Title: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 12, 2006, 03:35:15 PM E3 Backstage Interview, Pet classes but not boring, Orbital Strikes etc (http://www.gamespot.com/search.html?qs=warhammer%20online&sub=m&stype=11&type=11) (The 4 gameplay movies on that page are for the old cancelled Warhammer online)
IGN - PREVIEW (http://pc.ign.com/articles/707/707529p1.html) Quote There are two Goblin classes here. The first, the Goblin Shaman offers the Greenskins their only outlet for magic use, while the Goblin Squig Herder serves as more of a pet-oriented class. Rather than taking on a more predictable route, the Squig Herder has a unique method of creating and controlling the ravenous balls of meat that are Warhammer's Squigs. When the herder creates a Squig, the Squig is so ungrateful that he actually eats his master. From inside the Squig's stomach, the herder can now poke and prod the Squig's brain to control his actions. For the most part this will involve a lot of jumping around and biting things. There area few specialized Squigs however; the battle ball Squig will roll over its opponents American Gladiator style. Once a Squig is killed, he spits out the poor herder who is then free to carry on as usual. Ten Ton Hammer - PREVIEW (http://www.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=306) Ten Ton Hammer - PREVIEW (http://www.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=312) Ten Ton Hammer - PHOTOS (http://www.tentonhammer.com/modules.php?set_albumName=album82&op=modload&name=gallery&file=index&include=view_album.php) Gamespy - PREVIEW (http://pc.gamespy.com/pc/warhammer-online/707807p1.html) Quote For example, we now know that Chaos will focus on the Chaos God Tzeentch, the so-called Changer of the Ways. This makes perfect sense as this God is focused on magic as well as melee combat, so it lends itself well in terms of gameplay. However, other demons will be in the game, such as Nurgle's Plaguebearers, as well as everything in Tzeentch's retinue, from Pink Horrors to Flamers. The Escapist - PREVIEW (http://blog.escapistmagazine.com/blog/2006/05/11/warhammer_online_first_impressions_or_do) Gamespot - VIDEO PREVIEW (http://www.gamespot.com/search.html?qs=warhammer%20online&sub=m&stype=11&type=11) Gamespot - PREVIEW (http://www.gamespot.com/pc/rpg/warhammeronline/preview_6151005.html?part=rss&tag=gs_&subj=6151005) Blue Alien - PREVIEW (http://www.bluealien.org/node/127) GuComics - PREVIEW (http://www.gucomics.com/news/archives.php?year=2006#05112006_212) The escapist preview is interesting because he wasn't that impressed. Xbox Linky (http://uk.gamespot.com/news/6151181.html) Quote E3 06: Age of Reckoning running on Xbox 360 MMO publisher shows off Warhammer Online behind closed doors--on Microsoft's next-gen console; 360 version not announced...yet? By Justin Calvert, GameSpot LOS ANGELES--Tucked away behind Sony's gigantic West Hall stand at this year's Electronic Entertainment Expo is a Warhammer Online: Age of Reckoning booth belonging to Mythic Entertainment. Visitors to the booth are being invited to get hands-on with the upcoming massively-multiplayer online game, where they can check out one of the game's areas on live servers and play alongside members of the development team who are playing from the company's Virginia headquarters. What none of these players have realized, though, is that one of the "green-skins" questing alongside them is being controlled by a player not armed with a mouse and keyboard, but with a wireless Xbox 360 controller. That player is sat in a closely-guarded room to the rear of Mythic's booth. To be clear, Mythic is not announcing an Xbox 360 version of Warhammer Online: Age of Reckoning, but in what was purportedly a period of only six weeks, the developer has managed to get its game up and running on Microsoft's new console simply to prove that it can be done. Given the content of Bill Gates' "Live everywhere" speech at Microsoft's pre-E3 conference, it seems that Mythic's timing could hardly have been better. To quote one of Mythic's senior staffers, "What Microsoft is talking about, here is a company that's doing it." We had an opportunity to see the PC and Xbox 360 versions of Warhammer Online: Age of Reckoning running alongside each other, and although the console demo lacked any kind of user interface, its widescreen high-definition visuals were practically indistinguishable from those on the PC. Furthermore, the character on the Xbox 360 was interacting with PC players, and if it weren't for the fact that one of the games was running on a huge TV rather than a monitor, it would be difficult to tell them apart. Mythic says the work done optimizing Warhammer Online: Age of Reckoning for the Xbox 360 made the development team realize that they could use similar techniques in the PC game. So what started out as an experiment to get an MMO game running on a console has actually resulted in some improvements for the PC version. Warhammer Online: Age of Reckoning is currently scheduled for release on the PC in the fall of 2007. Whether or not the game will ever see a release on the Xbox 360 or any other console remains to be seen, but one thing is certain--it's definitely a possibility. I don't see why they would waste time getting WAR to work on the 360 unless they were at least thinking about a 360 release. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Trippy on May 13, 2006, 02:37:13 AM Quote IGN - PREVIEW (http://pc.ign.com/articles/707/707529p1.html) Okay that's a little different than how it works in the tabletop game (Mythic's version is sort of a herder/hopper hybrid) but I said in another thread that would be one of the classes I would like to play if it made it into the game so I'm definitely more interested now.When the herder creates a Squig, the Squig is so ungrateful that he actually eats his master. From inside the Squig's stomach, the herder can now poke and prod the Squig's brain to control his actions. For the most part this will involve a lot of jumping around and biting things. There area few specialized Squigs however; the battle ball Squig will roll over its opponents American Gladiator style. Once a Squig is killed, he spits out the poor herder who is then free to carry on as usual. Quote Gamespy - PREVIEW (http://pc.gamespy.com/pc/warhammer-online/707807p1.html) While I personally like Tzeentch I think Mythic just lost a ton of would be Chaos players who either wanted to scream "BLOOD FOR THE BLOOD GOD" any chance they got or wanted to play with their mostly nekkid Demonettes (though I guess those could still make it into the game).For example, we now know that Chaos will focus on the Chaos God Tzeentch, the so-called Changer of the Ways. This makes perfect sense as this God is focused on magic as well as melee combat, so it lends itself well in terms of gameplay. However, other demons will be in the game, such as Nurgle's Plaguebearers, as well as everything in Tzeentch's retinue, from Pink Horrors to Flamers. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 13, 2006, 07:31:34 AM Gameplay video linky (http://www.youtube.com/watch?v=FEYloFvoYfc)
Looks good so far, (from what you can see anyway). German fan site video, right click save as (http://war.onlinewelten.com/uploads/downloads/uploads/war2_e32006_onlinewelten.wmv) Video of the current character selection screen with 5 Dwarf and Gobbo characters highlighted in turn, also video of slides with text, copied below in-case link dies. *Career System 4 Race-Specific Careers per Army -each career is based on either Arms or Magic -Each career is a recognised RvR archetype - Healer, Tanker, Melee DPS, Ranged DPS, etc -Progress through 4 Tiers of 10 ranks each *Purchase Skill Packages to Customise your Character -Primary Career Skills -Secondary Career Skills -Specialisation Skills Dwarf Careers *Ironbreaker -Arms/Tanker *Hammerer -Arms/Melee DPS *Engineer -Arms/Ranged DPS *Rune Priest -Magic/Healer Greenskin Careers *Warboss -Arms/Tanker *Shaman -Magic/Healer *Squig Herder -Arms/Melee DPS *Battler -Arms/Ranged DPS I'm not keen on 40 levels and I'm not keen on only 4 classes but the e3 interview I posted above (http://www.gamespot.com/search.html?qs=warhammer%20online&sub=m&stype=11&type=11) with Paul Barnett was frothing at it's finest. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Trippy on May 13, 2006, 10:32:09 PM Gameplay video linky (http://www.youtube.com/watch?v=FEYloFvoYfc) Can't really see much but it looks pretty "eh" to me -- i.e. nothing that differentiates it from WoW and other MMORPGs.Looks good so far, (from what you can see anyway). Quote German fan site video, right click save as (http://war.onlinewelten.com/uploads/downloads/uploads/war2_e32006_onlinewelten.wmv) Models look pretty good -- much better than the bland DAoC models circa SI-era (the only time I tried that game).Video of the current character selection screen with 5 Dwarf and Gobbo characters highlighted in turn, also video of slides with text, copied below in-case link dies. Quote I'm not keen on 40 levels and I'm not keen on only 4 classes but the e3 interview I posted above (http://www.gamespot.com/search.html?qs=warhammer%20online&sub=m&stype=11&type=11) with Paul Barnett was frothing at it's finest. Those aren't really classes though but more like archetypes a la EQ2.Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Raguel on May 13, 2006, 11:06:52 PM LOL@ Pink Horrors and Flamers. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 14, 2006, 03:58:39 AM I'm not keen on 40 levels tbh I couldn't care less how many levels there are. It only really matters how many Spriggarns or Pirate-Zombie-Trees I have to squash to get them so I can hurry up and go RvR. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Llava on May 14, 2006, 04:22:34 AM While we didn't get the FULL TREATMENT like these other articles, Yoru and I were both told that you could viably enter RvR "in 2-3 hours". I believe he meant 2-3 hours after character creation, as that's what the context implied. But I don't want to misquote- he lurks here. He told us he lurks here. :-P
And pssssssshhhhhhh, he told us they weren't talking about professions yet. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: MythicJason on May 14, 2006, 08:06:16 AM Ok I lurk no more! Thought I would comment on the RvR real quick.
My apologies for not going into the professions more. Sounds like Mark, Jeff, and crazy man Paul went into more details in other demos/interviews. In regards to RvR/Player Conflict yes the idea is to get people into the RvR scene right away. I would figure within 2 to 3 hours a player will have had enough time to explore a bit, do a few quests, and have a general idea of where to go for some RvR action. They may even have quests before that time that send them into RvR. Now if you know where the RvR portion of the zone is already you could make a beeline for it right from the get go. Personally I wouldn't mind seeing a quest/NPC that sends you into RvR within the first few minutes of play, and have suggested it to the Content guys and gals before. Back to lurking for now. Still recovering from E3 and this damn time zone change. Feet and brain feel like mush :-P Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 14, 2006, 08:34:50 AM Now, of course, in daoc nothing *stopped* you going rvr within minutes of popping into existence outside Camelot, you would of course be duly swatted like bug.
When the game came out the line was 'you'll proabbly be useful in rvr from lvl 20'. Hmmm. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Modern Angel on May 14, 2006, 08:59:24 AM As a huge Tzeentch fanboy for 20 years I approve of this design direction.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 14, 2006, 09:57:24 AM I wish they had disclosed more how the game is structured.
Since the PvP and PvE now exist in the same zone I guess they'll have to hardlock who can access the zone or one level 40 player can go sit in the noob zone and break the game. In the case the zones are closed then it is more interesting to know how they are distributed and how many are reserved to the "endgame". And even if they close the noob zone for levels 1 to 10 (for example) they'll still have to face the problem of maxed out characters. A skill based system could have fixed this, but they chose to go with the levels again. I still don't understand how they'll make coexist the "battlefields" with the "scenarios". The whole structure of the game is just so unclear. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Jimbo on May 14, 2006, 05:25:47 PM I quit DAoC because of the pve grind. I wanted to go fight on an equal level not because someone has more time to sit and whack the same mole over and over more than me.
How are they going to be able to handle that? I kinda wish it would something cool like if you aren't level 40, you get bumped up to level 40 when you go into pvp. That and add some vehicles or hard mounted weapons where you could help defend or attach for your realm, would be really cool to be part of a siege engine or crossbow/gun portion of something. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: schild on May 14, 2006, 05:28:07 PM I'm actually pretty ticked at myself for not stopping by the Mythic booth. I know Yoru and Llava did, but after 1 day of walking my brain had turned to mush.
Next year I'll be Much More Organized. To the point that hopefully I won't have to move but rather be carried around by buxom women. Or at least, that's the plan. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: kaid on May 15, 2006, 02:40:56 PM If you can make me a game with cracked out goblins poking giant fungus balls with teeth I will play it. I am so glad to see that squig herders made it for the greenskins.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Nebu on May 15, 2006, 02:52:35 PM I'm actually pretty ticked at myself for not stopping by the Mythic booth. I know Yoru and Llava did, but after 1 day of walking my brain had turned to mush. As like the only guy here still playing a Mythic product, I'm very disappointed in you! Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: tazelbain on May 15, 2006, 03:03:54 PM I played DAoC until it was clear they weren't moving in my direction. They seem to be moving in my direction again, so I am interested again.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 15, 2006, 03:45:16 PM mmorpg.com preview (http://www.mmorpg.com/gamelist.cfm/setview/features/loadFeature/653/gameID/239)
Quote Mythic's Warhammer continues to grow and Garrett Fuller finds out more Warhammer Online has only been in full scale development for eight months, but the excitement surrounding the game cannot be ignored. The people at Mythic showed us some of the combat system, quest, PvP elements and much more. Much of what Mythic had to say was covered in our pre-E3 hands-on preview, but during our demo with the team, we caught a glimpse of a more focused scenario Warhammer is a dark world with grim storylines, but most of all it does not take itself seriously and adds great humor to the game. With a strong IP on their hands, Mythic has the chance to create an MMO that will capture the brutal silliness of the tabletop game. The greenskin racial pairing consists of Orcs and Goblins; or Gobbos to use the Warhammer lingo. Goblin players can be Shamans and Squig Herders, while the Orcs get to be Warbosses (name pending), a traditional heavy tank class; or Battlers, a damage dealing class that wears lighter armor and can carry two choppas. At this stage of development, Orcs can also be Shamans and Goblins can be Battlers, but all of this could change. If you know the lore, the fighting classes and shaman are not too hard to understand. The Squig Herder is not nearly so simple. Tenatively, the plan is for the gobbo to be able to call forth squigs (imagine a horrifying Pac-Man with legs) to attack as a small group of chomping animals. A pet class. Simple, right? Not so much. At higher levels the plan is for the herder to summon a giant squig that will in turn eat the gobbo. Once inside the creature, your character grabs onto the squig’s innards and drives it around the battle field crushing and chomping your opponents. When your squig is finally killed you are belched forth back onto the field covered in guts. The developers described to us a wealth of different types of squigs. One rolls around crushing people, one breathes poison on the enemies, etc. The exact line-up is sure to expand over time, but as of E3, it remains totally in the realm of ideas. None of this had been implemented yet. This may not be in the tabletop game yet, but it is a great use for the crazy Orcs and squigs. While there is no word on mounts, Mark Jacobs let everyone at their Wednesday party in on a secret: the Orc form of transportation from the video – which is to say by catapult – is a planned game feature. The combat system in Warhammer starts at a very familiar base – Mythic’s revolutionary use of an action bar – and then expands into a three layered system. The hot bar is used for skills and attacks. It is a system known to gamers and easy to use. Mythic saw no reason to rock the boat. Instead, they added onto it. Morale is the second tier of the combat system. Based on how active your character fights, casts spells and generally takes part in the action, the character’s morale bar – a semi-circle in the center-bottom of the UI – fills up. If you stop fighting, it recedes. As players gain more morale during combat, they can fire off special abilities. These moves are powerful, but eat all morale you had accumulated. This opens up a balancing act, as the moves are placed equally along the meter and get stronger the longer you wait. Should you use the first one as soon as you get to it or take the risk of going for a massive blow? Players who stay out of the action and hide – while in a group involved in combat - will get some small morale for being alive, but nothing compared to those who actively fight. Currently Mythic has three morale abilities on the bar, but this is not set in stone and should be expanded over time. Personally, I already learned the value of these. When playing as an Orc, I was able to fire off my second ability. This ability healed me and turned the tide of a fight. Besides morale abilities players can also use Tactics on their characters to enhance combat. Tactics are passive abilities which can be chosen before the fighting gets underway. Some will boost damage, some defense and other may increase your attacks against a specific race. You can also stack your tactics for a boost to one ability. The abilities themselves can take up multiple slots and the players both earn new abilities and new slots as they advance. Mythic said that they have learned a lot from the RvR played in Dark Age of Camelot and plan to balance the combat system as accurate as possible. While we brought up most the major issues – such as buffbots – all the team would say is that they are fully aware of all the bad parts of DAoC PvP and would take steps to ensure that they do not make their way into WAR. Player customization is another hot topic for most MMORPGs. “What matters is the size of your choppa, not the shade of your eyebrows,” said Design Manager Paul Barnett. While there is character customization, it will be more about the overall look of the character than minute changes to their faces. Remember, players can hang skulls and beards off their armor as trophies when they crush their opponents. All that said, the game also has a face cam in the UI and fully boned faces for changing moods. Many people have been wondering about Chaos. For fans of evil and humans, that is the next racial pair coming down the development pipeline. From a story perspective, Tzeentch will be the only Chaos god players can follow. Beyond that, they would not say much else, save that there is a very specific reason. However, all elements of the chaos pantheon will be in the game's story. Dryads are also making an appearance in a quest to gather some wood and the giant regularly walks around the greenskin camps, just give him more beer and he will be happy. The Dogs of War army will be represented as NPCs in instanced PvP scenarios to balance out the sides in certain fights. Basically it seems like it is in the Warhammer IP it will be in the game in some form or another. PvP is the focus of the game and Mythic is doing everything to boost what they delivered in DAoC. Most PvP in the game is not instanced. There will be instanced battle scenarios. Points or ratings are assigned to each character in a group. The group is then paired with one on the opposing side of a similar point value. Whatever is lacking on either side will be reinforced by NPC Dogs of War units. Skirmishes, huge battles and sieges will also be going on in the world. It looks like there will be plenty of fighting for players to find and Mythic assured us there will have taken steps to ensure that the queues for the instanced scenarios will be limited. Warhammer is a rich IP, but Mythic hopes to sell the game to more than just Warhammer fans. With all the detail and terms thrown about, it sounds like a nightmare for players to navigate without the aid of Google. Thus, Mythic invented the “Tome of Knowledge”. This is a book that each character begins the game with. At first, it is empty, but as players explore and discover new places, creatures and items, the book is filled in. What's more, you get experience for the filling. Every entry you find is in the voice of a unique character and carries a unique and sometimes contrary viewpoint to other entries in a book. For example, an entry for a great hammer might be a glowing rant from a Dwarf, joined by an angry, dismissive, incoherent tirade from an Orc. It’s not a boring encyclopedia. Warhammer Online has come a long way in a short time, but has a long way to go to hit a Q4 2007 target. It is still too early to judge, but if they can keep up like they have, this could be one of the best MMOs on the floor in a year’s time. Also Only-war.com have 4 new German gameplay videos up here. (http://only-war.com/phpBB2/viewtopic.php?t=3642) The first video is 6 megs, the 2nd is 28 meg, 3rd & 4th 50 meg. (note the 1st video is complete crap compared to the others) The videos are all closeup gameplay footage and considering they have only been going 8 months are pretty impressive. The last two videos have a Mythic guy speaking clearly in the background, a couple of bad edits when he was giving interesting details. In addition to other stuff, he said you can get gold and loot through RVR from the start, so you can totally stay out of PVE areas if you want all game (you can't get looted so you never lose items in pvp). Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 16, 2006, 02:16:42 AM Quote Mythic’s revolutionary use of an action bar I laughed. Why keeping pasting and linking stuff we already know? Link stuff that tells something new at least. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 16, 2006, 02:38:10 AM He was probably talking about the morale feature, but you know that, though I agree it's marketing bollocks.
The ability to gold/gear up in rvr is new, besides it's good to have more than one source for a piece of information. E.g. more here (http://www.totalvideogames.com/articles/Warhammer_Online:_Age_of_Reckoning_Feature_9954_5626_0_0_0_0_20.htm) If the internet is filling up I can stop though :) Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: 5150 on May 16, 2006, 05:16:38 AM As a huge Tzeentch fanboy for 20 years I approve of this design direction. Seconded In the event I wont be able to play my undead-legion-unleashing Necromancer (all praise Nagash) the chaos-god-of-sneezing-while-saying-his-name would be my next stop There are going to be ALOT of pissed frothing raging loonies (aka Khorne fans) though LOL@ Pink Horrors and Flamers. I may be wrong but I'm guessing you haven't seen the latest incarnations of these? For example Horrors don't look like Kenny Everetts big handed character anymore (you'll either get this or you won't there no explaning to do) and flamers dont look...well.....shit anymore Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 16, 2006, 05:28:40 AM Well, since you are going to read all that stuff at least link it and just quote the interesting lines.
The "three layered" system isn't anything crazy. The "tactics" bar sounds like a fixed stance system that you cannot switch in combat or a talent system set on the fly and the morale is like WoW's warrior rage with the difference that it is occasional and shared between all the nearby allies. This tiny bit is the only original trait and also the way the ML abilities in DAoC should have been designed from the beginning. The tactics bar will also hardly work since it will lead to min/maxing. Balancing it to actually have a role in the gameplay won't be easy at all. It also sounds like the powers system in CoH now that I think about it. About the loot in PvP they have to explain better how it works. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 16, 2006, 06:45:36 AM I like quoting full text because I don't like going to another website just to read, plus sometimes links/websites/games die. I'll bold stuff that I think is interesting in future as you scare me.
Also, not everyone knows as much as you do (http://www.cesspit.net/drupal/node/1346). Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Modern Angel on May 16, 2006, 08:32:25 AM Is HRose spouting more polysyllabic drivel? I tend to zone out when I see his scary Abe Lincoln/Rasputin head.
Screw the Khorne kids. As far as the lore goes Khorne was always the least interesting of the Chaos gods. I'll take Tzeentch's magic and intrigue are one stylings, Nurgle's joy through decay madcap fun or Slannesh's Die Form S&M stuff over one dimensional skull rapers anyday. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Simond on May 16, 2006, 01:14:54 PM Quote Player customization is another hot topic for most MMORPGs. “What matters is the size of your choppa, not the shade of your eyebrows,” said Design Manager Paul Barnett. While there is character customization, it will be more about the overall look of the character than minute changes to their faces. Remember, players can hang skulls and beards off their armor as trophies when they crush their opponents. All that said, the game also has a face cam in the UI and fully boned faces for changing moods Holy crap. Somebody gets it. EQ2/Vanguard-style facial customisation has to be one of the biggest waste of dev time and PC resources out there - why spent an hour tweeking the flare of your character's nostrils when you'll be wearing a plate helm and only recognised by name tag/gear worn past ten in-game yards anyway? Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HaemishM on May 16, 2006, 01:28:27 PM I like quoting full text because I don't like going to another website just to read, plus sometimes links/websites/games die. I'll bold stuff that I think is interesting in future as you scare me. Unless an actual mod tells you to stop quoting and linking, keep it up and tell Hrose to fuck off. I like not having to go to fifty sites to read some of this stuff. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Johny Cee on May 16, 2006, 07:07:21 PM I like quoting full text because I don't like going to another website just to read, plus sometimes links/websites/games die. I'll bold stuff that I think is interesting in future as you scare me. Also, not everyone knows as much as you do (http://www.cesspit.net/drupal/node/1346). I like you quoting full text as well, with bold for appropriate emphasis. Please continue to do so. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 17, 2006, 01:31:12 AM I have to admit that the goblins look great (http://www.warhammeralliance.com/gallery/showimage.php?i=114&c=4).
Great model and textures. I just hope that the animations are on par. And the ears! Please animate the EARS! (make them twitch at times during the idle animation, it would add a lot) If anything I would make them just more curved and three-fingered instead of five (but then lore guys would complain, I guess?). The art direction is MUCH improved from the screenshots released earlier. I love the color palette and I hope it's not just a filter on the screenshots. The dwarf model still sucks, but the rest is starting to look much better than WoW and not as cartoonish (or at least less goofy). In particular the look of armor and weapons is finally matching the setting instead of going in the Voltron (http://www.cesspit.net/drupal/storeroom/wow-repository/paladincomedy.jpg) direction. If they stick to that path the game overall look will finish to be more appealing than WoW. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 17, 2006, 03:14:14 AM What did you think of the videos?
Think the first video link died but you still can get the videos from below. http://war.onlinewelten.com/articles.php?id=50 Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 17, 2006, 03:38:10 AM THE EARS ARE TWITCHING!
I'm downloading the first 7-min video, it's there, just trickier to get. It will take a while to download here. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 17, 2006, 04:10:49 AM Uhm, interesting stuff:
(http://www.cesspit.net/drupal/storeroom/war/zones.jpg) This is supposed to be the zone distribution. I wonder if the numbers are the level "tiers". In this case there are two interesting observations. The first is that the zone are level capped as I guessed. The second is that the capital cities are EXCLUSIVELY PvP zones. Just like an end-game PvP raid zone that you can access only when the battle moves there. So no "hubs" like in WoW. If you count all the circles they are 11. So confirming the number of zones for each "war front" (33 zones in the full game). But at the same time we know (even from the comments here above) that the starting zone for dwarves and greenskin is shared, with two opposite entry points and a seamless PvP zone in the middle. Instead in that scheme the dwarves zone and greenskin zone is separated. So I wonder if they count it two times, like splitted in two in that graph, but seamlessly connected in the actual game. In this case the unique, accessible zones per warfront would be four (plus the two capitals). Which is GOOD, imho. Since it would help to converge the PvP activity. Like a consolidated version of the DAoC's frontiers. I wish we could have some confirmations. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 17, 2006, 04:23:25 AM Some rumours from a semi-private forum that you probably know, I wasn't sure if I should post this type of totally unconfirmed rumour or not. :nda:
Quote 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. .... no pure "support" classes. In addition, no rogues or stealth classes. Not fond of hybrid classes either, though there will almost certainly be SOME degree of hyrbidization for some races. .... Gauntlet-style, iconic classes. To use the Gauntlet classes, a warrior beats the snot out of you, a Valkyrie sucks up damage all day long, a wizard blasts the crap out of you and an elf runs around really quickly, pinging you with arrows. You know exactly what you're in for simply by looking at your opponent. EVERY CLASS - is a combat class, you won't find yourself ineffective simply because your group lacks total diversity. Regarding differentiation, there are a number of things to consider: 1) In terms of simple aesthetics, customization will play a large role. Armor dying and trophies, primarily, will allow players to be visually unique without breaking the aforementioned "iconic look, iconic role" rule. When I say trophies, I mean things like orcs wearing belts of dwarf beards and the skulls of fallen opponents impaled on the spikes of their armor. 2) In terms of personal advancement, you have the package system. I explained this earlier, but it basically lets you play the class you want to play and advance in exactly the way that appeals to you, in exactly the order you want to do it. 3) And in terms of combat, you have tactics. This system is a strategic layer of combat where players choose from a pool of available "tactics" before combat that they are then locked into for a set period of time (minutes or hours, not days). Tactics can be things like persistant buffs, race or mob-specific attack bonuses, etc. As players advance, additional slots open up allowing players to use more - or more powerful tactics. Weak tactics are worth one point, the most powerful tactics are worth - say - five. So if you have ten slots open, you might choose ten minor tactics or two extremely powerful tactics or a mix of five of the former, one of the latter. Or any other mix in between. This is designed to help players avoid being locked into a specific character spec in any significant way without giving them the ability to respec on the fly without any advanced thought. And, of course, to avoid the typical "I hit these three buttons and - SOMETIMES - this button over here too" style of play. .... Skirmish RvR - players stumbling across enemy players in RvR areas and fighting right then and there. Battlefields - Static, objective-based areas (take objective in question, plant flag, etc) that help to focus skirmish RvR a bit. Scenarios - Instanced, point-balanced, objective-based "arenas." This is the closest cousin to Fantasy Battle. All players will be worth a certain number of points based on a set of stats. Players will be matched up evenly and groups with fewer points will be bolstered by NPC "Dogs of War." Dogs of War will be - obviously - worth less than their PC counterparts, but they'll avoid long queues AND one side constantly enjoying a slight but significant advantage due to population wierdness. ..... Extensive, year+ long beta :nda: :nda: :nda: :roll: Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 17, 2006, 05:45:25 AM I went from hyped to unimpressed in just a couple of minutes after you posted that.
They say "no levels" but the system is almost exactly as DAoC currently works. What changes if you call DAoC's spec-lines "packages"? It looks like Warhammer does the same thing, reversed. For every level in DAoC you gain "x" specialization points that you allocate to your spec-lines. In Warhammer you select the packages / spec-paths and then you go level/unlock them, I guess that after you unlocked "x" skills in the packages you also gain one rank. In DAoC: level up -> allocate In Warhammer: allocate -> level up Not so incredibly innovative ;p Both suck because you need to have pre-planned your character if you don't want to finish with it being gimped because you wasted points on packages that aren't good. The rest is good, imho. No exclusive support classes and no stealthers. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Riggswolfe on May 17, 2006, 05:48:55 AM I'm surprised Dwarves don't have Troll/Giant/Whatever slayers as one of their classes. They better have before the game ships.
This game looks interesting. I like the idea of personalizing your armor. I wonder how it'll work for humans and elves though since they aren't as "uncivilized" as Orcs. Well, except the Chaos followers. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 17, 2006, 05:57:35 AM This game looks interesting. I like the idea of personalizing your armor. Better than letting the players use SUPERUGLY dyes.Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 17, 2006, 06:03:01 AM Riggswolfe, the problem they have with Slayers is they don't want them grouped as it doesn't fit the IP. I think they should have them but just have a lower limit on the group size when a Slayer joins a group. Not sure what they are going to do, it's a bit strange to have a Slayer in their trailer and then not have them playable in game.
I went from hyped to unimpressed in just a couple of minutes after you posted that. They say "no levels" but the system is almost exactly as DAoC currently works. What changes if you call DAoC's spec-lines "packages"? It looks like Warhammer does the same thing, reversed. For every level in DAoC you gain "x" specialization points that you allocate to your spec-lines. In Warhammer you select the packages / spec-paths and then you go level/unlock them, I guess that after you unlocked "x" skills in the packages you also gain one rank. In DAoC: level up -> allocate In Warhammer: allocate -> level up Not so incredibly innovative ;p Both suck because you need to have pre-planned your character if you don't want to finish with it being gimped because you wasted points on packages that aren't good. The rest is good, imho. No exclusive support classes and no stealthers. Maybe you're just fickle? :-P Again, I think you are reading too much into some of the details, the packages could just be the ability to use a 2-handed sword or a bow. The ability to choose a mount "package" earlier than normal just because you like exploring is nice. Also when tactics are mentioned "designed to help players avoid being locked into a specific character spec " that seems to acknowledge and also be an attempt to limit gimping. The "4 XP bars" comment went right over my head, so no idea how that works at all. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 17, 2006, 06:18:42 AM Again, I think you are reading too much into some of the details, the packages could just be the ability to use a 2-handed sword or a bow. The ability to choose a mount "package" earlier than normal just because you like exploring is nice. It doesn't change what I wrote. Even in DAoC you can allocate your points in one spec line only and get those skills earlier, or distribute the points on different spec lines and get the higher level skills later.There aren't concrete differences. Plus the packages, tactics and morale are three different system. If you can respec tactics this doesn't has any effect on the packages, and it's the package system that may suffer from locking people into templates. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Lantyssa on May 17, 2006, 09:48:00 AM Both suck because you need to have pre-planned your character if you don't want to finish with it being gimped because you wasted points on packages that aren't good. It never says there is a limit to how many packages you can get. Specifically it says, "they offer players the ability to wind up with all of the stuff they want eventually".That sounds like you cannot gimp yourself because if you keep playing you will be able to get everything available to your class. The skill slots are what will limit you in combat. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HaemishM on May 17, 2006, 10:46:16 AM It sounds to me like it's a bit more like Guild Wars, in that you pick a specific set for a battle, but will be able to switch out skillsets and packages for the next battle.
But Hrose, you are ignoring the biggest thing about this. No levels means (or should mean) very little to no power differentials. No level 50 that turns the tide of battle because all the others are level 40. Segmenting zones by tiers should also help that a bit. In other words, it sounds good. Hrose is just pissed because Mark Jacobs closed the blinds. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 17, 2006, 05:12:52 PM It sounds to me like it's a bit more like Guild Wars, in that you pick a specific set for a battle, but will be able to switch out skillsets and packages for the next battle. That's the "tactics" system that you can switch from battle to battle. The packages are instead the basic advancement system.Here the point is about what I and others wrote. Or the packages impose a choice as in my hopefully wrong guess, or they will get eventually flattened as you reach the last rank as others said. In this second case it would be like a skill system where you can eventually max out all the skills available (where the skills are restricted by class, though). We also still have to see if what was revealed before is still true, because I knew that each of the four "tiers" should allow you to specialize your class like in a branching system (so determining preset packages you have available). Quote But Hrose, you are ignoring the biggest thing about this. No levels means (or should mean) very little to no power differentials. I'm not ignoring it just because you are convinced I am. On my site I wrote:Quote Considering everything together the "no level" claim is pretty weak. It's possible that gaining ranks doesn't scale up your stats, hitpoints and mana (at this point it would be the only real difference), but add a rank-based itemization and you basically have the exact same mechanic that drives DAoC or every other level-based game. Explaning better, it sounds like you'll gain a "rank" every "x" skills you unblock in a package. The stuff available in these packages seem to not be only in the form of skills you actively use, but even bonuses to stats and all the rest. Just more manipulable since the players have a more direct choice in what they pick.But from every point of view you observe this, there's still a "level up" mechanic that lets you pick +5 to Strength or more constitution, or bonuses to attacks and so on. What's this if not "power differentials"? The raw mechanic here doesn't do anything to flatten it. Which is what I described: In DAoC: level up -> allocate In Warhammer: allocate -> level up Allocating not only the skills, like in DAoC, but even the bonuses to the stats and all the rest. I just don't see a concrete difference in the mechanic used at the base. Quote Segmenting zones by tiers should also help that a bit. In other words, it sounds good. This is my guess (level capping the zones in four tiers), I still have to read Mythic confirming this. The doubt is whether the gap of 10 ranks isn't already quite significant in the power differential or not. Which is also what I wrote the past Sunday elsewhere: Quote Here the game mechanics are extremely important because if they divide the zones accessibility in four (as the four tiers of ten ranks, for a total of forty levels) the PvP could become just a matter of who's closer to the zone level cap. It's important here that each new rank isn't a huge leap over the other Definitely not something I was ignoring. Just not repeated here because I consider it implicit.Quote Hrose is just pissed because Mark Jacobs closed the blinds. At all. In fact I think there are some good ideas and I didn't expected the overall design to have them.But it doesn't mean that there aren't flaws if you look in detail. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 17, 2006, 05:25:32 PM Btw, short version:
You say that Warhammer design is good because the power differentail between the ranks is small. I say that I agree that the fact that the power differential being small would make the design of the game "good". But at the same time there is no evidence from the descriptions of the mechanics we have that the power differential is, in fact, small. That's all. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Johny Cee on May 17, 2006, 07:41:20 PM @ Hrose:
I respect that you put alot of thought and effort into writing about MMO's. Something about your style of writing makes me want to write froth-mouthed obscenities in size 18 font, though. The packages of skills/abilities sounds more like RA's from DAoC then it does the old spec paths. Or some of the CoH abilities. We don't have enought information to properly judge which direction the system is going. Playing down the actual level numbers (lf lvl 39+ druid for CM pit group, PST!) is probably a good sign that level is going to be less important. The most postive thing? Mythic learned their lesson about support classes and hybrids. The massive amounts of min/maxing of class/spec options in DAoC sunk in. Basically, in DAoC, to RvR you want to put together a min/maxed group by classes and specs. Instead of rewarding variety of play or flexibility, the system rewarded massive specialization. If you were a cleric or druid, groups would YELL at you if you were nuking or doting a target. Your group wanted you healing, or at least pre-kiting and moving around. Hybrids sucked. Being 2/3rds a dps class and 2/3rd a caster/support generally meant a group was better off replacing you with a 100% dps or 100% support/utility class. The min/maxing of group roles also lead to certain classes having guaranteed slots, (primary CCer, two healers, speed 5 class, end regen, 3-4 dps) while other classes sat at the portal keep spamming for a group invite. NO STEALTH. Yeeehaw! Without opening a huge can of worms, stealth is a fucking bear to balance with PvP/RvR in mind. Either you have ineffective stealth classes that can't even group, or you have one on one or one on two gods. The old archetype of the high alpha strike stealth class should be fucking discarded for PvP games. I'd be interested in hearing about if the /assist command is going to make it into War. I certainly hope not. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 17, 2006, 07:57:59 PM The packages of skills/abilities sounds more like RA's from DAoC then it does the old spec paths. Not really since you cannot max out RAs, nor the average player will even remotely go near that.Which is the only thing that differentiates RAs from other level-based mechanics: the diminished returns. Quote Hybrids sucked. Being 2/3rds a dps class and 2/3rd a caster/support generally meant a group was better off replacing you with a 100% dps or 100% support/utility class. Yep, I agree on that.NO STEALTH. Yeeehaw! Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Margalis on May 17, 2006, 10:34:08 PM I've said it before and will say it again - super-specialized classes only work when you can exert a lot of control over a battle.
Having a glass cannon is fine as long as you can ensure it won't be hit. If it gets hit as often as anyone else it stops making any sense. In basically all of like having each part be really specialized works well until something out of the ordinary happens. In a company that has a 5 stage assembly line process you have people who each know their 1 stage. Which works great unless everyone at stage 3 dies in a bus accident, then you're fucked. The problem is that in MMORPGs things almost always go according to plan. And hence specialization is nearly always better. If there is a reasonable chance your mages are going to get hit having them possess a bit less raw power for more survivability looks pretty good. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 18, 2006, 04:20:21 AM Warhammer Alliance (http://www.warhammeralliance.com/article/war-news/joshua-drescher-q-a-somethingaweful.html) has posted a Joshua Drescher Q&A from SomethingAwful.
I posted quite a bit of this yesterday, I had edited it as I didn't want whoever it was to get in trouble (if it was off the record). Here's a copy paste of it from Warhammeralliance if you want to read it all. Quote Warhammer Online Associate Producer Joshua Drescher popped by the SomethingAweful 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. As I understand it, there are 4 classes per realm which seems fairly limited; although I saw a Goblin Battler in one of those videos so I'm a bit confused since I thought that was an Orc class only. Well, one of the things that's causing the "limited" classes is the requirement that every class be combat-effective and serve an immediately recognizable role. We have no pure "support" classes. In addition, we don't have rogues or stealth classes. We're not fond of hybrid classes either, though there will almost certainly be SOME degree of hybridization for some races. Regarding the Battler, don't rely too heavily on the models you saw in the demos in terms of what to expect from the final design. They were chosen mostly for aesthetic reasons and aren't intended to represent exactly what you'll see when we launch (or even when we go into beta later this year). The class-limiting for Greenskins is mostly designed to allow us to use both Orcs and Gobbos without having ridiculous stuff like a goblin Warboss running around as a powerful melee character. Four careers seems a bit low and I'm afraid there will be too much overlap, or are those classes just base arch types like we saw EQ2? Basically, in what ways can a player build his character to differentiate from the next person? In short, we're looking for Gauntlet-style, iconic classes. To use the Gauntlet classes, a warrior beats the snot out of you, a Valkyrie sucks up damage all day long, a wizard blasts the crap out of you and an elf runs around really quickly, pinging you with arrows. You know exactly what you're in for simply by looking at your opponent. Regarding differentiation, there are a number of things to consider: 1) In terms of simple aesthetics, customization will play a large role. Armor dying and trophies, primarily, will allow players to be visually unique without breaking the aforementioned "iconic look, iconic role" rule. When I say trophies, I mean things like orcs wearing belts of dwarf beards and the skulls of fallen opponents impaled on the spikes of their armor. 2) In terms of personal advancement, we have the package system. I explained this earlier, but it basically lets you play the class you want to play and advance in exactly the way that appeals to you, in exactly the order you want to do it. 3) And in terms of combat, we have tactics. This system is a strategic layer of combat where players choose from a pool of available "tactics" before combat that they are then locked into for a set period of time (minutes or hours, not days). Tactics can be things like persistant buffs, race or mob-specific attack bonuses, etc. As players advance, additional slots open up allowing players to use more - or more powerful tactics. Weak tactics are worth one point, the most powerful tactics are worth - say - five. So if you have ten slots open, you might choose ten minor tactics or two extremely powerful tactics or a mix of five of the former, one of the latter. Or any other mix in between. This is designed to help players avoid being locked into a specific character spec in any significant way without giving them the ability to respec on the fly without any advanced thought. And, of course, to avoid the typical "I hit these three buttons and - SOMETIMES - this button over here too" style of play. Also will character creation be just choose gender, choose class, choose head, and thats it? Or do we get more? Still in discussion on that one. Your character's appearance WILL change over time, though. Orcs will get larger and more muscular, dwarf beards will grow longer, etc. Will each faction have the same 4 classes? Fighter, shooter, healer magic, offensive magic? Or will it vary from faction to faction? Absolutely not. We are 100% married to the IP when it comes to stuff like this. Dwarfs and magic don't mix, so the closest you'll get to a magic class will be a priest carving runes into things. And I can't say this enough - EVERY class will be a combat class. Nobody will be running around, healing all day long and trying to stay out of the fray. What I want to know, is that how do you plan on balancing parties in PvP? Current plan: Don't get much sleep at night, lie awake fixated on making it all work. Seriously, though, RvR combat will come in three flavors: Skirmish RvR - players stumbling across enemy players in RvR areas and fighting right then and there. Battlefields - Static, objective-based areas (take objective in question, plant flag, etc) that help to focus skirmish RvR a bit. Scenarios - Instanced, point-balanced, objective-based "arenas." This is our closest cousin to Fantasy Battle. All players will be worth a certain number of points based on a "we're-not-discussing-how-at-the-moment" set of stats. Players will be matched up evenly and groups with fewer points will be bolstered by NPC "Dogs of War." Dogs of War will be - obviously - worth less than their PC counterparts, but they'll allow us to avoid long queues AND one side constantly enjoying a slight but significant advantage due to population wierdness. Finally, we're relying on an extensive, year+ long beta, coupled with everything (good, bad and otherwise) that we've learned from Camelot. The focus of the game makes it so you'll primarily be working with people of the same race, right? Primarily, but by no means exclusively. Dwarfs, humans and High Elfs can all work together as they see fit. Ditto with orcs, Dark Elfs and Chaos warriors. What default size group are you guys shooting for? 5, 6? To be determined. Balance is crucial, especially for campaigns and city capturing, so this will be one of those "under microscopic scrutiny" issues that we bang on non-stop until it's just right. How does PVE factor in to the game? Fully-realized PvE is absolutely going to be there. Players don't ever need to set foot in any RvR zone in order to move through all four tiers. And vice-versa. I would like to know how much time /played is your goal to "level" a character? To be determined. Leveling Grinds have been getting shorter and shorter, will Warhammer continues this trend? By offering full-blown PvE and RvR in every tier, we hope to make the process essentially painless for most players. Nothing depresses our world designers more than the idea that people might blow through 80% of the stuff they hand-craft with love and disturbingly intense affection to get to the last portion of the game. I am also interested in advancement through RvR. Will this be as speedy as normal "grinding", or at a mere fraction of normal XP rate? I can't speak for final speeds, numbers, etc. but our intention is that players will find compelling reasons to engage in PvE AND RvR in all tiers. How does the mechanics of tanking work? Player collision for enemies. You won't collide with friendly PC characters, but you will with enemy units. As a result, you won't be able to simply run through enemy tanks in order to get to less defensively-significant players. You also won't be able to clip back and forth through someone to hit them from behind, then the side, then the front, etc. I don't see what's stop people from running around you and getting to support guys. Again, player collision is the one bit that's been announced. That said, it can be VERY effective for protecting less defensive players if groups know how to make use of it properly. Will there be knock back of some kind? To be determined. I'm personally a huge fan of it. Are Halflings actually in Warhammer? I know they're the token comedy team in Bloodbowl but I haven't seen them in fantasy. Yes. And - as noted above - they're DELICIOUS. Mmm... free range halfling... *drools* Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: tazelbain on May 18, 2006, 07:44:35 AM Quote Well, one of the things that's causing the "limited" classes is the requirement that every class be combat-effective and serve an immediately recognizable role. We have no pure "support" classes. In addition, we don't have rogues or stealth classes. We're not fond of hybrid classes either, though there will almost certainly be SOME degree of hybridization for some races. Sounds boring. Maybe there will be terrain tactical considerations to make up for the lack group tactics because this setup makes "focus fire" the one and only tactic.Quote Again, player collision is the one bit that's been announced. That said, it can be VERY effective for protecting less defensive players if groups know how to make use of it properly. Interesting because all CD I have seen people go around it unless there is a narrow gap to block.Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HaemishM on May 18, 2006, 08:33:15 AM Btw, short version: You say that Warhammer design is good because the power differentail between the ranks is small. I say that I agree that the fact that the power differential being small would make the design of the game "good". But at the same time there is no evidence from the descriptions of the mechanics we have that the power differential is, in fact, small. That's all. There is no evidence of anything, because all we have is design overviews and not how the game actually plays out. In other words, them chickens ain't hatched yet, no use counting the eggs. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Johny Cee on May 18, 2006, 06:23:26 PM Quote Well, one of the things that's causing the "limited" classes is the requirement that every class be combat-effective and serve an immediately recognizable role. We have no pure "support" classes. In addition, we don't have rogues or stealth classes. We're not fond of hybrid classes either, though there will almost certainly be SOME degree of hybridization for some races. Sounds boring. Maybe there will be terrain tactical considerations to make up for the lack group tactics because this setup makes "focus fire" the one and only tactic. Could you elaborate on why lack of support would be boring? Just curious, since my experience would lead me to believe the opposite. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: tazelbain on May 19, 2006, 07:46:40 AM Sure.
First, I should say that I play healers. I understand why they don't want support characters. Its hard to make support character useful and not mandatory. So they got rid of them because there aren't very many people like me. I am fine with that, but I wouldn't have thrown my hands up in defeat. If they lack ideas for support abilities that aren't unbalancing they might want to take peruse through GW skill catalogue. But support characters tend provide alternate combat tactics, but since they are gone all you have left is "do as much damage as fast as possible." It's the proverbial 2 fighters trading blows until one falls over. It seems very boring even with some glass cannon classes thrown in. So all I am saying that if they are limiting tactics in this areas, they should expand tactics in another areas. And those buffs they called tactics in that Q&A are very poor substitute. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: angry.bob on May 19, 2006, 10:17:03 AM Having played a Midtard Healer in DAoC, I welcome the game being devoid of support and stealth classes. For one thing, no healing classes means no raids, or if there are they will have to be radically different than their conventional form. Besides, Warhammer itself is all about dealing damage. Other than the Tomb Kings summoning spell, a few magic weapon procs, and potions Warhammer is devoid of healing.
Plus, support classes like the Healer are the suck in RvR games. Sure, I could stun the hell out of people - at least until diminishing returns was added, but other than stunning people there was nothing for me to do until spreadheal was added years later. And trying to solo as a Healer was undoable past the late 40's. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 19, 2006, 12:08:48 PM You are dreaming if you are thinking there will be no healing in the game.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HaemishM on May 19, 2006, 12:26:29 PM You are dreaming if you are thinking there will be no healing in the game. There may be healing in the game (potions and such since that fits the mythos), but not HEALERS. Nobody dedicated to doing nothing but raising the hp bars of other players back up. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 19, 2006, 04:28:48 PM I rather figured we'd gotten past the idea that modern games will ever feature 'pure' healers again after CoH and even EQ2 to an extent. Both games realised that the primary role of the priest type character should be buff/debuff using in-combat short-duration-large-effect buffs/debuffs.
I always end up playing priest classes - because at least a priest gets to make decisions, and ergo stays awake. But playing a CoH defender/corruptor or an EQ2 shaman is a hell of a lot more fun than a daoc cleric. Quote Player collision for enemies. This alone makes rvr a massive leap forward from daoc. It'll do two things... 1 - remove the pressure to introduce crowd control 2 - reward playerskill, and specifically the ability to NOT WALK THROUGH THAT FRICKING GATE UNLESS I FUCKING SAY SO YOU MOUTH BREATHING FUCKTARDS! (whoa, sorry, started channelling my daoc cleric in rvr again) Quote Dwarfs, humans and High Elfs can all work together as they see fit. Ditto with orcs, Dark Elfs and Chaos warriors. /shudder Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 19, 2006, 11:38:44 PM 2 - reward playerskill, and specifically the ability to circle strafe.Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: angry.bob on May 20, 2006, 12:01:36 AM 2 - reward playerskill, and specifically the ability to circle strafe.Good circle straffing IS skill. Want to beat a shitty circle straffer? WALK BACKWARDS - a circle straffer without skills will die. Or if you've got m4d s|<1llz, counter-straffe them. CS and DoD have turned you youngsters into lazy crybabies with your fancy one-shot Kar98's and AWP's. Years of killing sentry turrets with a crowbar as a scout or killing anything with a Pyro builds seriously l33t circle straffing skills. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 20, 2006, 01:42:19 AM Um, -ACC on the strafe button dealt with that just fine in any number of games where it was seen as a problem.
In daoc the degenerate run straight forward through the opponent and /face tactic was much more irritating. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 20, 2006, 09:13:29 AM Some new screenshots (http://pc.vggen.com/gallery.php?game=937)
Love the gobin (http://media.vggen.com/games/pc/warhammeronline/warhammeronline5.jpg). Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 20, 2006, 11:43:34 AM Love the gobin (http://media.vggen.com/games/pc/warhammeronline/warhammeronline5.jpg). OMGZ triple weild! ;) Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 20, 2006, 12:08:48 PM Good circle straffing IS skill. I just don't like this type of twitch gameplay. See what Tobold wrote (http://tobolds.blogspot.com/2006/02/combat-animations.html).Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: stray on May 20, 2006, 01:00:50 PM Doesn't matter anyway. You're still on dialup, right?
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Yoru on May 20, 2006, 06:14:28 PM Good circle straffing IS skill. I just don't like this type of twitch gameplay. See what Tobold wrote (http://tobolds.blogspot.com/2006/02/combat-animations.html).Don't worry. There's plenty of games coming out for people who don't like having to actually interact with their character. Plenty (http://www.vanguardsoh.com/). Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 20, 2006, 06:40:04 PM In Mount & Blade there's plenty of twitch combat and "interaction". You still don't circle-strafe.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: angry.bob on May 21, 2006, 09:40:29 AM I just don't like this type of twitch gameplay. See what Tobold wrote (http://tobolds.blogspot.com/2006/02/combat-animations.html). So what sort of twitch game do you want to play then? Because what that guy you linked to is talking about is far twitchier than any FPS or circle strafing. High, medium, and low attacks and corresponding blocks. With movement keys that’s 10 keys and all 10 digits in use before accounting for any specials or item activations. That’s too much involvement for just basic combat, and having to hunt for keys in the middle of a fight means you’re dead. You could cut down on the number of keys/fingers you’d need by making different combinations of keys do different attacks or blocks, but If wanted to dick around with combos and that much precision button work, I’d just go play fucking Soul Caliber and r0xx0r with Voldo. Even if I wanted to get that involved with the most basic level combat, it would suck anyway. Every serious player in the game would just have a sequence of attacks programmed into a USB gamepad so they can just run up to you and execute a series of attacks faster than it would be possible to react to and block. Frankly, until they invent thought control game helmets, some sort of motion capture suit, or even a gay DDR stomping mat, that level of involvement sucks in practice. And really, by the time you’re wearing some stupid suit or dancing around a DDR mat, you may as well go out and sword fight for real with one of the 9 million fruity larp/SCA/Renfaire groups in the country. Circle strafing is easy to defeat, especially with collision detection. And it’s easy to adjust if need be: -ACC would work fine. And really, two fighters strafing each other with –ACC is just a nitpicky way of saying they’re circling each other looking for openings. Watch every entertaining fight scene in any fantasy/martial arts movie and you’ll see a ton of “strafing” Bottom line, it’s a game. I’m more concerned that my game be fun than be a realistic simulation of what really would have happened when Theodoric of Lancaster hit Willem of Burgandy on his right pauldron with a flamgerge instead of his left. Collision detection fixes most of the mechanical side of what’s bad about group PvP and adds nothing bad to it. Will people circle strafe? Sure, I know I will. But they can circle strafe now, it’s just easier to run right through you over and over again But since your so brilliant, what’s your genius plan to prevent the utter game breaking horror of circle strafing? And it can’t be a crowd control function renamed as something else. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 21, 2006, 01:33:34 PM I don't think you need innovative ideas to fix that kind of problem, even if those ideas are on a more radical level (for example about realistic attack types instead of the 34958345 types of effects you can apply and the corresponding numbers of buttons on your screen. I always said that you should ideally be able to play any class with a joypad. If you need more than 6-8 buttons then both the designer and the game are lame).
The single problem about circle strafing is relaitive to the controls. So it should be fixed with some work on the controls. To begin with I always wanted to nerf the bunny-hopping that I find irritating in every game, with people jumping all over the place and, often, all around you. Rogues in WoW in particular seem to love this. The idea is to make jumping lose endurance and precision on the attacks. So if you jump all over the place while in combat you would perform poorly. The rest of the problems could be solved by implementing different types of movement. Movement while you are running around and movement while you are actively in combat and trying to swing a big piece of metal. I'd just slow down the in-combat movement so that positioning would be more tactical instead of twitch. In this case circlestrafing would be pretty much useless. Slowing down the movement during combat is a valid point if you like a more realistic combat than a super-fast arcade. I like to think to twitch elements as unique and appropriate. For example the Mount & Blade example is a good one because, while twitch, it plays completely differently from an arcade FPS. Instead of just increasing the speed three times, add superjumps and multiple attacks a second. Because it tries to create gameplay that is appropriate for that setting. You don't have DOTs, AOE, fear effects, buffs, debuffs and all the rest in M&B. Nor you have these in a fantasy *setting*. You have these only in mmorpgs and the proliferation of stupid combat mechanics. I ranted against Raph for a few months recently because he stated that game mechanics are and should be completely independent from the setting. This is an heresy for me. The setting should determine directly the way you are implementing the game mechanics to simulate exactly that type of game. One of the reasons why I hated SWG it's because the combat was so stupid and abstract. That was a game that should have included FPS gameplay element like arcs of fire, positioning, cover. Instead of standing still and shooting twenty types of different "laser effects" and stupid particle attacks. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: stray on May 21, 2006, 01:40:33 PM Penalities on jumping? You might as well not even include the shit at all, or even call it a game.
Oh yeah, and like I said earlier: Get off of dialup. Then I'll start listening. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 21, 2006, 01:49:41 PM Penalities on jumping? No "penalities on jumping".The penalties are on the attacks if you are jumping. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: stray on May 21, 2006, 02:13:56 PM What's the difference?
Wait, don't answer that. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 21, 2006, 03:53:00 PM I find the jumping slightly annoying in COD2, it's used to make targeting more difficult, I do it sometimes too but it's cheap and doesn't really fit WWII. Circle strafing doesn't bother me.
New Warhammer E3 gameplay footage linky (http://youtube.com/watch?v=RuYSBR9iigo). Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 22, 2006, 05:31:33 AM Why the hell has this thread suddenly become a thread about solving trivial MMOG design problems THAT HAVE ALREADY BEEN SOLVED and implemented in every mmog where they were an issue in the last X years?
Did I miss a memo? Jumping costs you END. There. Problem solved. Or -ACC. That's good too. Now please, for the love god, can we go back to posting cool pictures of goblins holding too many knives, and commenting on how 'TWO IS THE WRONG NUMBER OF REALMS'. Sheesh. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Chenghiz on May 22, 2006, 03:08:59 PM Jumping in WoW gets you nowhere. People who jump have no more advantage than people who don't. It's a eflex move and it keeps their fingers active. One of my guild's MTs jumps while tanking because he claims it keeps him paying attention or somthing.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 22, 2006, 03:19:46 PM STOP IT. (http://www.warhammeronline.com/english/media/screenshots/full/may_05_13.jpg)
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Morfiend on May 22, 2006, 03:21:06 PM Jumping in WoW gets you nowhere. People who jump have no more advantage than people who don't. It's a eflex move and it keeps their fingers active. Actually, this is not true. If you notice hunters jump a lot. The reason for this is that you can move faster by jumping than walking backwards. So to keep distance a hunter will jump away from some one, and spin 180 degrees in the air, so they are moving away from their target but can still use special moves. The same goes for my rogue, I will jump through some one, and spin in the air so that i am still attacking them before I land. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Righ on May 22, 2006, 03:30:45 PM STOP IT. (http://www.warhammeronline.com/english/media/screenshots/full/may_05_13.jpg) Needs more knives. And cowbell. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 22, 2006, 03:34:26 PM Watching the e3 videos, one thing I did note is that so far Mythic haven't carried over the interrupt mechanic from daoc, the principle in daoc was that if you had an enemy sneeze in your general direction from 600 yards away you'd immeadiately be interrupted and unable to cast for several seconds.
The videos have casting in melee. That could all be subject to change ofc, but the interupt rules were always something I found throughly irritating in daoc. Quote from: Righ Needs more knives. More knives, bigger knives, it's all good. (http://www.warhammeronline.com/english/media/screenshots/full/may_05_06.jpg) Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: stray on May 22, 2006, 03:40:21 PM STOP IT. (http://www.warhammeronline.com/english/media/screenshots/full/may_05_13.jpg) I'm going to have to say that a discussion about jumping (RPG or not) is actually more substantive than.....Screenshots. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Morfiend on May 22, 2006, 03:43:58 PM Can anyone find any good screan shots of Chaos guys? While the Greenskins look cool, I want to see my chaos people.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 22, 2006, 03:48:09 PM Can anyone find any good screan shots of Chaos guys? While the Greenskins look cool, I want to see my chaos people. I gather they haven't been drawn yet. Mythic started with Green, currently doing Dwarfs, they claim to be moving through the races one at a time doing the zone and model art as they go. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Miasma on May 22, 2006, 04:27:19 PM Meaning the chaos models and zones will be buggy, boring and empty as they start cutting corners to meet the release deadline right?
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Chenghiz on May 22, 2006, 10:29:59 PM Jumping in WoW gets you nowhere. People who jump have no more advantage than people who don't. It's a eflex move and it keeps their fingers active. Actually, this is not true. If you notice hunters jump a lot. The reason for this is that you can move faster by jumping than walking backwards. So to keep distance a hunter will jump away from some one, and spin 180 degrees in the air, so they are moving away from their target but can still use special moves. The same goes for my rogue, I will jump through some one, and spin in the air so that i am still attacking them before I land. Hah my bad, I didn't think of that - and my main is a hunter. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 23, 2006, 03:48:07 AM Yep, doing one race at a time is a big mistake in mmorpg development.
Everyone knows that the best way to get it right is about quickly building proofs of concept and then reiterate as much as you can. Progressively adding detail and polish. Doing one thing at a time will lead to realms rushed out and bland or even the content added later being much better than the content added earlier as the team gets more experienced. But what is indispensable is really trying to have the whole game roughly put in place and then slowly sort out the details. Reiterating every part many times. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 23, 2006, 03:53:37 AM So because they are developing the races in pairs, instead of doing all six at once, then WAR isn't going to be as perfect as previous mmorpg games?
If the game is going to play as 3 seperate battlefields, I can see the logic of designing them seperately. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Falconeer on May 23, 2006, 04:00:04 AM Everyone knows that the best way to get it right is about quickly building proofs of concept and then reiterate as much as you can. Progressively adding detail and polish. Yes, everyone knows. And that led in the past to lots of great MMORPG like.... uh... Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Trippy on May 23, 2006, 04:31:40 AM So because they are developing the races in pairs, instead of doing all six at once, then WAR isn't going to be as perfect as previous mmorpg games? Yes the logic makes sense. Unfortunately the ones that are developed first usually have more content and polish than the later ones -- see Horde in WoW and !Albion in DAoC.If the game is going to play as 3 seperate battlefields, I can see the logic of designing them seperately. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 23, 2006, 05:16:06 AM It's just a matter of which method leads to the best result.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 23, 2006, 07:18:17 AM Meaning the chaos models and zones will be buggy, boring and empty ... right? One could argue that this matches the WFRP and WFB canon. ;) Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 23, 2006, 09:47:13 AM It's certainly possible that the later races will not be as polished as the first two, however I would expect that the the later stages of development would include a final polish. The later races will also benefit from more refined content creation tools, so I think the only conclusion we could draw at this stage is that normally mmo's are released unfinished.
I'm hoping that GW have a new focus on computer games in general, anyone know what Dawn of War was like at release? Mark of Chaos might give some clues as to what GW find acceptable in 2006 after the fairly recent Fire Warrior which didn't get great reviews. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: angry.bob on May 23, 2006, 12:16:25 PM I'm hoping that GW have a new focus on computer games in general I'm hoping so too. I have a feeling that they will due to a couple of things. They've been reluctant to make computer games to close to their miniatures games for fear of cutting into their miniatures sales, or at least it's been reported that was the reason they've ignored asstons of requests from players. But their sales have to be waning as a result of their rules are total shit now for anyone but a 12 year old or a fucking retard. No self-respecting person above 16 in "the hobby" would be caught dead playing 40K now. The problem is, a preteen or retard can't afford $15 for a single plastic marine commander, $50 for 5 plastic terminators, or the $500 cost for an army that lets you do more than field the most basic selection of troops. I haven't seen any actual sales figures, but I'd bet that the nosedive their stock took a while back was about the time their prices reached the breaking point for most people. I mean, a drop from 900 pounds a share to 280 pounds a share in a year and a half is a murderous drop. I don't know too many investors that would be happy with losses like that. I'd really like to see them release an online version of their games along the same lines as MTG online. I'd gladly subscribe and pay extra to buy "miniatures" to get out of cleaning the flash, assembling, and painting real ones, not to mention an online matching service, tourneys, ranking, not having to deal with vague rules, etc. I don't think they're ready to take that plunge yet, but the MoC looks like a real time WFB, so it wouldn't be that far of a leap. I think if they see decent numbers from that combined with DoW, they might be more receptive to the idea. The only thing they'd like better than selling little lead and plastic guys at tremendous profit would be selling thin air for an even bigger profit. Also, watching WoW make more money than Blizzard can spend with a cartoony derivative of their own IP must have really lit a fire under their asses. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 23, 2006, 12:27:46 PM It would be nice if GW were capable of that switch. But unfortunately they really aren't.
Too many years of too much focus on making pewter look expensive and not enough focus on the making playable or fun games, leaves them without much of a base to work from. I can imagine a more liberal approach to games companies interested in coming in and taking product off their hands, but I honestly don't believe they have the imagination or capability to drive their IP into PC games. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 26, 2006, 04:15:51 PM May Newsletter (http://www.warhammeronline.com/english/newsletterCentral/archives/May2006.html)
Lots of new video diaries (http://www.warhammeronline.com/english/behindTheScenes/vidPhoneDiaries/2006may.php) New Screenshots (http://www.warhammeronline.com/english/media/screenshots/) Somebody buy that guy a better camera phone. Edit - Awesome video that Sairon posted in the E3 forum. Watch this - http://www.youtube.com/watch?v=fWvAznIRVLA Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on May 26, 2006, 10:08:15 PM Epic, heroic, pe-petuual struggle...
Now I know who Paul Barnett sounds like. Ramus from Lunar: Silver Star Story! (http://www.cesspit.net/drupal/storeroom/misc/ramus.mp3) Three reasons why Warhammer is a great licence for a MMO: 1- Iconic look 2- An excuse to smash the living crap out of each other 3- A-pe-pe-cciual work with no ending from where to draw from Three devices: 1- Zone story arcs - With the theme that defines a contested zone 2- Racial story arcs - Race vs Race 3- World story arcs - Between the races, plots, "convoluted excuses" to fight etc.. "Everybody fights everybody, for-ever! That's all we are interested in." Race cliches: "The greenskin are soccer hooligans. All they do is wander around, pick up sticks and try to hit other people. There are no long term plans, no long term concepts. There's a group of soccer thugs, on the march to glory." "The dwarfs are the northern(?) working class of England. They live down mines, all they want to do is get drunk. They just want to fight people who call them "short". They have no money, they are very proud of their holes in the ground." "The high-elves are British posh people. Never done a day working in their lives. Don't understand about "doing the washing". Have had too much time in the da, so they read the lody-dody(?) books, get really good with the swords and doing special magic." "The dark-elves are English posh people who have taken drugs. Basically Lord Byron. They've got money coming out their ears. They don't take lot of hope into deciding [...] goddamn world [...] any way they want." "The humans. The empire is basically humans. You know, wonderful dreams, terrible nightmares. They don't really pay attention, build huge amount of technology. They like to explode and destroy the world. Cut down all the forest, they don't really understand it." "The Chaos is humans that have been toughly(?) corrupted, tentacles, crab close, extra eyes, horns. Some people get confuse and think Chaos is like the devil. No, no, no. It's not fire and brimstone, it's chaos. It's castles falling from the sky. It's an arm that turns into a sword. It's the ability to cut open your arm and mice(?) pour out rather then blood. It's chaos, it's corruption." "It's not a computer game. It's a total hobby experience. We want you to buy this game, and never buy another one." "We want you to spend all your time playing it. We want it to involve: skill, commitment and imagination. - The more skill you put in, the better the game is, the better you feel. - More commitment you put in, you got piles of money, you got a great(?) of played, the more the game rewards you. - Imagination. Over in America they call it "immersion". It's not immersion. Immersion is playing Half-Life and not realizng the house is burning down. And your wife's left you. And you haven't slept for weeks. Imagination is: I played the game and then I want to talk about it, go to the websites, draw pictures about it, have t-shirts, I wanna think about what I'm going to do when I play next week, I talk to all my friends about it. If you get skill, commitment and imagination, you get a hobby experience. And a hobby experience should grab you to the core of your being and be the only thing you want to do. That's the game we're making." Someone could translate to me that last line of the dark elves description? Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: stray on May 26, 2006, 11:46:42 PM Wow, even when you transcribe someone else's words, I still can't read your posts.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on May 27, 2006, 02:40:37 AM "The dark-elves are English posh people who have taken drugs. Basically Lord Byron. They've got money coming out their ears. They don't take lot of hope into deciding [...] goddamn world [...] any way they want." ................ Someone could translate to me that last line of the dark elves description? "The dark-elves are English posh people who have taken drugs. Basically Lord Byron. They've got money coming out their ears. They have then taken a load of opium and have decided that they run the goddamn world and can have it any way they want." Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Falconeer on May 27, 2006, 02:45:01 AM Edit - Awesome video that Sairon posted in the E3 forum. Watch this - http://www.youtube.com/watch?v=fWvAznIRVLA Paul Barnett looks and speaks like an EQ2 NPC. Emotes included. I am expecting him to give me a quest any moment. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on May 27, 2006, 03:36:53 AM Quote from: Paul Barnett Everybone fights everybody. For. Ever. No. That would be Warhammer. You've put some bizarre alliance between Orcs, Chaos, and Dark Elves together for no reason. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on June 06, 2006, 11:35:12 AM Linky (http://www.warhammeralliance.com/article/war-news/mythic-to-provide-us-and-europe-simultaneous-release.html)
Quote Mythic Entertainment, a leading developer and publisher of massively-multiplayer online role-playing games (MMORPG's), today announced Warhammer Online: Age of Reckoning (WAR) will be published and operated across Europe by GOA, the France Telecom-owned publisher of online games. GOA has successfully operated Dark Age of Camelot in Europe with Mythic since 2001. WAR is based on Games Workshop's popular Warhammer fantasy war game and features next generation Realm vs. Realm (RvR) game play that will immerse players in a world of perpetual conflict. WAR will arrive on the PC simultaneously in the US and Europe in the fall of 2007. "The initial partnership between Mythic and GOA resulted in 'Dark Age of Camelot' being the number one MMORPG in Europe for many years," said Mark Jacobs, CEO and President of Mythic Entertainment. "With WAR our goal is nothing less than to take Europe by storm and regain that leadership position in the European market." It's nice that Europe will be treated the same for a change, aiming for WoW figures is a bit of a stretch though. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on June 07, 2006, 12:33:18 AM Ok, that's it, I just lost any interest I had in this game.
Quote Warhammer Online: Age of Reckoning (WAR) will be published and operated across Europe by GOA No thankyou, tried that with daoc. Didn't work. I'm not going there again. I'm irritated that this means they'll be running seperate EU and US servers with a seperate account structure once again. But I flat out refuse to get involved in another GOA fiasco. To forestall the next question, yes, you are entirely welcome to my stuff. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on June 07, 2006, 12:51:27 AM In this thread (http://www.warhammeralliance.com/forums/showthread.php?p=77643#77643) Mark has posted a few times that they will take steps to ensure WAR has a better release and support in Europe than DAoC. There's some kind of backbone issue in France isn't there?
I like the increased focus on Europe but I'm probably going to get a US import copy of WAR anyway. The only European release mmorpg I have played is WoW and I really didn't like the language barriers. I think I ended up on the unofficial Finnish server, barrens chat generally drifted towards a reenactment of World War II. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: stray on June 07, 2006, 12:55:19 AM What in the world do the Finnish have to do with WWII?
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on June 07, 2006, 01:02:02 AM Quite a bit. (http://en.wikipedia.org/wiki/Military_history_of_Finland_during_World_War_II)
Quote The Military history of Finland during World War II covers the history of Finland from 1939 to 1944. During the World War II the fate of Finland was unique among the belligerent nations. Finland fought three wars: Winter War alone against Soviet Union, Continuation War with Germany against Soviet Union, and Lapland War alone against Germany. In the end, Finland had managed, against all odds, to defend its independence and democratic constitution while suffering relatively minor territorial losses. Barrens chat generally went. Muppet1 Were u frm?> Muppet2 Finland. Muppet1 Lol Natzi. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on June 07, 2006, 05:57:54 AM Quote There's some kind of backbone issue in France isn't there? This is a massive understatement. France has huge internet infrastructural problems borne out of historic cultural protectionism and Minitel. It is quite literally the stupidest possible place in western Europe to put online game servers. Also nobody in GOA can speak english. Translate a patch in < 3 months. Or operate a server that doesn't crash during relic raids. The last point is espeicially important, the primary method of relic defence in EUDAOC was to get around 60 to 100 people in to the relic site and wait for the "server" to crash so that purple guards could do the rest. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on June 11, 2006, 12:31:52 PM In this thread (http://www.warhammeralliance.com/forums/showthread.php?p=77643#77643) Mark has posted a few times that they will take steps to ensure WAR has a better release and support in Europe than DAoC. There's some kind of backbone issue in France isn't there? I like the increased focus on Europe but I'm probably going to get a US import copy of WAR anyway. The only European release mmorpg I have played is WoW and I really didn't like the language barriers. I think I ended up on the unofficial Finnish server, barrens chat generally drifted towards a reenactment of World War II. Interestingly, in the thread linked above, Mark shows how much he cares about the issue of OpenTransit and the general shittiness of hosting in France by 'raising it with GOA'. GOA responded 'oui, zat iz ze fixed now' (apologies to any French people reading). And Mark said 'k'. So APPARENTLY Goa just single handedly fixed all the issues with the French internet. Go France. :roll: They'd be better off just hosting the damn things in the US and putting a sticker on them that says 'european'. We'd get a better connection. Seriously. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on June 11, 2006, 10:01:58 PM I'm irritated that this means they'll be running seperate EU and US servers with a seperate account structure once again. Yeah, I'm with you on this point. It's really a very bad decision on all fronts.By the way, I don't really think they will regain "leadership position". WoW has nearly 1.5M on Europe, for the first time the european market became bigger than the US. DAoC, when Mythic considered itself "number one" in Europe, topped in EU at around 150k or so. Come on, it's not even on the same scale. Let's make some predictions about the numbers Warhammer will get in EU and US. Let's see who will go closer. My idea is that the reasonable goal that Mythic should take nearly as an imperative (meaning that it won't be a "success" and that they should start dancing if they reach it, but that the devs should work *hard* to reach it) is the 250-280k EU+US that DAoC had at its peak. Anything less would be a delusion (in particular with the silly claims above) and I don't think that the game will move too far away from that number (meaning that I don't expect them going far above either). I have this theory that sequels or semi-sequels like this one are never able even to top the original chapter when it was at its peak. I always criticized "sequels" in the mmorpg genre and I think they are a total waste of money when much better *commercial* results could be obtained by truly supporting the main title (meaning giving it more and more resources, instead of less and less), like CCP is doing with Eve (which grows constantly despite being three years old and recently reached more than 100 developers involved full time with it), instead of cutting progressively the resources from the game to migrate them somewhere else and then see an obvious decline as the direct result. So my idea is: Warhammer won't top DAoC when it was at its peak. They could go slightly above or slightly below depending on the quality of what they are doing (and I think some ideas are promising if they don't cripple them with the usual bad execution), but that's what I'd take as a reasonable goal. That's what I'd tell my devs if I was Mark Jacobs. Go for that. That's our goal. "Regain that leadership position in the European market" is laughable. PR or not they should have never said something like that. Maybe after launch, if they hit that 250k mark, then they could start to work *hard* to solidify and INCREASE the market share (you know, the mythical positive trends that seem a chimera for a mmorpg). Like the hard work EQ2 is doing despite being a retarded sequel. But then there's always this stupid risk that the resources will be moved on yet another stupid new project, instead of supporting the development to make the first title more solid. And just watch it passively declining and fade into oblivion (also because it HAS to be killed, as the interest and hype MUST be shifted to fed the "new"). Which was DAoC's own destiny with that foolish "Imperator" mmorpg first and Warhammer now. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on June 11, 2006, 10:17:48 PM Btw, "France" is not the problem. WoW's servers are also hosted in France and I don't think they have all these problems.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Righ on June 12, 2006, 12:30:40 AM Yes, but its de rigeur to say that France has backbone issues, whether talking about networks or armies. Blame it on that short tosser with his hand in his jacket. People have been keen to piss on them ever since.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on June 12, 2006, 08:16:27 AM Let's make some predictions about the numbers Warhammer will get in EU and US. Let's see who will go closer. My idea is that the reasonable goal that Mythic should take nearly as an imperative (meaning that it won't be a "success" and that they should start dancing if they reach it, but that the devs should work *hard* to reach it) is the 250-280k EU+US that DAoC had at its peak. Anything less would be a delusion (in particular with the silly claims above) and I don't think that the game will move too far away from that number (meaning that I don't expect them going far above either). If it's stable and polished at release, if the starter areas are newb friendly and if the high end game is feature complete I'll stick my neck out for 500k EU+US at release. That's a lot of if's though. Post WoW with a license so similar but with greater depth, I can't imagine them aiming for less. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HaemishM on June 12, 2006, 10:12:12 AM Let's make some predictions about the numbers Warhammer will get in EU and US. Let's see who will go closer. My idea is that the reasonable goal that Mythic should take nearly as an imperative (meaning that it won't be a "success" and that they should start dancing if they reach it, but that the devs should work *hard* to reach it) is the 250-280k EU+US that DAoC had at its peak. Anything less would be a delusion (in particular with the silly claims above) and I don't think that the game will move too far away from that number (meaning that I don't expect them going far above either). Except that the game is probably structured so that 150k subs is enough to turn a decent profit. Everything else is gravy. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Morfiend on June 12, 2006, 10:44:09 AM Let's make some predictions about the numbers Warhammer will get in EU and US. Let's see who will go closer. My idea is that the reasonable goal that Mythic should take nearly as an imperative (meaning that it won't be a "success" and that they should start dancing if they reach it, but that the devs should work *hard* to reach it) is the 250-280k EU+US that DAoC had at its peak. Anything less would be a delusion (in particular with the silly claims above) and I don't think that the game will move too far away from that number (meaning that I don't expect them going far above either). If it's stable and polished at release, if the starter areas are newb friendly and if the high end game is feature complete I'll stick my neck out for 500k EU+US at release. That's a lot of if's though. Post WoW with a license so similar but with greater depth, I can't imagine them aiming for less. Im going to agree with AP. I think WAR will get more box sales than a lot of people think. I think a lot of WOWs PVPers are looking to WAR as the second coming, also a bunch of the "My First MMOG" crowd are going to be looking to try some thing new. I predict a hugh release, with a sharp drop off around 1 or 2 months in, when people realize it is not as polished as WOW. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: angry.bob on June 12, 2006, 11:21:54 AM It’s going to be 500,000+, easily. AS far as not being as “polished” as WoW, I’m going to strongly disagree. WoW, has “style”, not polish. Their DB is crap, their servers are crap, their weekly maintenance is crap, their dev cycle is glacial, and they’re still working on annoying problems that everyone else solved before the year 2000. Want to switch characters? Close the client and log in, WTF? Get dropped and need to log in with the same character? HAHAHA, that’s even worse. Hope you weren’t in the middle of fighting something. One the other hand, the one thing you can’t accuse Mythic of is lack of polish. Other than some iffy pathing involving pets in dungeons, DAoC was/is technically flawless. Assuming they’ve learned the right lessons from DaoC (support classes in PvP suck to play, raiding for superpowers breaks your game, semi-random magic item generation FTW, thier guild and housing systems), grab the right stuff from WoW (qwest system, fast leveling, the entire level 1-59 game), mixed with the GW IP will make WAR a much more appealing game than people are giving them credit for. And honestly, the alpha build of WAR already has way more visual appeal than WoW.
And even the style of WoW is iffy. Games Workshop is notorious for using their IP to shut down competitors, even tiny mom and pop operations. It would not surprise me in the least if they served Blizzard with C&D papers on the Orc, goblin, and possibly Dwarves right around launch. And the best part is there is no credible argument that Blizzard could use to say that they didn’t lift the Orc and Goblin visuals straight from GW. They’ve even said they did. Blizzard shouldn’t be worried about War as a competitor, they should be worried about Games Workshop as a copyright holder with a demonstrated history of using their IP to club the fuck out of people until they cease to exist. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Chenghiz on June 12, 2006, 11:36:03 AM I think what he's referring to is visual polish - you know, effects that look good, not just functional, well-done textures, high framerate, characters that don't look like total ass and move like robots.
Also, if you want to change characters in WoW, you log out and change, log back in. You don't have to exit the client. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Morfiend on June 12, 2006, 12:24:37 PM I think what he's referring to is visual polish - you know, effects that look good, not just functional, well-done textures, high framerate, characters that don't look like total ass and move like robots. Also, if you want to change characters in WoW, you log out and change, log back in. You don't have to exit the client. Exactually what I was talking about. If there is one thing Blizzard does right its visual polish. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on June 12, 2006, 05:15:23 PM It’s going to be 500,000+, easily. I'm amazed.WoW, has “style”, not polish. DAoC was/is technically flawless. Btw, it's interesting how WoW tricked EVERYONE into believing that subscribers grow on trees. The market has NOT grown in the sense that a new mmorpg can come out and expect a lot more subs than in the past. You'll see. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on June 13, 2006, 10:39:44 AM GW + RvR + Europe is a special case. I would expect signifcantly more subs than anything bar WoW in Europe.
I'd be slightly surprised if they don't manage 300k in Europe. 500k seems optimistic but not impossible. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Numtini on June 13, 2006, 10:58:07 AM The Warhammer IP seems to be pretty strong. Far stronger than I would ever have expected. And it's the right kind of IP, one that was meant for gaming and can take a bit of adjustment without the world having a meltdown. (Star Wars and Tolkien are bad IPs for gaming because they have a set of fanatic fans worried about consistency, not to mention in each case control freaks controlling the rights.)
Anyone know how the Warcraft expansion release is doing? If they miss October, it opens up a lot of opportunities to poach. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Threash on June 13, 2006, 11:39:39 AM It’s going to be 500,000+, easily. I'm amazed.WoW, has “style”, not polish. DAoC was/is technically flawless. Btw, it's interesting how WoW tricked EVERYONE into believing that subscribers grow on trees. The market has NOT grown in the sense that a new mmorpg can come out and expect a lot more subs than in the past. You'll see. By the time this game comes out wow should be around the 10 mill mark, i think "wow but with good pvp" would easily be able to mooch off about half a million of those, plus whatever new subs they pick up from warhammer players and poach of other games i wouldnt be surprised if they reached the 1 million mark. This is all assuming the game is actually you know... good. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Zane0 on June 13, 2006, 12:24:29 PM If they're toying around with a console release.. As I understand it, if a game goes down that path there are usually complications with client updates due to console hard drive limitations and such. I remember hearing that EQOA had issues with this; no idea about FFXI.
Any informed comments on that issue? Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: stray on June 13, 2006, 12:43:56 PM Any informed comments on that issue? Consoles didn't really adjust to the online "revolution" until recently. Kinda like how the 32X, Jaguar, or Sega CD didn't make much of a mark for 32 bit or disc based media. Xbox Live and a little of what Sony was doing was a good step, but all in all, they weren't really concentrating on online capabilities (robust and otherwise). Nowadays though, all companies, including Nintendo, seem to finally be getting their heads out of their asses. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Margalis on June 13, 2006, 06:02:06 PM What's weird about Nintendo is they have been doing the Nintendo over satellite stuff for a LONG LONG time. Like SNES days.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: stray on June 13, 2006, 06:10:00 PM For co-op. They seemed to think that's all anyone wanted or something.
Now where's that quote from Miyamoto about the GC? It was just as backwards thinking as Bill Gates' infamous "640k" bit. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on June 13, 2006, 09:18:14 PM By the time this game comes out wow should be around the 10 mill mark, The behaviour of WoW is not simple to predict. But I don't think it will continue to grow at this rate. It's easily possible that the expansion will push up the subscription numbers since a lot of players could resubscribe at once. But I think boredom will kick in MUCH sooner this time. People will figure out the expansion is just a forced stretch and that there isn't anything really new that FEELS new.Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on June 14, 2006, 12:49:31 AM It all depends on the quality of the expansion, a sharp fall in subscriber numbers for WoW was already predicted in April last year (http://www.grimwell.com/index.php?action=fullnews&id=262). I'm expecting it to kick in any second now. :roll:
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: HRose on June 14, 2006, 01:56:12 AM It all depends on the quality of the expansion, a sharp fall in subscriber numbers for WoW was already predicted in April last year (http://www.grimwell.com/index.php?action=fullnews&id=262). I'm expecting it to kick in any second now. :roll: It has ALREADY happened. Problem is that WoW CONTINUES TO SELL LIKE CRAZY.People always forget that retention isn't the way to go. It's accessibility the way to go. New players represent the health of a game. THEN retention. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Azazel on June 14, 2006, 07:00:15 AM Sorry to "Sirbruce" this, but it's translation, not nitpicking an argument.
Three reasons why Warhammer is a great licence for a MMO: 3- A-pe-pe-cciual work with no ending from where to draw from Perpetual. The way you write, I don't think you've got much business pissing on people's accents. Quote Race cliches: "The high-elves are British posh people. Never done a day working in their lives. Don't understand about "doing the washing". Have had too much time in the da, so they read the lody-dody(?) books, get really good with the swords and doing special magic." "la-dee-dar-dee." it's like hoighty-toighty. fanciful. twee. Quote "The dark-elves are English posh people who have taken drugs. Basically Lord Byron. They've got money coming out their ears. They don't take lot of hope into deciding [...] goddamn world [...] any way they want." They've taken a load of opium and they've decided that they can run the world and have it any way they want. Quote "The Chaos is humans that have been toughly(?) corrupted, tentacles, crab close, extra eyes, horns. Some people get confuse and think Chaos is like the devil. No, no, no. It's not fire and brimstone, it's chaos. It's castles falling from the sky. It's an arm that turns into a sword. It's the ability to cut open your arm and mice(?) pour out rather then blood. It's chaos, it's corruption." humans that have been totally corrupted, tentacles, crab claws... it's custard falling from the sky... Quote - More commitment you put in, you got piles of money, you got a great(?) of played, the more the game rewards you. You got to pay us some money, you got to agree to play it Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Azazel on June 14, 2006, 07:07:33 AM And even the style of WoW is iffy. Games Workshop is notorious for using their IP to shut down competitors, even tiny mom and pop operations. It would not surprise me in the least if they served Blizzard with C&D papers on the Orc, goblin, and possibly Dwarves right around launch. And the best part is there is no credible argument that Blizzard could use to say that they didn’t lift the Orc and Goblin visuals straight from GW. They’ve even said they did. Blizzard shouldn’t be worried about War as a competitor, they should be worried about Games Workshop as a copyright holder with a demonstrated history of using their IP to club the fuck out of people until they cease to exist. GW's history of corporate IP bullying is against the small guys. Vivendi's very much not the small guys. Warcraft 1 came out more then 6 months ago, and your idea that GW can do jack or shit about WoW's dwarves is even more laughable. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Ironwood on June 14, 2006, 07:27:40 AM Btw, "France" is not the problem. WoW's servers are also hosted in France and I don't think they have all these problems. Um, yes. Yes, they did... Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: angry.bob on June 14, 2006, 07:43:40 AM GW's history of corporate IP bullying is against the small guys. Vivendi's very much not the small guys. Warcraft 1 came out more then 6 months ago, and your idea that GW can do jack or shit about WoW's dwarves is even more laughable. Vivendi's size is irrelevant. They might have more money to fight instead of cave in, but in the end it wouldn't affect the outcome. GW uses it's IP as a tool to stop competition and insure their dominance. If they're willing to lose money suing a guy in an iffy lawsuit to make him stop selling home sculpted miniature, what's so crazy about them suing a bigger company when they have a rock solid case, it would get them barrels of money, and help them gain marketshare? GW's history of IP bullying is against competion, which up until did not include Vivendi. Now it does, and large chunks of it's core visuals were blatantly lifted from GW. There would be no need for GW to "bully" Vivendi since GW would actually be right and have a solid case. And just because they haven't sought remedy over the issue yet doesn't mean they've lost or relinquished the right to. They can wait as long as they want before doing whatever they want to do. But let's say for the sake of argument that the dwarves are a non-issue. That still leaves the Orcs and Goblins, which no impartial person would believe were not lifted straight from GW - even if they hadn't already said they had. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: eldaec on June 14, 2006, 08:33:45 AM I doubt GW have any sort of realistic case.
You can't allow someone to leech off of your IP for 10 years and then turn around and say 'stop' just because you wish to enter that market. These things have to be done as soon as the offended party is aware and can reasonably react. The only way GW would get anywhere is if their lawyers were much bigger and badder than Vivendi's. Which they aren't. This ship already sailed. Circa 1996. Plus, at the end of the day, it's Orcs and Elfs. To a disinterested party all Orcs and Elfs look the same. If this was a WH40k vs Starcraft bunfight, then maybe. If it was still 1998 today. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Lantyssa on June 14, 2006, 09:41:29 AM Or Blizzard could just outright buy GW with a few of their moneyhats and do whatever they want with the IP...
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: stray on June 14, 2006, 10:55:33 AM If they wanted to do that, they never would have made Warcraft games.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Soln on June 14, 2006, 11:14:27 AM I played DAoC until it was clear they weren't moving in my direction. They seem to be moving in my direction again, so I am interested again. aye, agreed. This CouldBeCoolTM Edit: I'm going Chaos, "Flying Goblin Guild" (http://pc.vggen.com/image.php?game=937&image=http://media.vggen.com/games/pc/warhammeronline/warhammeronline1.jpg) Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Sairon on July 12, 2006, 05:52:27 AM http://v2.curse-gaming.com/en/article-186-1-paul-barnett-interview-eswc-speech.html (http://v2.curse-gaming.com/en/article-186-1-paul-barnett-interview-eswc-speech.html)
An interview over at curse gaming, they probably should get someone to proof read that before they posted it though. Not much new information, but it's Paul Barnett. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: schild on July 12, 2006, 06:03:19 AM That's one of the worst interviews I've ever read. Proofreading necessary indeed. How did that place come to be ranked 2,389 on Alexa and I've somehow magically never heard about it? I'm not saying I've heard of every website. But top 5,000 in alexa targeting MMOGs? Should I be embarrased?
Edit: What the fuck? Threads: 9,137, Posts: 32,473, Members: 112,502. 112k members with only 32,473 posts? I, alone, have more than 1/3rd their postcount and they have nearly 100x more members? whu? Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: damijin on July 12, 2006, 06:45:06 AM fake accounts make your forum look legit IMO.
you should get an extra 50,000 for this heap. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Chenghiz on July 12, 2006, 08:03:24 AM Curse-gaming hosts one of the biggest add-on databases for WoW. It's likely those users registered to post on the addon pages and those posts aren't counted by the forum.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: MrHat on July 12, 2006, 09:37:40 PM Curse-gaming hosts one of the biggest add-on databases for WoW. It's likely those users registered to post on the addon pages and those posts aren't counted by the forum. Yup. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Righ on July 12, 2006, 10:15:29 PM How did that place come to be ranked 2,389 on Alexa and I've somehow magically never heard about it? I'm not saying I've heard of every website. But top 5,000 in alexa targeting MMOGs? Should I be embarrased? Only if you use WoW. It's practically the most famous index of WoW addons ever. Besides that, however, its nothing. And as Chenghiz mentions, people register to whine about some flashy addon not working on patch day. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Der Helm on July 13, 2006, 04:18:53 AM That's one of the worst interviews I've ever read. Proofreading necessary indeed. I agree.The interviewed person comes accross as a 12 year old. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Mi_Tes on July 15, 2006, 09:17:42 AM That's one of the worst interviews I've ever read. Proofreading necessary indeed. How did that place come to be ranked 2,389 on Alexa and I've somehow magically never heard about it? I'm not saying I've heard of every website. But top 5,000 in alexa targeting MMOGs? Should I be embarrased? Edit: What the fuck? Threads: 9,137, Posts: 32,473, Members: 112,502. 112k members with only 32,473 posts? I, alone, have more than 1/3rd their postcount and they have nearly 100x more members? whu? It was difficult getting past the first paragraph of the interview and then the rest of it was just as worthless to read. Did you take a look at their forums? I opened the Vanguard forum and found the "favorite class poll" and the Warhammer form has "find your hottest warhammer character". Impossible to believe, but they make Vault look hard core. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arthur_Parker on July 18, 2006, 12:07:16 AM IGN has some new screenshots showing greater detail here (http://media.pc.ign.com/media/748/748723/imgs_1.html).
A new video interview, scroll down to GT Interview here (http://www.gametrailers.com/gamepage.php?fs=1&id=1026), not been able to watch it with sound as yet but the monitor in the background has the game running. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: MrHat on July 18, 2006, 06:26:54 AM He says that they have a healer role, a tank role and a dps role.
Edit: LoL @ myself. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Lantyssa on July 18, 2006, 08:35:11 AM He says that they have a healer roll, a tank roll and a dps roll. Do those come with butter? :-DThis message brought to you by the Friends of Grammar Snake. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Kail on July 18, 2006, 09:04:59 PM He says that they have a healer role, a tank role and a dps role. Seriously? Like, specific classes doing each of those? In a PvP centric game? Yeargh. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: tazelbain on July 19, 2006, 09:40:06 AM WAR already said that that they were going have tanks and dps but no healers and rogue. Maybe people are playing healer hybrids as full healers because people have been trained to play that way.
I play healers. Healers can work in PvP. Give them stuff to do besides healing. Make a rez a comsumble, not a healer spell. Make healing spells situational. Some help more with big attacks. Some help with small attacks. Some help with the type of attacks. PAoE heals instead big single target. So healers can't bury their head and spam heals. They have to be watching the battle and respond to it. Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: OcellotJenkins on July 24, 2006, 07:43:14 AM Quote Sanya Thomas, Director of Community Relations for Mythic Entertainment has cleared up the misunderstandings around the WAR beta on Warhammer Herald. Alpha: The current stage of WAR. Double Secret Beta: At Summer 2006 with payed testers and Mythic partners. Beta1: At Fall 2006, with less than a hundred of old friends. Beta1.7: Early 2007, with recommended community testers. Beta2: Early Spring of 2007, Still under NDA, with prize winners, DAoC players, guilds and media members. Beta3: Summer 2007, Under NDA, with around 10000 randomly choosen people from newsletter subscribers. Final Beta: Summer 2007, NDA free, with people who pre-ordered the game and media contest winners. (There will be no Open Beta where everyone with internet connection can download the client.) (Source: WarHerald (http://warherald.com/news/fullArticle.php?newsid=18) ) Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Rithrin on July 29, 2006, 01:26:29 AM WAR already said that that they were going have tanks and dps but no healers and rogue. Maybe people are playing healer hybrids as full healers because people have been trained to play that way. Well I was at the Mythic WAR booth at Comic-Con last week, and I got a little info on the healer classes in WAR from Sanya and one of the other guys (I didn't ask for a name, d'oh). For Goblins its the Shaman, for Dwarves its the engineer, and for Humans its the Pirest of Sigmar, they couldn't tell me the others. Pretty much the healers are hybrids of sorts. The Shaman has pretty nasty DD's and Debuffs, the Engineer runs around with a shotgun, and the Priest of Sigmar is one badass on the field of battle as well. So while they aren't typical healers, they definately are in the game. Unfortunately this doesn't bode well for me as I actually liked playing full support in PvP. I felt important since if I didn't do my job then the group died, be it heals or debuffs or mezzing or dispelling. And if I died it was usually because the rest of the group failed to stop them. It just helped "group mechanics" out a lot, rather than turning to be like WoW in which every class just dishes out as much damage as possible. Oh, first time posting here of course, please don't eat me :| Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Righ on July 30, 2006, 11:39:53 AM In retrospect, one of the things I liked about Lineage PvP was that there was no healing class. Healing was either a money sink (potions) a time sink (resting) or a combination (gathered elf food). People could only carry so many potions, and everything didnt center around the freakouts of prima donna healers.
Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: WindiaN on July 31, 2006, 04:41:13 PM In retrospect, one of the things I liked about Lineage PvP was that there was no healing class. Healing was either a money sink (potions) a time sink (resting) or a combination (gathered elf food). People could only carry so many potions, and everything didn't center around the freakouts of prima donna healers. I found that system overall to be bad because every fight presents a dilemma of whether or not you should spam consumables. Inevitably you get the smacktards who say "well if i felt like using pots that time I would have won." i guess because I've always played the healing class, I have never had to deal with healers disappointed by their support role, but I think that problem can be remedied by playing with people who aren't idiots :/ Title: Re: Warhammer - Xbox 360 + Squigs + Video Interview Post by: Arrrgh on August 01, 2006, 06:54:04 AM I think that problem can be remedied by playing with people who aren't idiots :/ There's a shortage of those. |