: Xanthippe on January 03, 2009, 07:30:12 AM
WAR Radar is out. It detects stealthed players too.
Activated a trial account and gave it a try. It worked.  :why_so_serious:

God-fucking-damnit. If it wasn't so ridiculous, it would be funny. Every single lesson of DAoC seems to have been forgotten or ignored.

Do people have buffbots in WAR too?


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on January 03, 2009, 08:36:09 AM
I don't think buffs play a huge part in PVE. Maybe decent chunk of dmg could be gained from having sorc party buffs, but that's it really.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 03, 2009, 12:56:18 PM
Lagdar ftw...

I didnt see any buffbots at all in WAR.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Special J on January 03, 2009, 02:33:22 PM
Can't wait to see the molesting my Witch Hunter will take now.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Trippy on January 03, 2009, 10:18:16 PM
WAR Radar is out. It detects stealthed players too.
Activated a trial account and gave it a try. It worked.  :why_so_serious:
God-fucking-damnit. If it wasn't so ridiculous, it would be funny. Every single lesson of DAoC seems to have been forgotten or ignored.
It's not so much a question of not learning from the past as a limit of today's technology. Not owning the engine doesn't help either.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Tannhauser on January 04, 2009, 04:43:34 AM
I disagree.  They should know if this engine can handle large pops fighting over a single city or keep.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Typhon on January 04, 2009, 11:30:58 AM
I disagree as well, they knew that that they could not/cannot prevent radar-hacks.  Therefore they had no business putting stealth into the game seeing as they do not have the resources and manpower to actively hunt and ban those who use those cheats.

But it's not like that haven't been beligerently disconnected with reality all throughout design, development and delivery.  It's just another decision that makes me say, "wow, look how fucking stupid".


Title: Re: Patches 1.1a-d Have Arrived
Post by: Sheepherder on January 05, 2009, 01:29:00 AM
There is nothing with the state of computer technology which precludes large battles.  Mythic just bought a shitty engine.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Redgiant on January 05, 2009, 04:52:28 AM
Everything that has happened with WAR stems from this original sin:

Mythic did not design the game you see today. They designed a WoW version with stronger PvP combat systems (scenarios) and grouping-inducments (PQs).

They thought this was innovative, and in some ways it is but doesn't take into account the population and player pattern evolution needed to make it work endlessly.

And then came DAoC-style Open RvR additions in Beta. Totally undesigned but deemed necessary since they realized their player base absolutley expected and wanted DAoC II from WAR. They tried to turn their Camry into an Explorer.

The rest is history.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 05, 2009, 05:01:23 AM
Red, I agree.

They have completely dropped the ball in nearly every aspect of the game. Fuck, look at crafting... what a complete and utter joke. T4 RvR is nothing but a zerg disable fest these days or mind numbing Scenario grinding. Forts are STILL crashing and Mythic is no where to be seen.

I bet we see a Mark Jacobs letter today (Friday at the latest) to the masses telling them that the Choppa and Slayer are coming and they are revamping the entire T4 structure. Some of the fanbois will be enthralled, but I hope people see through the bullshit and call Mythic on it.


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on January 05, 2009, 06:30:12 AM
I'm just having a free look trial from some of my friends who still told me 'There's nothing as good as this game for RVR'.
and 'Please come back we need tank for Lost Vale'  :why_so_serious:

1 week sub per month ought to be sufficient to kill any need to have a full sub.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 05, 2009, 06:34:44 AM
I'm just having a free look trial from some of my friends who still told me 'There's nothing as good as this game for RVR'.

I have to ask, did they play DAOC at all? RvR was 10 times better on a 7 year old game...


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on January 05, 2009, 07:52:57 AM
Some never did. I certainly didn't but felt overall the execution of RVR in this game as a whole is sorely disappointing. They shd've just made it a free for all 6 Faction war, with backstabbing and alliances. It certainly would reduce the frequent happenings of two sides cock blocking each other with crashes and lag.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waylander on January 05, 2009, 11:17:36 AM
Anyone waving their renown rank around as an achievement in this game should be laughed at. 99% of all people with uber renown rank have don't jack but keep and BFO trade while not fighting a single player. In DAOC you got your RP's from killing people, in Warhammer you get most of your RP's from Keep/BFO trading.

I've never seen a PVP game in my life that rewards NOT PVP'ing as much as Warhammer does.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Fraeg on January 05, 2009, 02:17:52 PM
 :woot:

Screen Dragging, Check
easily exploitable terrain geometry, check
pulling people through walls, check
unplayable large scale rvr, in a large scale rvr game, check
And Now the Return of Radar, check

My lonely cancelled lvl 39  Witch Hunter can rest even longer now


Title: Re: Patches 1.1a-d Have Arrived
Post by: Mrbloodworth on January 06, 2009, 09:34:16 AM
Wrong person to quote there.


Okay, more "actiony" than LOTRO or not, in your opinion?  Just curious.

More Actiony, LOTRO is more tactical, and yes, slower in overall pace of a battle. WAR to me felt more like playing something like zelda, or Darkcloud2 than an MMO. I also enjoyed that skills have utility (Does something other than simply, numbers), and not just more numbers or different category's of numbers (like LOTRO or WoW does).


Title: Re: Patches 1.1a-d Have Arrived
Post by: fuser on January 06, 2009, 10:53:36 AM
Anyone else feeling that's it, it's over? Packed away the DVD's never to be found again, its been removed from my HDD, don't really care anymore to read the newsletter.

We're almost 4months in (heck a full quarter) and I have yet to see improvements from peoples comments on how the game has improved substantially from launch.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ghost on January 06, 2009, 10:56:24 AM
It has been dead for me for a while.  I uninstalled it even though I still am technically subbed. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 06, 2009, 10:58:26 AM
Anyone else feeling that's it, it's over? Packed away the DVD's never to be found again, its been removed from my HDD, don't really care anymore to read the newsletter.

We're almost 4months in (heck a full quarter) and I have yet to see improvements from peoples comments on how the game has improved substantially from launch.

Uninstalled and done.  It's sad... I'm a DAoC fanboi and should have been an easy sell.  I lasted 2 weeks before losing faith and unsubbing.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Mrbloodworth on January 06, 2009, 11:38:18 AM
Just like all new MMO releases, give it 6-12 months.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 06, 2009, 11:40:46 AM
Just like all new MMO releases, give it 6-12 months.

It took almost 4+ years for Mythic to release the classic servers.  I'm not optimistic.

I think WAR may be my last try with an MMO until someone comes along and does something COMPLETELY different than WoW.  I'm not holding my breath for this either.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Shatter on January 06, 2009, 12:32:40 PM


We're almost 4months in (heck a full quarter) and I have yet to see improvements from peoples comments on how the game has improved substantially from launch.

My suggestion to you is to stop reading this board then cause the people here rarely have anything good to say about most games, not just Warhammer.  If you want accurate info on the game Id recommend other sites to get it where people are a little more mature about their opinion with real comments other then "THE GAME SUCKS I PEED ON MY DVD!".  Warhammer is stable right now with the changes they made in December and my server which is about 15th on the population list is hopping nightly in multiple tiers.  My guild had 28 people online last night now that Xmas holidays has passed.  The game has made improvements and has more to go so I would give it more time but its on the right track.  I havent had a night of anything less then constant ORvR since early December with many battles over 100+ people.  Now that Ive said that Ill wait for the board trolls to hit reply and continue their negativity about this and just about every other game. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Vinadil on January 06, 2009, 12:38:34 PM
Eh, Shatter no need to go all "woe is me and warhammer" here.  The old crew F13 folks don't make any bones about being biased against most MMOs.

That said, very few of the things said in this or any WAR thread are untrue.  The fact is that is WILL be fun for a few people, maybe even a few hundred thousand of us... but it will NOT hit the numbers it needed to hit to be considered a success (500k I think Mark said?).  At least it does not seem to be there right now in any case.

But, I have not returned to WoW, and some of my guildies who did are talking about a return to WAR simply because the bulk of our guild has enjoyed our time here.  Perhaps it is the casual status of our gaming time now that we are all older and have families, but WAR still scratches that little PvP itch and allows us to do both tactical and logistical warfare on a level that no other MMO does (yea, EVE but it is really too spreadsheets not enough Wing Commander).

WAR just had too many initial negative issues to push through to have a successful post-launch... and only time will tell if they can come back from it.  But, history teaches us that MMOs rarely come back in a significant way after such a launch.  And, the fact that they stopped posting numbers a few months back is not too good either.  For now those of us enjoying the game simply have to hope that there is enough money in the coffers to keep our servers up and to keep changes/fixes coming.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 06, 2009, 12:43:38 PM
If you want accurate info on the game Id recommend other sites to get it where people are a little more mature about their opinion with real comments other then "THE GAME SUCKS I PEED ON MY DVD!". 

I'm dying to hear which site he's referring to.  It's certainly not WA nor VN.  Those sites are the dregs of the intraweb.

I come here to read objective, intelligent, and critical reviews.  If I want to read about the view of WAR through rose-colored glasses, of course I'd go elsewhere.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 06, 2009, 12:52:30 PM
Paul Barnett 5th January 2009 (http://uk.youtube.com/watch?v=lQm_V3rgtwY&feature=channel_page)

Short bit saying incoming fixes to server crashes, contribution systems, tier lock downs, & general improvements.  I suspect a general balance pass for all classes which should be fun to watch.

Shatter, nobody really minds if you want to post about how much you are enjoying WAR.  This forum isn't exactly a hive of activity with so few of us still playing, I'd like to read about your experiences even if it's just to be able to track what's happening and stay reasonably informed.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bandit on January 06, 2009, 12:55:06 PM
I really can't comment on "substantial" changes since launch, I wasn't there at launch.  I have only played about 2 months.  Improvements have been made since I arrived, there is much more Orvr than when I started.   I have leveled Tier 3 in Orvr completely (no scenarios or PVE at all).  There is a definitely a grind aspect, but I haven't really noticed as I do enjoy the game as long as there are big battles.  Basically, I log out and log in and warcamps - survey the action a bit then decide as to whether anything interesting is going on.  More often than nought, there are good battles to be had.

That being said, I am hoping they add more to Orvr.  Sitting at battle objectives capping them for 3 minutes is not fun.  Trading battle objectives/keeps while avoiding confrontation is not fun, and I usually just drop warband at that point. 

I find that warhammer does hold vast potential, just not exactly realized at this point.  I really dig this game though when there is even a smidgen of actual tactical combat going on, even zerging can be enjoyable at times.

I am not looking forward to the crowd control-fest that apparently happens in T4.  T3 was pretty good though.

Edit - just to add, contribution is FUCKED, I have won 3 gold bags by walking into the keep at the last second the lord is killed, and only 1 gold bag through trying to contribute as much as possible.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Ingmar on January 06, 2009, 01:22:41 PM
Reports that the game is fun now don't really surprise me; after all the attrition I imagine the majority of people left are the ones who enjoyed it wholeheartedly in the first place.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Jherad on January 06, 2009, 01:31:43 PM
I find that warhammer does hold vast potential, just not exactly realized at this point.

A few MMOs back, I told myself that if I find myself using words like 'potential' to describe a MMO, I should give up on it. It took AoC to really drive that home. If the potential isn't being realised by launch, it probably won't. Ever.


Title: Re: Patches 1.1a-d Have Arrived
Post by: UnSub on January 06, 2009, 05:53:39 PM
I find that warhammer does hold vast potential, just not exactly realized at this point.

A few MMOs back, I told myself that if I find myself using words like 'potential' to describe a MMO, I should give up on it. It took AoC to really drive that home. If the potential isn't being realised by launch, it probably won't. Ever.

I think this is unfair - MMOs can improve dramatically over time as new systems are brought in and other things altered. I intend to play AoC (as well as a whole heap of other MMOs when they offer free trials) to see if I enjoy them.

Launch is really the worst time to play a MMO - you get an audience full of players who are the hardcore grinders of MMOs, systems that haven't had large-scale testing (even open betas aren't generally large enough to properly battle test a system) and you face a future of some pretty harsh patching. The only reason to buy a MMO at launch is either 1) you have a compulsion to be in on the ground floor or 2) you believe in what the studio is trying to do. Otherwise, waiting to see what changes are made and trying it out several months post-launch is actually a smarter move.


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on January 06, 2009, 06:25:19 PM
Hahah fun is fun. But sometimes you'd like to see some progression, but seeing as how the Fortress is just unplayable at the moment, I decided it's not worth subbing for. The guild I left turned into some sort of hardcore WoW raider with silly plans like getting 4 grps of active raiders every weeknights because RVR turned into a Zerg v Zerg affair that doesn't really take much coordination except hitting that mass AoE button at the right time and dps all the way.



Title: Re: Patches 1.1a-d Have Arrived
Post by: Bandit on January 06, 2009, 06:31:37 PM
Launch is really the worst time to play a MMO - you get an audience full of players who are the hardcore grinders of MMOs, systems that haven't had large-scale testing (even open betas aren't generally large enough to properly battle test a system) and you face a future of some pretty harsh patching.

Yes, pretty much my philosophy as well.  I never play an MMO at launch anymore.  I played EQ2 about a year into it, and loved it, and ended up playing for over a year.  I pretty much did the same with LOTRO.  We all know 99% of games are rushed out at release, most need time to mature.  Unfortunately, people move on quickly because of initial disappointment - which is fair.  I am surprised I even subbed this early into Warhammer.  Obviously the game has problems, but I am hopeful.


Title: Re: Patches 1.1a-d Have Arrived
Post by: UnSub on January 06, 2009, 10:14:52 PM
At this point, the only MMO I intend to play at launch is ChampO. If I get into some other alphas / betas, more could be added to this list.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Ratman_tf on January 06, 2009, 10:16:11 PM
I find that warhammer does hold vast potential, just not exactly realized at this point.

A few MMOs back, I told myself that if I find myself using words like 'potential' to describe a MMO, I should give up on it. It took AoC to really drive that home. If the potential isn't being realised by launch, it probably won't. Ever.

I think this is unfair - MMOs can improve dramatically over time as new systems are brought in and other things altered. I intend to play AoC (as well as a whole heap of other MMOs when they offer free trials) to see if I enjoy them.

I tend to agree with him. WoW isn't dramatically different from when it launched. It has more bells and whistles, and is more streamlined, but that's it.

Anarchy Online... Ultima Onlin... Everquest... all the lot of 'em. Tabula Rasa... Dark Age of Camelot... I can't think of a single MMOG that has lived up to it's "potential", or even been able to get a consistent description of what exactly "potential" is, or why it's going to make a certain game great.

Generally, I see the word Potential as meaning, "It's shit, but we shipped it anyway.".  :oh_i_see:


Title: Re: Patches 1.1a-d Have Arrived
Post by: Jherad on January 07, 2009, 02:50:42 AM
I certainly didn't mean that MMOs can't get better, or more polished. Just that when you're making the 'stay or go' decision, if you're thinking in terms of all the cool things that might be possible down the road when X gets implemented, or when the playerbase starts doing Y, then you're in for disappointment.

Mechanics will largely remain unchanged, and the playerbase matures onto paths of least resistance, not new interesting avenues of play.

I meant it as more a kind of personal 'don't expect too much' defense, than a rule of the interwebs though. What you see in the first month will be what you see in 6 months to a year - perhaps with bugfixes and streamlined gameplay, but largely similar overall.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Shatter on January 07, 2009, 04:58:11 AM
Its nice to see some intelligent conversation here for a change.  I agree with most here, I've played MMO's over 10 years and over the last 4 years much has changed IMO.  When EQ1 brought out an xpac we EXPECTED delays, bugs, problems, etc etc as that was standard.  I remember going 2 days off of one EQ1 x-pac because they had to keep taking servers down.  This was the nature of the MMO world and that stayed true with most games until WOW came out.  WOW didn't have a perfect launch either but it was far better then what we saw with SOE and EQ1, SWG, etc.  Now, 4 years after WOW and the significantly higher number of MMO players(thanks to WOW) people expect a more polished product.  This is how it SHOULD of been back in 1999 but SOE set the bar very low.  In today's MMO market if your product isn't ready at launch you will fail, reference AOC, VG, Tabula Rasa, EQ2, SWG and I unfortunately have to add Warhammer into that group.  Many of these games improved over time, AOC, EQ2, even Warhammer is better in the few months its been out but you dont get to give birth to the same baby twice.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 07, 2009, 05:04:26 AM
Well, I am sure we will see some miracle message from Mark and company in the next days (you would hope) or at least next week promising all these delightful changes so folks hold on for dear life until then. I am sure the message will be filled with 'WAR numbers have increased over the holidays, servers are more stable, lagbeasts have been slain', etc... typical PR bullshit. Too bad most of the gamers, even the fanbois, see through that shit these days. Whether they want to believe it or not is up to them, they know PR spin when they see it. Even some of the diehard fanbois from the VN boards have started cutting back on their propaganda (which is actually sad to see, they were pretty funny to watch flail around).

RUMINT is that Origins was pulled (still trying to verify that it was said at a road trip/round table), despite the fact when you login to DAOC it has "Origins" on the top of the login talking about the "new server type". <shrug>


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 07, 2009, 08:10:34 AM
Its nice to see some intelligent conversation here for a change. 

If you had bothered to look at posts from the past, you would have found many like the one you just made... some from several years ago. 

We all love games here.  We just aren't willing to praise something that doesn't deserve praise.  WAR did a few things right, but they were greatly overshadowed by the number of missed opportunities.  It was even more disappointing when you consider the advances Mark had made in DAoC. 

Intelligent conversation has been here as long as I have.  Just because a thread doesn't agree with you, doesn't mean that there isn't something of value to be found in it. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 07, 2009, 12:19:08 PM
I am sure the message will be filled with 'WAR numbers have increased over the holidays, servers are more stable, lagbeasts have been slain', etc... typical PR bullshit.

I might have lost count but I think they just killed their 53rd server, two days ago (http://herald.warhammeronline.com/warherald/NewsArticle.war?id=559).


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 07, 2009, 12:44:04 PM
If that's Hochland, then yes. The exact number eludes me (I thought it was in the mid 30s?). For open PvP ruleset that means that what started as 7 servers, is down to 2. For RP servers what started as 5 is down to 2 as well. Won't be long before each of those rulesets is down to 1 server a piece and they have to merge the open PvP/RP server into either of those two rulesets, probably open PvP. What was 36 Core servers is now down to 11 I believe, probably trim that a little more by the end of January.

All in all (rounding up a little for one ruleset and a little down for another) you had about a 1 in 3 shot of picking a server that is still around now, three months after the game got released, whew... That math any way you slice it is not good for a game. That doesnt include the fact that many folks picked a new destination server only to be told to move again. Some folks have moved three times already.

I don't know how they can spin that in a better light, but I am sure they will find a way.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 07, 2009, 12:52:26 PM
I double checked, if you include the EU it's 53 I believe.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bandit on January 07, 2009, 01:18:14 PM
Those are not server shutdowns and mergers, they are free character transfers to pre-determined servers.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Typhon on January 07, 2009, 02:20:54 PM
[...]Intelligent conversation has been here as long as I have.  [...]

Dude, get over  yourself!    ...   (giggle!)


Title: Re: Patches 1.1a-d Have Arrived
Post by: Tarami on January 07, 2009, 02:34:28 PM
[...]Intelligent conversation has been here as long as I have.  [...]
Dude, get over  yourself!    ...   (giggle!)
What. The. Fuck. Way to tickle all my peevees. Well done.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 07, 2009, 04:41:28 PM
http://herald.warhammeronline.com/warherald/NewsArticle.war?id=564

Mythic's 'fix' for fortress raids:

We will be implementing a hard cap on the total number of players that are able to occupy the Fortress area during a siege. The purpose of this change is twofold: to improve server stability, and allow even more players to participate in, and benefit from, capital city sieges.
When the Fortress population reaches certain population thresholds, players who are attempting to enter the area of the besieged Fortress that are Rank 35 and below will be teleported to the warcamp for the region they are in. When the next area population threshold has been met, players that are Rank 37 and below will be teleported to the warcamp. The final population threshold applies to players that are Rank 39 and below. Once the total population cap has been met for the area surrounding the Fortress, all players that attempt to enter the area will be teleported back to the region’s warcamp.



Yet, according to Andy_Mythic:
Quote from: Andy_Mythic
Most sieges that we've seen in the last 3 weeks have not exceeded the cap we have implemented. [face_love]


Title: Re: Patches 1.1a-d Have Arrived
Post by: Ingmar on January 07, 2009, 04:44:22 PM
So, they're going to 'allow even more players to participate' by allowing less players to participate?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 07, 2009, 05:10:18 PM
Wow... just wow.  "Our engine can't handle the situation we had hoped for so this is the best work-around we could come up with on a shoestring budget."

BAIL BAIL!   


Title: Re: Patches 1.1a-d Have Arrived
Post by: Hindenburg on January 07, 2009, 05:25:55 PM
Ahm, why don't they just instance the forts?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Fraeg on January 07, 2009, 05:26:05 PM
So, they're going to 'allow even more players to participate' by allowing less players to participate?

yeah that was some tasty verbage on their statement.

I can remember the moment and the subsequent wave of nausea that washed over me when i read they would re-use Daoc's engine.  I imagine they saved a lot of money by doing that, and it sure as hell shows.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 07, 2009, 05:39:14 PM
Those are not server shutdowns and mergers, they are free character transfers to pre-determined servers.

I can't tell if you are being sarcastic or not heh... unfortunately, when they ask everyone kindly to leave a server and head to a new one that is effectively a server shutdown put more politely then saying "get the fuck off the server before we make you get the fuck off".

So, they're going to 'allow even more players to participate' by allowing less players to participate?

Hilarious. And what do they intend to do when people's groups get split because half of their warband isnt the required level cap? Haha. Well played Mythic!! I know my guildies not quite 40 will love to be told that they can go fly a fucking kite while I try to defend the Fort. Imagine if all your healers were sub 35 because no one else was on?


Title: Re: Patches 1.1a-d Have Arrived
Post by: UnSub on January 07, 2009, 06:00:39 PM
Green is for sarcasm, Bis. We use it so much around here it needed its own colour to avoid people falling into the sarchasm.

EDIT: Oh yeah, the announcement: WAR is everywhere, but please don't all go at once.

This means, of course, that large scale battles will see players pop out of existence. You know what would be hilarious? If the population cap wasn't done on a per side basis. Which would mean the large side could cause members of the smaller side to pop out to the warcamp if they were below a certain level, making the smaller side's job even harder.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 07, 2009, 06:14:50 PM
Gotcha, tks UnSub... still kinda new to the overall forum.

I just finished reading the whole write up for their whole Fortress changes and wow, sooo ass backwards. Totally against almost everything that realm versus realm combat is supposed to support and for what? Because they can't find a better solution to the Forts crashing so they have to start limiting people by level? Jeez.

I am so glad I don't play this game anymore. I would feel ashamed to have to tell my friends lower then the cap yet still in T4 who helped lock a zone that they can go fly a fucking kite because a whole group of 40s logged in to take their spot in a Fort siege. Fucking ludicrous.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 07, 2009, 08:17:54 PM
So, they're going to 'allow even more players to participate' by allowing less players to participate?
If the zone crashes or is unplayable under normal circumstance, then technically more people get to participate if they're capable of some sort of action.

Of course if things are going belly-up before they reach those caps, I'm not sure how it works.  There's probably some other little twist of words to accomplish that.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ashrik on January 07, 2009, 08:52:11 PM
ohohoh dudes I'm 106 xp away from dinging rank 40, what should I do to put me over the edge?

Edit: KEKEKEKEKEKEKE


Title: Re: Patches 1.1a-d Have Arrived
Post by: schild on January 07, 2009, 09:16:59 PM
Unsubscribe with 1exp left to go. And write in the "why" form that you just couldn't be bothered to grind that last 1 out. You can probably do it on low level mobs (get to 1xp left that is).


Title: Re: Patches 1.1a-d Have Arrived
Post by: ashrik on January 07, 2009, 10:17:39 PM
I ganked some Archmage around lvl 30

I'm almost embarrassed at the amount of high pitched squeeling one could hear from my bed chambers

almost


Title: Re: Patches 1.1a-d Have Arrived
Post by: schild on January 07, 2009, 11:04:24 PM
Doesn't really matter what you did. You're still subscribed. You've not chosen to make a point with your wallet, but rather complain on a forum and continue playing. The exact opposite of being part of the solution.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ashrik on January 07, 2009, 11:32:30 PM
My last few posts in this subforum have been about how I've been enjoying the game despite the grind.
Perhaps you have me confused with another malcontent?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 08, 2009, 01:35:30 AM
WAR is everywhere, but please don't all go at once.

I like that.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 08, 2009, 01:58:34 AM
I double checked, if you include the EU it's 53 I believe.

Just noticed they killed EU server Alarielle on the 22nd of December (http://www.war-europe.com/#/newsarchives/?id_news=en319&lang=en), so total now at 54.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 08, 2009, 05:14:51 AM
Whew, that's a massive amount of servers.

I havent checked the VN yet, but I am still wondering if they are going to split groups and lock folks out, kicking them to a warcamp if the queue is filled. Say you're group has a kick ass Healer. Your entire group makes it into the Fort and then blamo, that Healer is locked out. How awesome would that be to get wtfzerged, killed, then booted out because you didnt get rezzed by that Healer sitting at the warcamp?

This whole idea is so fucking stupid it's unreal. These people really are idiots and taking a giant step backwards in promoting a gaming community to keep their shitty product afloat.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 08, 2009, 05:38:58 AM
I thought this was funny (http://www.warhammeralliance.com/forums/showthread.php?p=3189418#post3189418).

Quote from: Andy_Mythic
Quote from: Rufioisdaboss
 
I can see myself getting really angry if I make it to the fortress just to be ported back to the warcamp.

Scenario: I die (it could happen) and am ported back to the warcamp. I run to the fortress just to be ported back to the warcamp. Shouldn't there be some sort of queue, if you insist on porting people, so that there isn't a constant stream running from the warcamp to the fortress hoping that they are not ported when they get there?

Rufio, that's an excellent suggestion and one that I will pass along to the devs.

I'm not sure how feasible it is from a coding standpoint, but it's a good idea nonetheless.

If they can't put a queue in, starting in the warcamp, maybe they could replace the road from warcamp to the fortress with a massive wheel.  Maybe add influence rewards and an exp bar for time spent running in the wheel.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 08, 2009, 05:46:02 AM
This train wreck is just getting too fascinating to stop watching. End of January numbers are going to be so full of awesome.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Jherad on January 08, 2009, 06:50:52 AM
The ride from the warcamp to the fort is actually a pretty frickin long way - if you have no idea whether you're going to be ported back until you get there, how many people will just stop bothering, then write off the entire endgame (assuming they hadn't already)?

This is like fixing a leak with an axe.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ghost on January 08, 2009, 07:43:14 AM
I thought this was funny (http://www.warhammeralliance.com/forums/showthread.php?p=3189418#post3189418).

Quote from: Andy_Mythic
Quote from: Rufioisdaboss
 
I can see myself getting really angry if I make it to the fortress just to be ported back to the warcamp.

Scenario: I die (it could happen) and am ported back to the warcamp. I run to the fortress just to be ported back to the warcamp. Shouldn't there be some sort of queue, if you insist on porting people, so that there isn't a constant stream running from the warcamp to the fortress hoping that they are not ported when they get there?

Rufio, that's an excellent suggestion and one that I will pass along to the devs.

I'm not sure how feasible it is from a coding standpoint, but it's a good idea nonetheless.

If they can't put a queue in, starting in the warcamp, maybe they could replace the road from warcamp to the fortress with a massive wheel.  Maybe add influence rewards and an exp bar for time spent running in the wheel.


Tha winnah!


Title: Re: Patches 1.1a-d Have Arrived
Post by: ashrik on January 08, 2009, 07:47:08 AM
heh that's a uniquely shitty idea


Title: Re: Patches 1.1a-d Have Arrived
Post by: fuser on January 08, 2009, 08:19:28 AM
Quote from: http://herald.warhammeronline.com/warherald/NewsArticle.war?id=565
After monitoring the Fortress population changes we implemented on several North American servers yesterday, we are happy to say that none of the servers experienced Fortress siege crashes. We are also pushing this change live to all servers during today's update.

What's the real hard # of players for a fort?


Title: Re: Patches 1.1a-d Have Arrived
Post by: HaemishM on January 08, 2009, 08:33:41 AM
Ahm, why don't they just instance the forts?

Because that would be completely admitting failure. Oh, and they'd have to figure out how to link the efforts of one instance with those of another so that you'd flip the fortress control based on total aggregate instance victory as opposed to just having one fortress fall. Which would essentially kill their "immersive world."

Of course, it's real immersive to be knee deep in RVR then get sent to the kid's table because you aren't tall enough to ride the RVRcoaster.

Fucking clownshoes.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ghost on January 08, 2009, 08:52:08 AM
Quote from: http://herald.warhammeronline.com/warherald/NewsArticle.war?id=565
After monitoring the Fortress population changes we implemented on several North American servers yesterday, we are happy to say that none of the servers experienced Fortress siege crashes. We are also pushing this change live to all servers during today's update.

What's the real hard # of players for a fort?

Hmm.  And I didn't experience any episodes of Dick Clark stalking my house with a machine gun.  If no one was trying to take the fortresses it doesn't matter. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Der Helm on January 08, 2009, 11:39:17 AM
Quote from: http://herald.warhammeronline.com/warherald/NewsArticle.war?id=565
After monitoring the Fortress population changes we implemented on several North American servers yesterday, we are happy to say that none of the servers experienced Fortress siege crashes. We are also pushing this change live to all servers during today's update.
Where there any "Fortress sieges" ?


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 08, 2009, 12:35:18 PM
http://www.youtube.com/watch?v=tiv0Pw7-CEM

Sorry, but they both sound like total douches. "We're working really hard! But when you put lots of people in the same area it makes the server crash."

Sounds like a whiney twat who's only excuse is "its hard"


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 08, 2009, 12:42:03 PM
I have a feeling that crashes caused by "lots of people on the screen at the same time" will become less of an issue in the next month or two... just not because server stability was fixed. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 08, 2009, 12:54:12 PM
How bad does Mythic want to instance their fortresses while using the closed down/empty servers to run them? I wonder how many times it has been brought up in the 'not-such-a-happy-mood-anymore' dev roundtable meetings at the offices and how many times MJ has slammed his fist on the table screaming "WE WILL NOT INSTANCE ALL OF OUR END GAME!"


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 08, 2009, 12:55:01 PM
doublepost


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 08, 2009, 01:04:00 PM
http://www.youtube.com/watch?v=tiv0Pw7-CEM


That was awesome but for all the wrong reasons.  Nice to know at least one of the devs has finally made it to T4 though.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waylander on January 08, 2009, 01:16:23 PM
We'll see how it all pans out.  I do think its good that low levels will be thrown out. I don't know how many times we've been about to cap the 2nd fort on our server, and destruction floods it with level 15's.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 08, 2009, 01:48:25 PM
Mark poked his head out finally on VN after his month-long binge. link (http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109893364/r109901945/)

Quote from: MarkJacobsEA
Folks,
Also, we are working on creating additional oRvR opportunities for those that are "capped out" to participate in the main fortress battles.

Looks like your idea just might make it in, Arthur!


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 08, 2009, 02:17:06 PM
Nice one.  Here's some a concept link (http://whfb.lexicanum.com/wiki/Skaven_Doomwheel) to help Mythic out.


Title: Re: Patches 1.1a-d Have Arrived
Post by: HaemishM on January 08, 2009, 02:20:39 PM
http://www.youtube.com/watch?v=tiv0Pw7-CEM

Why... the... fuck... do they still let this fucking retard drag designers in front of the camera to explain fuckups? It seriously just looks like public flogging mixed with ego massages. Stop with the amateur hour.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 08, 2009, 04:01:20 PM
Having Jeff Hickman say "I... dont know what to say..." with the defeatist look on his face was just brutal.

Shit, I don't wish people to die in a fire or anything but fuck. Why is Paul allowed to drag even more people in front of the camera and pull this crap?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Soln on January 08, 2009, 04:08:12 PM
Barnett:  "An other day, some dollars... <awkward pause>"


Ouch.  Ya.


Title: Re: Patches 1.1a-d Have Arrived
Post by: slog on January 08, 2009, 04:14:56 PM
I didn't think that one was bad.   The last one was awful though.


Title: Re: Patches 1.1a-d Have Arrived
Post by: UnSub on January 08, 2009, 04:59:17 PM
To state the obvious, but didn't Mythic think that the whole "WAR is everywhere, with huge RvR battles in a massively multiplayer environment" hype they were going for would need a game engine that would allow for such combat to take place?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Fordel on January 08, 2009, 05:23:11 PM
To state the obvious, but didn't Mythic think that the whole "WAR is everywhere, with huge RvR battles in a massively multiplayer environment" hype they were going for would need a game engine that would allow for such combat to take place?


You can't have a top notch game without cutting edge graphics, DUH!


Or whatever.  :awesome_for_real:




Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 08, 2009, 06:59:12 PM
Just read this on the VN boards, someone apparently has already seen these "fixes" first hand and posted what happened:  http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109893364/p12 (second from bottom, Rmedies is the poster)

"/passionate

I just experienced this fix first hand at Shining Way.

I was thrown back to Warcamp with dozens of other level 40 players. It felt, well, rude that I was thrown back to the warcamp. I just can't describe it any other way. It broke up the warbands into those who got inside and those who didn't and threw off coordination with having to reform groups.

There were level 35s in the fortress and other players were cursing at them and commenting about their mothers and ways to die. People were upset and venting on fellow players. My only region comments were to send in feedback.

From how I just witnessed it, this patch is not a comfortable fix. It has created angst with the players, both those participating and those denied. There's no UI to show a counter or if there's a spot in the fortress, we're just to ride from the warcamp over and over and over until we "luckly" get in? Now simply getting into near end game ORvR is a roll of the dice? Come on, really...

Let's come up with something more friendly to all players, please..."

What a clusterfuck.



Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 08, 2009, 07:23:27 PM
Mythic once again shows its mastery of psychology.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Triforcer on January 08, 2009, 07:44:35 PM
Barnett:  "An other day, some dollars... <awkward pause>"


Ouch.  Ya.

I take issue with "some."  "Another" might be more accurate at this point. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: UnSub on January 08, 2009, 08:50:41 PM
Mythic once again shows its mastery of psychology.

Perhaps the truth of WAR is that it is an MvP (Mythic vs Players) title.

Also: this is another fix that went live with minimal testing, isn't it?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Threash on January 08, 2009, 08:54:14 PM
Well we had a fortress siege today and it seemed to work fine.  Server didn't crash, only the lowest levels couldn't make it in for our side (only a few 32's and 33's seemed to get booted to the wc) and the destro zerg was kept to manageable numbers for once allowing us to mount a real defense.


Title: Re: Patches 1.1a-d Have Arrived
Post by: UnSub on January 08, 2009, 10:44:45 PM
That original link didn't work - I found the post on page 20 here (http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109893364/p20).

I agree with the poster who said "goodbye to the last shred of realm cohesion". While the change serves its technical purpose, it only makes those players valid who have hit lvl 40 - everyone else is GTFO.

So, Mythic has solved one issue (even temporarily) by creating at least 3 more - 1) getting booted to the warcamp is no fun, 2) getting booted because you aren't the right level is no fun and 3) it again destroys ORvR and the whole tier rank thing by making level the only thing that counts.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ashrik on January 08, 2009, 11:06:25 PM
YOU DIDN'T DESERVE THAT DEFENSE

WAAAAAAAAAAAAAAAAAAAAARRRRRRRRRR


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 09, 2009, 04:16:07 AM

So, Mythic has solved one issue (even temporarily) by creating at least 3 more - 1) getting booted to the warcamp is no fun, 2) getting booted because you aren't the right level is no fun and 3) it again destroys ORvR and the whole tier rank thing by making level the only thing that counts.

Yes, and what happens when most everyone is 40? You can add 4) Have half your group not get in because they were locked out with the cap

Awesomeness.

Have you guys seen the mess happening on Dark Crag? Hilarious. People getting randomly booted from their guild (graphical error?), Order cannot zone into Altdorf, Destro has Altdorf on farm status... it's all here: http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109906520/p1/?11



Title: Re: Patches 1.1a-d Have Arrived
Post by: Shatter on January 09, 2009, 07:36:08 AM
I like the change, it keeps the lowbies out while the grown ups do the work.  Problem you get when a fortress is being assaulted is you get lowbies from all over coming to watch, basically not helping and causing additional lag.  This is a way to keep that under control, they even said if you were already in the zone and are <40 you can stay.  They are basically stopping a lowbie zerg on a fortress and thats good cause I want level 40's on the assault, not level 31's. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 09, 2009, 07:40:19 AM
I like the change, it keeps the lowbies out while the grown ups do the work.  Problem you get when a fortress is being assaulted is you get lowbies from all over coming to watch, basically not helping and causing additional lag.  This is a way to keep that under control, they even said if you were already in the zone and are <40 you can stay.  They are basically stopping a lowbie zerg on a fortress and thats good cause I want level 40's on the assault, not level 31's. 

YOU MUST BE "THIS" TALL TO RIDE THIS RIDE!

If they didn't want level 31's participating, they could have installed any number of mechanisms to prevent it.  The selling feature of WAR was to be that levels mattered less because the gameplay was broken into four tiers.  Instead the game is devolving into the usual MMO faire where only those that have "earned" the priviledge to play the endgame, get to. 

It's a shitty solution to a problem that was created by a severe lack of forethought.


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on January 09, 2009, 07:57:33 AM
it's a temporary solution. And hardly 'comfortable'. There's no way of knowing if the siege is capped or not. Until you get kicked out. But when most of the players are 40, what then? Highest RR get to stay? I'm afraid they have to slowly instance the whole fortress siege.

I don't mind stepping aside to let people do this crap, because I couldn't give a damn about it. The fortress game sucked dick. It's a glorified keep siege with 3 outer doors and 3 stairs to climb. That's it. Nothing else except it unlocks capital siege if 2 of them are captured.

After that, onto an instance farming for Invader sets in Altdorf, where the RVR champs can reap the rewards of their hard earned war.
Congrats, you beat the game. Continue? 10


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 09, 2009, 07:59:19 AM
Hardcore guild, all players with two accounts, have your low level Order alt log in at the fortress, log main Chaos character in, attack fortress.  1 less defender for every alt bot.

Debuff fortress defender bots replace DAoC buff bots.


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on January 09, 2009, 08:00:45 AM
Hardcore guild, all players with two accounts, have your low level Order alt log in at the fortress, log main Chaos character in, attack fortress.  1 less defender for every alt bot.

Debuff fortress defender bots replace DAoC buff bots.

The lower levels will get kicked out first. But if you're willing to grind to 40. Hell. I duno ? First come first served?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 09, 2009, 08:06:28 AM
I thought the low level kickout was still a bit buggy.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 09, 2009, 09:27:38 AM
I like the change, it keeps the lowbies out while the grown ups do the work.  Problem you get when a fortress is being assaulted is you get lowbies from all over coming to watch, basically not helping and causing additional lag.  This is a way to keep that under control, they even said if you were already in the zone and are <40 you can stay.  They are basically stopping a lowbie zerg on a fortress and thats good cause I want level 40's on the assault, not level 31's. 

Ok, so for the 10th fucking time, what happens when everyone is 40 and "grown up"? Start booting randomly lower RR characters? Good idea! Let the "grown ups" fight it out...

Lowbie zerg, sigh. They paid for the game just like you did. So when you get blocked out of a Fort siege because another level 40 that has a higher RR then you takes your spot (ya know, when everyone is 40 and they have to put in another cap code) then be sure to remember what you said here. (assuming you still play by then)


Title: Re: Patches 1.1a-d Have Arrived
Post by: ghost on January 09, 2009, 09:28:28 AM
I like the change, it keeps the lowbies out while the grown ups do the work.  Problem you get when a fortress is being assaulted is you get lowbies from all over coming to watch, basically not helping and causing additional lag.  This is a way to keep that under control, they even said if you were already in the zone and are <40 you can stay.  They are basically stopping a lowbie zerg on a fortress and thats good cause I want level 40's on the assault, not level 31's. 

YOU MUST BE "THIS" TALL TO RIDE THIS RIDE!

If they didn't want level 31's participating, they could have installed any number of mechanisms to prevent it.  The selling feature of WAR was to be that levels mattered less because the gameplay was broken into four tiers.  Instead the game is devolving into the usual MMO faire where only those that have "earned" the priviledge to play the endgame, get to. 

It's a shitty solution to a problem that was created by a severe lack of forethought.


Clearly by their initial server caps they didn't understand the populations that were necessary to even make their game run correctly.  It is a little staggering how screwed up the mechanics in this game are- with a cool $100 mil you should be able to come up with something that at least runs somewhat correctly on a global mechanistic level. 

Expect to see more of this.  they can't fix the game without essentially instancing the fortresses and, possibly, the keep takes too.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 09, 2009, 09:30:28 AM
Well, I still think the point I made a couple pages ago stands.  This is going to be a mechanic that will cause even more people to cancel their subs.  If you talk to people playing WAR currently, they fall into two factions: those that will stay through anything and those on the fence.  I think sub numbers will drop by another 20-30% in the next month or two due to this, especially as more people approach the level cap.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ghost on January 09, 2009, 10:00:25 AM
I think sub numbers will drop by another 20-30% in the next month or two due to this, especially as more people approach the level cap.

This may be a low estimate. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 09, 2009, 10:06:59 AM
Add more transfers in there too... along with the decreasing number of subs.

I thought I would be surprised if WAR dropped below DAOC, at peak, but that reality is starting to look very plausible.


Title: Re: Patches 1.1a-d Have Arrived
Post by: BitWarrior on January 09, 2009, 10:15:57 AM
November 3, 2008 was the last time Mythic announced subscribers, which was the 800,000 number...and I think we had some debates about that. I didn't follow AoC so I don't know the answer to this question, but if a company has seen a massive drop in subscription numbers, do they ever announce it anymore?


Title: Re: Patches 1.1a-d Have Arrived
Post by: tazelbain on January 09, 2009, 11:14:51 AM
They have never released subs, just registered users.  Which is useless since it includes people who quit.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waylander on January 09, 2009, 11:36:38 AM
I think sub numbers will drop by another 20-30% in the next month or two due to this, especially as more people approach the level cap.

Its pretty boring not being able to push the war to a capital city, and fortresses have been the bottlneck. Now I admit that zone control/VP issues are still bad, and doing all that work to see yourself set back via fortress crashes is very demoralizing.

Honestly they should instance the fortress fights, and make the minimum level 39. Too many times I've seen one side or the other just flood the zone with level 15's (or other lowbies) to force a crash and save their realm.

At this point I'll take any solution that allows fortresses to be captured while keeping out people who have no business being there or no hope of surviving the fight (i.e. anyone below level 39 and no ward gear).


Title: Re: Patches 1.1a-d Have Arrived
Post by: HaemishM on January 09, 2009, 12:11:00 PM
keeping out people who have no business being there or no hope of surviving the fight (i.e. anyone below level 39 and no ward gear).

If this is true and not typical "IAMHARDCOREPK!" bravado, that signals a pretty epic failure in game design. No surprise really.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Shatter on January 09, 2009, 12:29:07 PM
So I heard the sky is falling, any input?  I know there will be cause this is the doom n gloom board!  lol you guys kill me


Title: Re: Patches 1.1a-d Have Arrived
Post by: Fraeg on January 09, 2009, 12:47:22 PM
So I heard the sky is falling, any input?  I know there will be cause this is the doom n gloom board!  lol you guys kill me

ahh but it just may very well be:

"As globe warms, atmosphere may shrink.

With tongues nowhere near their cheeks, British scientists report this month that the sky is actually falling. :awesome_for_real: Radar measurements show that the upper atmosphere has contracted since 1958, matching the predictions of greenhouse warming theory. "

http://www.thefreelibrary.com/As+globe+warms,+atmosphere+may+shrink-a021227591

Humor aside, I think even the most optimistic of people would recognize that Mythic is having serious fucking issues with getting WAR to where they want it to be (and hopefully that is somewhere that the playerbase also wants to be).





Title: Re: Patches 1.1a-d Have Arrived
Post by: Evildrider on January 09, 2009, 01:16:18 PM
keeping out people who have no business being there or no hope of surviving the fight (i.e. anyone below level 39 and no ward gear).

If this is true and not typical "IAMHARDCOREPK!" bravado, that signals a pretty epic failure in game design. No surprise really.

Yes because the other side spamming in chat to get whoever they can to the zone to help crash it is much better then kicking out the underleveled that shouldn't be there.

Also without the required wards you are going to be 1-2 shot in there anyway.


Title: Re: Patches 1.1a-d Have Arrived
Post by: tazelbain on January 09, 2009, 01:20:46 PM
Defending side doesn't need wards or did that change?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Evildrider on January 09, 2009, 01:38:17 PM
Nah defenders don't need wards. 

But you also don't need as many defenders as you do attackers.

Once again though, either side with too many numbers could crash the zone in the old system.  The new system isn't great but its somewhat of a band-aid at least.  They still need to  do more.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 09, 2009, 01:50:04 PM
So I heard the sky is falling, any input?  I know there will be cause this is the doom n gloom board!  lol you guys kill me

You keep saying things like this, but when called on your statements you lack any type of reply.  I'm still waiting for your recommendation of a mature and insightful forum for WAR information. 

If you can't see the problems that WAR is facing you're blind.  EA/Mythic invested 10's of millions in this title with the goal of maintaining 500k + subs for years.  How do you propose to spin their epic failure into a good thing?  We're not doomsayers... we just call it like we see it.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Jherad on January 09, 2009, 02:25:14 PM
From the patcher:

Experience Enhancements - Phase V:
01/9/2009

It's been a while since we've done a round of experience enhancements but with the new year comes some good news for those players working their way through Tier 3 and eager to join their friends in Fortress raids and capital city sieges.

We are pleased to announce the fifth phase of our ongoing experience enhancements. In response to the valuable feedback of many players, we have reduced the required experience needed to attain ranks 20 through 33. As a result, it will now take you less time to advance through Tier 3 and the earliest ranks of Tier 4.

We hope you will enjoy the brisk new pace of advancement, as well the many challenges and rewards that await you in Tier 4!


Title: Re: Patches 1.1a-d Have Arrived
Post by: schild on January 09, 2009, 02:40:11 PM
We'll find out what brisk is soon, I suppose. I don't think their definition falls in line with what I said... in what, September? Maybe it was October.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 09, 2009, 02:41:45 PM
linky (http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109912501/r109912879/)

Quote from: MarkJacobsEA
Quote from: ffxiplaya
Quote from: TuscanSpeed
Yet I could still do nothing but RvR and still level out of the tier before maxing influence. (starting at 22 and staying till 32)

/shrug

Can't really complain about them making it faster, but I don't hardly see how it could have been considered slow.


Hey I agree with ya, I never minded the leveling speed.  But then there are lots of other people that play this game, and they feel T3 is the slowest.  Nothing wrong with making more people happy ;)

Bingo! Couldn't agree more.

Mark

Just quoting because it's funny Mark now agrees that T3 is too slow, still I guess closing 54 servers kinda affects how you see things.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 09, 2009, 02:59:03 PM
Quote
From the patcher:

Experience Enhancements - Phase V:
01/9/2009

It's been a while since we've done a round of experience enhancements but with the new year comes some good news for those players working their way through Tier 3 and eager to join their friends in Fortress raids and capital city sieges.

We are pleased to announce the fifth phase of our ongoing experience enhancements. In response to the valuable feedback of many players, we have reduced the required experience needed to attain ranks 20 through 33. As a result, it will now take you less time to advance through Tier 3 and the earliest ranks of Tier 4.

We hope you will enjoy the brisk new pace of advancement, as well the many challenges and rewards that await you in Tier 4!

They have really learned nothing from DAoC.  This was the norm in DAoC for years... fast leveling from 1-40, slower to level 50.  I don't know why this wasn't the case at release and was dumbfounded when the game launched with a steeper xp curve than beta. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Arthur_Parker on January 09, 2009, 03:18:31 PM
I don't know why this wasn't the case at release and was dumbfounded when the game launched with a steeper xp curve than beta. 

DAoC did that at release too, I think it's old EQ thinking combined with last minute release panic, the idea being slower leveling means more time to form bonds with other players and therefore aids retention.  Doesn't work because, lol Vanguard, players don't want to sit camping and chatting any more, also the more involving play style of WAR scenarios means people rarely chat anyway.

Slower leveling today just increases boredom and kills replay value through alts, which harms retention.  There's also the fact that it's a class based game, players pick a character class while pretty much clueless, if leveling speed puts them off rolling alts then there's less chance of them finding a different class that they might enjoy more.  But even if they fixed it, the gear grind and population problems would still put people of alts, I think there's a real chance EA might pull the plug on this in 18 months or so.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Fordel on January 09, 2009, 04:00:36 PM
You also fuck up any hope of having a quest based leveling system if you arbitrarily double the amount of total XP needed. "Hi I'm level 31 and I've exhausted all the quests in my tier, time to grind  :why_so_serious: "


Title: Re: Patches 1.1a-d Have Arrived
Post by: Modern Angel on January 10, 2009, 06:35:51 AM
So I heard the sky is falling, any input?  I know there will be cause this is the doom n gloom board!  lol you guys kill me

Fuck you.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Raguel on January 10, 2009, 11:19:46 AM
Quote
From the patcher:

Experience Enhancements - Phase V:
01/9/2009

It's been a while since we've done a round of experience enhancements but with the new year comes some good news for those players working their way through Tier 3 and eager to join their friends in Fortress raids and capital city sieges.

We are pleased to announce the fifth phase of our ongoing experience enhancements. In response to the valuable feedback of many players, we have reduced the required experience needed to attain ranks 20 through 33. As a result, it will now take you less time to advance through Tier 3 and the earliest ranks of Tier 4.

We hope you will enjoy the brisk new pace of advancement, as well the many challenges and rewards that await you in Tier 4!

They have really learned nothing from DAoC.  This was the norm in DAoC for years... fast leveling from 1-40, slower to level 50.  I don't know why this wasn't the case at release and was dumbfounded when the game launched with a steeper xp curve than beta. 


It may be poor form to rag on a game one has never played, but before DAoC was released, the selling points IMO were rvr and levels didn't matter. However (1)levels mattered more than even in EQ, (2)the pve grind, while less than EQ, appeared to be worse because their pve was far more dull than EQ's, and (3)OMG who in the world thought crowd control in pvp was a good idea?

Now I read the major gripes with WAR and I get a feeling of deja vu.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 10, 2009, 11:37:53 AM
juicyness (http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109912617/p1/?147)

Quote from: MarkJacobsEA
Folks,

   The first step in improving the oRvR experience of fortress taking went LIVE across all servers last night.  The good news is that there were lots of fortresses captured and defended.  The even better news is that there were no fortress-related crashes last night while these battles raged and were completed by the players.  Performance in these battles was also improved, but still not where we want it to be of course.  While this is a good start, continuing to improve the mechanisms behind these battles remains one of our top priorities now and going forward.  Over the next few weeks, we will be working on a number of initiatives that I can now talk about.

   First, the team will tweak the settings for the Fortress Lords to make sure that their power is in line with the current numbers of players expected to participate in the siege.  Second, the team will continue working on optimizing the code’s performance in large-scale battles so we can increase the population cap over the next few weeks.  Third, the team is looking at additional tweaking of the pop cap to ensure that it is where it needs to be in order to allow these battles to be as well-balanced (from a design perspective) as they can be.  In the end, it is up to the players to decide to defend and/or attack a fortress but it is our job to make sure that the pop cap is set properly to ensure that the maximum number of defenders/attackers that can *choose* to participate is set up so that if the population hits max cap (and assuming that both sides are equally powerful), neither side has an advantage over the other.  Most importantly, the team will also be looking at moving the fortress areas out to their own zones to allow an even a greater of number of players to participate, while also maintaining a high level of performance.  While they are doing that, they will also be looking at ways to enhance the fortress areas to take advantage of having their own dedicated zone.  This might also allow us to get slightly lower-level players into the action, either directly in the fortress sieges, and/or in supporting roles around the main action.  However, we won’t move the sieges into their own zones unless we are sure that we can get either some deign and/or performance improvements by doing so.

  As always, we appreciate your feedback, suggestions, patience, and participation as we continue to work on these issues and initiatives.  What we’ve done so far is only the first step and we have a lot more coming in the next few weeks.

  Oh, and expect a major announcement from us at the end of the month regarding our plans for the next few months and beyond.  It’s going to get even more interesting around these parts soon.[face_thinking]

Mark

Instancing all of the endgame? Oh how warhammer has fallen.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Evildrider on January 10, 2009, 11:44:48 AM
I think they mean that they'll move it from being connected to the T4 Tier.  Make you have to actually zone in instead of just crossing a boundary line.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 10, 2009, 01:32:09 PM
I think they mean that they'll move it from being connected to the T4 Tier.  Make you have to actually zone in instead of just crossing a boundary line.
You mean make it its own zone?  Like... an instance?


Title: Re: Patches 1.1a-d Have Arrived
Post by: trias_e on January 10, 2009, 01:44:42 PM
Zone != Instance.

Maybe they do end up instancing it, but instancing implies multiple identical zones.  MBJ does not seem to be saying this is their plan.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 10, 2009, 04:30:50 PM
It's semantics at this point given they are isolating it and their design supports spawning multiple copies of a zone.  Maybe they haven't set max_instances above 1, but it's so close it's still worth a laugh.


Title: Re: Patches 1.1a-d Have Arrived
Post by: trias_e on January 10, 2009, 06:01:23 PM
It's definitely true that if you have population caps in place, whether it's a separate zone or not, the flexibility and variety of open world gameplay is totally wasted and irrelevent, so you might as well instance it so everyone can play.

That said, if they remove population caps but keep the fortresses in separate zones, I think that would be quite different than instancing.  Was Everquest a series of instances? 


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 10, 2009, 06:47:46 PM
Well, once they move the fortresses to a different zone they'll be able to use all of the 53 dead servers and dedicate them to just the fortress zones.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 10, 2009, 06:58:53 PM
If an area is blocked by an arbitrary delimiter, it's functionally instancing.

Zone only accessible to Party A
Zone only accessible to Raid A
Zone only accessible to First 40 people
Zone only accessible to people with the Item of Access, but otherwise no limits

The first three depend upon some arbitrary selection of people.  No one else can enter.  For all intents and purposes it is a private zone to them, which is what I would define as an instance.

The fourth has a gate mechanism, but otherwise the entire server could pack into it.  I could probably quibble about whether it, too, qualifies, but would let it go with being a "world zone" at that point.  (I wouldn't be arguing about the gate so much as how the game's architecture is designed.  Atlas Park in CoX is a "world zone", yet it is also an instance, even if only one is active.)

It would also behoove them to allow everyone who wants to participate in a Fortress seige to be able to do so in some fashion.  Either their population will fall to the point where it doesn't matter, or they'll need additional copies.  This is the perfect first step towards that.


Title: Re: Patches 1.1a-d Have Arrived
Post by: IainC on January 10, 2009, 07:30:01 PM
An instance is not just a zone with entry requirements, it's a dynamically generated zone that can be replicated for different groups of people to experience separately and in parallel. Putting something behind a loading screen does not make it an instance even if there is some arbitrary limitation on entry.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 10, 2009, 08:05:53 PM
I probably could have added other clarifications to what I said to match what you said, like "Zone only accessible to Party A.  New copy for Party B. Etc."  I'm failing on explaining myself fully, so I'm just going to give up until I'm well enough to catch every little detail someone's going to gripe about.

The game supports instancing and zones.  If it's not able to be instanced, whether they set the limit to 1 or not, I'll eat the box my nyquil came in.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Kail on January 10, 2009, 08:40:09 PM
We'll find out what brisk is soon, I suppose. I don't think their definition falls in line with what I said... in what, September? Maybe it was October.

Seems noticeably faster to me.  XP for level 23 is down about 10%, looks like.  Winning a round of Tor Anroc gives me about 6% xp at 23, and about the same at 26.  So it seems a lot flatter, at any rate, about at the rate of late T2, but it's not like "20 to 30 in a few hours" or anything.


Title: Re: Patches 1.1a-d Have Arrived
Post by: schild on January 10, 2009, 09:01:40 PM
10% is not enough. Also, 20-30 wasn't the problem.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 10, 2009, 10:40:47 PM
20-30 was my problem.  10% definately isn't enough of a boost though.  It needed to double, at least.


Title: Re: Patches 1.1a-d Have Arrived
Post by: schild on January 10, 2009, 10:42:21 PM
Actually, yea, I agree. Things got hairy from around 23 onwards. That's when I started totally grinding Tor Anroc.


Title: Re: Patches 1.1a-d Have Arrived
Post by: BitWarrior on January 10, 2009, 11:30:58 PM
If an area is blocked by an arbitrary delimiter, it's functionally instancing.

Zone only accessible to Party A
Zone only accessible to Raid A
Zone only accessible to First 40 people
Zone only accessible to people with the Item of Access, but otherwise no limits

The first three depend upon some arbitrary selection of people.  No one else can enter.  For all intents and purposes it is a private zone to them, which is what I would define as an instance.

The fourth has a gate mechanism, but otherwise the entire server could pack into it.  I could probably quibble about whether it, too, qualifies, but would let it go with being a "world zone" at that point.  (I wouldn't be arguing about the gate so much as how the game's architecture is designed.  Atlas Park in CoX is a "world zone", yet it is also an instance, even if only one is active.)

It would also behoove them to allow everyone who wants to participate in a Fortress seige to be able to do so in some fashion.  Either their population will fall to the point where it doesn't matter, or they'll need additional copies.  This is the perfect first step towards that.

You're looking at things through your WoW googles. Instancing a Fortress could simply imply that there is a dedicated server to handle the area. You could perform a handshake to allow any spare server (as they do now have many) (also, assume they're taken offline and held only as fortress servers) to handle the event, character data can simply be transferred (as it is in Guild Wars...all the freaking time). Either that or yes, each server gets its own dedicated transparent instancing server as well.

An instance doesn't mean "raid", it also doesn't mean 40, and it doesn't mean there *has* to be multiple parallel instances - that's just how they've been used thus far.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Fordel on January 11, 2009, 01:44:28 AM
Dedicating hardware to a specific zone/area does not make it an instance.



Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 11, 2009, 04:46:57 AM
I'd still be curious if the game engine can handle 300+ players in the same spot even if it's on a server by itself. I understand the issue is that the server chugs with all those people in the same spot but is that because of all the other interactions taking place on the same server or is this going to end up being game engine related?

I think taking the entire end game fight off the server is very daoc-esque (zone into frontiers) and just might work, but I wonder if the engine is still going to be the main problem. Either way, Mark is going to have to hope and pray that it works because if this all boils down to a game engine problem he's fucked. I hope that if they do move the whole end game onto it's own server they don't have to limit the players by level and what not in the future.

I guess time will tell, but they will probably never meet their expectations for this game. That ship sailed 3 months ago after the first set of folks never subbed past their free month. Once they lost the massive amount of players in those first 3 months, those folks were not quitting because of Forts. They were quitting because of a multitude of issues stacked on top of the end game being complete shit.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 11, 2009, 10:30:46 AM
You're looking at things through your WoW googles. Instancing a Fortress could simply imply that there is a dedicated server to handle the area. You could perform a handshake to allow any spare server (as they do now have many) (also, assume they're taken offline and held only as fortress servers) to handle the event, character data can simply be transferred (as it is in Guild Wars...all the freaking time). Either that or yes, each server gets its own dedicated transparent instancing server as well.

An instance doesn't mean "raid", it also doesn't mean 40, and it doesn't mean there *has* to be multiple parallel instances - that's just how they've been used thus far.
Mental Note:  Don't post when extremely sick.  Now I've had this post dissected from two different directions to mean something else entirely.

Iain's correction/clarification was what I was trying to say, more or less.  Instancing means the area can be copied.  It can be on a new server, or the same one.  Where it's hosted doesn't matter.  There can be many copies allowed, or only one (which I've said like three times now).

And I don't have WoW goggles.  I've played maybe four or five months of WoW and that was a year and a half ago at least.  I've put more time into a ton of other games.  You also missed my example using parties and 40 individuals, as well as mentions to CoX which uses instancing similar to GW.  Raids were a single example.  I know exactly how instancing works, I'm simply failing to explain why the new WAR fortress zone more than likely is instancable, and somehow dragging us on a tangent about what instancing is, when I was trying to answer the question posed about where the Fortress raids could be instanced.


Title: Re: Patches 1.1a-d Have Arrived
Post by: eldaec on January 11, 2009, 11:23:17 AM
Instance = multiple copies of the same zone created on demand so that multiple raids can play the same content without tripping over each other.

Zone = not that.


This is moving a zone border and only allowing X people into that zone. It is no more instancing than separated pve realms were instancing in daoc.

It is still a classic example of epic fail.


Title: Re: Patches 1.1a-d Have Arrived
Post by: trias_e on January 11, 2009, 11:31:12 AM
If they zone it, fix the performance issues, and make it fun, then it would be fixing the epic fail that they began with however.

If.   :awesome_for_real:


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 11, 2009, 01:52:29 PM
If they zone it, fix the performance issues, and make it fun, then it would be fixing the epic fail that they began with however.

If.   :awesome_for_real:

Agreed, but then they have to worry about the other umpteen things that are wrong. However, this would fix that whole "end game is complete shit" somewhat... maybe...


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 11, 2009, 01:54:07 PM
Well, they still have the issue of contribution being fucked up, raiding cities being fucked up, armor sets being a dumbfuck idea, class balance, scenarios being a shit idea, realm rewards, etc. etc. etc.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Threash on January 11, 2009, 03:27:23 PM
If this isnt a sign of how fucked up this game is then i don't know what to tell you.  Someone already hit rr80, they posted a picture of their tok and they have more monster kills than rvr kills.  Linkage: http://www.warhammeralliance.com/forums/showthread.php?t=232607


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 11, 2009, 03:39:02 PM
Epic RvR!!


Title: Re: Patches 1.1a-d Have Arrived
Post by: Zzulo on January 11, 2009, 03:54:43 PM
He's got more monster kills because he gained ranks by trading BO's and forts with the enemy, rather than you know, fighting anyone.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 11, 2009, 03:58:10 PM
RR80 tome unlock title should be 'the Poopsocker'

and it should be forced on.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 11, 2009, 05:36:35 PM
59  days played in a game that has been out 117 days.  Got rr80 by pve in a game supposed to be pvp centric. 

If this isn't a wake-up call to the Mythic development team, then I don't know what else will do it. 

EDIT: some of the WHA posters frighten me.  I guess the concept of the catass is destined to live on forever.  They sure seem to love this guy's "achievements" over there.


Title: Re: Patches 1.1a-d Have Arrived
Post by: pxib on January 11, 2009, 09:48:08 PM
Quote from: Poopsocker
Q: How did you achieve 80 so "fast".
A: Let me start by saying it sure didn't feel fast!
That's pretty much my WAR experience.


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on January 11, 2009, 11:41:53 PM
59  days played in a game that has been out 117 days.  Got rr80 by pve in a game supposed to be pvp centric. 

If this isn't a wake-up call to the Mythic development team, then I don't know what else will do it. 

EDIT: some of the WHA posters frighten me.  I guess the concept of the catass is destined to live on forever.  They sure seem to love this guy's "achievements" over there.

59  days played in a game that has been out 117 days

Yep, he played too much. honestly. He grinded for it. In my experience, an average person would log only 2-3 hours a day followed with 4-6 on weekends. If they play too hard, they hit a burnout stage where they need to stay logged off for a few days to keep things 'fresh' but obviously this guy is in the 'hardcore' category. 



Title: Re: Patches 1.1a-d Have Arrived
Post by: schild on January 12, 2009, 12:09:12 AM
This guy is beyond hardcore.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Tannhauser on January 12, 2009, 03:25:40 AM
We're gonna need a new title past hardcore.  Also I feel sorry for this guy.  He can't have a job or a girlfriend or any other social life.  He has dedicated 59 super-hardcore days to a shitty game. 

At least he has the honor of being rr80 first with all the validation that brings.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 12, 2009, 04:08:27 AM
So my math may be a little fuzzy but isn't that about 13 hours every day for 117 days online? That's more then a full time job. Leaving him 11 hours of free time every day, throw in 6-8 hours for sleep... whew.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Shatter on January 12, 2009, 04:48:26 AM
We're gonna need a new title past hardcore. 


Thats easy

Title:  Chinese


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 12, 2009, 05:59:00 AM
Yep, he played too much. honestly. He grinded for it.

I could care less how much someone plays.  It's their time.  What I am dumbfounded by that a player could achieve the highest pvp rank by doing pve.  If you want players to enjoy a robust pve experience, make one.  Don't market a game as being pvp-centric and then encourage your players to grind pve. 

This reminds me of the addition of rp missions in DAoC with NF.  At least back then they were implemented a bit more thoughtfully. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Threash on January 12, 2009, 06:06:33 AM
To be honest i seriously doubt his claims that he did it alone.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 12, 2009, 06:11:12 AM
To be honest i seriously doubt his claims that he did it alone.

I'd be happy to learn that he did it alone.  That would at least demonstrate that the game was somewhat solo friendly. 

I'm more interested by the fact that he got the rank killing more mobs than players.  It's a sign that keep swapping is far easier than the developers had previously thought.  It also shows that players are far more interested in grinding to a goal than they are enjoying the mechanics of WAR.  Far less of a surprise given the history of MMO's. 



Title: Re: Patches 1.1a-d Have Arrived
Post by: Special J on January 12, 2009, 06:48:09 AM
I think he means 'alone' as in the only person who logged into the account. 

And yes, while he's a poopsocker of the highest order, I find it difficult to believe it was 100% one person.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Threash on January 12, 2009, 06:56:24 AM
To be honest i seriously doubt his claims that he did it alone.

I'd be happy to learn that he did it alone.  That would at least demonstrate that the game was somewhat solo friendly. 

I'm more interested by the fact that he got the rank killing more mobs than players.  It's a sign that keep swapping is far easier than the developers had previously thought.  It also shows that players are far more interested in grinding to a goal than they are enjoying the mechanics of WAR.  Far less of a surprise given the history of MMO's. 



By alone i meant without a crew playing the same character around the clock, not by himself in the actual game world.  You could solo queue for scenariors but it wouldn't work very effectively in rvr, you need at least a few people to even take a BO.  Swapping is definitely far easier for gaining rank than anything else, my guild had half a warband last night looking for a fight and we got lucky and found an equal number of destro in a different zone while the zerg tried to cap dragonwake, it was about 30 mins of constant back and forth fighting and my rr bar barely moved.  After about 5 mins every kill starts giving you half what it did before and by the end you are getting nothing at all.


Title: Re: Patches 1.1a-d Have Arrived
Post by: raydeen on January 12, 2009, 07:17:51 AM
Q: What do you get for being RR80?
A: 1 Renown point, 1 Passive ability

 :ye_gods:

whee.


Title: Re: Patches 1.1a-d Have Arrived
Post by: fuser on January 12, 2009, 07:22:59 AM
Q: What do you get for being RR80?
A: 1 Renown point, 1 Passive ability

 :ye_gods:

whee.

Nah, http://img407.imageshack.us/img407/702/slototh67gf4.jpg (http://img407.imageshack.us/img407/702/slototh67gf4.jpg), current renown -2147483648%



Title: Re: Patches 1.1a-d Have Arrived
Post by: Hindenburg on January 12, 2009, 07:37:31 AM
And +20% on pvp damage. Clearly a completely balanced perk.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 12, 2009, 08:23:50 AM
And +20% on pvp damage. Clearly a completely balanced perk.

Please tell me this is a joke.  If you get a 20% damage adjustment, then Mythic really has learned nothing.  It's just going to create another environment of gank groups dominating gameplay until your subscriber base is nothing but gank groups. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 12, 2009, 08:29:13 AM
It's right, I saw the screenshot. +20% damage

Just wait till those BWs/Sorcs/WEs get a hold of that!! Whew. Doesn't even have an icon since they thought no one would do it that fast, hah.

http://img356.imageshack.us/img356/4300/slototh65cr4.png


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 12, 2009, 08:34:12 AM
It's right, I saw the screenshot. +20% damage

Anyone that saw the disparity that having all the relics caused in DAoC will know how stupid an idea this is.  Christ, this is worse than history repeating itself. 

Wow... just wow.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 12, 2009, 08:41:28 AM
Nebu, get out of my head. I said the exact same thing. "Oh great, that guy just got both power relics" Awesome job. Now everyone will grind out the Keeps and BOs quicker to get 20% added damage ALL THE TIME.

I hope we see some Ironbreaker get RR80 and he gets 20% damage reduction to you all the time sort of passive ability. If not, this game is going to turn into a massive frag fest dropping players quicker then Healers can keep them up.

Great job.

But as Paul said here: http://news.bbc.co.uk/2/hi/technology/7804564.stm

"Basically, war is everywhere" Quite a change from his ranting and raving in the past about WAAAAAAAGHHH WAR is everywhere!!! YEEEAAAHH!

Oh and this is a doozy: "I expect to see some large studios go under and some big name titles fail."

Methinks Paul has seen the subscription numbers, haha.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Threash on January 12, 2009, 10:03:23 AM
WTF is someone whos already rr80 gonna do anyways? that guy is 2 days of playing an alt away from a canceled sub.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Shatter on January 12, 2009, 10:19:22 AM
I know this guy doesnt have a job or school to contend with.   People who play a lot in my guild, the highest is RR64 and he has no job or school and basically plays all day practically.  He doesnt even have an alt yet.  As a WH at RR49 I couldnt imagine a +20% dmg bonus cause I F*ck stuff up now lol.  Gimme that bonus and I wont have to try


Title: Re: Patches 1.1a-d Have Arrived
Post by: Threash on January 12, 2009, 10:40:46 AM
I wonder if the bonus is the same for all archetypes.  Maybe tank classes get -20% damage taken and healers +20% healing, which would blow for the ones going for dps.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 12, 2009, 10:43:17 AM
I wonder if the bonus is the same for all archetypes.  Maybe tank classes get -20% damage taken and healers +20% healing, which would blow for the ones going for dps.

Awesome.  Tanks taking 20% less damage while being healed for 20% more. 

"Hey Phil, what can we give players to make them feel like gods while simultaneously pissing off their opponents?  I know... let's use the old relic system!"


Title: Re: Patches 1.1a-d Have Arrived
Post by: Hindenburg on January 12, 2009, 10:52:17 AM
Because, clearly, giving them "better" PVP armor, more carrer points, and extra tactics simply wasn't enough.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 12, 2009, 01:48:25 PM
According to people on his server, the guy is a total douchebag. He constantly runs from all fights, bans people/guilds from his PvE warband if they suggest/fight other players, etc.

He also MADE A THREAD ABOUT HIMSELF GETTING RR80 AND ADDED A FAQ. How full of yourself do you have to be?

This is a hilarious disaster for humanity/warhammer. There are people in this world willing to devote 12 hours a day for 4 months playing a dogshit terrible game. Warhammer, on the other hand, is so bad that it only takes 4 months of PvEing keep doors and NPCs to get the highest PLAYER VS PLAYER rank. And didn't mythic 'claim' it would take at least 2 y ears to get RR80?


Title: Re: Patches 1.1a-d Have Arrived
Post by: BitWarrior on January 12, 2009, 05:06:08 PM
According to people on his server, the guy is a total douchebag. He constantly runs from all fights, bans people/guilds from his PvE warband if they suggest/fight other players, etc.

He also MADE A THREAD ABOUT HIMSELF GETTING RR80 AND ADDED A FAQ. How full of yourself do you have to be?

This is a hilarious disaster for humanity/warhammer. There are people in this world willing to devote 12 hours a day for 4 months playing a dogshit terrible game. Warhammer, on the other hand, is so bad that it only takes 4 months of PvEing keep doors and NPCs to get the highest PLAYER VS PLAYER rank. And didn't mythic 'claim' it would take at least 2 y ears to get RR80?

Very subjective. Yes, he made a thread about getting RR80. He's a world first, it's certainly an achievement, I see nothing wrong about this. Guilds post "World First" kills all the time; do you complain about that, too? He posted a FAQ as people, quite predictably mind you, had questions. I'm sure many of these questions were asked frequently. Thus, frequently asked questions. *Astound*

This isn't a disaster for humanity nor Warhammer, unless you are only saying that to sensationalize. It is neither here nor there, it simply "is". He wanted to play 12 hours a day for 4 months, fine, he did. There are many WoW players who have done the same and, quite obviously, it was never bad for the game. The fact that he did a lot of PvE'ing to get the highest PvP rank is ironic, although understandable given the current nature of PvP in Warhammer.

Regarding it taking around 2 years, you're really putting the blinders on here. 59 days played, 1416 hours invested. Assuming an "average" of 3 hours per day of play, this would take an "average" person 472 days to finish, or 1.3 years, but that's assuming 7 days a week. Assuming the "average" player will player perhaps 3 hours a day for perhaps 6 days a week, it would take roughly 79 weeks to finish, or roughly 1.5 years. Additionally, as you said he played in such a way to maximize his RR gain. An average player wouldn't be doing that, and thus the 2 year mark seems, quite honestly, right on the money.

Obviously, you don't like the game. I dropped the game 3 weeks after I bought it and haven't looked back. However, to sensationalize non-events like this and hail it as doom and gloom only serves to diminish the collective argument.


Title: Re: Patches 1.1a-d Have Arrived
Post by: UnSub on January 12, 2009, 06:09:06 PM
And didn't mythic 'claim' it would take at least 2 y ears to get RR80?

Clearly they weren't ready for it, since NO ICON AVAILABLE.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 13, 2009, 03:47:59 AM
I wonder if he got a statue?  :awesome_for_real:


Title: Re: Patches 1.1a-d Have Arrived
Post by: Shatter on January 13, 2009, 05:09:30 AM
"Obviously, you don't like the game. I dropped the game 3 weeks after I bought it and haven't looked back. However, to sensationalize non-events like this and hail it as doom and gloom only serves to diminish the collective argument."


Well said.   This is exactly what people on this forum do.  Everything Warhammer is bad bad bad!  Its sad that some people here actually take their own time to look up stuff just so they can type up something negative about Warhammer, its like they are obsessed with wanting it to fail.  If you come here daily its the same people bashing over and over like an autistic kid beating himself over the head with a breadloaf. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 13, 2009, 05:30:06 AM
I think if anything it's more like people sitting at a bar drinking and talking about the game candidly. VN boards are chock full of fanbois who would love nothing more then to eat the table scraps from Mark. This forum closely mirrors the conversations that I have at home and at work with my friends about WAR and about other games in general.

That's why I come here. How about you?



Title: Re: Patches 1.1a-d Have Arrived
Post by: Special J on January 13, 2009, 06:40:55 AM
Sooo, in a few months, in Tier IV you'll need to fill a massive poopsock to stand a chance at PvP?  Am I interpreting that right?

Well said.   This is exactly what people on this forum do.  Everything Warhammer is bad bad bad!  Its sad that some people here actually take their own time to look up stuff just so they can type up something negative about Warhammer, its like they are obsessed with wanting it to fail.  If you come here daily its the same people bashing over and over like an autistic kid beating himself over the head with a breadloaf. 

If you like like, there's VN Boards, or Warhammer Alliance.  Everything is awesome there.


Title: Re: Patches 1.1a-d Have Arrived
Post by: HaemishM on January 13, 2009, 06:45:36 AM
Well said.   This is exactly what people on this forum do.  Everything Warhammer is bad bad bad!  Its sad that some people here actually take their own time to look up stuff just so they can type up something negative about Warhammer, its like they are obsessed with wanting it to fail.  If you come here daily its the same people bashing over and over like an autistic kid beating himself over the head with a breadloaf. 

Hmmm. Based on your posts, it would seem you only post in this Warhammer Online board, telling me you know fuckall about this board and community as a whole, and are only judging it based on what you read here. Perhaps you are just a cockgobbling Mythic fanbois, or just so invested in this game not collapsing on its own failures that you cannot see valid criticisms of some really poor decision-making. How can you judge this board if you don't even partake of the other discussions on the board? You obviously want to criticize this community for their, to your mind, unwarranted criticisms of Warhammer, and yet you are ignorant of the rest of the board.

Or in other words, continue to choke on Jacobs' cock just so we want have to hear you talk about how this game is the bestest ever and we are just negative Nancies who just want the game to fail.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Jherad on January 13, 2009, 07:03:02 AM
Well said.   This is exactly what people on this forum do.  Everything Warhammer is bad bad bad!  Its sad that some people here actually take their own time to look up stuff just so they can type up something negative about Warhammer, its like they are obsessed with wanting it to fail.  If you come here daily its the same people bashing over and over like an autistic kid beating himself over the head with a breadloaf. 

Why do you come here? No, seriously - why? Post something, and expect to get argued with. If you can't take that, you're seriously in the wrong place. If you think people are wrong, call them out on it - just expect to be asked to back up your statements with a cogent argument, or you run the risk of being ripped apart. Nobody says you can't like Warhammer.

Edit: And yeah, shitting on this forum community is just going to get you torn up, whatever your 'argument'.


Title: Re: Patches 1.1a-d Have Arrived
Post by: fuser on January 13, 2009, 07:06:02 AM
Its sad that some people here actually take their own time to look up stuff just so they can type up something negative about Warhammer, its like they are obsessed with wanting it to fail. 

Research is bad!


Title: Re: Patches 1.1a-d Have Arrived
Post by: Goreschach on January 13, 2009, 07:12:54 AM
There needs to be some kind of doubleplus graveyard for this subforum to be sent to.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Jherad on January 13, 2009, 07:48:35 AM
And miss the fun discussion of Paul Barnett's next youtube video? Philistine.

There's still life in the donkey. Heck, they might even fix it up.

Speaking of which - that XP requirement tweak. Noticeable, but not nearly enough. I'm messing around with alts while I wait for my better half to get bored, and tier 3 still requires trips to multiple racial pairings in order to advance through quests and whatever scenarios pop. I'm one of those weird freaks who actually reads the quest text, and that's a complete immersion killer.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Soulflame on January 13, 2009, 08:26:01 AM
I wondered how long you people were going to cut that astroturfing douchebag some slack.  You people have gotten soft.


Title: Re: Patches 1.1a-d Have Arrived
Post by: raydeen on January 13, 2009, 08:29:59 AM
I finally gave up and canceled last night. The breaking point? They still haven't fixed the client stability. I don't dig playing an online game where I get booted every 15 minutes and it takes at least another 3 to 5 to get back in. Now WoW has been a bit of a headache lately (ever since Lich King) with it's disco fever but I can be back in and playing within 30 seconds. I'm not even anywhere near the big 100 v 100 battles (or whatever WAR considers large scale conflict) and I can't even imagine the hell that would be. And the more I read about the grind and such, the less interested I am. Both WAR and Conan had 3 months to hook me in and both failed. They're like this crazy spanish candy I tried once. Sweet tasty mango outside and dog shit tasting chili flavor inside. I'm still trying to figure out if that candy was a joke or not. I'm not to sure about other cultures sometimes.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 13, 2009, 11:58:35 AM
I keep up on the game and research different happenings because its a source of entertainment for me. Its possibly more fun than actually playing the game. Reading about some poopsocker playing 12 hours a day, or Mythic constantly fucking up the end game, or servers crashing nonstop, or a pure random contribution multiplier, or end game dungeons being dogshit terrible, etc.

I, personally, would love to see the game fail and fall flat on its face. In my mind, it deserves it. It started when Mythic pissed on every suggestion/bug fix/tweak I suggested to my darkness bonedancer way back when I beta tested SI in DAoC. I was literally the ONLY beta tester playing the class and yet none of my bug fixes/suggestion/improvement made it in the game, and the class stayed the exact same for years where the darkness line was never specced in. Then it was ToA, Mythic's total fuckup which killed the game for me and pretty much everyone I knew in game. Fast forward to me getting beta for warhammer, testing it for about 8 months, and realizing Mythic still didn't give fuckall about what the beta testers wanted or suggested. Locking threads for 'feedback' on a beta forum is the DUMBEST shit. Follow that up with a release of a... bad... game, followed by me getting banned for variable amounts of time from the game due to me saying 'shit' or other kind-of-bad-but-totally-avoidable-with-the-chat-filter words.

And really, if warhammer fails then maybe other devs will actually innovate and we'll see some new and exciting MMOs instead of the same old boring shit.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Azazel on January 13, 2009, 12:16:50 PM
"Obviously, you don't like the game. I dropped the game 3 weeks after I bought it and haven't looked back. However, to sensationalize non-events like this and hail it as doom and gloom only serves to diminish the collective argument."


Well said.   This is exactly what people on this forum do.  Everything Warhammer is bad bad bad!  Its sad that some people here actually take their own time to look up stuff just so they can type up something negative about Warhammer, its like they are obsessed with wanting it to fail.  If you come here daily its the same people bashing over and over like an autistic kid beating himself over the head with a breadloaf. 

Hi there. Hope you're enjoying f13.

Now fuck off, cunt.



I wondered how long you people were going to cut that astroturfing douchebag some slack.  You people have gotten soft.

"You people" can fuck right off, too. Cunt.



Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 13, 2009, 12:22:10 PM
Mark Jacobs reminds me of I Am Legend.

I can just picture Mark sitting at his desk, all alone, looking at all the empty servers screaming "I CAN STILL FIX THIS!"


Title: Re: Patches 1.1a-d Have Arrived
Post by: Setanta on January 13, 2009, 02:31:09 PM
 This is exactly what people on this forum do.  Everything Warhammer is bad bad bad! 

You can take a shit sandwich, add salad, maybe vary the bread, add a garnish, possibly include a frosty beverage to wash it down, but ultimately you are still eating shit. That is what Mythic are getting you to do.

I still log onto the game now and then and it's still crap. It was fun on release, but its flaws are obvious and it should never have been released in the state it was in.

I doubt anyone here wants the game to fail, but the refreshing thing about this site is the distinct lack of fanboism unless a product is actually good. More to the point, people identify the issues, something Mythic in their arrogance ignore across all of the forums.

Why did you bother posting? Obviously you should be over at VN talking about the positives rather than here trying to convert people who are disillusioned with the game.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 13, 2009, 08:08:28 PM
Two melee dps classes are coming! (http://lagwar.com/home/archives/2184)

Quote
[LW] Can we expect anything big to roll out this week or anytime in the future that you could say? Are lips sealed?

[Andy] I can say we have some big plans coming down the pipe. We’ve got some great things that I’m sure players are going to be very happy about. I wish I could give you some specifics and let you know exactly what they are. I know everybody knows the two melee dps classes are coming up. Definitely keep your eyes peeled on The Herald for announcement regarding that.

Sweet! Two new classes to level up! I'm resubbing ASAP!


Title: Re: Patches 1.1a-d Have Arrived
Post by: Triforcer on January 13, 2009, 09:03:24 PM
Easy enough to predict.  Orc Choppa, of course.

And Dwarven Slayer, which everyone wanted as far back as '06.  The armor system for the Slayer will be magic tattoos. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: ashrik on January 13, 2009, 10:35:56 PM
The Ork Choppa and Dwarf Hammerer. It's just the remaining two cut classes.

(I think the problem with the Slayer being that they're supposed to die in the first big fight immediately after becoming a Slayer or something)


Title: Re: Patches 1.1a-d Have Arrived
Post by: UnSub on January 13, 2009, 11:43:08 PM
I think Slayers are likely to die in their first fights because it is such dangerous work, but if they survive they can become absolute monster slaughter machines.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 14, 2009, 04:17:12 AM
I highly doubt they keep the Hammerer because they eased the restriction of Hammers for Ironbreakers. Slayers can work off some mechanic where the more pissed they get in combat the more damage they take, works for Lore, works for the game, works for those people that want to WAAAAGH then die happy after shredding some poor caster, weeee.

So yes, they throw in two more classes to level up and keep people on retainer so they can keep spending money on developing their overhaul of T4.

Even if they pull out of this tail spin, they will NEVER reach the levels that Mark envisioned to be deemed "successful" in his and many other MMO publishers eyes. WAR flopped HARD it's first quarter. But hey, you can only go up from rock bottom!

Edit: Well the website says the Ironbreaker can use Hammers: Wields an axe or a hammer (also in the fancy dwarfen style) I had heard that they cut one of the two classes, either the Choppah or the Hammerer. Money is on the Hammerer... Slayers are already in the game in NPC form. They already have their starting area fleshed out in the game, T2-3 Dwarf story line takes you by there, AND they were in the Intro CGI promotional film thingie.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 14, 2009, 10:29:41 AM
Well, all the 'players' want slayers, so it is likely that Mythic totally fucks it up yet again and ends up adding a class nobody wants.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 14, 2009, 11:32:11 AM
Very true.

Did you see their latest award btw? Check out second place...  :awesome_for_real:

Linky: http://www.mmorpg.com/gamelist.cfm?feature=2587&game=239&bhcp=1

Hilarious.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 14, 2009, 12:01:42 PM
"None of the Above" is a serious contender. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lakov_Sanite on January 14, 2009, 12:54:17 PM
Quote
MMORPG.com readers have voted and decided that it was the Best New Game of 2008 and because of its closest competition, the very least that you can say is that it’s literally better than nothing.

That needs to go up on the herald.  "Literally better than nothing."


Title: Re: Patches 1.1a-d Have Arrived
Post by: raydeen on January 14, 2009, 02:38:11 PM
Quote
players who had been anxiously waiting for the new RvR offering from Mythic Entertainment were not disappointed as the game came online with few, if any, glaring hitches.

Wait...what? Damn, I don't think I was playing the same game.


Title: Re: Patches 1.1a-d Have Arrived
Post by: HaemishM on January 14, 2009, 02:50:32 PM
Quote
MMORPG.com readers have voted and decided that it was the Best New Game of 2008 and because of its closest competition, the very least that you can say is that it’s literally better than nothing.

That needs to go up on the herald.  "Literally better than nothing."

But only for 33% of the people.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Soln on January 14, 2009, 03:07:04 PM
"None of the Above"  -- #2 for 2008.

Cripes, that's epic. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Tannhauser on January 14, 2009, 03:51:21 PM
So it's better not to game than to play AoC, Pirates, etc.

LOL

This is great!


Title: Re: Patches 1.1a-d Have Arrived
Post by: Jherad on January 14, 2009, 05:12:24 PM
Well, strictly speaking, better not to play that year's MMOs.

I know some just gave up on MMOs for the year and retreated to their singler players and FPSs.

Or went back to WoW/Lotro/Eve. Which weren't on the list.


Title: Re: Patches 1.1a-d Have Arrived
Post by: ashrik on January 14, 2009, 07:02:12 PM
You know, it's weird. I was pretty pissed off at this game 2 days ago. My rank 40 Marauder was effectively locked out from doing content because nothing was dropping on my occasional forays into Bastion Stair, which left Keep Sieges as my own route to getting my PVE resilience.

Of course that shit is still entirely random, as I'm cruelly reminded everyday, and it really really sucked getting 24th-62nd out of 73rd place for the nth time in a row.

Which is why I was so happy when my guild let me come along for a trip to Bilerot and Bloodwrought. The gear in there is a level above anything a Keep Lord would drop and, additionally, the shit drops like I was in the land of milk and honey.

So now I'm happy, I have 3 of 6 parts of my Sentinel set but I just have to wonder- Why was it so much easier to take the PVE route to gearing up? As I junked green bag after green bag from keep PQs I'd like to know these stupid consolation prizes even existed.

And then I said "Oh yeah".


Title: Re: Patches 1.1a-d Have Arrived
Post by: rk47 on January 14, 2009, 07:12:14 PM
that's the issue i had with timed lock-outs for bastion.
That place was easy, and could be farmed non stop if only they had given us no lock-outs. But for some reason they rather limit us to one run every 24 hours, that kinda made guild runs an annoying game of 'Pick me, Pick me!' and ninja grouping has been pretty common till I got sick of it with the stealth tells to book a healer in advance. Basically, the RVR set drops are harder to get and gear customization is kinda shit for RVR.



Title: Re: Patches 1.1a-d Have Arrived
Post by: Sjofn on January 15, 2009, 11:36:03 AM
Speaking of which - that XP requirement tweak. Noticeable, but not nearly enough. I'm messing around with alts while I wait for my better half to get bored, and tier 3 still requires trips to multiple racial pairings in order to advance through quests and whatever scenarios pop. I'm one of those weird freaks who actually reads the quest text, and that's a complete immersion killer.

It's really bad when reading the quest text kills your immersion. :(


Title: Re: Patches 1.1a-d Have Arrived
Post by: Jherad on January 15, 2009, 12:54:56 PM
Yeah yeah, so what I meant to say was that switching racial pairings was the immersion killer, not reading the quest text  :oh_i_see:

Not that the storyline is particularly engrossing.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Sjofn on January 15, 2009, 01:05:15 PM
You're right about switching pairings totally ruining everything, though. And really, not terribly off from the quest text thing, even if unintentionally, as when you switch pairings all the text acts like you belong there and give a shit about, say, dark elves being asshats when you're a dwarf that just wants to get on with dwarfing, etc. If that makes sense at all.

It probably doesn't.  :uhrr:


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 15, 2009, 01:39:05 PM
It makes sense to me, but then I think we've had that discussion before.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Soulflame on January 15, 2009, 03:38:01 PM
I'm not even clear what the difference between dark elves and... whatever the hell the other elves are.  High elves?  One side is a self absorbed bunch of assholes, and the other are a palette shift + even more asshole.  I guess it's a matter of degree.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 15, 2009, 04:24:55 PM
Close.  One side is a bunch of slighted assholes who recognize what they are, the other side are such big assholes they can't figure out why the others are all pissy and are a bunch of wusses on top of it.


Title: Re: Patches 1.1a-d Have Arrived
Post by: IainC on January 15, 2009, 04:34:46 PM
It's also a civil war so some level of similarity is built into the lore.


Title: Re: Patches 1.1a-d Have Arrived
Post by: UnSub on January 15, 2009, 05:47:32 PM
It's a civil war of arisocrats vs military leaders with Chaos on the side of the military leaders.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Delmania on January 15, 2009, 06:17:44 PM
I'm not even clear what the difference between dark elves and... whatever the hell the other elves are.  High elves?  One side is a self absorbed bunch of assholes, and the other are a palette shift + even more asshole.  I guess it's a matter of degree.

Dark elves are hedonists who were banished from the High elf kingdom after a civil war. 

The actual lore of the Warhammer world, while not Pulitzer prize winning, isn't too bad, the problem is the lore doesn't really play out too well in the game.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Sjofn on January 15, 2009, 07:18:22 PM
The high elves didn't really strike me as assholes. I mean, sure they're assholes in the sense that "every single faction is a bunch of assholes," but I actually thought they were the least asshole-ish. I didn't play Chaos very much though, fuckin' no female tank having (at the time) side.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Delmania on January 15, 2009, 08:49:59 PM
The high elves didn't really strike me as assholes. I mean, sure they're assholes in the sense that "every single faction is a bunch of assholes," but I actually thought they were the least asshole-ish. I didn't play Chaos very much though, fuckin' no female tank having (at the time) side.

Ironically, the only faction that isn't arrogant or full of assholes are the green skins.  What's even more amusing is that in the "Warhammer in Space" world of Warhammer 40k, the greenskins are the good guys in as much as you can call them that.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Zzulo on January 16, 2009, 04:56:58 AM
You can only call them "good guys" because they do what they're created to do, following their insticts and whatnot. But by that definition, the Tyranids are also "good guys" since you know, they just want to eat people.

Just like the orks just want to tear people apart for fun


Title: Re: Patches 1.1a-d Have Arrived
Post by: Delmania on January 16, 2009, 05:25:19 AM
You can only call them "good guys" because they do what they're created to do, following their insticts and whatnot. But by that definition, the Tyranids are also "good guys" since you know, they just want to eat people.

Just like the orks just want to tear people apart for fun

That's the best you're going to get in the way the lore sets up the world.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Zzulo on January 16, 2009, 07:40:18 AM
http://www.youtube.com/watch?v=BvHFxbuQyuA

Oh and here's the latest youtube.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 16, 2009, 09:00:57 AM
The high elves didn't really strike me as assholes. I mean, sure they're assholes in the sense that "every single faction is a bunch of assholes," but I actually thought they were the least asshole-ish. I didn't play Chaos very much though, fuckin' no female tank having (at the time) side.
Since I played relatively deeply through both the Elf and the Dark Elf campaigns, I have to side with the Dark Elves.  The Elves were concealing a lot more information from the player about the conflict between them.  The Dark Elves certainly used their biases and got a little too much into the who teenage angst thing, but seemed more justified in their actions.  By the time I reached Saphery, I was rather disgusted with the Elves' attitude.  (Had I not played through the Dark Elf campaign I'm not sure I would have felt the same.  Well, beyond their incompetance in military matters.)


Title: Re: Patches 1.1a-d Have Arrived
Post by: Jherad on January 16, 2009, 09:30:37 AM
http://www.youtube.com/watch?v=BvHFxbuQyuA

Oh and here's the latest youtube.

Hmm. Zone capture change - So if you hold all the keeps/BOs in a zone, you'll have a pretty good chance (?) of capturing the zone.

More reason to defend, but could be Interestingtm on unbalanced servers.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Shatter on January 16, 2009, 09:47:00 AM
http://www.youtube.com/watch?v=BvHFxbuQyuA

Oh and here's the latest youtube.

Hmm. Zone capture change - So if you hold all the keeps/BOs in a zone, you'll have a pretty good chance (?) of capturing the zone.

More reason to defend, but could be Interestingtm on unbalanced servers.


I think balance has become less of an issue, at least on my server it has.  When I server merged to my current server about 2 months ago it was far more destro controlled.  Each night they had most BO's and keeps.  Since then we have seen a strong order alliance come up and exceed Destro in BO's and Keep taking as well we have locked more zones by 2x.  Ironically, I found out last night that a number of destro who were daily players that recently disappeared re-rolled to order side.  Cant say anything about other servers but this is what's happened on mine.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Threash on January 16, 2009, 09:49:58 AM
http://www.youtube.com/watch?v=BvHFxbuQyuA

Oh and here's the latest youtube.

Hmm. Zone capture change - So if you hold all the keeps/BOs in a zone, you'll have a pretty good chance (?) of capturing the zone.

More reason to defend, but could be Interestingtm on unbalanced servers.


On my server order doesn't hold a keep for more than 10-20 minutes, the map is fully red for 90% of the day.  We might as well set up a tent in altdorf and prepare to defend it 24-7.


Title: Re: Patches 1.1a-d Have Arrived
Post by: waylander on January 16, 2009, 12:11:34 PM
Well the fortress changes did allow us to finally get beyond crashes and siege Inevitable City (http://www.warhammeralliance.com/forums/showthread.php?t=235441).

Our server had been in a stalemate since release, and many times we had crashes on the 2nd fortress take. Its like going to the NFC championship game but always coming 1 thing short of a Super Bowl.  Anyway with the crashes out of the way, we were able to break the stalemate and put the first capital city in play on Azazel.

Things I found irritating

1.
Invader gear is RR55. People who play casually won't be able to wear that for a while, but they could go into a Lost Vale instance and for several hours of PVE walk out with an equivalent Dark Promise piece they could wear immediately. Something is wrong here, when PVE is the best way to gear your character.

2.
PQ's only had 2 gold bags a pop. When you bust your tail to put a capital city in play, I personally think everyone should be rewarded well. You only have 5 hours to get past the first phase, and without Dark Promise (PVE gear) or full Invader/Conqueror you'll be pwned by the mobs in the next stage of the invasion. PQ's should drop NOTHING BUT GOLD BAGS, and the top 10 winners should get them. Personally I think these gold bag wins should be BOE so that you can help outfit your guild if you are lucky enough to keep winning gold bags.

3.
The random drops off the trash mobs and mini bosses were pretty horrible. My level 39 renown vendor accessories were better than than the stuff dropping off these mobs.


4. Final Thoughts

Its a lot of work to put a capital city in play, and it should be rewarding for the attackers. However, the defenders should also get some decent rewards for their defending efforts so that they will want to come out to fight. Some city invasion PQ's had opponents, but most of the time it was just PVE'ing city invasion PQ's for 5 hours. That's pretty boring, and takes the excitement out of pushing that


Title: Re: Patches 1.1a-d Have Arrived
Post by: Delmania on January 16, 2009, 01:56:55 PM
The changes made to zone control are a start in the right direction for the game, and while I do echo the questions about how underpopulated servers will handle these new changes, it does add some weight to my views that Mythic, at the very least, is actively trying to fix issues with the game.   However, to me, this feels like they are trying re-engineer the Titanic after the it collided with an iceberg.  Seriously, performance issues and messed up mechanics.  They handed us a piece of crap, and now are trying to tell us how great it is they are uncrapifying it.


Title: Re: Patches 1.1a-d Have Arrived
Post by: d4rkj3di on January 18, 2009, 08:32:37 AM
2.
PQ's only had 2 gold bags a pop.
Defenders are not guaranteed gold bags. I personally only saw 1 gold bag out of that whole experience and I was in IC as soon as the 2nd fort fell.


Title: Re: Patches 1.1a-d Have Arrived
Post by: tazelbain on January 18, 2009, 01:38:27 PM
http://www.youtube.com/watch?v=BvHFxbuQyuA

Oh and here's the latest youtube.
Zone Control Suppliment?  Obviously its Zone Control is crap.  Just redo it.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 18, 2009, 07:17:58 PM
They are band aiding the problem, yet again, so they can work on their new classes to hold everyone for the few months it takes them to roll out an entire new T4 zone structure.

That or more mergers and their dev team just says fuck it, game sucks, let's work on something else.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Delmania on January 19, 2009, 05:32:26 AM
They are band aiding the problem, yet again, so they can work on their new classes to hold everyone for the few months it takes them to roll out an entire new T4 zone structure.

That or more mergers and their dev team just says fuck it, game sucks, let's work on something else.

http://www.keenandgraev.com/?p=1843

It appears that slayers are the replacement for Hammerers.  I am sure no one is surprised by this.  Then again, to me, this is another case of Mythic trying to take something that should have been in the game at release and rebrand it as new content. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Jherad on January 19, 2009, 05:42:24 AM
Heh. We can't announce anything for another 10 days. Please build hype for us.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Kageru on January 19, 2009, 06:54:56 AM

I'm sure no modern MMORPG actually trusts the client at all, but about the last thing mythic needs (with an already disaffected player-base) is the suggestion people are hacking.

http://www.youtube.com/watch?v=jsYAnNlO4ao&feature=related


Title: Re: Patches 1.1a-d Have Arrived
Post by: CharlieMopps on January 19, 2009, 11:21:42 AM

I'm sure no modern MMORPG actually trusts the client at all, but about the last thing mythic needs (with an already disaffected player-base) is the suggestion people are hacking.

http://www.youtube.com/watch?v=jsYAnNlO4ao&feature=related


Wow, if that's real, this games done. If people start seeing other players actually flying around and crap, They are going to have massive cancellations the likes of which have never been seen before.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Nebu on January 19, 2009, 11:26:43 AM
A flock of flying casters INC... or is it a gaggle?

Is it reasonable to allow information to exist client side in a pvp game without this kind of thing being the norm?   I understand that it's a necessity to have a lot of information be client side in order to maintain proper server speeds, but it means there will always exist these types of hacks.  When designing a pvp game, shouldn't this kind of thing be taken into account early? 


Title: Re: Patches 1.1a-d Have Arrived
Post by: waffel on January 19, 2009, 11:49:58 AM
Not surprising those hacks are all in game. The fact that so much shit in this game is client side is LOL. Hell, I remember radar being in DAoC for a year before Mythic even attempted to do anything about it. Guess they didn't learn that putting everything clientside = more hacks.


Title: Re: Patches 1.1a-d Have Arrived
Post by: CharlieMopps on January 19, 2009, 11:59:07 AM
Yep, just verified it. It's all true, the entire client is hacked.

If these types of hacks are possible, that means all the info about player location, speed, alive/dead, is all kept client side. This is huge. They're going to have to have a major re-write to fix this and I doubt they'll be able to pull it off. I predict that these exploits are going to proliferate at an exponential rate and Warhammer to have an equally rapid death there after.

Seriously though, someone should have started a new topic for this. bye bye Warhammer.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Bismallah on January 19, 2009, 03:40:34 PM
There are even more hack programs out there showing their videos on you tube. Damncheaters was one, forgot the other one, this one makes at least three I have seen.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Fordel on January 19, 2009, 04:29:48 PM
Why aren't there sanity checks?


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lantyssa on January 19, 2009, 06:43:00 PM
Why aren't there sanity checks?
Pretty sure the devs failed their roll a long time ago.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Fordel on January 19, 2009, 08:48:53 PM
Did we see this already? http://www.keenandgraev.com/?p=1843

 :grin:


-edit- We totally did see this already /fail :(


Title: Re: Patches 1.1a-d Have Arrived
Post by: ashrik on January 20, 2009, 11:47:11 PM
We finally locked Kadrin Valley (the Dwarf T4 zone) and began our server's first push into the Dwarven fortress of Stonewatch
Compared to the first time I got to assault the Empire keep in Reikwald, this ran pretty well. lol, relatively well would be a better way of putting it.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Lakov_Sanite on January 21, 2009, 11:14:59 AM
Looking back at that screenshot it boggles my mind how much like wow it's trying to look and then it makes much more sense why things went the way they did.


Title: Re: Patches 1.1a-d Have Arrived
Post by: Delmania on January 21, 2009, 11:31:58 AM
Looking back at that screenshot it boggles my mind how much like wow it's trying to look and then it makes much more sense why things went the way they did.

They wanted to build the anti-WoW using many of WoW's key features. 


Title: Re: Patches 1.1a-d Have Arrived
Post by: Fordel on January 21, 2009, 04:38:57 PM
It doesn't look like default WoW, it looks more like a popular WoW custom UI.