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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.

  • Waging WAR: And a pinch of warpstone, yes yes...

    by 
    Greg Waller
    Greg Waller
    07.24.2010

    After being slightly disappointed by the lack of response to last week's challenge, Greg was worried that he wouldn't have a topic for Waging WAR this week, and suffered a short-term bout of writer's block. But Serendipity and Providence once again shook hands, and two new announcements were made on the Warhammer Online: Age of Reckoning developer forums on Thursday and Friday earlier this week that would supply him with plenty of fodder for discussion in this week's column. Now, armed with the facts and a tall glass of creative juice, we can set things up properly, in all their italic glory. The upcoming patch (1.3.6) for Warhammer Online promises a hefty amount of content, balancing, and changes. Highlights include the new armor vanity slots, the sovereign set revamps, the addition of the Against All Odds mechanic, and several class changes that have been needed for some time. In fact, it seems this latest career balancing pass has affected nearly every career available, and full mastery point refunds have been handed out to a whopping eight careers. The list doesn't stop there. Players will enjoy a new sticky targeting system, auction house interface, and loads of other new features including another batch of new art for the scenario weapons, and a revamp to the victory point system in the RvR campaign. There's even more still. You can read the full patch notes for patch 1.3.6, test the patch yourself (it went live on the PTS yesterday), or even take part in the developer lead focus tests on July 30th at 4 p.m. EDT and August 6th at 8 p.m. EDT. But, of all the changes promised in the patch notes, one specific set of related changes has sparked my imagination for the future of WAR more than the rest. Find out what I'm talking about after the break.

  • 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: 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!

  • 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!