games-day-2009

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  • Get squig caked on August 27th with the Ace of Cakes

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.19.2009

    You! What are you doing next Thursday? Playing games? Well stop doing that and go watch some TV! It will be a rewarding experience, I promise.If you were in tune with our coverage of Games Workshop's Games Day 2009, then you probably remember us going nuts over a certain cake of a certain large red squig. The cake was produced by the illustrious Charm City Cakes, the company better known as the "Ace of Cakes" on Food Network.Well it's time for the story behind the squig to come out as the Ace of Cakes episode, "Big Red Squig" will be airing next week on Thursday at 10 PM. You'll get to see just how they made that awesome cake and you'll get to travel with Chef Duff to Games Day and meet Paul Barnett. Warhammer Online, meet cake. Mmmmm... cake....

  • Mythic to show off WAR's Land of the Dead at Games Day Chicago

    by 
    William Dobson
    William Dobson
    07.17.2009

    The third and final Games Day for 2009 is right around the corner, taking place on July 25th in Chicago. We had a hands-on look at Warhammer Online's Land of the Dead zone at a Games Day in Baltimore earlier in the year, before it was released -- but just because the zone is out now doesn't mean that it's no longer on show. Mythic will still be displaying the completed area to attendees of Chicago's Games Day, with developers on hand to discuss the "making-of" side of things.Stopping by Mythic's showcase will also net attendees some swag, including the exclusive "Empire Cherub" shirts pictured above (if they're quick enough -- those are going to be in limited supply). In-game giveaways include: A White Dwarf Beard character customization item Chompin Teef, a steel jaw customization for Orc Choppas Snorri's Spikes, a customization item for Dwarf Slayers that makes the character have a "mohawk" of nails sticking out of their skull (ow) Shroud of Imrathepis, used to "regenerate minor wounds and injuries" [via IGN]

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

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.19.2009

    RvR is a carefully titrated, expansive system, and no one knows that better than Mythic Entertainment's Jeff Skalski. Jeff is the RvR team lead on Warhammer Online, and we recently had the chance to sit down with him at Games Day and pick his brain about many different aspects of WAR's RvR combat.So what can we expect from city sieges in the future? What's the current priority for the RvR team? What's their plans for open RvR and keep sieges? What's it like designing a zone that includes a heavy emphasis on RvR and RvE working in tandem? These questions and more are answered inside this Games Day interview.

  • 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!

  • Games Day '09: Lands of the Dead design discussion with Gabe Amatangelo and Jeff Skalski

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.15.2009

    After saying goodbye to Paul and Josh, I soon found myself sitting down with Gabe Amatangelo, the senior designer on Land of the Dead, and Jeff Skalski, the RvR team lead, with the task of getting inside the Land of the Dead development process.What I got were some great insights into how testing and development works at Mythic Entertainment, as well as some inside facts on Land of the Dead and some great reasons for why players should come back and try out some WAR. Interested in what sparked the movement to an action RPG dynamic? Wondering what features may not have made the final Land of the Dead cut? All of that and more is inside this Games Day interview.

  • Games Day '09: Lands of the Dead design discussion with Gabe Amatangelo and Jeff Skalski pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.15.2009

    Now you guys have a really interesting design going on with Warhammer, regarding the City Siege system. You've basically built in your own cap on the game's system, which is very different from other MMOs in the market. What's it like designing something like Land of the Dead with that restrictive cap in mind? Jeff: It's challenging. Sometimes it feels like we're splitting hairs, but we planned to do this type of stuff earlier on, so we left some space to design in. We wanted to make sure this was a free expansion that all players had access to that runs parallel to the tier four campaign... Gabe: It compliments many different areas of our content. It compliments many types of players with many types of gear and gives them new objectives to achieve. But the top end, yeah, it's definitely a challenge, and that's the one campaign. We have three campaigns. The Warhammer world just has so much stuff in it. There are so many other armies and other things to be inspired by to make new content. With all of that other stuff in mind, where would you like to take Warhammer if the decision was solely up to you? Gabe: There's alot. You know, when we explored the RvR gated "Darkness Falls" dungeon, we explored a bunch of different things. We explored Mordheim, we explored Skavenblight, and then we fell across the Tomb Kings. This was perfect for us, as it allowed us to explore a bunch of different gameplay dynamics. But still, I think Skavenblight is a very cool element. Then you have the whole Vampire Counts dark world... Jeff: We still got Sylvania and getting out there to do. Personally, from a visual standpoint, I'd like to see Lustria. I think it's an environment we just don't have in the game at the moment, which was one of the reasons I was really excited about Tomb Kings. I like having a completely new environment and it's a setting we don't have at all in our game. Gabe: And it also really depends on what we want to get out in regards to content. Is it a dungeon, is it a new open zone? That affects where we go with it. If it's a dungeon, oh well then we should go to Skavenblight as it's a underground thing over there. If it's a whole new mini-zone, then maybe we go to Lustria. Of course I'm talking in broad general terms, but that's the stuff that directs where we take it. Is there anything that got left out of this expansion that you wish would have made it in? Jeff: We accomplished alot, but there is that one thing we had to cut back on, as we needed to get moving with production, and that was being able to bring the Tomb Kings in as an ally in the RvR siege. In the early days of the design, we were thinking about giving the assistance of the Tomb King and his army out during city sieges. Gabe: There were several ways we strayed away from that and one was certainly production issues, but another was that we wanted the campaign system to be the campaign system. Land of the Dead is gated by the campaign, but it doesn't hinder or affect the system in any way and we wanted to leave it like that. The one for me was that we wanted people to be able to access Land of the Dead from level one. But, well, we just couldn't do that. We pushed it back to level 25. Jeff: But the majority of our players meet that requirement anyway. The other other thing that we wanted was for instances to be able to let more players in. So there's six man runs right now, but there was this "other one" where we wanted to get that number higher, but we didn't get that in. Gabe: *evil laughter* Not yet. Now one of thing some of our commenters are going to point out as a problem is the power leveling. You can be level 25, then get bolstered to level 36 in Land of the Dead, and you gain level 36 experience at level 25. Why did you guys decide that? Gabe: Well Darkness Falls was very successful as an alternate spot for power leveling. So we went and followed that form and put it into Land of the Dead. The other thing to note though is that you can lose control of the Land of the Dead, and that will cause power leveling to spike. It's another carrot on the stick for players to gain control of the area. So I don't think it's going to be a problem, I think players are going to enjoy it. Jeff: It gives you another track, an accelerated track, and it happens right at 25 for a reason as it's in that lull between tier three and tier four. It's going to be that extra push that will get people into tier four. We've done many things to help ease that lull, like new epic questlines and boosted quest experience, to get people into tier four. So, ok, let's pretend I'm a newbie to Warhammer. Why should I come and play your game? Jeff: If you want PvE content, we got the public quest system which is a trendsetter in the industry and I know we're going to see more of it pop up. Oh yeah, Runes of Magic already jumped on that. Jeff: Oh yeah, we know, and it's cool. It's just a good system because it helps get people together. From an PvP standpoint, our game was built for realm vs. realm combat. You can do it from rank one in our game. There are scenarios, there's RvR areas, they're dynamic, there's a lot of variety. We slowly introduce the player to harder and harder mechanics as they advance through the tiers, like keeps, and outer walls of keeps, and city sieges. To me, that's why players should come. If you want PvP then there's no other place to go. Gabe: With Land of the Dead specifically, it's the pyramids and the necropolis. There's no other setting like that in modern MMOs. It's the action RPG elements and working together to overcome them as a group as well as individually. There's just nothing like it. You like Zelda, you like God of War? Then check this out. 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!

  • Warhammer's 1.3 (Land of the Dead) public test has begun

    by 
    Brooke Pilley
    Brooke Pilley
    05.15.2009

    Mythic just began rolling out phase one of their highly anticipated 1.3 patch (Land of the Dead) for Warhammer Online. This phase will focus primarily on combat and careers and the new expedition mechanic, so players won't actually be able to enter the new Tomb Kings zones just yet.What's that saying; "Good things come to those who wait?" Keep telling yourself that - it will get you through the long and chilly desert nights.This will be the fifth massive patch for WAR subscribers in 2009 and its contents rival any of the others. Just to name a few highlights, patch 1.3 will introduce The Land of the Dead, a new sigil system that replaces wards, additional keep upgrades, and additional career balance focusing on AoE and crowd control abilities.Land of the Dead information came pouring out of Baltimore this week as Mythic was participating in Games Workshop's annual Games Day event. Our very own Colin Brennan was there and got plenty of juicy details, including a zone overview, hands on impressions, and interviews with Mark Davis, Josh Drescher, and Paul Barnett. He hasn't even posted everything yet, so keep checking in! The 1.3 patch is set to launch mid-June.

  • Games Day '09: A moment with Paul Barnett and Josh Drescher pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.13.2009

    So, I know this is on many player's minds. Is this going to replace city raid content?Josh: No. Ok then. Josh: Well, I mean the short answer is no. Paul: My answer is totally no. "This is a long term, total commitment from our studio to our players and to our newer players coming along." Josh: Long answer, I've been with Mythic for eight years. I was here before Camelot launched and we know what this type of content does to a greater RvR campaign. While the RvR campaign is certainly more diverse and larger in Warhammer than in Camelot, but we know pragmatically that by tying the content to the campaign and requiring success on the battlefield to gain access to this content, that success may push you towards capital city content. Even if RvR is not your focus and your focus is to get down into the dungeon, you're going to wind up working your way towards the capital city. It just happens organically, so we're really not concerned about that too much. At the end of the day, if people end up deciding that they enjoy this content more than city capture, we never felt that we need to integrate the players into the game in one set, specific way. Personally, I really love scenarios over everything else. I don't have much time to play, so for me, 15 minute scenarios are the way to play. That doesn't mean I won't engage in RvR, but overall I get 15 minutes here, 15 minutes there, and scenarios will always be my core fascination. But there are other people who like large-scale raid content, who don't like RvR or PvP. This is a great way to have them go down and get that Disney Land experience while running through well-thought out content, but there's also that added danger that at any moment enemy players can swarm in. Also, as Paul likes to say... Paul: I don't like building fart balloons. *Laughs* Paul: It's like the extended cut of a great movie. You have the main core of the movie, but you also have that extended stuff. You can watch the main core of the movie, but if you really want to obsess and you really want to see all of the detail you can watch the extended cut. It's more of the same, but it's new and cool. That's what it is. The movie is still the movie, our game is still our game, regardless.Ok, so, this is basically a small expansion, honestly. Where do you see Warhammer going from here?Paul: Go straight, go straight, go straight, go straight. This is a long term, total commitment from our studio to our players and to our newer players coming along. Try it out, it's never going away, it's only going onwards and upwards.Josh: I agree with Paul. Our boxed expansion schedule, such as it is, is probably going to mirror very closely to what we did in Camelot -- an alternating sequence of free expansions via patches and then boxed retail expansion content. Almost certainly you will see retail expansions in the near future, but you will certainly keep seeing free expansions as well. "To go to a person at a time like this when unemployment is rampant, the economy is in the tank, and retirement funds have gone away and say, "Hey, can I have 10 to 15 dollars of your money every month to play my game?" is actually a pretty bold request." We've always felt the relationship we, the developer, have with our players should be something more than just simple money extraction. At least 50 percent of it should be grateful generation of wonderful things for them to have for free.All right. Now the hard question. 300,000 subscribers -- how do you guys feel about that? It's the number you started with, and it's the number you currently hold now.Josh: There is no start and there is no now. Now, as a company, we're legally not allowed to comment on those numbers any further than what was reported, but we're very happy with the enthusiasm and continued dedication of people all over the world who have played Warhammer for the last nine months.It's been a really difficult time not just for the games industry, but for everyone. To go to a person at a time like this when unemployment is rampant, the economy is in the tank, and retirement funds have gone away and say, "Hey, can I have 10 to 15 dollars of your money every month to play my game?" is actually a pretty bold request. So for people to come to us and say that the commitment we've shown and the game that we've built is worth that kind of display, we have nothing but thanks for those people. We are unbelievably grateful that they've stuck with us and we hope that this type of content that we've been developing for the last nine months is an indication of our dedication to our end of this type of interaction. They trust us to do this, and we're trying to make good on our end of it and bring great things to them consistently.We are very happy with where the game is. We would obviously love to have more people try Warhammer, which is why we have the trial out...Paul: Which you can download right now!Josh: And we're very happy to continue on into the future. Also, this event is the last thing I'm allowed to do before I go get married. I'm very excited, I'm getting married next Saturday.Paul: It's an exclusive for Massively!Josh: I love you Aubrey, please continue marrying me. Put that in big bold letters. Breaking news: Josh loves Aubrey. I will totally do that. Josh, Paul, thank you so much for your time! 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!

  • Games Day '09: A moment with Paul Barnett and Josh Drescher (also, Josh loves Aubrey)

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.13.2009

    Even with all of the excitement occurring at Games Day, Mythic's Paul Barnett and Josh Drescher still had a moment to sit down with us at Massively and talk a little shop about Warhammer's overall status, Mythic's future direction of the game, and why players should come back and experience the Land of the Dead. But they're tricky folks, Paul and Josh! They even tried to turn the interview back around at us at some points! But we stayed strong for you readers, and were able to get some interesting answers out of them regarding Warhammer Online. Also, we have exclusive coverage that Josh indeed loves his fiancee, Aubrey. Yay marriage! Interested in the full interview? Hit that link and read on!

  • Games Day '09: All about Warhammer Online's live events with Mark Davis pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.13.2009

    How long does it take to put together your average live event? We usually take about three to six weeks for brainstorming and conception. Then there's the approval process, where I send the ideas to my boss, who sends them to "The Hickman," who sends them upstairs, who sends that to Games Workshop to make sure we're staying true to their concepts. Plus we have to coordinate with all of the other departments, like RvR, the items team, and Combat and Careers. Then the production side takes another three weeks to maybe seven weeks on top of that. We'll be planning and producing the event usually the version before the live event is scheduled to take place, otherwise it would never be done in time. Then after that we'll have the playtesting and the QA sessions to make sure the bugs are worked out, and that takes another week to two weeks. So, in short, you're looking at three months of work from inception to the final event. And these aren't available on the test server, right? Well... they're not suppose to be available on the test server. They're suppose to be hidden.. *smiles* But we have little breaks where the live events show up on the test server for a couple seconds. "Just the sheer joy these events provide players should be reason enough for another developer [to make them.]" It amazes me because in that short period of time when the live event is available, somebody will screenshot all of the objectives for all of the quests and then have that up on the internet before we can get the live event down. We try our best, but it always seems to slip out for a matter of seconds. We want to be secretive and we want players to have a sense of discovery with our live events, plus they really can't be tested publically in such a short window. Live events focus on the whole world, and getting testing and feedback done is not all that useful to us. What's your favorite part about the most recent live event? From a developer's perspective, it was the opening cinematic to the RvR public quests. We did a custom cinematic with an airship flying in and exploding which results in the start of the RvR PQs. That was surely my favorite part, it was glorious! From a player's perspective, it was the RvR that occured because of the live event. We created a center point for RvR in the event in Thunder Mountain. There were a number of different tasks that centered on this one area and that area was a hot spot for RvR the whole week. From the warcamp landing to the hot spot, the travel time was only about 3 minutes, but people in my warband would be killing others the entire way there. Thunder Mountain was locked most of the time when I was fighting in this event, but the RvR was just hot all the time. Whenever I was looking for a fight, I just went to Thunder Mountain because I knew it would be there. We had warbands coming in and attempting to camp the area, but they could only hold it for a small amount of time before another warband came in to unseat them. It was a lot of fun. Many other developers don't bother with live events. Plus when they give out exclusive items, they always seem to show up later and become unexclusive. So what would you say to another developer who was thinking of doing these exclusive live events? Just look at the metrics. For our game we get more gameplay, more people in the game, and a lot of positive feedback. These events are only a limited time, so players come in and play and the realize all of the possiblities our game has to offer in that limited time. Just the sheer joy these events provide players should be reason enough for another developer. "Live events gets to take all of that great stuff and put it all together into this nice package of fun." We even see all of this in the cold metrics. Look server population the day of the event and the day after the event, and the event population will be higher. Every game has its niche. For Warhammer, it's the RvR, the public quests, the living guilds, the city sieges. You hear us harp on this stuff over and over, because it's what we do. Live events gets to take all of that great stuff and put it all together into this nice package of fun. We bring to the front what we do the best through our live events. We've got events planned for the rest of the year. We just put up the Northern Watch weekend event, and it was immensely successful. There was only a title offered as the reward, and it was easily one of the most successful events we've done. Any sneak peeks you can give us as to what's coming? Ah... well I can't really say anything because we need to go through all of that long approval process first, but the live event in the summer is going to be doing something that I don't think any MMO has done before. Ever. It's that level of magnitude for that event. We're going to challenge what people have come to expect out of our live events, I will say that much. Ha ha, sweet! Ok then, let's end it out. Order or Destruction? Order all the way. Engineer, baby! I feel like the combat and careers guys made that class for me. You blow stuff up, you shoot people, you have explosions! What could be better? 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!

  • Games Day '09: All about Warhammer Online's live events with Mark Davis

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.13.2009

    Mark Davis knows Warhammer Online's live events well. He should, because he's the man behind them! During Games Day '09, we had the chance to catch up with the live events lead and discuss some shop talk with him -- including a look at the newest live event, "Rise of the Tomb Kings," and a little about what goes on behind the scenes.How long does it take for a live event to be produced? What are some of Mark's favorite moments? What can we expect in the live events to come? And, most importantly, what are we going to find in the Rise of the Tomb Kings? All of these questions, and more, are answered within!

  • Games Day '09: Our impressions of Warhammer's Land of the Dead

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.11.2009

    var digg_url = 'http://digg.com/pc_games/Massively_s_impressions_of_Warhammer_s_Land_of_the_Dead'; So we've been over the cold, unfeeling facts about Land of the Dead. It's big, it's a throwback zone to action RPGs, it has RvR and PvE, and it's filled with mummies. But you don't want the facts, right? You want to know how it plays and you want to know if it's worth your time to pick up Warhammer or resubscribe to the game.During my time at Games Day, I got the chance to participate in a bunch of the PQs in the new zone and try out a few areas of the Tomb of the Vulture Lord, the capstone dungeon of the whole experience. I got to be shanked by swinging blades, pierced by surprise dart traps, and I even got to wear the Sovereign armor set, the pinnacle armor of the game. (Yes, it looks completely badass.)

  • Games Day '09: Our impressions of Warhammer's Land of the Dead pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.11.2009

    Get caught in one of the clouds and you'll find yourself teleported to the bottom of one of the nearby tombs, stuck in a sarcophagus, and taking damage from the curse. Your friends can't get into the tombs due to barriers that are placed over the doors, turning this into a race to get out of the tomb before you die. These moments were filled with frantic cheers and laughter as we all danced around trying to avoid the dust clouds, accompanied by laughs of anguish as people would get caught and stuck inside of the tomb. Overall, the PQs are really enjoyable and a nice step away from "kill, rinse, repeat." Even if they involve killing monsters, there's usually some sort of trick to the PQ that makes it into a very active experience, rather than a strict button mashing period. Plus if that last boss battle sounded crazy, think of how it could go when the zone flips sides and the enemy begins running in. Now you have a boss, enemy players, and dust clouds. Fights in the tombs while curse is in effect, anyone? Luring enemies to stand in the way of dust clouds? Eventually though, we were taken away from the PQs and had the chance to step into the Tomb of the Vulure Lord itself -- testing our mettle against the various traps. The first one that stood in our way was a hallway filled with swinging pendulum blades. These blades were stacked very close together, with little room between them to stand without getting yourself sliced in half. One hit kills you, so don't try running through aimlessly because it's not going to end well. This trap is all about timing, placement, and pattern recognition -- a classic console adventure trap. What I liked the most about these traps was that they don't require the whole party to make it. Three people is all you need out of your group of six, and dying in the dungeon will just respawn you at the entrance (as long as you maintain control, of course.) "It's very different, and it's alot of fun." Eventually making it past that trap gave us access to the Terracotta Army hall -- a room filled with terracotta statues of soldiers and chariots. The whole room could be categorized under "things that never end well" because, as you would expect, walking next to some statues causes them to come to life. This whole encounter is a hybrid PQ/boss battle, as killing enough soldiers will awaken the final boss of the room, an angry skeleton who switches between different stances while you do battle with him. Overall, I have to admit, I wasn't expecting this. I was expecting an area and a dungeon filled with standard MMO trappings of trash mob pulls, boring grindfests, and RvR mixed in with all of that. What I got was a very carefully crafted zone that caters to all types of MMO players and merges PvP content with PvE content in a really inventive fashion. Even the Tomb of the Vulture Lord doesn't feel like a traditional MMO dungeon. It's an adventure through a tomb rather than a series of trash pulls with scary bosses. It tells a story and immerses you rather than just throwing themed encounters at you. Sure, this mystique will wear off over time, but I don't see this dungeon becoming something like other MMO dungeons. It's very different, and it's alot of fun. Land of the Dead is totally something you need to experience. 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!

  • Games Day '09: An overview of the Land of the Dead

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.11.2009

    You've heard us talk about it, you've heard us discuss it, and it's now time for us to tell you exactly what it's all about. Land of the Dead is not your father's MMO dungeon -- it's a dungeon that is something more than just a dungeon. It's an entire zone filled with activities and sub-dungeons, all culminating in an epic instanced dungeon that features a face off with the first leader of the Tomb Kings himself, King Amenemhetum. (Try saying that five times fast. Heck, try saying that one time fast. Not even Gabe Amatangelo, one of the chief designers, can say that name properly. He got close to it though during his Games Day presentation.)So how do you get down to test wits with the Tomb Kings? What public quests and objectives are scattered throughout the zone? What changes and improvements are coming with this addition to the game? Read on warriors, and find out!

  • Games Day '09: An overview of the Land of the Dead, pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.11.2009

    All of this culminates in the Tomb of the Vulture Lord, a massively long dungeon filled with 7 public (in this case, your group) quests and 8 unique bosses. Between these events are your standard trash pulls, but there are also rooms filled with Indiana Jones-esque traps. For example, one hallway is littered with swinging pendulum blades while another has columns that shoot darts. Three people need to successfully clear these action/movement oriented traps so they can be shut down for other players to pass. Even to get into the instance you need to complete a public quest "puzzle" that involves your group attempting to open the doors of the tomb. Also... the final boss battle... let's just say that it won't be the last time you'll be seeing the king once you defeat him. You'll see him again very, very soon. Finally, there's the infamous "purge" mechanic that occurs when the Land of the Dead changes hands over to the opposing realm. As mentioned before, when the zone changes hands, the prior owners lose the right to respawn. They will be alerted of the switch in ownership, but they will not be kicked out of the zone. Their new task will be to defend themselves as the new realm recieves quests to purge the enemy from the public quests and destroy the other realm's base camp on the other side of the map. Purging the enemy gives lots of experience and rewards, so it's a very lucrative thing to do, especially as you have free respawns and your enemy doesn't. "Mythic has built in a purge mechanic for the instances as well -- giving the enemy the option to invade your instances while you're still in them." At this point, smart players are thinking they can hide in the various instanced lairs and the Tomb of the Vulture Lord. Wrong. Mythic has built in a purge mechanic for the instances as well -- giving the enemy the option to invade your instances while you're still in them. Don't think of trying to do cooperative realm dungeon clears either, because the minute your enemy hits your boss, he'll no longer reward experience or loot. Dungeon crawling players will be informed that their instance has been invaded by the enemy, and they'll recieve the new objective of "survive for X minutes" while the other players have the sole objective of "destroy all enemy players."If you're invading the Tomb of the Vulture Lord, beware! Defenders may not be able to respawn, but they do have the ability to reset the traps they've cleared in the dungeon! Players who progress further will be able to reset more traps to bide time against the invasion, allowing them to continue to clear bosses while the invading enemies wiggle their way through the traps littered in the instance.Finally, it all comes down to loot. Land of the Dead will be offering loot that will be on par with and a little below the endgame gear offered in city sieges. This will come from drops, but it will also come from the various tokens that will be dropped by literally everything in the zone, from public quests to players. The big change comes with the new sigil system that's going to now encompass the prior ward system.Wards will now be pieced together to form character-centric sigils, which are placed inside of the Tome of Knowledge instead of on the armor itself. These sigils are always active, no matter what armor you're wearing, eliminating the need to carry the right wards on the right parts. Prior players who are loaded with ward gear, do not fret! Your wards will combine together to form sigils right off of the bat, so you won't be outdated when the new system hits. Even if you don't have the right wards to get a sigil, you can now unlock "pieces" of the ward by completing achievement objectives, like defeating a boss that would give you that piece of ward armor X times. So even if it never drops for you, you'll still get it eventually.Overall, the Land of the Dead is a very active zone with much going on inside of it and for it. Token drop system, new sigils, action oriented design, and crazy RvR objectives are simply a gloss over what this place has going on inside of it. Come back later in the day, when I'll be speaking on my direct experiences with the "dungeon zone" and what I enjoyed inside of it. WAAAGGGHHH!! 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!

  • The cake of WAGGGGHHHH!!!

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.10.2009

    var digg_url = 'http://digg.com/pc_games/Ace_of_Cakes_s_Chef_Duff_makes_an_awesome_Warhammer_cake'; This last Saturday was Games Workshop's Games Day celebration, and Massively.com was on site to get you the latest Warhammer Online coverage straight from Mythic Entertainment. Want to know more about Ultima Online's Stygian Abyss expansion? Curious about Land of the Dead? Interested as to the future direction of Warhammer Online? Do your favorite devs play on order or destruction? Find all of these answers and more in our full coverage of the event starting tomorrow, including our hands-on impressions of the new mega-dungeon, Land of the Dead!In the meantime, if you're hungry for coverage, let your eyes feast on this awesome squig herder cake, made by Charm City Cakes. You know, Chef Duff from Food Network's Ace of Cakes? Yeah, he would be the guy who cooked this bad boy up. The cake lasted for the entire show, but we think there might have been some squig pieces shared amongst staff once the event's doors closed.Excited? Come back tomorrow and check out all of the tasty coverage. The squig is only the icing on the cake! Ok, we're done with the bad puns now, we promise.