Anti-Aliased: WAR, huh, what is it good for? pt. 2


With that said, let's get to the big gorilla -- the Realm vs. Realm combat. On the surface, it looks good. Letting people walk into clearly defined battlefields to fight over with incentives in the form of quests from the specific RvR warcamps and not to mention exp for killing other players as well as renown points, it looks like it's a winner. And, to be extremely honest, the system does win when you get a bunch of players in one place.

"Player vs. player combat comes extremely naturally to WAR to the point where sometimes I forget I'm in PvP because I'm having so much fun."

Player vs. player combat comes extremely naturally to WAR to the point where sometimes I forget I'm in PvP because I'm having so much fun. Yes, that line just came from the guy who'd rather do reputation grinds than visit Alterac Valley in World of Warcraft. I despise PvP, I despise battlegrounds, and grinding reputation is fun compared to getting killed every three seconds and then teabagged.

WAR makes sure that each person can actualy survive in PvP, have a chance to get away, and they make it into a worthwhile endeavor. Even if you lose a scenario, you can still turn in the specific PvP quest and get experience because you completed the scenario. PvP is tactical, interesting, and just overflowing with rewards. That's a good system.

The bad news comes in the form of World RvR battlegrounds. Once again, they're barren wastelands. No I mean that, they are barren wastelands. Haven't you seen the screenshots? (Insert rimshot here.) But, there's not enough people to really support the battlegrounds system. What we really have here is a "go in, take what you want before someone notices, and leave" system. Sure, there are quests that have owners of the landmarks "check up" on their property --

"Should that problem stop you from playing Warhammer Online? Absolutely not."

quests that will bring the enemy back to their control points -- but even those aren't being taken advantage of by the players.

So, what is WAR good for? WAR is good for a bloody fun time. The game's systems are all well done and are fun to play. The problem is that WAR is missing the fundamental oil in the machine, people to WAR with. The endgame is secure, as everyone is going to end up there, turning the endgame into a giant, vicious struggle (as it should be) but the first and second tiers are going to struggle no matter what. Even in overpopulated servers just a short while from the launch, we're already seeing signs of attrition in the design. Mythic simply thought they'd have more people constantly flowing in or making new characters.

Should that problem stop you from playing Warhammer Online? Absolutely not. The state of the game is still strong, and it's still more fun than you can get in any other game. In fact, if you jump in, you're going to only going to help in curing the problems it has. So go ahead, WAR away. The game is good for it.


Colin Brennan is the weekly writer of Anti-Aliased who finally is having fun with RvR. When he's not writing here for Massively, he's over running Epic Loot For All! with his insane roommates. If you want to message him, you can do so in Second Life (SL: Seraphina Reymont), or send him an e-mail at colin.brennan AT weblogsinc DOT com.
This article was originally published on Massively.