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f13.net General Forums => Warhammer Online => Topic started by: tolakram on December 04, 2008, 07:22:45 AM



Title: Patch 1.1 Test notes
Post by: tolakram on December 04, 2008, 07:22:45 AM
I tried to make more readable.

From a VN post  http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109623774/p1/?0

Now on the herald, much more readable.

http://warherald.com/warherald/NewsArticle.war?id=492


Game Update 1.1.0
Warhammer Online: Age of Reckoning
Patch 1.1.0: 12/03/2008

Highlights:

With 1.1, 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.

* Armor Set Improvements - We have made a number of adjustments to armor sets to ensure that they continue to be some of the most attractive items in the game. In addition we have made adjustments to ensure they are more frequently available to players at all levels.

* 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.
Introducing Easy Public Quests:

* Beginning with update 1.0.6, we are launching a new initiative to expand the scope of our Public Quest experience. Now, solo players and small groups can also participate in these unique and exciting encounters that are one of WAR's most innovative features.

* We have reviewed each Chapter in Tier 1, including all three racial pairings, and have altered one Public Quest in each Chapter (with the notable exception of Chapter One) to be suitable for 1-3 players. We have reduced the numbers on monster kill and gather counters, lowered the difficulty of the second- and third-stage enemies and bosses, and scaled down the rewards of these PQs correspondingly.

* The Public Quest interface which appears on the right side of the screen when a player enters a Public Quest area will now display which Public Quests are now easier to complete.

* We will continue adjusting one Public Quest per Chapter through the remaining three Tiers in the weeks and months to come, so be sure to check the Warhammer Online Herald for updates on our progress!

Chat Hyper Linking:
One of the most requested features from our players finally makes its debut: Chat Hyper Linking! Simply Shift Left-Click on an item, an ability in the ability window, a quest in the quest tracker, or even another player now places a hyperlink into the chat input window. Other players can then click on the link to open a window displaying the item, ability, quest, or player information. Players can have as many unique windows open as they wish. Let the online item stat comparisons begin!

* Because of the addition of this new feature, splitting a stack, which used to require a Shift Left-Click action, now uses Shift Right-Click.

* Right-Clicking a player name in the chat window now brings up a context menu with options to ignore, add as friend, invite to group, inspect, target, etc: Pretty much every reasonable interaction you've ever wanted to have with a player speaking in a chat channel.

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.

* 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 salavage most set items. Only set items that are available for purchase from a merchant will be flagged as "No Salavage."

* We have added an additional item to the following armor sets:Redeye, Devastator, and Keeper.

* The following set items have been made bind-on-equip: Sentinel Belt, Conqueror Boots, Invader Boots, and Warlord Boots.

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.

PQ Gold Bag Changes
Part of improving set items was making these items more frequently available to players. As such we have made a number of adjustments to Gold Bags in PQ's to help us deliver these items to the players more frequently without introducing too many new Rare or Very Rare items into the game.

* Gold bags will now only drop Set Items, Crafting Materials, or Money.

* The drop rate for Gold Bags has been increased in almost every PQ in the game.

- Easy difficulty PQ's will now drop bags slightly more frequently.
- Medium difficulty PQ's will now drop bags more frequently.
- Hard difficulty PQ's will drop gold bags much more frequently and will also have a chance to drop up to two gold bags.

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.
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!

Main Assist:
In order to help groups feel more cohesive and assist in cooperation among group members, we have added a simple main assist function which can be assigned by the group leader.

* The leader of a group may designate a group member as the "main assist" player for that group. This status can only be changed by the group leader, and by the player who has been designated as the main assist player.

* By default, the leader of a group is set to be that group's main assist player when the group is first created.

* When a group contains a main assist player, a main assist button will be visible on the interface of each player in the group.

* When a player clicks on this button, that player's target will immediately change to match the current target of the main assist player.

* Assignment of the main assist designation can be done through the party context menu, or with the slash command /mainassist [PlayerName] or /makemainassist [PlayerName].

* In scenarios, the main assist status is not given to anyone at party creation, but is instead up for claim to any player in the scenario group. When someone has claimed main assist, only that player can reassign it to someone else in the group.

Player Statue System:
Introducing something the team is really excited to bring into the game: Player statues. These statues are located in the War Quarter in Altdorf and in the Undercroft in Inevitable City, and have been enabled to display the top ten Renown Point earners of the previous week and the weekly top Renown Point earner of each realm for that server. If you are the best of the best for your realm, you will now have a representative statue (based on career and gender) with your name on it, making you an idol to millions (at least until someone dethrones you). More information will be posted in the Dev Diary this Friday on the Herald!

General Changes and Bug Fixes:
* Death animations will now play more in sync with the exact moment of a character's death.
* Players will now receive the message: "Your Target Can't Reach You" when they are targeting a monster that is attempting to reach them, but can't.
* Newly created dual-wielding characters will display weapons in both hands on the character select screen.
* Reduced the amount of time that monster corpses will be visible in the world after being killed by another monster.
* When players speak to a Kill Collector NPC for the first time, they will now be presented with the proper dialogue
* Monsters with names that have partial matches to profanity will no longer have their names filtered. For example, "Assassin" will no longer be displayed as "******in".
* Players will now be able to properly use the /follow slash command to follow friendly players through water.
* Players who attempt to zone into a dungeon that has an encounter in progress will no longer receive two messages about not being able to enter.
* Players will no longer receive kill credit for monsters when half or more of the damage done was from another monster
* Players in first-person view will no longer see their shadow.
* When exiting the game, the client will now shut down and return the user to desktop more quickly.
* Fixed an issue that caused players standing on top of a structure, such as a wall, to appear to be standing on the ground.
* Fixed various ghosting issues that caused players to appear to be stuck running in place, or to still be mounted even after dismounting.
* Fixed an issue that caused some players and player pets to become invisible when a large number of players and/or monsters were in close proximity to each other.
* Fixed an issue that caused monster and player models to become distorted and stretched on the screen.

Capital Cities
* New unique rare and very rare drops have been added to all Capital City high-level dungeons, including Bilerot Burrow, Bloodwrought Enclave, Sigmar's Crypts, and Warpblade Tunnels. Additionally, the drop tables for all monsters within these dungeons have been revised.
* Mailboxes have been added inside Sigmar's Hammer and the Viper's Pit Guild Taverns.
* The merchants found at the Viper's Pit and Sigmar's Hammer will now only be available if the Guild Tavern entrance is open (based on City Rank).
* With the introduction of the Knight of the Blazing Sun and the Black Guard, additional NPCs from these careers will populate the cities.
* There are now Talisman and Salvaging trainers in both the Inevitable City and Altdorf.
* A Pale Eye Burglar that has been spotted skulking around the docks in Altdorf has been persuaded to move along.
* A number of merchants and other citizens in both Capital Cities have had their titles modified to accurately reflect their utility.
* Eckhardt Krause will no longer incorrectly contribute to Altdorf's standing.
* Revised the error message given when attempting to enter the Screaming Cat Tavern before City Rank 5 to more clearly explain why the tavern is not open.
* Morena von Hoffe is now using tools more appropriate to her position.
* The mysterious barrels found in the capital cities will now reward those who are adventurous enough to open them, but be careful! Some of the barrels are potentially dangerous!
* A number of monsters in the Altdorf Sewers and Warpblade Tunnels dungeons were adjusted so they properly give contribution toward their respective city's standing when killed.
* Banker Lutz near the Mastiff's End in Altdorf has found his courage and will no longer duck and hide behind the bank counter.
* The Viper's Pit entrance will give the proper error message when players attempt to enter before the city has reached the sufficient rank.
* The Elyr Merchants at the Docks in Altdorf will now wear the proper clothing at all times.
* The grate leading to the Bilerot Burrows dungeon will now give the proper message if it is locked based on City Rank, and will open properly when the city reaches the appropriate rank.
* The Wretched One's dialogue will no longer contain unintelligible characters.
* The Warprot Plague Monk in the Altdorf Sewers will no longer be surrounded by flies as they could be confused with the Scavenging effect on monster death.
* Crier Kosch will now remain stationary in Altdorf so that he is easier for players to locate.
* Fixed a number of ambient dialogues in the Capital Cities that contained extraneous characters at the end of the dialogue.
* Flayerkin in the Inevitable City will now animate properly.
* Ambient robber NPCs in Altdorf will no longer drop 'Stolen Karls' outside of the Bank Robbery Public Quest.
* A number of citizens in Altdorf and the Inevitable City now boast unique looks.
* While exploring Altdorf and the Inevitable City, players might discover new citizens who have some interesting lore to share.
* Peasants near the Bright Wizard College in Altdorf have given up trying to keep their clothes free from soot and ash. Their clothes now reflect the atmosphere and danger of living close to the Bright Wizard College.

Combat and Careers
General
* Snare effects from the environment, such as those incurred by moving through water or lava, will no longer stack with snares inflicted by player and monster abilities.
* Abilities that fire in an arc toward the target will now follow their respective arc more correctly.

Engineer
* Redeploy: When this ability is used, the Engineer's turret will now properly appear in its new location.

Ironbreaker
* Punishing Knock: This ability will now properly knock players down to the ground.

White Lion
* Pounce: This ability will now deal damage correctly with each hit.

Content
* Two new lairs have been added to the Warhammer world! Players can search in Saphery and Talabecland to locate them.
* Siphoner Tahalys will now behave more like a Bright Wizard.
* Tomb Guards no longer use Bright Wizard spells.
* Additional feedback has been added for players attempting to gain access to Fleshrender's Lair.
* Tainted Oogs no longer sinks under the terrain when engaged in combat.
* Suntear will no longer be hostile toward Order-aligned characters.
* Brugash in Dammaz Skar has regained the use of his special abilities.
* Ahzranok in the Lost Vale dungeon now has an increased chance to drop all unique items that are also dropped by Lurquasss. The chance for unique items to drop from Lurquasss has been reduced.

Items
* We have implemented a temporary inventory overflow system. There are gameplay situations, such as crafting, where a player may have a full inventory and yet still receive more items. In these and similar situations, a temporary overflow window will appear, giving players the opportunity to make room for the excess items in their main inventory. Please note that this is not an expansion of the player inventory. Players will not be able to use the overflow window as a permanent storage alternative, as any items remaining in the inventory overflow will be lost when the player logs out of the game. Players will also not be able to move items into this overflow window.
* Items that have a proc effect, such as high-level armor sets, will now display this information in their tooltips.
* Fixed several graphical and animation issues relating to swords and staves.
* Improved and diversified the appearance of many cloaks throughout the game.
* The cost to repair broken items has been brought in line with the value of items throughout the game.
* Some wristguard items were improperly named as waistgirds. These item names have been corrected.
* The 'Dye All' button has been re-enabled on Dye Merchants throughout the world.
* Gold loot bags, such as those awarded for the completion of Public Quests and Keep captures, will now contain armor set pieces exclusively. These loot bags will no longer contain other loot items, as the other colored loot bags do.
* The Black Mire Tower encounter will now provide adventurers with better rewards for their troubles.
* Lair Bosses throughout the world will once again drop treasure.
* Monsters throughout the world will drop treasure items more often.
* Monsters in high-level Chapters will now consistently drop treasures of an appropriate level.
* New Public Quest rewards and unique rare and very rare world drops have been added to the Bastion Stair, and the drop tables of all monsters have been updated.
* The Gale-Runner's Chaos-Axe had incorrect stats and name for a one-handed axe. It is now named the Gale-Runner's Dreadaxe, and has had its DPS raised slightly and its Strength reduced.
* The Gale-Runner's Crusher had incorrect DPS and speed for a one-handed hammer. Its DPS has been reduced and it has been made faster.
* Due to player feedback, we have taken a look at the HP Regeneration bonus on all armor sets and items. As a result of this review, we have greatly improved the values of HP Regeneration bonuses on items and item sets throughout the game.

Quests & Public Quests
* Several new quests have been added to the Chapter 15 hubs for all races.
* Fun new "chicken run" quests have been added to the Tier 3 Greenskin and High Elf warcamps. These quests send players back to Tier 1 open RvR areas for an update on the progress of the war.
* Two new bounty hunter quests have been added, one each to target enemy players of the Knights of the Blazing Sun and Black Guard careers. Interested players should visit the High Elf Chapter 8 hub or the Chaos Chapter 13 hub, depending on their realm.
* Players who leave a Public Quest area will retain their contribution to that Public Quest for five minutes.
* Tier 1 Dark Elf and Empire Public Quest bosses have been retuned to account for the introduction of the Knight of the Blazing Sun and Black Guard.
* The skeleton of Christopher Kuhn no longer pulses with the interactable glow to those who are not on the appropriate quest.
* Trample Tantrum: The Chapter 19 Greenskin Kill Collector NPC now recognizes all Mudhide boar kills instead of just Mudhide Tuskers.
* Cleansing an Empire: The pyre associated with this quest now pulses with the interactable glow.
* Tunnels and Trinkets: The gore-spattered crate associated with this quest now properly despawns after interaction.
* Thorns: The number of black powder barrels associated with this quest has been reduced.
* Breaking Stone: The cooking fire associated with this quest is now much more noticeable.
* Falling Stars: The quest condition has been changed to "Griffon Forces", which encompasses all previous targets.
* Plans Within Plans: The monster population associated with this quest has been reduced.
* Mark of Grimnir: The monster population associated with this quest has had its rate of respawn reduced.
* Ruinous Powers: The Raven Sorcerers associated with this Public Quest now properly appear to be channeling dark magic.
* Heart of Strength: The waypoint to find Sigmarite Henchmen and Zealots for this quest has been increased to cover all applicable areas.
* Unmasking the Enemy: The waypoint associated with part one of this quest has been reduced to encompass only the tower.
* Faith is Madness: Multiple fixes and improvements have been made to this quest line.
- Increased the density and respawn rate of the monster population associated with parts four and five of this quest.
- Part five of this quest now has an additional waypoint to encompass another group of Manticores.
- The waypoint associated with part seven of this quest has been extended to encompass all instances of food and drink.
- An additional waypoint has been added to part 15 of the quest that covers all fallen Empire NPCs.
- The Shards of Lucidity, Sagacity, Purity, and Clarity associated with part 16 of this quest are now properly placed within a character's quest inventory once obtained.
- Each of the Shards of Lucidity, Sagacity, Purity, and Clarity associated with part 16 of this quest now has a unique icon.
* Bond of Fellowship: This quest's waypoint now covers the correct location.
* Knights Errant: This quest's waypoint now covers the correct location.
* Oathbearer's Way: This quest's waypoint now covers the correct location.
* Broken Core: The journal entry associated with part three of this quest now explains the quest's objective more clearly.
* The Vessel of Azorgaron: This quest is now properly flagged as an epic quest. Additionally, the quest target, Szurinna, no longer a Champion.
* Overwhelming Power: Orthor Firebrand will no longer despawn when a player accepts this quest.
* Wyrmbreaker: Fixed an issue that would sometimes complete the quest condition without giving the player the scroll item.
* Reign of Destruction: The pikes associated with this quest now only accept one skull placement every so often.
* Painstaking: The item "Implement of Anguish" associated with this quest no longer gives an error message when used on the proper target.
* Bait & Switch: The kill requirement for this quest has been reduced from 8 to 4.
* Timeless Wisdom: The kill requirement for this quest has been reduced from 12 to 6.
* Buying Time: The targets associated with part one of this quest now always remain within their appropriate waypoint.
* Show 'Em Who's Boss: A waypoint over the Flightmaster NPC has been added to parts eight and nine of this quest.
* Hungry Work: A waypoint has been added to indicate the location of the food pile.
* Champion of the Lost Forge: This quest has been re-enabled in Dwarf Chapter 19.
* Tome of Ages: The quest item "Tome of Ages" has been relocated to a more solo-friendly location.
* Annihilation: The monster population density and respawn rate associated with part five of this quest has been increased.
* Disenchanting the Stone: It is now possible to continue this quest line if the book was destroyed by killing Lore Master Tadrillian again.
* An Innocent Man: Innkeeper Ossia's name will now be visible at all times so that she is easier to find.
* Spotting Trouble: This capital city quest has been reduced to level 15. Additionally, the waypoint for this quest has been adjusted so that it points to the proper sewer entrance.
* Ogre Bodyguards: Interacting with Georg Rothstein will now properly continue this quest series.
* Tasty Morsels: This quest has been re-enabled and adjusted to be a level 15 quest available in the Capital Cities.
* The Devil Inside: The tooltip information for this Altdorf quest has been updated to remove some erroneous text. Additionally, the journal text for this Altdorf quest has been updated to give a more clear description of where to search for the quest goal.
* The Devil Inside: The Ever Ancient: This Inevitable City quest has been disabled.
* An Innocent Man: Completing this Altdorf quest will no longer cause strings of numbers to appear in the player's chat window.
* Mushroom Hunta: Fixed the quest icon for the mushrooms gathered during this quest in the Inevitable City.
* The Temple of the Damned: Captured Souls are now only attackable during the proper stage of this Public Quest in the Inevitable City.
* Sharpthorn Rock Mine: The final stage monsters for this Public Quest now arrive via gyrocopters.
* The Tower of Neborhest: The objectives associated with this Public Quest now state more clearly which pillar needs to be attacked at the appropriate stage.
* Reichert's Raiders: Broadcast text has been added to the Public Quest when a tent is razed.
* The Defiled Anvil: The Corrupting Stones associated with this Public Quest will now properly despawn once they have been destroyed.

Realm vs. Realm
* All Fortress Lords have been adjusted to ensure that they provide the intended level of challenge. This includes updates to their abilities, damage, and defenses.
* Lycithas the Harridan Seer now has voiceovers enabled for her portion of the Monolith encounter during the invasion of the Inevitable City.
* A number of neutral NPCs were removed from the contested version of the Inevitable City as they did not contribute to the city defense and might have confused the invaders.
* While inside a contested city, the proper instance number will now be displayed on the player's interface.
* Reinforcement Guards for Keeps from captured Battlefield Objectives will now have a title that reflects where they have come from.
* The Order patrols near Festenplatz will now patrol further away to allow room for players to move without potentially drawing the patrol into the Battlefield Objective battle.
* Keep Lords based on pet-using careers will now summon pets in a manner similar to their player counterparts.
* Battlefield Objectives in every tier and pairing have been fortified with newer, more realm-specific palisades and other types of barricades.
* A number of warcamps have been fortified to strengthen their position.
* Siege Oil Pads on High Elf and Dark Elf keeps have been moved slightly so the splash hits better and the oil is attackable properly from below.
* Fixed an issue where Keep and Postern Doors would not respond properly if another player had used that door immediately before.
* In Scenarios, the confirmation pop-up window on zone out will now disappear if you move out of range of the zone point.
* We have instituted additional fail-safes to prevent rare cases where Tier 4 zones would lock down incorrectly.
* Placing the bomb in the Talabec Dam Scenario will now take less time.
* Fixed an issue in the contested version of Altdorf to ensure that fires started by Destruction players can be extinguished by Order players.
* The guards in the Phoenix Gate Scenario have been adjusted slightly to prevent them from improperly being dragged into the Scenario battle proper.
* The patrolling guards for Wilhem's Fist have had their path slightly adjusted to ensure they do not attempt to overrun Siege Pads or other objects in area.
* The patrolling Order guards for Fangbreaker Keep will now path properly around the Keep.
* A number of extraneous objects in the contested version of the Inevitable City were removed to improve framerate during a city invasion.
* A number of Dread Sentries spawned inside of the contested version of Altdorf have been fixed so they are wearing the proper armor for their race.
* A few misplaced Siege Pads in the middle of Talabecland have been removed.
* The Postern Doors on the outer walls of the Fortresses in Reikwald and Butcher's Pass were never meant to be usable. As such, they have been fixed so that the doors will give the proper 'barred' message to players that attempt to use them.
* Additional guards have been called in to reinforce the Greenskin warcamp in Thunder Mountain.
* Leaving and entering the cave area near Badmoon Hole Keep will no longer strip bolster.
* Keeps and Battlefield Objectives will now broadcast a message to all players in the entire Tier when they change realm control. This messaging can be turned off or on from the User Settings.
* Players successfully defending a Keep/Fortress will now receive a considerable renown reward.
* Keep/Fortress Contribution: After lengthy evaluation and feedback from the players we have made several changes to the contribution system in place for the Public Quests associated with Keep/Fortress sieges. These changes will encourage more participation and reward players participating in Keep/Fortress sieges.
- All enemy kills, both Player Character and Non-Player Character, will now contribute towards the Public Quest for taking a Keep/Fortress.
- Other actions that lead to taking a Keep/Fortress will now result in contribution toward the Public Quest for taking a Keep/Fortress.

User Interface
* New animations have been added for hotbar ability cooldowns. After an ability is used, a radial wipe animation will play that counts down the time until the ability can be used again.
* Quest waypoints for caves have been changed so that they are consistent across all zones. Cave waypoints now appear as a red dot located at the cave's entrance.
* The Public Quest scoreboard has been updated to properly display more than eight loot bag rewards where applicable.
* Mousing over an alternate currency icon will tell you its name.
* Added the ability to sort mail in your inbox.
* Guild heraldry settings and choosing to hide your helm or cloak will now save upon zoning or re-logging.
* Master looters may now assign loot if they are in a warband slot other than the first one.
* When using auto loot via the option or by holding Shift, you will now be warned when picking up a bind-on-pickup item.
* Fixed a bug that caused the "Need on Use" option to incorrectly be grayed out.

Guilds
* Guild notes have been re-added to the Guild Roster Window.
* Guild Leaders, Officers, and anyone with appropriate permissions can once again use the guild window context menu to promote and demote members.
* Guild permission tooltips have been updated to accurately reflect their function and intended behavior.
* Guild ranks other than Guild Leaders may no longer be given permission to form alliances.
* Guild administration options for those who do not have permission to edit them will now accurately be grayed out.
* Fixed an issue where the guild window would sometimes close when clicking on a name.
* Guild members will no longer be able to read guild chat if they do not have the permissions to do so.
* Fixed tooltip display for the first custom guild rank slot.
* Kicking a player from a guild now properly deactivates the guild and alliance tabs.
* Guild members may now be promoted to the first customize guild rank slot
* Fixed an issue where guild/alliance roster sub-tabs appeared on the screen if the player joined a new guild after having left a guild with the Guild Roster tab as the last Guild Window viewed.
* Players with permission no longer have to relog to see Member and Officer Notes.
* Guild titles now sort by rank instead of alphabetically.
* Players who do not have permission to kick members from their guild will no longer be presented with the option to do so.
* Fixed an issue where the Guild Roster was not updating properly when Hide Offline was checked.
* Guilds will no longer receive a message that they have gained a rank before actually doing so.
* "Hide Offline" in the guild window now saves correctly between sessions and updates when toggled.
* The guild is now notified via the chat buffer when a guild leader has changed.

Settings and Performance
- There is a new option in the Customize UI window for action bar settings that allows players to hide the cooldown text and show only the radial animation. Additionally, cooldown text is now always suppressed for the global cooldown timer; only the radial animation is played to show the global cooldown.
- There is now a Gamma slider available in the user settings.
- Players will receive a warning if they try to change their client's performance setting to "High" without sufficient resources on their computer to run the game at this setting.
- The memory GPU slider will now only be available if the player's computer has more than 512MB of RAM.
- The shadows cast by other players' mounts will now be visible when the shadow quality is set to "High."
- We have made significant improvements to client performance when handling buff updates.

Chat Windows, Bubbles, and Messaging
* You will now see an outgoing message when sending a warband invite.
* Fixed an issue where NPC chatter was not relaying which NPCs were speaking.
* NPC chat bubbles are once again visible.
* The "Show Timestamp" chat option will now save upon exit.You will no longer see, "You are no longer logging out," when you attempt to exit the game.
* Fixed an issue where the profanity filter was filtering out letters in the middle of certain words.
* Parties will now receive a message when a party member has left or disconnected.
* Fixed a specific Talisman-making error message that referred to the skill as Apothecary.
* Attempting to invite a player to a party who is already in a party will refer you to that player's party leader.
* Using the /lol or /thank emotes will now return the proper text.
* Added the functionality for chat tabs to blink when they receive new messages. This feature is turned off by default; to enable it, right-click on the chat window tab, mouse over "Tab Options," and check "Flash on Activity."
* Chat bubbles can now be toggled on and off.
* The chat tab menu has been re-organized in an effort to make it easier to use.
* We have made several improvements to chat filtering. To view the new filters, right click on the desired chat tab and select filters.
* Players will now receive an error message when attempting to look for a warband while already in one.
* Tells are no longer saved as a "sticky" channel.
* Alliance and Alliance Officer Channels are now saved as "sticky" channels.
* The command /warband (/warbandallianceonly) has been changed to provide accurate feedback messages.
* Dead players will now be able to see death announcements.
* Sending a tell to an AFK player will return a message stating that the recipient is AFK.
* You will no longer see an error message when a player from an enemy realm attempts to send you a tell.
* /Shout once again has a longer range than /say.
* Fixed an issue where the colored text of City Rating messages was overflowing into subsequent lines of text.
* Damage messages printed in the chat window now show the amount of Critical Damage mitigated.
* Attempting to purchase a guild reward scroll without meeting the requirements now results in an error message.
* Locking your chat window will now persist after you log out.



Title: Re: Patch 1.1 Test notes
Post by: Bismallah on December 04, 2008, 07:26:28 AM
The Great Wall of Text, gonna take me a bit to read through that.

Edit:

-Chat hyper linking, about time.
-Armor sets finally had their stats fixed, how this made it out of beta no idea.
-Ward system is still idiotic...
-RvR influence, for the sake of everything holy just institute the purchase of gear through Renown Points. Why add more bars to fill for people?
-Main assist, the bane of Healers. MDPS trains here we come, choo choo! (favor Destruction? debatable... they do have better MDPS)
-Player statues, sigh.

They still have the glaring issue that the game just isn't "fun" for a lot of players out there. Either they are on shitty populated servers or their realm is so out of balance that they get wtfzerged everytime they leave a warcamp. Destruction is on a rampage on nearly all servers I know about (maybe Volkmar Order is doing ok?).

Looks like another 'sticking fingers in the holes of the dike' patch while the water is pouring over the top.


Title: Re: Patch 1.1 Test notes
Post by: Trippy on December 04, 2008, 07:29:51 AM
Quote
* Each open RvR influence area offers basic, advanced, and elite rewards for a total of 9 rewards per Tier
What happens when you run out of rewards?


Title: Re: Patch 1.1 Test notes
Post by: tolakram on December 04, 2008, 07:33:53 AM
Quote
* Each open RvR influence area offers basic, advanced, and elite rewards for a total of 9 rewards per Tier
What happens when you run out of rewards?


Oh I bet they made it so it's a grind.  I can just see all the balance problems now.  Can't get enough influence before exceeding tier level, or got the rewards, now I have to grind to get out of the tier.

We'll see.


Title: Re: Patch 1.1 Test notes
Post by: Arthur_Parker on December 04, 2008, 07:53:10 AM
Quote
New “Rare” items are available as rewards for more casual RvR players.

New “Very Rare” items are available as rewards for hardcore RvR players.

This is going to be a train wreck.


Title: Re: Patch 1.1 Test notes
Post by: Shatter on December 04, 2008, 08:04:41 AM
Lol, first 4 posts all have nothing good to say.  This is one of the reasons I rarely come to these boards cause on every forum all I see is 90% bitching and complaining and little real feedback or analysis.  How can you have nothing good  to say about that many pages of text, there were many good things mentioned.  I like the patch and its bringing alot of nice changes.  They cant fix the game instantly but they are making nice improvements quickly. 


Title: Re: Patch 1.1 Test notes
Post by: Jesper on December 04, 2008, 08:08:05 AM
Lol, first 4 posts all have nothing good to say.  This is one of the reasons I rarely come to these boards cause on every forum all I see is 90% bitching and complaining and little real feedback or analysis.  How can you have nothing good  to say about that many pages of text, there were many good things mentioned.  I like the patch and its bringing alot of nice changes.  They cant fix the game instantly but they are making nice improvements quickly. 

look, they've said that this patch needed months to achieve it's wonderful impact on RvR...and what we've got is still another pve patch with a whole new alterac valley grind introduction.

That's the reason why everyone is bitching :why_so_serious:

EDIT: oh wait! Now you can capture fortress killing NPCs only. This is RvR!  :rock:


Title: Re: Patch 1.1 Test notes
Post by: Arthur_Parker on December 04, 2008, 08:09:13 AM
How can you have nothing good  to say about that many pages of text, there were many good things mentioned. 

Out of interest, name one.


Title: Re: Patch 1.1 Test notes
Post by: Hindenburg on December 04, 2008, 08:19:33 AM
Going to be a train wreck? Aw hell naw!

Quote
* 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%.

It already is.  :awesome_for_real:


Title: Re: Patch 1.1 Test notes
Post by: Soulflame on December 04, 2008, 08:27:41 AM
Incredible.  They're going to lower the difficulty of one PQ per chapter, out of three, but also lower the rewards from it as well.  Truly a bad decision.

Of course their game design of "requires high population everywhere" crossed with their world design of "spread players as thinly as possible" on top of their servers inability to hold more than X players in an area without blowing up doesn't appear to be addressed, except a few oblique references.

Seriously.  Some patch notes.

* XP curve lowered in Tier 3 and Tier 4.
* Setcamera.  Please.  For the love of God.
* /xpoff.  If your design forces players to participate in PvP in lower tiers, let them keep characters in those tiers.
* The following servers will be closed in a week.  Transfer now.
* Easier time traveling.  If that means flight points in the starter camp so I can fly to where people are actually gathering to do PQs and whatnot, then make it so already, for the love of God.
* Tier wide communication so I can find people in the first place.


Title: Re: Patch 1.1 Test notes
Post by: ghost on December 04, 2008, 08:59:44 AM
* /xpoff.  If your design forces players to participate in PvP in lower tiers, let them keep characters in those tiers.


This may be the only thing in this game that will allow for the reasonable advancement of new players.  If everyone is at 40 then it is going to be a long, lonely leveling experience.

I played a bit last night for the first time in weeks.  I just can't put my finger on it, but this game just isn't fun.  Maybe it is the global suckage that they needed 17 pages of "fixes" for......... :uhrr:


Title: Re: Patch 1.1 Test notes
Post by: Jesper on December 04, 2008, 09:05:26 AM
ok we've asked for it, we've got it:

Quote from: MJ on VNs
Folks,

Just a quick reminder that I was quite clear about 1.1 *not* being the one oRvR patch to rule them all. In the oRvR thread http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109545361/p1/?763, I laid out our oRvR plans over the next few months. The major oRvR addition we had for 1.1 was the oRvR Influence System as well as other oRvR changes. So, please don't say that I and/or Mythic said that 1.1 was supposed to be the oRvR patch because that is simply not true. A lot of things are going to be added/changed to oRvR but they are happening over several months. Again, please keep in mind that 1.1 has been in the pipeline for a while due to the time it took on 1.0.5/1.0.6.

As I said in the oRvR thread, we have a lot of great things coming and as 1.1 shows, we're right on schedule with our oRvR changes.

I'm glad you guys like the statue idea, that's only the first step, my initial plans for that sort of thing were rather more ambitious but this is a good first step. 

Mark

Quote from: Titanic's Captain
This ship cannot sink!

http://it.youtube.com/watch?v=OuSdU8tbcHY  :oh_i_see:
EDITED for link.


Title: Re: Patch 1.1 Test notes
Post by: Mrbloodworth on December 04, 2008, 09:16:20 AM
* /xpoff.  If your design forces players to participate in PvP in lower tiers, let them keep characters in those tiers.


This may be the only thing in this game that will allow for the reasonable advancement of new players.  If everyone is at 40 then it is going to be a long, lonely leveling experience.

I played a bit last night for the first time in weeks.  I just can't put my finger on it, but this game just isn't fun.  Maybe it is the global suckage that they needed 17 pages of "fixes" for......... :uhrr:

That would be a huge mistake.


Title: Re: Patch 1.1 Test notes
Post by: Nebu on December 04, 2008, 09:19:48 AM
I didn't see anything in there about fun.  What patch are they adding the fun in? 

This game makes me so angry.  I LOVED level 1-11.  I ENJOYED levels 12-21.  Why do they insist on all the roadblocks to the fun?


Title: Re: Patch 1.1 Test notes
Post by: Soulflame on December 04, 2008, 09:21:14 AM
Why is /xpoff a huge mistake?

Currently, one of the requirements for locking a Tier 4 zone is realm control of Tier 3 and Tier 2 zones.  As the population matures, this requires players to deliberately log off of their level 40 characters and log onto a level 21 or 31 character in order to accomplish realm goals.  Forcing these people to continuously reroll a character in order to keep the ability to stay in Tier 2/3 seems to be a larger mistake than allowing players to cap level, and presumably items as well.


Title: Re: Patch 1.1 Test notes
Post by: Bismallah on December 04, 2008, 09:26:32 AM
Dunno Nebu, lots of folks have stopped trying to figure that out and quit.

Soulflame, they will eventually have to phase that out. No one is going to keep logging into lower tier characters to lock out upper tier zones, eventually they will level out. I understand the concept but the ONLY way to do it is a reverse bolster effect allowing your main to swap to other zones and fight. Even then it's still a clusterfuck. Then you would be fighting across not just 3 zones but 12? With population already shitting the bed how on earth do they expect those lower zones to do anything but die out.



Title: Re: Patch 1.1 Test notes
Post by: Jherad on December 04, 2008, 09:34:03 AM
Why is /xpoff a huge mistake?

Because leveling a new character and joining a scenario/rvr lake where the enemy are all level capped and/or twinks is not fun. For a new player, that would be an instant /quit.


Title: Re: Patch 1.1 Test notes
Post by: ghost on December 04, 2008, 09:35:23 AM
* /xpoff.  If your design forces players to participate in PvP in lower tiers, let them keep characters in those tiers.


This may be the only thing in this game that will allow for the reasonable advancement of new players.  If everyone is at 40 then it is going to be a long, lonely leveling experience.

I played a bit last night for the first time in weeks.  I just can't put my finger on it, but this game just isn't fun.  Maybe it is the global suckage that they needed 17 pages of "fixes" for......... :uhrr:

That would be a huge mistake.

I guess "huge mistake" is all relative.  As it stands right now your only alternatives would be to have nobody level 1-39 or just make it that you could insta-forty and just make a top level toon from the outset.  I guess my theory is that twinks are better than nothing in early levels, particularly if scenarios are the only way to level.

Edited for typos.......


Title: Re: Patch 1.1 Test notes
Post by: trias_e on December 04, 2008, 09:35:34 AM
Open RvR influence system isn't a bad idea.  Yeah, it's another bar.  But at least it's immediate and recognizable reward for playing open RvR.  Of course, it's kind of irrelevant if they don't make battle objectives and keep taking more fun to do in the first place.  Scenarios still have way more ease of entry.  I'm also skeptical of disassociating reward from the objectives in RvR...I have a feeling we might see alot of warcamp camping after this patch.  


Title: Re: Patch 1.1 Test notes
Post by: Hindenburg on December 04, 2008, 09:36:35 AM
Locking lower zones isn't a requirement for city raiding.
Been this way since release.

I'm fine with /xpoff, provided they allow character creation starting at 8, and /xpoff only at that level.


Title: Re: Patch 1.1 Test notes
Post by: Jesper on December 04, 2008, 09:45:31 AM
Open RvR influence system isn't a bad idea.  Yeah, it's another bar.  But at least it's immediate and recognizable reward for playing open RvR.  Of course, it's kind of irrelevant if they don't make battle objectives and keep taking more fun to do in the first place.  Scenarios still have way more ease of entry.  I'm also skeptical of disassociating reward from the objectives in RvR...I have a feeling we might see alot of warcamp camping after this patch.  

The point is, why are people stucked in scenarios? Because XP and RP gain/grind in scenarios is the fastest way to 40.

Is this influence system going to change this thing? I think it won't. People cares about items only if they can twink (/xpoff) or when they're alredy 40. So, yeah, maybe this will help in Tier 4 oRvR, but won't help before.

And "leveling and gearing through RvR" was the carrot that took a lot of us here.

Scenarios still are more accessible, gives more rewards, are more reliable gainwise. And when you roam for ours in a dead zone, they are even more funny than oRvR.

Edit: typos.


Title: Re: Patch 1.1 Test notes
Post by: HaemishM on December 04, 2008, 09:48:40 AM
First blush things to bitch about:

They are only making an easy version of the Tier 1 public quests. Way to MISS THE FUCKING POINT. Tier 1 is not where the problem was. Hell, you could get by with not doing it in Tier 2. Tier 3 is where the problem is REALLY evident. And this does nothing for that.

The ward armor changes continue to make the ward-required encounters HARDER for people without warded gear. Which continues to make the ward gear even more required, which only magnifies the problem of a stupid PVE-raid grind to complete PVP objectives. Clownshoes.

Open RVR influence rewards is really YET ANOTHER EXPERIENCE BAR GRIND. Why? For tier 4, it makes a little sense. For everything underneath tier 4, why not just increase the fucking experience gains by an absolute assload so that oRVR is more rewarding overall than scenarios?


Title: Re: Patch 1.1 Test notes
Post by: tolakram on December 04, 2008, 10:01:43 AM
Quote
Open RVR influence rewards is really YET ANOTHER EXPERIENCE BAR GRIND. Why? For tier 4, it makes a little sense. For everything underneath tier 4, why not just increase the fucking experience gains by an absolute assload so that oRVR is more rewarding overall than scenarios?

It fits with Mythics design philosophy.

Do we want to make something more fun so people do it.
Do we want make people to do it by adding in rewards.

All people were asking for was a way to make oRvR as efficient as scenarios.  There are additional rp rewards here, but Mythics history of rewards probably means greatly is equal to 100.  There are no additional ways to make XP in order to rank, so scenarios will still be the quickest way to get out of a tier.

It's incredibly frustrating to even think about logging in and looking for oRvR action in order to get some piece of equipment.


Title: Re: Patch 1.1 Test notes
Post by: veredus on December 04, 2008, 10:31:13 AM
First blush things to bitch about:

They are only making an easy version of the Tier 1 public quests. Way to MISS THE FUCKING POINT. Tier 1 is not where the problem was. Hell, you could get by with not doing it in Tier 2. Tier 3 is where the problem is REALLY evident. And this does nothing for that.


* We will continue adjusting one Public Quest per Chapter through the remaining three Tiers in the weeks and months to come, so be sure to check the Warhammer Online Herald for updates on our progress!

Yes they probably should have them all ready to go specially the higher levels ones but they are doing it it sounds like. Although if they take months to get to chapter 3 and 4 then yeah they kind a screwed up this "fix" then.



Title: Re: Patch 1.1 Test notes
Post by: Evildrider on December 04, 2008, 10:39:45 AM
Open RVR influence rewards is really YET ANOTHER EXPERIENCE BAR GRIND. Why? For tier 4, it makes a little sense. For everything underneath tier 4, why not just increase the fucking experience gains by an absolute assload so that oRVR is more rewarding overall than scenarios?

Huh?  It already is, but noone friggin rvr's in the lower levels.  I've gotten from about 3-5k per solo kill in t3 rvr.


Title: Re: Patch 1.1 Test notes
Post by: Mrbloodworth on December 04, 2008, 10:48:46 AM
* /xpoff.  If your design forces players to participate in PvP in lower tiers, let them keep characters in those tiers.


This may be the only thing in this game that will allow for the reasonable advancement of new players.  If everyone is at 40 then it is going to be a long, lonely leveling experience.

I played a bit last night for the first time in weeks.  I just can't put my finger on it, but this game just isn't fun.  Maybe it is the global suckage that they needed 17 pages of "fixes" for......... :uhrr:

That would be a huge mistake.

I guess "huge mistake" is all relative.  As it stands right now your only alternatives would be to have nobody level 1-39 or just make it that you could insta-forty and just make a top level toon from the outset.  I guess my theory is that twinks are better than nothing in early levels, particularly if scenarios are the only way to level.

Edited for typos.......

Its not relative, its rather absolute,. Your fixing a real problem (one thats doesn't seem to exist) with one that will add 500 more.

The correct response was mentoring/side-kicking/de-leveling. We have been over this.

Because leveling a new character and joining a scenario/rvr lake where the enemy are all level capped and/or twinks is not fun. For a new player, that would be an instant /quit.

Correct. If its a PvP game, keep it that way.


Title: Re: Patch 1.1 Test notes
Post by: ghost on December 04, 2008, 10:56:42 AM
* /xpoff.  If your design forces players to participate in PvP in lower tiers, let them keep characters in those tiers.


This may be the only thing in this game that will allow for the reasonable advancement of new players.  If everyone is at 40 then it is going to be a long, lonely leveling experience.

I played a bit last night for the first time in weeks.  I just can't put my finger on it, but this game just isn't fun.  Maybe it is the global suckage that they needed 17 pages of "fixes" for......... :uhrr:

That would be a huge mistake.

I guess "huge mistake" is all relative.  As it stands right now your only alternatives would be to have nobody level 1-39 or just make it that you could insta-forty and just make a top level toon from the outset.  I guess my theory is that twinks are better than nothing in early levels, particularly if scenarios are the only way to level.

Edited for typos.......

Its not relative, its rather absolute,. Your fixing a real problem (one thats doesn't seem to exist) with one that will add 500 more.

The correct response was mentoring/side-kicking/de-leveling. We have been over this.

Because leveling a new character and joining a scenario/rvr lake where the enemy are all level capped and/or twinks is not fun. For a new player, that would be an instant /quit.

Correct. If its a PvP game, keep it that way.


Ehh, whatever.  I don't make games, I just play them.  I never had a huge problem with twinks in WOW like other folks seemed to, but then again I didn't make PVP the main focus of what I did there.  I do find it much harder to get into lower tier scenarios now.  I don't know if this is a population issue or a mechanic issue-  you never know with Mythic.


Title: Re: Patch 1.1 Test notes
Post by: HaemishM on December 04, 2008, 11:04:16 AM
Open RVR influence rewards is really YET ANOTHER EXPERIENCE BAR GRIND. Why? For tier 4, it makes a little sense. For everything underneath tier 4, why not just increase the fucking experience gains by an absolute assload so that oRVR is more rewarding overall than scenarios?

Huh?  It already is, but noone friggin rvr's in the lower levels.  I've gotten from about 3-5k per solo kill in t3 rvr.

It was never increased enough to be more efficient leveling than scenarios.


Title: Re: Patch 1.1 Test notes
Post by: Mrbloodworth on December 04, 2008, 11:05:28 AM
but then again I didn't make PVP the main focus of what I did there.

Winner.


Title: Re: Patch 1.1 Test notes
Post by: d4rkj3di on December 04, 2008, 11:12:47 AM
Quote
* Keep/Fortress Contribution: After lengthy evaluation and feedback from the players we have made several changes to the contribution system in place for the Public Quests associated with Keep/Fortress sieges. These changes will encourage more participation and reward players participating in Keep/Fortress sieges.
- All enemy kills, both Player Character and Non-Player Character, will now contribute towards the Public Quest for taking a Keep/Fortress.
- Other actions that lead to taking a Keep/Fortress will now result in contribution toward the Public Quest for taking a Keep/Fortress.

"After it was discovered that there was no contribution being taken into consideration at all, we have slapped together a system that will be just as ridiculous. Seriously, we thought we would have more time to figure something out before you guys caught on but shit man, it worked out so well with how SWG treated the first Jedi unlocking system that it made perfect sense to try to sneak this past our players. Oh, by the way, we will never ever admit that we just made it a pre-determined random integer on entering the zone, but hey, someday when the post-mortem is done on this game it might be listed in the coroner's report."

So, what should I name my Death Knight?


Title: Re: Patch 1.1 Test notes
Post by: Mrbloodworth on December 04, 2008, 11:16:01 AM
Quote
* Keep/Fortress Contribution: After lengthy evaluation and feedback from the players we have made several changes to the contribution system in place for the Public Quests associated with Keep/Fortress sieges. These changes will encourage more participation and reward players participating in Keep/Fortress sieges.
- All enemy kills, both Player Character and Non-Player Character, will now contribute towards the Public Quest for taking a Keep/Fortress.
- Other actions that lead to taking a Keep/Fortress will now result in contribution toward the Public Quest for taking a Keep/Fortress.

"After it was discovered that there was no contribution being taken into consideration at all, we have slapped together a system that will be just as ridiculous. Seriously, we thought we would have more time to figure something out before you guys caught on but shit man, it worked out so well with how SWG treated the first Jedi unlocking system that it made perfect sense to try to sneak this past our players. Oh, by the way, we will never ever admit that we just made it a pre-determined random integer on entering the zone, but hey, someday when the post-mortem is done on this game it might be listed in the coroner's report."

So, what should I name my Death Knight?

 :roll:


Title: Re: Patch 1.1 Test notes
Post by: Evildrider on December 04, 2008, 11:43:12 AM
Open RVR influence rewards is really YET ANOTHER EXPERIENCE BAR GRIND. Why? For tier 4, it makes a little sense. For everything underneath tier 4, why not just increase the fucking experience gains by an absolute assload so that oRVR is more rewarding overall than scenarios?

Huh?  It already is, but noone friggin rvr's in the lower levels.  I've gotten from about 3-5k per solo kill in t3 rvr.

It was never increased enough to be more efficient leveling than scenarios.

It is.. but NO ONE RVR's.  I made more defending a keep in avelorn then I did in a 15 minute scenario.  The problem is that lower tier rvr is almost nonexistant.


Title: Re: Patch 1.1 Test notes
Post by: Threash on December 04, 2008, 11:50:57 AM
Open RVR influence rewards is really YET ANOTHER EXPERIENCE BAR GRIND. Why? For tier 4, it makes a little sense. For everything underneath tier 4, why not just increase the fucking experience gains by an absolute assload so that oRVR is more rewarding overall than scenarios?

Huh?  It already is, but noone friggin rvr's in the lower levels.  I've gotten from about 3-5k per solo kill in t3 rvr.

It was never increased enough to be more efficient leveling than scenarios.

It is.. but NO ONE RVR's.  I made more defending a keep in avelorn then I did in a 15 minute scenario.  The problem is that lower tier rvr is almost nonexistant.

Thats the problem with rvr as a leveling method.  You can easily balance how much exp/rr is earned in scenarios because the have a set timer and winning conditions.  With open pvp theres simply no way to predict how much is going to go on so theres really no way to balance it, if nobody is doing and you increase exp given 1000% how do you deal with it when everyone is doing it and leveling ten times faster than you intended?


Title: Re: Patch 1.1 Test notes
Post by: d4rkj3di on December 04, 2008, 11:51:51 AM
Oh c'mon. You know that the "easiest to code" solution was used because of the rush to ship where a great number of things were cut. And I should have used green text for the DK comment. I'm going to be logging into my Blorc tonight, same as every night. oRvR when it happens is still fun.


Title: Re: Patch 1.1 Test notes
Post by: tolakram on December 04, 2008, 12:17:12 PM
Quote
Thats the problem with rvr as a leveling method.  You can easily balance how much exp/rr is earned in scenarios because the have a set timer and winning conditions.  With open pvp theres simply no way to predict how much is going to go on so theres really no way to balance it, if nobody is doing and you increase exp given 1000% how do you deal with it when everyone is doing it and leveling ten times faster than you intended?

I think that's a fair point, but xp handed out in rvr areas could be / is throttled to prevent to much xp from being handed out.  There are a lot of easy to code routines that can throttle xp, but it's obvious Mythic is not focused on XP but rather rewards.  They believe that by offering shineys they can get more people to participate and to me this opens up a whole new can of worms.  If you make the influence too slow then it's yet another unfun grind, and if you make it too fast then there is no incentive to orvr once you get all the iXP.  This assumes that the rewards get people into orvr in the first place.

I need to look at this on test, but I can't imagine getting that 'I want to do this' feeling just because I can get a piece of armor / weapon.  As far as RP goes, I'm usually capped for my level anyway because leveling is so damn slow, so what good is the increased RP's for defending?

What about experience for doing realm things?   I know, radical.



Title: Re: Patch 1.1 Test notes
Post by: Ard on December 04, 2008, 12:37:06 PM
Thats the problem with rvr as a leveling method.  You can easily balance how much exp/rr is earned in scenarios because the have a set timer and winning conditions.  With open pvp theres simply no way to predict how much is going to go on so theres really no way to balance it, if nobody is doing and you increase exp given 1000% how do you deal with it when everyone is doing it and leveling ten times faster than you intended?

Except one of the huge carrots they half heartedly tried to raise xp gains with in ORVR did have a timer.  The battle objectives, but the xp they introduced into flipping those was trivial that it was still mostly pointless to bother doing it as a means of leveling.

The bigger issue is more that warband vs warband conflict, as a means for xping, is pointless, since being in a warband dilutes your xp gains by such a large amount you're better off doing pretty much anything else. 

But my knowledge here is also dated.  I quit a while back, and unlike AoC, I didn't leave mostly happy with the experience.


Title: Re: Patch 1.1 Test notes
Post by: Nebu on December 04, 2008, 12:37:51 PM
I think people are still missing the point.  Leveling too fast ISN'T A BAD THING!  If people level fast (by getting LOTS of xp) in RvR, that's an incentive.  


Title: Re: Patch 1.1 Test notes
Post by: ghost on December 04, 2008, 12:39:07 PM
I think people are still missing the point.  Leveling too fast ISN'T A BAD THING!  If people level fast (by getting LOTS of xp) in RvR, that's an incentive. 

Exactly.  So why have levels in this game?  Doesn't make any sense to me.  The idea of grinding out 40 levels of that crap makes me ill.


Title: Re: Patch 1.1 Test notes
Post by: HaemishM on December 04, 2008, 12:40:16 PM
Open RVR influence rewards is really YET ANOTHER EXPERIENCE BAR GRIND. Why? For tier 4, it makes a little sense. For everything underneath tier 4, why not just increase the fucking experience gains by an absolute assload so that oRVR is more rewarding overall than scenarios?

Huh?  It already is, but noone friggin rvr's in the lower levels.  I've gotten from about 3-5k per solo kill in t3 rvr.

It was never increased enough to be more efficient leveling than scenarios.

It is.. but NO ONE RVR's.  I made more defending a keep in avelorn then I did in a 15 minute scenario.  The problem is that lower tier rvr is almost nonexistant.

Yet there are still no experience incentives for defending a keep other than killing players. So oRVR becomes a game of objective swaps.


Title: Re: Patch 1.1 Test notes
Post by: Threash on December 04, 2008, 12:40:22 PM
I think people are still missing the point.  Leveling too fast ISN'T A BAD THING!  If people level fast (by getting LOTS of xp) in RvR, that's an incentive.  

I agree, the problem is making one option so much better than the rest so that most of your game becomes irrelevant.  Which is what we have now with scenarios being far better than questing or orvr, the idea is to balance them not to make one option 10 times better than the others.


Title: Re: Patch 1.1 Test notes
Post by: Nebu on December 04, 2008, 12:45:08 PM
I agree, the problem is making one option so much better than the rest so that most of your game becomes irrelevant.  Which is what we have now with scenarios being far better than questing or orvr, the idea is to balance them not to make one option 10 times better than the others.

Play options are ALWAYS a good thing.  Not everyone relates fun to efficiency.


Title: Re: Patch 1.1 Test notes
Post by: tolakram on December 04, 2008, 12:46:43 PM
I think people are still missing the point.  Leveling too fast ISN'T A BAD THING!  If people level fast (by getting LOTS of xp) in RvR, that's an incentive.  

I disagree.  Leveling too slow is as much of a problem as leveling too fast.  Regardless of how pvp oriented one is there is a fine line between grind and gimmick.   This is not an FPS it's an RPG.  You want to feel some sense of accomplishment doing things you think are fun.

From my perspective a leveling speed somewhere between tier 1 and 2 is about right, and it should be the same speed through all the tiers.


Title: Re: Patch 1.1 Test notes
Post by: Nebu on December 04, 2008, 12:48:28 PM
I disagree.

Name a major MMO that failed because the players leveled too fast. 

It's not about leveling speed.  It's about the quality of gameplay that matters. 


Title: Re: Patch 1.1 Test notes
Post by: Brogarn on December 04, 2008, 12:53:48 PM
If Mythic put in a hotkey that you pressed to get an instant blow job, you guys would complain about it. "I think I felt teeth! THIS GAME IS CRAP!!!"

Seriously, that's a load of fixes and things to look forward to for me. I think this game is pretty darn good and is moving its way towards great. I have fun with it every night that I'm on. It's not perfect and still needs a bit of work, but it's only a couple of months old. Mythic isn't perfect and made a huge mistake in the past (ToA) but they're not Funcom. This game will survive, it will get even better, and it most certainly is not dead. It cracks me up that schild moved this game to the Graveyard in a huff while Eve, a very very very niche game still remains in the MMO section. It's just fucking ridiculous. I have no problems getting scenarios at any tier. 1.0.6 brought out a HUGE number of people making some servers have queues. Mythic is listening to its player base and making constant, quality changes and patching as fast as they possibly can. You guys don't enjoy the game and that's fine. But it's a damn good game for me an a lot of other people and just doesn't deserve the scorn you folks heap on it.


Title: Re: Patch 1.1 Test notes
Post by: Arthur_Parker on December 04, 2008, 12:56:10 PM
Seriously, that's a load of fixes and things to look forward to for me.

Just out of interest, name one.


Title: Re: Patch 1.1 Test notes
Post by: Nebu on December 04, 2008, 01:02:57 PM
You guys don't enjoy the game and that's fine. But it's a damn good game for me an a lot of other people and just doesn't deserve the scorn you folks heap on it.

It's wonderful that you enjoy the game.  Tastes vary. 

As the line in the movie goes: "derserves got nothing to do with it". Criticism is what makes the market stronger.  Every title deserves thorough scruitiny.  Good games will weather that scrutiny better than others.


Title: Re: Patch 1.1 Test notes
Post by: waffel on December 04, 2008, 01:06:49 PM
Why is it that Mythics believes the end-all be-all cure to every issue to the game is to throw gear at it?

*Nobody wants to attack keeps!
-Add more gold bags
*People are getting to the city too quickly!
-Add armor sets
*Open RvR is dead aside from keep-swapping!
-Add an influence system for items


Title: Re: Patch 1.1 Test notes
Post by: Jesper on December 04, 2008, 01:17:35 PM
Why is it that Mythics believes the end-all be-all cure to every issue to the game is to throw gear at it?

*Nobody wants to attack keeps!
-Add more gold bags
*People are getting to the city too quickly!
-Add armor sets
*Open RvR is dead aside from keep-swapping!
-Add an influence system for items

The reason is quite simple.

There was only 1 Mythic employee that farsaw this.

He reached MJ's office and told him the problem.

MJ said:"A problem!". Then he drowed his employee in epics.

In other words: i agree with you.


Title: Re: Patch 1.1 Test notes
Post by: tolakram on December 04, 2008, 02:00:21 PM
I disagree.

Name a major MMO that failed because the players leveled too fast. 

It's not about leveling speed.  It's about the quality of gameplay that matters. 

Why not just start at max level then?

How about 5 kills to max level?  No speed too fast, right?

Your last sentence is correct, the sentence before that does not belong.

I want rvr and I want an RPG.  Leveling too fast destroys the RPG element and introduces issues with loot scaling, drop rates, quests, etc.  I only claimed that you can level too fast and having fun was the key factor.  To me having fun doing 80-100% of my activity in open rvr is key, and this includes pvp and pve keep takes.  I'm beginning to think many of you really want a persistent FPS.


Title: Re: Patch 1.1 Test notes
Post by: Threash on December 04, 2008, 02:04:49 PM
Guild Wars let you have max level chars for pvp from day 1.  They did ok.


Title: Re: Patch 1.1 Test notes
Post by: Nebu on December 04, 2008, 02:05:13 PM
I want rvr and I want an RPG.  Leveling too fast destroys the RPG element and introduces issues with loot scaling, drop rates, quests, etc.  I only claimed that you can level too fast and having fun was the key factor.  To me having fun doing 80-100% of my activity in open rvr is key, and this includes pvp and pve keep takes.  I'm beginning to think many of you really want a persistent FPS.

The problem with the way MMO pvp is designed is that there's no point/meaning to anything but the endgame.  That being the case, pvp in MMO's either needs to a) get rid of the grind to the endgame or b) make the trip to the endgame more meaningful without losing the fun.  May as well allow people to /level 40.  It would probably keep people from leaving as quickly as many have.


Title: Re: Patch 1.1 Test notes
Post by: Hindenburg on December 04, 2008, 02:12:34 PM
Why not just start at max level then?

How about 5 kills to max level?  No speed too fast, right?

You do know you're in a forum where most people would quite like that, right?


Title: Re: Patch 1.1 Test notes
Post by: tolakram on December 04, 2008, 02:16:50 PM
The problem with the way MMO pvp is designed is that there's no point/meaning to anything but the endgame.  That being the case, pvp in MMO's either needs to a) get rid of the grind to the endgame or b) make the trip to the endgame more meaningful without losing the fun.  May as well allow people to /level 40.  It would probably keep people from leaving as quickly as many have.

Well in this case there is meaning to each tier, it's just badly implemented and documented.  They saw the problem, implemented a tier system where each tier helps with the final tier lock downs, and then dropped the ball and forgot it was important to fix it.

The vision I thought they had was members of each tier engaged in massive rvr battles to dominate their respective tiers in order to enable a city take.  City takes are done mostly my max level chars, but the lower levels do have a stake and if the rvr is fun it works.   While the city take is going on each tier defends it's oRvR areas to extend the lockdown or increase rewards or something.  Both attackers and defenders in each tier get loot, xp, and rp so that when it's all said and done you did something fun, gained goodies in the process, and Mythic reduced the feeling that the game only begins at max level.  How hard is that?

Without the tier system then yes, chars should /level 40 because there is little point.   I prefer the tier system, implemented correctly.



Title: Re: Patch 1.1 Test notes
Post by: HaemishM on December 04, 2008, 02:17:07 PM
I'm beginning to think many of you really want a persistent FPS.

The 3 games I've played the most this calendar year: Team Fortress 2, Battlefield 2 and Battlefield 2142. 2 of the 3 had a "leveling" system from the get go which included new gear. I've played any one of those games more hours this year than any MMOG during the same time period, which includes WoW, Warhammer Online, Age of Conan and Everquest 2 (which I played for free).


Title: Re: Patch 1.1 Test notes
Post by: Arthur_Parker on December 04, 2008, 02:50:28 PM
The vision I thought they had was members of each tier engaged in massive rvr battles to dominate their respective tiers in order to enable a city take.  City takes are done mostly my max level chars, but the lower levels do have a stake and if the rvr is fun it works.  

Nobody wants to be the lower levels, levels as an idea, suck in a pvp game.  I said their zone system idea was flawed over a year ago, I just didn't know their game engine would make the whole T4 game unplayable, plus the lower tiers for anything other than scenarios are messed up because the pve game isn't by any measure fun.  WoW works because the levelling is the best part of the game and the classes are different enough and the grind short enough to encourage alts.

I had hoped that if Mark wasn't brave enough to abandon his EQ way of thinking and let everyone get to tier 4 quickly (game engine problems aside), then he would at least kill the grind for alts.  He hasn't done that either, at this point /exp off would be an improvement to help keep people having fun in T2 (I hate the idea of /exp off, but this game is flawed on so many levels that they need something to retain players).


Title: Re: Patch 1.1 Test notes
Post by: Morfiend on December 04, 2008, 03:02:39 PM
After playing WoW WotLK through all the zones and doing almost every quest, I can safely say that their PVE game is so far ahead of WAR that its almost sad. WAR has no chance in the PVE department. They need to stop trying and focus on the RVR which is where they have their only hope of pulling away with something WoW doesnt already offer in a more refined and more fun way.


Title: Re: Patch 1.1 Test notes
Post by: Lantyssa on December 04, 2008, 03:29:32 PM
I want rvr and I want an RPG.  Leveling too fast destroys the RPG element and introduces issues with loot scaling, drop rates, quests, etc.  I only claimed that you can level too fast and having fun was the key factor.  To me having fun doing 80-100% of my activity in open rvr is key, and this includes pvp and pve keep takes.  I'm beginning to think many of you really want a persistent FPS.
RPG does not mean Progression By Level.  Mechanics like levels are a means of providing some 'physics' in a game world.  Rules to structure it.  The idea of an RPG is to take a ROLE.  Numbers hinder that, because then people focus more on the numbers than the role.

If you like mucking with numbers, that's fine -- I often enjoy it, but it isn't what defines an RPG.

It's quite possible to make a game not so dependent upon levels and still provide activities.  It's just "the way it's done" so no one tries to change it.


Title: Re: Patch 1.1 Test notes
Post by: tolakram on December 04, 2008, 04:04:45 PM
Quote
It's quite possible to make a game not so dependent upon levels and still provide activities.  It's just "the way it's done" so no one tries to change it.

I agree, but that was never expected of WAR, at least in my opinion.  There's not going to be a total re-write here to turn this into some bleeding edge experiment, it's a level and class based game.  Working with what WAR is, you can level too fast.  I hope people aren't assuming that means I like grind, I think i explained how balance should mean I eventually get to where I'm going by having fun, never grinding for that next level.

For those of you comparing this game to WoW, no insults but you need to realize how little I care about a refined PvE experience.  If I liked PvE and question I would probably like WoW or LotRO.  When I see the 1.1 patch notes and all the PvE fixes / changes I know that Mythic is working on the wrong thing.  Now that said, when DAoC was the thing it was noted that only a certain percentage of people RvR'ed while the rest stayed in PvE.  It may be that Mythic believes the RvR audience isn't big enough to support a game ... I have no idea if that's true or not.



Title: Re: Patch 1.1 Test notes
Post by: Arthur_Parker on December 04, 2008, 04:20:33 PM
Quote
It's quite possible to make a game not so dependent upon levels and still provide activities.  It's just "the way it's done" so no one tries to change it.

I agree, but that was never expected of WAR, at least in my opinion.

Joshua Drescher Q&A from SomethingAwful (http://forums.f13.net/index.php?topic=6939.msg187937#msg187937)

Quote
Warhammer Online Associate Producer Joshua Drescher popped by the SomethingAwful forums and provided a bit more insight into the details surrounding E3 2006. Many of the details have previously been highlighted in a few of the previews but there's a few rough areas that are cleared up in this brief Q&A. Here is the cleaned up and edited for readabilty version.

So can you touch on character advancement at all?

No levels. Four tiers, with ranks within each tier. You'll have 4 XP bars that allow you to select "packages" of advancements - abilities, static buffs, skills, etc. that you want to work on. Three will be "standard" bars, one will be RvR-specific.

The packages allow you to select advancements that interest you without level-locking them. So, if you're a big fan of exploring and you want to get a mount earlier than - say - an improved combat ability, you can choose a package that includes the ability to use a mount. Packages will have SOME restrictions - most likely tier-specific - but they offer players the ability to wind up with all of the stuff they want eventually, but also the ability to get it in the order of their choosing.

What could have been.


Title: Re: Patch 1.1 Test notes
Post by: ghost on December 04, 2008, 04:31:23 PM
Now that said, when DAoC was the thing it was noted that only a certain percentage of people RvR'ed while the rest stayed in PvE.  It may be that Mythic believes the RvR audience isn't big enough to support a game ... I have no idea if that's true or not.



I guess it is possible that Mythic underestimated the number of people that would actually like their PVE.  That probably will sound silly to some of you, but doesn't RVR in their mind actually encompass PVE stuff too?  To take a zone you need PQs for sure.  I may be wrong about this, but there may be a questing component, too.  So if nobody does any PVE, which it seems almost no one does, then it would seriously fuck up their planning for taking zones. 


Title: Re: Patch 1.1 Test notes
Post by: tolakram on December 04, 2008, 04:56:18 PM
Quote
What could have been.

Holy Crap.

I suppose with enough spin you could say this game does not have levels, it has ranks.  Did he imply that be 'leveling' any of the bars high enough you could advance tiers?  Technically, what would be the difference?


Title: Re: Patch 1.1 Test notes
Post by: Morfiend on December 04, 2008, 05:31:54 PM
For those of you comparing this game to WoW, no insults but you need to realize how little I care about a refined PvE experience. 

If that was to me, then you should look again at what I said. I said that WoW does it so well, Mythic should stop trying to focus on PVE so much, and push people and their game to what they do do well, RVR.


Title: Re: Patch 1.1 Test notes
Post by: Megrim on December 04, 2008, 07:55:43 PM
If Mythic put in a hotkey that you pressed to get an instant blow job, you guys would complain about it. "I think I felt teeth! THIS GAME IS CRAP!!!"

Seriously, that's a load of fixes and things to look forward to for me. I think this game is pretty darn good and is moving its way towards great. I have fun with it every night that I'm on. It's not perfect and still needs a bit of work, but it's only a couple of months old. Mythic isn't perfect and made a huge mistake in the past (ToA) but they're not Funcom. This game will survive, it will get even better, and it most certainly is not dead. It cracks me up that schild moved this game to the Graveyard in a huff while Eve, a very very very niche game still remains in the MMO section. It's just fucking ridiculous. I have no problems getting scenarios at any tier. 1.0.6 brought out a HUGE number of people making some servers have queues. Mythic is listening to its player base and making constant, quality changes and patching as fast as they possibly can. You guys don't enjoy the game and that's fine. But it's a damn good game for me an a lot of other people and just doesn't deserve the scorn you folks heap on it.

Ugh, mate, you might want to consider that the two games which have remained in the MMO forum are the ones that have been and are being played, over a long period of time by f13. As it stands currently, EvE (despite what you say about it being 'nice') blows WAR out of orbit. You might be enjoying it (WAR), sure, and so had i upto a certain point - but really, no. In about a year, maybe WAR will get the level of WoW circa 2006, but all we've seen so far is relentless duddery.

 * edit: clarity


Title: Re: Patch 1.1 Test notes
Post by: Sleep on December 04, 2008, 08:46:31 PM
Why is everything in this game so sticky? I get stuck to anything I get close to. The railing in the T3 talabecland dam scenario bombing run comes to mind, as well as the ship wreckage in serpents pass. It feels like an army of time wizards teleports in to sploodge on every surface and outcropping just before I log in every night.

Smooth this shit out. Every time I get hung up on some little clipping and get asked to type /stuck I wonder why this wasn't dealt with in beta.


Title: Re: Patch 1.1 Test notes
Post by: Morfiend on December 04, 2008, 10:02:28 PM
Holy crap.


(http://forums.f13.net/index.php?action=dlattach;attach=4083;type=avatar)

I used to have this album so long ago. Wow, blast from the past.


Title: Re: Patch 1.1 Test notes
Post by: Trippy on December 04, 2008, 11:05:31 PM
Quote
* Keep/Fortress Contribution: After lengthy evaluation and feedback from the players we have made several changes to the contribution system in place for the Public Quests associated with Keep/Fortress sieges. These changes will encourage more participation and reward players participating in Keep/Fortress sieges.
- All enemy kills, both Player Character and Non-Player Character, will now contribute towards the Public Quest for taking a Keep/Fortress.
- Other actions that lead to taking a Keep/Fortress will now result in contribution toward the Public Quest for taking a Keep/Fortress.
"After it was discovered that there was no contribution being taken into consideration at all, we have slapped together a system that will be just as ridiculous. Seriously, we thought we would have more time to figure something out before you guys caught on but shit man, it worked out so well with how SWG treated the first Jedi unlocking system that it made perfect sense to try to sneak this past our players. Oh, by the way, we will never ever admit that we just made it a pre-determined random integer on entering the zone, but hey, someday when the post-mortem is done on this game it might be listed in the coroner's report."

So, what should I name my Death Knight?
They didn't try to sneak it by -- we told them repeatedly in the Guild Beta that there needed to be incentives to take and hold BOs.


Title: Re: Patch 1.1 Test notes
Post by: Jesper on December 04, 2008, 11:29:01 PM
Quote
What could have been.

Holy Crap.

I suppose with enough spin you could say this game does not have levels, it has ranks.  Did he imply that be 'leveling' any of the bars high enough you could advance tiers?  Technically, what would be the difference?

i've played beta1. That beta had a system similar to this...you had 4 bars: general, tactics, morale and renown.  Every bar had a different "checkpoint" and you needed XP for the first 3 and RPs for the last. When you reached a checkpoint, you were able to freely select an advancement from your Tier pool. The bars shared XP, simply rewards were given at different checkpoints.

IE:

TIER 1, LEVEL 1 ADVANCEMENT (600 XP needed to level 2)
BAR 1(general)     100XP=advancement   200XP=advancement   300XP=advancement   400XP= advancement   500XP=Advancement
BAR 2(Tactics)     150XP= new tactic   300XP=new tactic    500XP=new tactic
BAR 3(Morale)      250XP= new morale    500XP= new morale
BAR 4 (Renown) wasn't working.

This was a sweet system. General advancements were both abilities (IE: guarded attack) and stat packs (IE: +3STR +5WS); tactics and morale advancement were self explanatory.

This way you were "dinging" several time a level, and you were able to choose your advancement. Even more sweet, while you could get all general advacements, you had to choose morale and tactics while leveling.

Then suddenly they changed the system to be more WoWlike, with trainers, fixed advancements and ability ranks.

EDIT: clarity. i hope ç_ç


Title: Re: Patch 1.1 Test notes
Post by: Sophismata on December 05, 2008, 01:24:16 AM
Wow. I wonder what prompted them to change things.


Title: Re: Patch 1.1 Test notes
Post by: morph on December 05, 2008, 01:46:25 AM
So after 2 months they decided that they like the vanilla WoW PvP rewards system (which everyone thought sucked)!
You gear up by maxing your influence (reputation) in each tier (battleground - AV/WSG/AB) and get better rewards at different stages of influence (epics at max!).
Implement something like a PvP ladder system, and show off the top RP (honor) earners in the town.

On the ward system issue, I don't really think its that problematic, since the PvP sets also give you wards and those are easily obtainable. So keep gear will help you in fortress fights. Unless ofc I misunderstood the entire thing.

On another note, is there anyone else around, that like me, thinks that Blizzard implement keep sieges/defense (in wintergrasp/Strands of the Ancients) in a much better way than Mythic did? If you factor in that when I played the game (up to 1 month ago) it was impossible for order to lock a t4 zone (even when everything was captured/did some PQs etc), you can see why I quit the game (at Rank40/RR42).



Title: Re: Patch 1.1 Test notes
Post by: Arthur_Parker on December 05, 2008, 03:09:26 AM
Implement something like a PvP ladder system, and show off the top RP (honor) earners in the town.

Well the statues are the top RP earners, has a pvp ladder system for items been confirmed?

Looking at this quote from the patch notes, which jumped right out at me.

Quote
* New "Rare" items are available as rewards for more casual RvR players.

* New "Very Rare" items are available as rewards for hardcore RvR players.

It implies a ladder type system, how else could you prevent casual players getting the hardcore rewards?  If a hardcore player is online three times as much as a casual, then on pure influence reward system, they only delay the casual by "time requiredx3", so why even use the terms hardcore and casual?  Even if it's only a two rung system with xthousand RP's needed per week to reach the second rung, it's still a ladder system.

I'd like to see it confirmed by someone on test before commenting further on it.

Edit typo


Title: Re: Patch 1.1 Test notes
Post by: Bismallah on December 05, 2008, 03:11:47 AM
I only know of one server, Volkmar, that Order actually does well in T4 on consistently. Everything else is either Destro controlled to the hilt or Destro favored for swapping things back and forth (meaning in the end it's always Destro claimed).

They will eventually have to deal with the fact that Destruction outnumbers Order nearly everywhere. Since I have seen some test screenshots with Hammerers and not Slayers (on the VN can't verify since I dont have an active account) I would say that would seal the deal for Order. They need a 'neat' and highly recognizable class like the Slayer.

Ah well.

I bet the "very rare" items are going to deal with getting a certain amount of RP within a time limit like a week. Which will encourage the quick keep takes, quick BO takes, and more 6v6.


Title: Re: Patch 1.1 Test notes
Post by: Pringles on December 05, 2008, 03:31:48 AM

On another note, is there anyone else around, that like me, thinks that Blizzard implement keep sieges/defense (in wintergrasp/Strands of the Ancients) in a much better way than Mythic did?


Basically now my friends tell me this:
"Dude, you should try out WOTLK, Wintersgrap is amazing, its like everything you were hoping WAR would be."

I'll pass on both though I really don't wanna revisit WoW.


Title: Re: Patch 1.1 Test notes
Post by: rk47 on December 05, 2008, 03:32:31 AM
nonsense.
don't claim things that you haven't seen yet.
casuals are renown 31 required.
hardcore items are renown 38 required to equip.

Both are unlocked at the same influence stages. Each zone gives different pieces.


Title: Re: Patch 1.1 Test notes
Post by: Bismallah on December 05, 2008, 04:01:02 AM
That's why it said "I bet" it said nothing about "I know"...



Title: Re: Patch 1.1 Test notes
Post by: Arthur_Parker on December 05, 2008, 04:40:57 AM
casuals are renown 31 required.
hardcore items are renown 38 required to equip.

Both are unlocked at the same influence stages. Each zone gives different pieces.

So if you are rr38 you can grab two items, or do you mean there's a RR31 zone and RR38 zone?  If it's just one zone what happens if you take the RR31 item and then want to upgrade later on, do you need to grind the influence twice? 

Their patch notes are terrible, why even bother using the words hardcore and casual if it's purely based on realm rank, all the casuals will reach RR38 eventually if they play long enough.  Hey, I'm hardcore at RR 38, what are current RR 65 players, super duty extreme hardcore?


Title: Re: Patch 1.1 Test notes
Post by: rk47 on December 05, 2008, 05:40:59 AM
it's just choices. you can either grab RR 31 or RR38 item depending on how much influence.
i duno why they titled it hardcore n casuals tho. Makes no sense. nobody's going to pick the lower RR ones.


Title: Re: Patch 1.1 Test notes
Post by: tolakram on December 05, 2008, 06:59:30 AM
it's just choices. you can either grab RR 31 or RR38 item depending on how much influence.
i duno why they titled it hardcore n casuals tho. Makes no sense. nobody's going to pick the lower RR ones.

I looked at the rewards last night.   I don't consider myself hardcore but my renown almost always matches my level so I would always go for the higher rr item.  I suppose someone earning rvr influence by doing mostly keep raiding instead of pvp might choose the lower rr item because they'll exit the tier before reaching the required rr?  I'll have to look at the stats again, but is the lower rr item more geared for pve?


Title: Re: Patch 1.1 Test notes
Post by: tolakram on December 05, 2008, 07:13:35 AM
1.1 and 1.0.6 patch notes update.


This was added to 1.0.6

Based on player feedback we have made some additional changes to Tier 4 Victory Point contribution. The following changes will reduce the amount of time necessary to capture a Tier 4 zone as well as place more emphasis on open field RvR:

    * Battlefield Objectives and Keep contributions have been increased.
    * PvE contribution has been decreased.
    * Prior Zone control contribution has been decreased.
    * The amount of Scenario Victory Points to take a zone has been decreased.


and dungeon re-itemization and other stuff appears to have made it into 1.0.6 as well?

http://warherald.com/warherald/NewsArticle.war?id=497



Title: Re: Patch 1.1 Test notes
Post by: Lantyssa on December 05, 2008, 08:13:40 AM
i've played beta1. That beta had a system similar to this...you had 4 bars: general, tactics, morale and renown.  Every bar had a different "checkpoint" and you needed XP for the first 3 and RPs for the last. When you reached a checkpoint, you were able to freely select an advancement from your Tier pool. The bars shared XP, simply rewards were given at different checkpoints.
*sigh*

That would have been much nicer.


Title: Re: Patch 1.1 Test notes
Post by: Jesper on December 05, 2008, 08:17:02 AM
*sigh*

That would have been much nicer.

it was. Its only downside was that you weren't lured to high level in a tier (IE: level 38) because, choosing freely, you surely have alredy choose the best advancement early, at that point.

But it was indeed a much better system. It was fresh, anyway.


Title: Re: Patch 1.1 Test notes
Post by: Riggswolfe on December 05, 2008, 08:39:53 AM
*sigh*

That would have been much nicer.

it was. Its only downside was that you weren't lured to high level in a tier (IE: level 38) because, choosing freely, you surely have alredy choose the best advancement early, at that point.

But it was indeed a much better system. It was fresh, anyway.

That does sound awesome. The only downside I can possibly see in it is that as soon as NDA dropped you'd see guides telling you what to buy when to maximize your character so everyone would end up with a "best build of the moment" mentality. Still...awesome.


Title: Re: Patch 1.1 Test notes
Post by: HaemishM on December 05, 2008, 08:49:49 AM
That does sound awesome. The only downside I can possibly see in it is that as soon as NDA dropped you'd see guides telling you what to buy when to maximize your character so everyone would end up with a "best build of the moment" mentality.

So pretty much what already happens anyway?

That system sounds a fuckload better than the traditional tried-and-true boring leveling system they ended up with. Having regular, in-level skill choices would certainly have cut down the t3 grind some, because at least you'd be getting new things without having to level.


Title: Re: Patch 1.1 Test notes
Post by: Jherad on December 05, 2008, 09:32:24 AM
Another thing - On test, I was bimbling around Praag towards our Keep, to check out the defensive PQ, and I ganked a couple of destruction on the way.

Unless there is a bug, they've *massively* increased the renown you get from killing people. IIRC, both kills gave around 700 renown each.


There was a PQ at the keep, but it was something about saving the Steam Tank commander. Not sure what that was all about.


Edit: Hmm. Ok. I guess I haven't been paying attention. Ignore this.


Title: Re: Patch 1.1 Test notes
Post by: Threash on December 05, 2008, 09:55:51 AM
Another thing - On test, I was bimbling around Praag towards our Keep, to check out the defensive PQ, and I ganked a couple of destruction on the way.

Unless there is a bug, they've *massively* increased the renown you get from killing people. IIRC, both kills gave around 700 renown each.

There was a PQ at the keep, but it was something about saving the Steam Tank commander. Not sure what that was all about.

700 sounds about right for solo kills, its not an increase from what it currently is.


Title: Re: Patch 1.1 Test notes
Post by: Evildrider on December 05, 2008, 10:01:40 AM
It also depends on their RR level compared to yours.


Title: Re: Patch 1.1 Test notes
Post by: Sleep on December 05, 2008, 11:27:35 AM
Holy crap.

I used to have this album so long ago. Wow, blast from the past.

don't mean to derail the thought train here, but this requires some pumping of the devil horns.  :hulk_rock:



EDIT: so did that healing nerf go through? All the shammies were in a tizzy on the alliance boards a while ago talking about drops to our HoT's.
drops to our HoT's
drops to our HoT's
When the pigs try to get at yea
Park it like it's hot
Park it like it's hot


Title: Re: Patch 1.1 Test notes
Post by: waffel on December 05, 2008, 11:32:04 AM
The problem with the way MMO pvp is designed is that there's no point/meaning to anything but the endgame.  That being the case, pvp in MMO's either needs to a) get rid of the grind to the endgame or b) make the trip to the endgame more meaningful without losing the fun.  May as well allow people to /level 40.  It would probably keep people from leaving as quickly as many have.

DAoC's battlegrounds were always packed. The max level was 50, but the battlegrounds ranged from 20-24, 25-29, ect. The 20-24 one was ALWAYS packed. Sure, 50 was the end game but there were many people that only played to do the battlegrounds. And even those that would do the 50 RvR would always roll up alts, spellcraft them a suit and do BGs a lot. You could turn off xp and rp gain and stay as long as you wanted to. It worked great.

So it can be done. You can make a level-based game and make PvP FUN (not necessarily MEANINGFUL to a greater good) throughout the levels. Mythic just fucked it all up with warhammer. I believe the core of the problem is that the PvP isn't fun enough to warrant people wanting to do for... FUN. People only do it at early levels for xp/renown, and the best way is in scenarios. Remove scenarios and people would do it in the RvR pools (which is what Mythic appears to want)

However, at this point, they can't remove scenarios. People are too tied to them and suck them like their mother's teet. Maybe if PvP was more enjoyable, more strategic, people wouldn't have a problem doing it for fun instead of rewards.

(oh and sleep's holy mountain is the shit)


Title: Re: Patch 1.1 Test notes
Post by: Nebu on December 05, 2008, 12:09:00 PM
DAoC's battlegrounds were always packed. The max level was 50, but the battlegrounds ranged from 20-24, 25-29, ect. The 20-24 one was ALWAYS packed. Sure, 50 was the end game but there were many people that only played to do the battlegrounds. And even those that would do the 50 RvR would always roll up alts, spellcraft them a suit and do BGs a lot. You could turn off xp and rp gain and stay as long as you wanted to. It worked great.

Packed?  That's a stretch.  They were always active. 

The reasons that the 20-24 BG was full: 1) You could /level 20 and not have to spend time farming gear to have fun.  Even when you couldn't /level 20 on the classic servers, 1-20 was a trivial exercise.  2) Toons had limited ability trees and few if any IWIN buttons, 3) RA's played a very limited role. 

Thidranki was fun pvp with almost no barrier to entry.  Fucking amazing that no lessons were learned.


Title: Re: Patch 1.1 Test notes
Post by: d4rkj3di on December 05, 2008, 04:26:19 PM
After seeing Barnett's youtube video about RvR contribution, I hereby retract my snarky statements about never admitting it. And the snarky statements about it being on purpose. Letting it go unfixed for 2 months is still worthy of a "wtf".


Title: Re: Patch 1.1 Test notes
Post by: Bismallah on December 05, 2008, 04:47:05 PM
Boards are blowing up saying that the Fort sieges are going apeshit. "...no one could see 20 feet in front of them, people were disappearing and reappearing, and players couldnt even be attacked. The only things that were dealing damage were AE's."

Hell Missy even showed up on the VN boards asking what servers.


Title: Re: Patch 1.1 Test notes
Post by: Rendakor on December 08, 2008, 05:00:12 PM
tl;dr

Did they get rid of the T3 grind yet?


Title: Re: Patch 1.1 Test notes
Post by: waylander on December 08, 2008, 06:10:48 PM
I only know of one server, Volkmar, that Order actually does well in T4 on consistently. Everything else is either Destro controlled to the hilt or Destro favored for swapping things back and forth (meaning in the end it's always Destro claimed).



On Azazel the only reason we haven't invaded IC was because the maw kept crashing. We locked zones and had 5 Maw attempts thwarted due to server crashes, and then we'd log back on to entire zone resets. That, destruction on our server cowering in PVE zones most of the first 3 months of the game, and the ward gear grind is all adding up.  The crashes made people feel like they wasted a lot of time, destruction hiding from PVP made the server boring as hell until maybe a week ago, and the ward gear dungeons are boring to do so everyone hates them.

Azazel may very well tilt towards destruction in the coming weeks but it won't be due to population advantages, it will be because Mythic provided us with a boring PVE game, a broken RVR system, and nothing fun to do when there was no RVR to be had. Patch 1.1 will make or break the Azazel server for Order. It seems to have some good features, but everyone hates the ward system and the required PVE to get the ward gear.  Those RVR rewards are going to have to be dam good and drop ward type gear, or Order on our server will just croak within the next 3 months for sure.

I absolutely hate WoW, but at this point its tempting just to play it and say the hell with Warhammer.  Its got the population, its geared so that you can run a simple 10 man group effort, the PVE is a hell of a lot more fun, and the server clustering ensures there is always someone to fight.

Warhammer has so many problems they are too numerous to count, but patch 1.1 is going to turn things around or be a major turning point for a lot of people.