lost-vale

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  • Waging WAR: The blame game

    by 
    Greg Waller
    Greg Waller
    09.18.2010

    In this installment of Waging WAR, Greg flips the world all upside-down-like and examines the soft, warm underbelly of Warhammer Online: Age of Reckoning. The PvE side. He holds a mirror to some of the questions he's found himself asking in bad situations involving mean, unforgiving bosses, and he shows us all how not to play The Blame Game. Oh, and HAPPY SECOND ANNIVERSARY, Warhammer Online!!! Ahem, we now return you to our regularly scheduled Waging WAR content. Warhammer Online: Age of Reckoning is primarily about the RvR. As such, we don't often discuss some of the things in the PvE instances throughout WAR that we've all experienced at least once (or at least most of us, anyway). Whether you're heading into Hunter's Vale in Tier 1, setting up for a boss in the Tomb of the Vulture Lord, or preparing for any number of instances in-between (I can name five major ones off the top of my head), we've all been there and done that. Things have inevitably gone south for all of us at least once. For some of us, things have gone south repeatedly, on the same boss, with the same group, in the same instance. Frustration and enmity start to set in, and people start wondering, "What is going on here?" What follows then is usually a series of questions tracing a certain pattern that we ask ourselves as we try to figure out what the problem is. I guess it is only human nature to enter into this type of internal dialogue when faced with problem solving in social situations. Follow after the break to see what I'm talking about.

  • Dungeon delving in Warhammer Online

    by 
    Adrian Bott
    Adrian Bott
    08.05.2008

    Gamesradar.com have provided a fascinating glimpse into three of the dungeons coming with Warhammer Online: Mount Gunbad, Bastion Stair and Lost Vale. WAR is generating lots of interest for its PvP content, but it hasn't omitted the classic dungeon-dive, albeit with some differences. For instance, while some dungeons are open-world and some instanced, they are all divided into three 'wings', each 'wing' taking roughly one and a half hours to run, and able to be completed on different occasions. This means that a group can break up the venture into separate excursions, much like a City of Heroes Task Force being broken up over multiple nights of play. You can even change party members between runs.You will also not need to bring more than 6 people to do any dungeon in the game, making this content deliciously accessible: 'Even if the dungeon crawl itself isn't several hours, the process of getting 40 people together can be a multi-hour experience, and we just didn't feel our game needed that.' Another time-saver is the default respawn in the dungeon itself if you die. The article also gives several examples of boss fights, and how they are balanced.