city-siege

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  • Massively Exclusive: Dilov & Hristov on the systems of Earthrise

    by 
    Krystalle Voecks
    Krystalle Voecks
    09.17.2010

    With an open PvP model, a rich crafting system, and a sumptuous art style, Masthead Studios' upcoming sci-fi post-apocalyptic game, Earthrise, has been gaining more and more interest from our readers. From everything we've seen of the game to date, this title will offer some interesting options in terms of how one chooses to play through the world. That's why, when we were given the chance to ask some questions of Momchil Dilov, Lead Writer and Plamen Hristov, Senior Game Designer on Earthrise, we were happy to do so. For those not familiar with the game, you'll want to check out the interview noted yesterday, then join us behind the break as we ask about different systems such as crafting, PvP sieges, the importance of guilds, customization, character penalties, and more!

  • Waging WAR: An in-depth look at the Producer's Letter

    by 
    Greg Waller
    Greg Waller
    06.05.2010

    This week, Waging WAR is going to take a deeper look at the Producer's Letter for this month of Warhammer Online: Age of Reckoning. There are lots of new promises coming down the pipeline, and plenty of speculation to follow. Let's sift through some of the hubbub and get into the nitty-gritty of it all. First of all, there's a serious cliffhanger in the notes suggesting that we'll be given a reason to wear all the sovereign gear that's being won in the new city sieges. Currently, there is good reason to wear (or at least acquire) warlord gear if for nothing other than the wards they provide -- and thus the significant advantage they give in the new city sieges. However, there is nothing in the game that requires the wards that the sovereign gear provides. If we insert tab-A into slot-B, the only real conclusion we can come to, speculatively, is that a new expansion is just beyond the horizon, and close to being revealed. Such an expansion could very well add a new tier (and new wards and warded content), in addition to buckets of other new content, such as a new pairing (as has been speculated many times in the past -- Skaven vs. Lizardmen, anyone?) On this point, I suppose we'll have to apply the "wait-and-see" motif, and just wait and see. Also, E3 is also coming up very soon (June 14-17). Could the EA/Mythic booth have some big news secretly tucked up their collective sleeves? As a disclaimer, this is only wild speculation by this particular columnist and nothing above should be taken as official suggestion of anything mentioned at all. But we can hope, can't we?

  • Warhammer Online's 100% RvR city siege outlined in development notes

    by 
    Justin Olivetti
    Justin Olivetti
    04.14.2010

    Since its inception, Warhammer Online's greatest strength and selling point has been its Realm vs. Realm (RvR) gameplay between the forces of Order and Destruction. With the upcoming 1.3.5 patch, RvR is poised to claim its rightful birthright with 100% RvR city sieges (in the past, city sieges have been a mix of RvR and PvE). Yesterday, Mythic posted a slew of "In Development" notes pertaining to 1.3.5, specifically outlining their plans for the new edition of city sieges. WAR's new city sieges now have a maximum battle time of two hours, feature a respectable 24v24 population, and offer plenty of rewards, including a PQ-style chest roll for the winners. Once a player joins the fray, they'll be automatically put into a warband and pointed toward the battle. City sieges take place over three stages, each with specific objectives and a time limit. In stage one, the invaders will attempt to breach the palace gates while the defenders try to stave them off. This is accomplished on both sides by waging war over linked control points that function as a tug-of-war between the forces. Moving on to the second stage, each side has the win condition of either escorting their warlord to the palace gate or defeating the enemy warlord. Depending on how stage two ends, stage three will take place either in the palace or at the city's gates, and involves killing the enemy's king. One of the neatest parts of this final stage is that four players on each side will be chosen to be "Champions" -- highly buffed characters with a special new ability. The new city sieges sound streamlined, dynamic and -- dare we say it? -- a bloody good time for all. You can check out the proposed development notes for this patch on WAR's forums.

  • Warhammer Online gets a new producer's letter

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.24.2010

    Hot on the heels of the 1.3.4 patch, we've received another letter from Warhammer Online's producer discussing the state of the game and its immediate future. Carrie Gouskos, who has apparently inherited the position formerly held by Bruce MacLean and Jeff Skalski, has taken the opportunity to share information of the coming updates to the game. It's also a chance for a new outline of how the team wishes to improve upon community relations, with the promise of more frequent news and updates along with early player involvement in the testing process. In addition for soliciting players for loading screen tips, the letter talks about what can be expected with the next two small patches for the game, 1.3.5 and 1.3.6. The former is slated to shift the core experience of cities and city sieges to an RvR experience, emphasizing PvP combat and with encounters balanced to shift based on population sizes. On the other hand, the latter is going to examine armor sets closely and try to provide a redesign for maximum player benefit. Warhammer Online fans can look forward to more about these features in the coming months, with any luck.

  • Warhammer Online interim city siege fixes

    by 
    Brooke Pilley
    Brooke Pilley
    11.05.2009

    Mythic has been pulling out all stops lately in an effort to improve Warhammer Online. One of their latest changes was to remove fortresses from the RvR campaign equation because many players found them to be a laggy and boring hurdle to be overcome. Doing so, however, had a predictable result: Cities were sieged much more often. While Mythic was acutely aware this would happen, they didn't have measures in place to handle an "all city siege all the time" situation. Today, Andy Belford announced a suite of interim city fixes. Check out the official forums for the complete run-down. A few notables include: The durations of stage 1 and 2 city siege have been cut in half, many parts of the city are no longer tied to city rank, city rank recovers much more quickly, and the Reikland Factory and Twisting Tower scenarios are making a comeback to provide those not engaged in city siege with something to do. Many players and bloggers have pointed out that these fixes only address the symptoms and not the core issues related to WAR's RvR campaign. Andy was quick to mention that these are only initial changes and more will be coming (e.g., the Underdog system). Testing of these changes should begin next week so keep your eyes on the Herald.

  • Details on WAR's new user journey and apprentice system

    by 
    Brooke Pilley
    Brooke Pilley
    09.30.2009

    Warhammer Online may have traveled a rocky road this past year but with each new patch, the game gets better and better. The latest patch installment to hit the public test server is 1.3.2, which features a New User Journey, Apprenticeship System, career balance changes, and further improvements to performance, stability, and RvR.The two biggest items being tested right now are the New User Journey and Apprenticeship System. The former introduces new players to the game much more effectively and efficiently, funneling them into the same starting area (Chaos vs. Empire), auto-adding them to a starter guild, and much more. The latter allows highly ranked players to drop their level (stats and abilities capped formulaically) and lowly ranked players to raise their level in order to play together.As for RvR, fortresses are being removed from the zone capture system, which should result in more frequent city sieges. Whether this is a good or bad thing is yet to be determined because depending on your timing you may not be able to join your friends due to the current instance mechanic. Keep warfare will now benefit from a new difficulty mechanic as well, which grants more rewards when more combatants are present.Check out the full 1.3.2 patch notes for all the gory details!

  • WAR producer's letter details major 1.3.1 changes and lays out plan for near future

    by 
    Brooke Pilley
    Brooke Pilley
    08.18.2009

    The newest Warhammer Online producer's letter starts off by detailing all the major changes coming with patch 1.3.1, including revamped city siege, open RvR enhancements, and social improvements. Basically, it's a lot of stuff we've heard about already. However, things get really interesting when Jeff Skalski starts talking about what is on the horizon for patch 1.3.2. There are some gems.It sounds like Mythic is planning on uncoupling the fortresses from zone capture. This is a major RvR campaign design shift but the details are pretty vague at this stage. They will also be reworking the earlier tiers of the game in an effort to retain newbies and make alting more pleasurable. This could work quite nicely with the sidekick/buddy system they are working on as well. Finally, they're continuing to tweak crowd control and hint at a potential new Live Event tied to the "Daemon Moon." Maybe it will involve the Khorne Daemon Prince in the image above.

  • The Daze of Darkfall epilogue: The Siege of Andruk

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.10.2009

    So I thought I was done with my whole "month long investigation of Darkfall." Best way to end out the series was to include some PvP being lead by Wardragon Drow (*gasp*, a last name, and I'll get to that in a second) and then close it off there.Well, sadly, Darkfall had one more surprise left for me. Or, should I say, the Blackrock Clan had one more surprise for me. A siege.A complete accident lead me to logging on during the first contestation of our city, the orc themed Andruk. A siege stone had finally been dropped, sides were quickly formed, and our first war was on. No more drills, no more pathetic defense attempts -- this one was for real. We liked our city and we were not interested in losing it.But with the siege came a conundrum. If I report the siege, it will be pretty obvious who I've joined up with. It doesn't take a genius to look at all of the sieges and come up with, "Which one was at an orc city?" So, as this is truly the last article in the Daze of Darkfall series -- the one where I get to participate in what many say is the capstone of the Darkfall experience -- I think it's time to drop the worries and be specific. This is my view of the Battle of Andruk that took place between the Blackrock Clan and the Brotherhood of the Spider.

  • The Daze of Darkfall epilogue: The Siege of Andruk pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.10.2009

    The keep, the keep! "Fall back to the keep! Fall back to the keep!" called General Zodd Drow over Ventrilo. The outer walls were abandoned as everyone began rushing back to the keep to make a stand. While this would normally sound like suicide, as we'd leave our citystone undefended, we had placed the keep perfectly next to the stone. From there, people on the roof of the keep could easily fire downwards and destroy anyone who would come close to the stone, while the stairs inside served as the world's best choke point. Think 300, only with less spartans, more lolz, and inside of a keep. From there our most armored men began to hold the steps while I stayed up top, picking off people's mounts and keeping casters at bay with my bow. We had an impressive grouping of archers and spellcasters, all doing their part to keep people below at bay or injured as they entered the keep. Meanwhile, in the keep, the enemy losses accelerated while our losses dropped. Fighting was packed into close quarters with shields and one-handed weaponry becoming the focus. I peeked my head down to see what was going on and only found chaos. Attempting to shoot a bow in all of that was more dangerous than good, so I found myself back up top firing downwards. Then, oddly, people began spilling out. Enemies began to retreat, firing one last wave of spells as they left. Our forces ran out after them, chasing for the moment as they left our city. Everyone relaxed on Ventrilo, happy over our win for the time being. The second assault -- not as interesting as the first Sinister relayed a message to us -- "We don't like to retreat." I'd feel that way too if I had just gotten halted inside of a keep and I was paid lots of money by a clan to make sure they won the battle. Plus then there's that whole reputation thing... eh... yeah, I'd be angry. Half an hour later, they came again. There was one hour left in the battle as they came up the hill, and we were better prepared for what they had to offer this time. We also had a plan -- do the same thing we did before, but now in complete unison instead of panic. They rounded the walls and started in on the wall towers, but we held faster this time around than last time. The force seemed smaller to me, but I couldn't truly tell with all of the insanity going on. When the walls looked too overrun, we moved back inside the keep again, doing what we did before. It worked a second time, and perhaps even better than the first. The attackers backed out of the keep, fearing a repeat, and began to stick to the towers. That was, until, our forces rushed the towers. It was a bit silly to watch from my archery perch above. Three of our people ran in, then 10 of theirs would all rush out the other side. I filed it under, "things that made me laugh and shake my head." Soon enough, they were driven back for the second time. It was at this point that our generals got word from Sinister that they wished to thank us for the challenge and the fun battle. The other clans stayed silent, for the time being. There was still 45 minutes left in the challenge, and we still remained prepared. Finally, the clock slowly rode down. Our guards began to loosen up and joke -- more talking over Ventrilo and silly conversation. Then, as the clock hit zero and the game displayed "DRAW" in huge letters on our screens, everyone breathed a collective sigh of relief. Air guitars were played (you can type /air_guitar to make your avatar play the electric guitar, yay anachronism) and congratulations were swapped over Ventrilo. The siege was done. One final look back I sat atop the keep for a while more as everyone disappeared, talking with some of the others about writing this up as a final feature for Massively on my time in Darkfall. I was trying to get a handle on the whole moment, as it came so unexpectedly, and I was still trying to decide if I liked it or not. The siege felt like a giant game of deathmatch, not really a siege. It felt uneven at times, as when I got caught in a fire AoE I almost died via that one spell. It felt fun, of course, as everyone dodged around and was being assaulted on all sides. There wasn't any lag or hangups, save for a few spikes here and there. The game performed to expectations regarding performance, but I'm just not sure how I felt. I didn't stand up and cheer, I didn't feel awe struck. I felt successful, but I didn't feel like a winner. It's hard to explain, so I don't think I will attempt it. I will simply leave the question, "Is it fun?" to you, the readers, as I have in the last column. It's not my place to tell you what you enjoy, and I don't think I'm about to start now. As for me... I owe Kend Drow some warbanding, so if you see Seraphina Azureveil, have the decency to wave before shooting an arrow through my heart.Update: Apparently, Scarce Xrul has uploaded parts of the siege in his YouTube video, convincing his friends to join Darkfall. You want to watch exactly what happened? Well, now you can, and in HD!

  • City siege improvements featured in WAR 1.3.1 patch

    by 
    Brooke Pilley
    Brooke Pilley
    08.09.2009

    It's no secret that Warhammer Online's tier four endgame and city siege specifically are a bit lackluster. Mythic has admitted this by ranking it third place in their list of five key goals for the game's improvement. Well, just over a month after announcing endgame improvement as one of their top priorities, the studio is testing out new city siege mechanics and they sound quite interesting.One of the biggest issues players currently have with city siege is that it features way too much PvE and not enough PvP (or in WAR's case, RvR). Patch 1.3.1 is introducing several improvements in this area. Sieged cities now have three states: Contested, captured, and rebuilding. Attackers and defenders will be present and battling it out in each state and the contested state public quests will benefit from a new design. Warlord encounters are now instanced and balanced for 24 players, allowing multiple groups to participate. Finally, there will be a number of siege UI improvements allowing you to keep better track of your realm's progress.Nearly every area of the game is being touched in some way by the 1.31 patch. Take a look at the comprehensive patch notes on the Warhammer Herald to observe their true breadth and feel free to give them a try on the public test server.

  • Siege jeopardy in Darkfall

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.01.2009

    Nobody likes server crashes. They always seem to come at the most inopportune times. However, there is no greater inopportune time than during a city siege in Darkfall.Sadly, an ill-timed server crash right after a city siege finalized in Darkfall. This lead to data not being properly saved inside all of the systems, putting the siege result into jeopardy.Tasos Flambouras, Darkfall's producer, took a moment to relate the announcement to the community, and outline that the siege results will be corrected during the server maintenance. As a result, the city ownership will be finalized during the maintenance, and the game will move forward from that point.For Tasos's full remarks, check out his post on the official Darkfall forums.[Via MMORPG.com]

  • Games Day '09: Managing realm vs. realm combat with Jeff Skalski pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.19.2009

    On top of that, we are aggressively looking at city sieges. On the RvR team, that's where the big focus is. The last big improvement in the open RvR arena was adding a second ramp to the keeps, but now our focus is on the city. We want to make sure that players know what's going on, like with the stages of the city. It's really three stages -- contested when you enter in, then the attackers can push it to pillaged so the warlord PQs open up, then it goes to captured and you unlock the king's instance for a set amount of time. "Our goal is to make the city siege RvR, not RvE." Our goal is to make the city siege RvR, not RvE. We want to put more focus on killing players, capturing and holding objectives, and we want that to be the front from beginning to end so there's always RvR in the game. So that's what we're looking at right now, working with those concepts and fleshing out those ideas. Any previews or details on that yet?It's really too early to say. We just started meeting with our core testers and explaining to them the ideas we have, and we're throwing things out there while finalizing what we want to do. I can say that for the players out there who are saying, "Oh, make it more epic, make it more epic," well that's what we're focusing on. We're trying to bring the quality of epic up, but at the same time we have many other things going on too. There's always bug fixing and things to work on, so we have to be careful. We want to react quickly and get it done now rather work on it for 10 months and fix it next year.What would you say to a player who holds the opinion that something like Warcraft's PvP is superior to Warhammer's RvR?This is my opinion, but I find when I talk to players who have that opinion that it's about convenience as to why they prefer the WoW model of PvP over the WAR model. We're really seeing a change. So, for you and I, we've been playing MMOs for a while. But there are people out there who have never touched any other MMO except for WoW. That game is all they know. They don't know what EQ was like, they don't know what UO was like, they don't know what MUDs are, so they don't have this broad concept. They just want stuff now and they want to get out quickly. They want instant gratification and they want to be constantly patted on the back with an enthusiastic, "Good job, good job!" "Then we added in the token system because we understand that at the end of the day you just may not get that loot roll." So when WAR was launched, we didn't have anything like the token system. We just took the approach of, "Well, you're just going to have to work for it. I'm sorry, but you have to go out, fight enemies, get through their keeps, and go for it." What ended up happening was the players began taking the path of least resistance. Players even went to lengths to avoid one another, and that really confused us. We thought they had bought our game to RvR, but they're avoiding enemies! Then we had things like keep trading and round robin keeps going on, so that's why we went to zone domination. It's why we took the rewards off of flipping a keep and put it on flipping the zone. That way you're not just hopping from pairing to pairing and going around, and around, and around. Now they want to capture and fight for that zone.Then we added in the token system because we understand that at the end of the day you just may not get that loot roll. I, honestly, have horrible luck. I rarely, if ever, get the gold bag. Now for participating you get this token. Sure, you need a lot of them, but you know you're getting somewhere.We're learning a lot about the player base. We hear all of the feedback from the players and hear what they're complaining about. When I come into work in the morning I have, from multiple sources, the top five issues of the game. And that helps me and the other producers determine exactly what we need to put our teams on. What needs to be hotfixed before the weekend, what needs to be put into the next patch, or whatever.So they game is getting better. The game is better today than it was at launch in terms of stability, performance, and how the systems are working. We have teams dedicated to it and we just keep pushing it. The sands of the Tomb Kings are coming as the final release in the Call to Arms live expansion, the Land of the Dead approaches! Massively has your back with coverage from Mythic Entertainment at Games Day '09, so get your WAAGGGHHH ready for RvR mayhem as Massively re-arms for WAR!

  • Keen talks more on Darkfall, highlights good and bad issues

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.17.2009

    One of the best looks we get at Darkfall is from the varied community that plays it, and one of the most outspoken proponents of the game's ups and downs has been Keen from the Keen and Graev Gaming Blog.In his most recent post, Keen has gone into the specifics of what he finds off with Darkfall the most -- the pacing issues. While the game presents enjoyable concepts, those concepts are overshadowed by globs of downtime paired with grinding. The fast-paced action of the game is drowned out by the slow pace that the game itself moves at. Certainly the city building and politics of the game work as intended and are fun sections, but the sieges themselves move slowly as they usually feature 10 guilds attacking one guild.Another one of Keen's issues is the lack of incentive. He gives the example that he could walk across the world and spend hours doing it, but why should he when everything he has can be found in a small area? Players aren't encouraged to get together and tackle with trust issues, they're encouraged to stay apart in their own borders.For Keen's full thoughts on the many facets of Darkfall, check out his posts over on his blog.

  • Leaders have questions, and Darkfall's Tasos Flambouras has answers

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.16.2009

    Darkfall blogger extraordinaire Paragus recently sat down with some of the biggest alliance leaders of Agon, collecting questions to take back to Aventurine's very own Tasos Flambouras for answering.While not all of the questions are actually questions (we see those declarative statements, you can't hide them from our prying eyes), Tasos attempts to provide answers to some of Darkfall's biggest problems. Crashing during battles, game mechanics overthrowing battle strategies, six hour sieges, political options in the interface, inability to purchase the game, and the burning question of what Aventurine is doing to deal with cheaters are all covered in this lengthy two page interview.The entire interview has been posted to MMORPG.com. If you're looking for a peek inside of the mind of Aventurine, or the mind of Tasos, in the very least, don't hesitate to jump on over and catch his answers to some burning questions.

  • WAR patch 1.21 may be interim, but its beefy taste surprises

    by 
    Brooke Pilley
    Brooke Pilley
    04.16.2009

    Mythic is patching Warhammer to 1.21 today, and while the number suggests that it is an interim patch, its beefy flavor suggests otherwise. In true WAR fashion, this new patch boasts a number of big additions and improvements, including upgrades to keep siege, tweaks to combat responsiveness, and a brand new RvR token system.Guilds that claim keeps can now upgrade them in various ways. Players can upgrade doors, add special merchants (e.g., siege, door repair, guild banker, etc.), add special guards, and increase the overall guard patrol sizes. On the other hand, attackers can now use a special new currency called Ordnance to purchase new and improved siege weapons.Combat responsiveness issues have plagued WAR since launch and Mythic keeps promising fixes with each new patch. Hopefully, they have nailed it this time around. Players should no longer experience casting bar delays under normal RvR conditions and animations will be improved if everything goes according to plan.Phase one of the token system introduced in 1.21 will focus on the RvR campaign. New medallions and crests will drop off players of appropriate renown throughout all tiers, which can then be exchanged for RvR set gear (e.g., Annihilator, Invader, etc.). Tokens will also be rewarded for capturing keeps, zones, forts, and completing various stages of city siege.For more information on these items and much, much more, read the official 1.21 patch highlights as your client updates.

  • Blood, sweat, and valor in Darkfall

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.26.2009

    Paragus has continued his stories about adventuring through the Darkfall world on MMOCrunch, this time centering on the concepts of alliances and city sieges. While many aspects seem similar to EVE Online's corporation wars, Paragus's retelling of what it's like to be on the front lines of a siege battle makes Darkfall sound more like 300.His overall report is in Darkfall's favor, commenting on how well the game seems to be holding up when there are huge amounts of players fighting in the same area. Certainly there are still client crashes and disconnects, but the performance is overall very stable for mass combat.The only downfall to the whole system lies in the rules of the siege challenge. One of the rules states that if the attacking guild's leader drops offline at any time during the battle, the challenge is immediately lost. During Paragus's siege, the guild leader suffered a timeout, and the guild found themselves losing the challenge all due to connection problems.While Aventurine patches up all of the problems, the overall report of sieges is good, in Paragus's opinion. For the full details, head on over and check out his writeup of the event.

  • Anti-Aliased: The Darkfall prophecies

    by 
    Seraphina Brennan
    Seraphina Brennan
    01.21.2009

    var digg_url = 'http://digg.com/pc_games/Anti_Aliased_The_Darkfall_prophecies'; Darkfall. Everyone talks about it. Our mailboxes get flooded with requests about it. Comments regarding the game are both frothingly energetic and intensely angry. Just writing a piece about it can get a writer wacked.So, let me paint a giant target on my back, cover myself in delicious meat, and walk right into the lion's den of MMOs. This column is dedicated to Darkfall's gameplay mechanics; presenting an analysis of what we know so far from released beta tester announcements and gameplay footage. This is, by no means, a comprehensive analysis of everything Darkfall has to offer. This is just one man's opinion column at work, looking at the ups and downs of what Darkfall might bring to the table.I'm doing all of this to answer one eerily simple yet dastardly complex question: Can Darkfall live up to the hype around it?

  • WAR's first city siege: The king is dead. Long live the king.

    by 
    James Egan
    James Egan
    10.05.2008

    It was only the other day when we reported that the first Warhammer Online city siege endgame had begun. Initial reports indicated that a relatively small group of players, in average gear, managed to capture Altdorf on the EU server Karak Eight Peaks, partially due to bugs in the game. However, rumors of the death of Emperor Karl Franz have been exaggerated. More details have come to light since then; Electronic Arts contacted MMO blogger Tobold, and set the record straight. As it turns out, Destruction didn't fully capture Altdorf. Rather, they put it in a contested state, and the would-be conquerors on the Destruction side were ousted by Order before they could complete enough public quests to reach the final battle against Emperor Karl Franz. Did you enjoy this? Make sure to check out our Warhammer guides: Massively's Character Creation Guide and our WoW Player's Guide to Warhammer. Plus, don't miss any of our ongoing coverage as Massively goes to WAR!

  • Altdorf is burning (Warhammer city siege endgame begun)

    by 
    Michael Zenke
    Michael Zenke
    10.01.2008

    Despite hopes by the developers that Warhammer's city siege endgame wouldn't begin for at least a month, it appears the siege has already begun. Just a week and a half after the launch of the title Altdorf is burning on the EU server Karak Eight Peaks. The Book of Grudges was the first to report on the Altdorf assault, with Wizards and Wenches offering up commentary directly from the forums. From the sounds of things, there were major issues associated with the very first Warhammer city siege ... so many that Mythic might even call foul and reset things.In some ways, this flub brings to mind the "buggy lagfest" of Age of Conan's launch endgame. Lag doesn't seem to have been the culprit in WAR, though. Instead, the final Fortress protecting Altdorf just didn't do its job. Destruction was able to gain entry and kill the final keep lord with almost no issues, with a (comparatively) tiny group of sub-40 players in not-so-hot gear. This entire thing just further exacerbates player concerns over faction balance, on top of obvious concerns about the game's extremely experimental endgame experience. Stay with Massively.com this week as we follow this story. Did you enjoy this? Make sure to check out our Warhammer guides: Massively's Character Creation Guide and our WoW Player's Guide to Warhammer. Plus, don't miss any of our ongoing coverage as Massively goes to WAR!

  • Massively goes to WAR: How to conquer a capital city

    by 
    Michael Zenke
    Michael Zenke
    06.02.2008

    The keep and siege gameplay of Warhammer Online all leads up to just one thing: sacking the opposing race's capital. Weeks, perhaps months of gameplay all leads up to one final confrontation between the forces of Order and the forces of Destruction. But what happens once the final Fortress falls? How to players bring the capital to its knees, the better to chop off its head? Join us as we explore the final, ultimate state of Warhammer Online's RvR combat.