call-to-arms

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  • The Land of the Dead is open for business

    by 
    Brooke Pilley
    Brooke Pilley
    06.23.2009

    Hot sun. Sandy beaches. Exotic creatures. It almost sounds like a great vacation spot until you realize the heat is unbearable, the beaches run alongside a poisonous river, and the creatures are determined to kill you and then mutilate your corpse. The Land of the Dead may not be for your average snowbird but courageous adventurers will find treasures and excitement in great abundance - and it all starts today.Game Update 1.3 launched exactly one week ago and introduced a special Live Event called Rise of the Tomb Kings. The event pitted the realms of Order and Destruction against each other in a massive resource-race to determine who would gain first access to the Nehekharan desert via airship. That race ended this morning and Mythic just released a patch that grants the winners 24-hours of uninterrupted dungeon access.The Land of the Dead was a massive undertaking by Mythic that began shortly after launch in September 2008 and it will change the way Warhammer Online fans play the game from now on. How will it affect open field RvR, city siege, scenarios and other raid instances? Only time will tell (and we'll keep our eyes on it for you).

  • The dead rise as Warhammer Online patch 1.3 goes live

    by 
    Kyle Horner
    Kyle Horner
    06.16.2009

    Today is patch day for Warhammer Online players -- huzzah! Bug and balance fixes are of course in full swing, but the big news is the Land of the Dead live event launch. Of course, before getting to any of those juicy new content areas, players will have to participate in the brand new live event: Rise of the Tomb Kings.This event is the final chapter for Mythic's Call to Arms content expansion and functions as a good intermediary between those initial massive updates and these new ones. So while plenty of content is indeed being added today, there's a lot more on the way in the coming months, too.We'll be giving you plenty of coverage on the ins and outs of patch 1.3, so keep your eyes peeled for more.

  • It's coming for you: Land of the Dead dated for June 16th

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.12.2009

    We finally have a date on the release of Warhammer Online's brand new RvR zone, the Land of the Dead. Everyone make sure you have your swords sharpened and your armor ready for June 16th, because that's the day when the Tomb Kings rise from the south.Land of the Dead will include a brand new zone filled with public quests, traps, and some intense RvR combat as the sides of Order and Destruction fight over control of the entire zone. To mix things up, many of the new quests will feature elements that have more in common with action RPGs than with MMO mechanics -- emphasizing movement, positioning, and cooperation over straight number crunching exercises.We got some great interviews and a first hand look at Land of the Dead during Games Day '09, plus we also are hosting a Tomb King Cartouche puzzle contest where you can win an exclusive in-game item for WAR! So get your wagggghhh on, because the Tomb Kings are coming, and they're coming for you! 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!

  • Big gear changes coming to Warhammer Online in patch 1.3

    by 
    Brooke Pilley
    Brooke Pilley
    06.10.2009

    After looking at the big gear changes coming to Warhammer Online in patch 1.3, Dorothy-type gamers might loudly exclaim "Sigils and vessels and scarabs. Oh my!" The first two features will be completely new to WAR, while the last one is an expansion of the current RvR token system.Let's first take a look at how players currently earn and use gear in WAR and then discuss how it's going to change once The Land of the Dead introduces sigils, vessels, and scarab tokens. For simplicity's sake we're going to only talk about the endgame, which is rank 31-40.

  • Big gear changes coming to WAR in patch 1.3 (part two)

    by 
    Brooke Pilley
    Brooke Pilley
    06.10.2009

    The New System (post-1.3)The greatest thing about the concept of wards is that they allow you to progress through more difficult PvE content without granting insanely large stat bonuses that negatively impact RvR. Wards are simply a flag that determines whether or not an NPC hits you for 50% damage or 500% damage (not the exact numbers but they do well to illustrate the point). The various sets (and set bonuses) do grant players an advantage in RvR, but the difference from set to set is fairly miniscule (i.e., roughly a 5-8% stat/attribute increase per set).To bring more diversity and flavour to WAR's gear, Mythic will introduce a combination of three new features in 1.3. Disclaimer: These changes are currently on the Public Test Server and are subject to change.SigilsIn simplest terms, sigils are like wards but don't require that you actually wear the ward gear. You will now get a Tome of Knowledge unlock when obtaining a piece of ward gear and from that point forward you will receive the benefit of that ward even when you wear a completely different piece of gear.One of the biggest complaints about the various PvE dungeons is that the drop rate for ward gear is too low due to the small group size and variety of classes in each realm (exactly a 1/12 chance). The new sigil system will partially address this issue as well. After killing the boss X times (number unknown atm), you will be guaranteed to unlock the ward/sigil. Those seeking the actual piece of set gear will still have to grind for it, but at least you'll get the ward.The sigil system means that it is now viable for you to equip your influence, PQ, or other rare drop gear in place of set gear and not have to worry about a lack of wards when raiding fortresses, cities, or a high rank instance (as long as you have the Tome unlock).VesselsVessels are weapons that allow for much greater customization through the application of talismans and/or soul essences. The vessels we have seen so far on the Public Test Server work like this: Blue weapon has a competitive DPS rating, a single stat value, and two empty talisman slots (two-handers have three empty slots). Vessels are awarded as PQ loot, drops, and can be purchased with special tokens. There may be rarer purple vessels as well.No longer are you forced to abide by WAR's strange and inconsistent itemization. You can tailor your weapons to suit your playstyle, augmenting the various strengths and weaknesses you want for your character. Currently, it seems like vessels are only available as weapons. I think most casual gamers and min-maxers alike would agree: let's see vessels reach out to armor and accessories and truly take advantage of the new sigil system.TokensLand of the Dead tokens come in several forms; silver scarabs, golden scarabs, silver anhks, golden cartouches, and sacred masks. Tokens are gained from player kills, mob/boss kills, and PQ loot. The tokens are soulbound, which means you can't trade them. Personally, I dislike this feature, but it seems the route MMOs are taking these days. "More grind for the grind god!"Scarabs are used to buy more common items like blue vessel weapons, souls, and special crafting items. Anhks and cartouches will get you powerful accessories like rings, necklaces, cloaks, and belts. The masks can be traded for some pieces of Tyrant gear, which is on par stat-wise with Warlord gear found in cities. Word is that Tyrant gear does not grant wards or sigils though, so it won't make Darkpromise, Invader, or Warlord gear obsolete. Conclusion As you can see, sigils will give players the benefits of a ward system, while increasing the diversity of gear in the game and not imbalancing RvR. Vessels and soul essences will offer even more weapon variety, giving players more customization options. The new tokens mean that even if you are extremely unlucky with drops in this PvE/RvR mega-zone, you'll still be able to work toward something. These are great improvements to WAR's gear system. The next improvement I'd like Mythic to make would be some kind of token system or shift in the random loot mechanic in "old world dungeons" (e.g., city dungeons, Lost Vale, etc.). Sigils allow you to get the wards from these dungeons eventually, but players going after the physical set pieces will still be subject to low and random drop rates. Would it be too difficult for them to add a token system to these dungeons? What about a mechanic where bosses only drop loot usable by classes that form the instance group? Nothing is worse than finally downing a boss and having him drop two pieces of gear that no-one in your group can use. Oh wait, I forgot... "More grind for the... ugh whatever." Prove me wrong! Please? < < The old gear system?

  • Crafty WAR marketing reveals the "Rosetta Bones," hints at upcoming contest

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.10.2009

    First it was a movie and a box of hair dye that announced the coming of the Choppa and Slayer in Warhammer Online. Then it was the infamous "violent valentine" cards that announced the Night of Murder event coming to WAR. Now... now we have blogs receiving bones with glyphs and letters on them. You have to hand it to Mythic's marketing department. They have some pretty inventive ways to do announcements, one has to admit.This announcement however, is pretty big. In conjunction with the release of the Land of the Dead, blogs all about the blogosphere will be getting "Rosetta Bones." These bones will feature different symbols on their faces, each linked with a letter of the alphabet. The bones will also be accompanied with a map that points out special tomb unlocks, a flag to show which version the bones belong to (Europe or North American audiences will be getting different bones) and a parchment page containing storyline clues for what will be occuring in the future.

  • WAR's Call to Arms live expansion wraps up with Land of the Dead

    by 
    Brooke Pilley
    Brooke Pilley
    06.03.2009

    We first learned about Warhammer Online's Call to Arms live expansion back in late January 2009. After nearly six months of tests, live events, content updates, monster patches, and an ongoing story arc, the expansion will come to an end some time this month. They have saved the best for last of course and Call to Arms will be sent off in style with the release of the highly anticipated Land of the Dead mega-zone.This week may be your last chance to test patch 1.3 before it goes live. This (last?) phase will focus on the Tomb Kings zone itself. That's right; testers will finally be unleashed upon the desert of Nehekhara! As a special reward, random testers will be awarded special manticore and griffon mounts akin to those gained from Mythic's recruit-a-friend program.Many players agree the game has improved by leaps and bounds in the last six months and population has been holding steady quarter to quarter. This new mega-zone may prove to be the extra push that encourages new and past players to hop aboard the WAAAGH! train and give WAR a(nother) try. Interesting times are ahead.

  • 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: 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: 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, 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 Daily Grind: What are you going to do in Land of the Dead?

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.11.2009

    We have a bunch of Warhammer Online coverage lined up for you this week, with everything from exclusive interviews with some of the staff of Mythic Entertainment to a complete overview of the new Land of the Dead zone that will be heading to WAR subscribers everywhere thanks to a free game update. With all of this new information comes more hype, so we want to know exactly what you're feeling about the new dungeon coming out.Are you excited about the release of the spiritual successor dungeon to Dark Age of Camelot's Darkness Falls? Are you going to be jumping in to the new RvR zone with glee? Are you interested in the slew of new PQs that will be in the Necropolis, or are you looking forward to that new instanced dungeon? Or, maybe it's the tweaks to tier 4 that's getting you all excited?Whatever it is, we want to know about it. Throw your comments in here and let us know!

  • Winds of Change to blow through Warhammer

    by 
    Brooke Pilley
    Brooke Pilley
    04.29.2009

    What's the worst case scenario for an MMO pitting hundreds of players against each other in epic large-scale RvR combat? Lag. Crashing. Rollbacks. Unfortunately, many Warhammer Online players have experienced all these issues while participating in open RvR. Mythic has been working on server stability since launch and now plan on taking a more aggressive stance by testing a new mechanic called The Winds of Change (WoC).The WoC will basically teleport certain players to the nearest PvE safe spot (warcamp or chapter hub) when the server determines it is under enough stress to soon buckle. If people do not voluntarily leave once the WoC message is broadcast across the zone, dead players in the effected area will be teleported first, followed by the severely wounded. On the plus side, at least those players who qualify will still have a chance at rolling for rewards.Some players believe the solution is not ideal because it forces people out of RvR, the game's bread and butter, but Mythic says the WoC only be a temporary fix until they can solve their server stability issues once and for all. One has to wonder if that is even possible given the game has been on the market for over 7 months already. Still, we remain cautiously optimistic. A more permanent solution may arrive with The Land of the Dead as we predict many players will flee the original open RvR campaign for RvR in the desert.Update #1 - Mythic has released a server maintenance announcement.Greetings!Today, 4/29/09, all North American and Oceanic servers will be brought offline at 9:00 AM EDT for an update. We anticipate all servers to be back online by 1:00 PM EDT. This update will improve City Instances and server stability; in addition the Winds of Change feature will be removed from Dark Crag during this downtime.Thank you and as always keep an eye on the Herald for the latest news and information during server updates!Update #2 - GOA's Nilax has released this statement on the official European forums."After reviewing the metrics and community feedback Mythic have removed the Winds of Change feature from Dark Crag. As they will continue to look at this or similar options to improve stability I will leave this thread open for now."

  • Warhammer's Beyond the Sands event now live

    by 
    Kyle Horner
    Kyle Horner
    04.21.2009

    Starting yesterday and continuing on through Monday, April 27th, Warhammer Online players have access to the next phase of Mythic's Call to Arms live expansion, Beyond the Sands. The event focuses on both factions competing over artifacts of the Nehekharan Kings and to defeat their undeathly Liche Priests. According to Mythic, this particular event focuses primarily on RvR but does contain a dash of PvE as well.Although those looking for more PvE content won't be waiting too much longer, as this is all leading up to the Land of the Dead update which is purportedly bringing new instanced dungeons. Then again, it's also bring a large new RvR zone as well, so all things in balance we suppose.The content just keeps on coming for Warhammer Online players, and that's never a bad thing. With the biggest content still yet to come, there seems to be plenty about this game to remain excited about.

  • Land of the Dead draws nearer in Warhammer

    by 
    Brooke Pilley
    Brooke Pilley
    04.20.2009

    Warhammer Online's Call to Arms live expansion has been rolling along for months now and players are getting mighty excited about the prospects of the Tomb Kings and The Land of the Dead mega-zone. One WAR blogger is so fired-up he has an on-going guide feature dedicated to it.Greg Moran, a fan favorite webcomic artist and owner of the Tome of Knowledge blog, just released part two of Bring Out Yer Dead. In it, he uses a hearty blend of Warhammer IP knowledge, Mythic promotional evidence, and speculation to provide details on what players might find once set loose upon the sands of Nehekhara. Part one gives an excellent primer on Tomb Kings history and lore.The feature is supplemented by a number of fantastic original illustrations and links to external resources. We suggest you watch part one and two of Mythic's very own Land of the Dead production podcast at the very least. Part three will be released in the May newsletter. There's also a new Beyond the Sands live event running in-game from April 20-27, which will reveal many secrets leading up to the full-scale zone launch.

  • A rocky start for Warhammer's 1.21 patch

    by 
    Brooke Pilley
    Brooke Pilley
    04.20.2009

    Patch day in an MMO is always hit or miss, but according to a number of sources, Mythic's 1.21 patch for Warhammer Online broke many core components of the game that still haven't been fixed several days later. A public acknowledgment appeared on the WAR Herald this past weekend, but some players are still furious.The major issues revolve largely around end-game content, such as tier 4 open RvR, fortress raids, and city sieges. Many players in the endgame are experiencing debilitating lag, targeting issues in RvR, crashes, and even the inability to log back on to their main characters. A recent crash even created a rollback situation for some characters, which means they lost everything they had gained over a certain period of time before the crash (from XP and renown to Darkpromise gear).This is an unfortunate situation for Mythic because it seems to be overshadowing many of the great new features in 1.21, such as a new token system for RvR gear and enhanced keep siege options. The living guild interface received a major overhaul as well and many players were reporting that cast lag was nearly abolished before the other issues started cropping up.