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  • Waging WAR: RvR packs, the "wait and see" edition

    by 
    Greg Waller
    Greg Waller
    08.28.2010

    This week Waging WAR rides the double rainbow of gameplay customization via downloadable content and takes a cursory glance at the RvR packs being teased by the folks behind the development of Warhammer Online: Age of Reckoning. Let's follow along and see what Greg can unleash this time. It is difficult to talk about the future of WAR right now. Not because it doesn't have a future, but because the availability of information regarding it is not exactly easy to find. Actually, information on the future of WAR is all but non-existent, surrounded by controversy on all sides, and steeped in rumor, speculation, assumption and misinformation. The best I can put together is that we, as players, can look forward to some sort of set of three different "RvR Packs" allowing us to "customize" our gameplay experience moving forward. The packs have been called "Power," "Progression," and "Personality." What exactly each contains is a mystery, although the few talking points I was able to find regarding these RvR packs are speculatively disappointing at best. Although Carrie, Andy, and anyone else involved with the Mythic development team have said time and time again that they are not discussing moving toward the free-to-play business model, what they're proposing with these customization packs looks suspiciously like the item shop established by Turbine, implemented in Dungeons & Dragons Online and soon in Lord of the Rings Online as well. V.I.P. membership, anyone? Although concrete information is scarce and difficult to find, let's take a look at the most commonly referenced points of interest after the break.

  • 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: 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: 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.

  • 50 Warhammer Online tidbits from Games Day 2008

    by 
    Michael Zenke
    Michael Zenke
    06.16.2008

    Saturday the 14th, the Baltimore area was invaded by High Elf fanciers and waagh-lovers, as the 2008 Games Day season got underway. Warhammer Online was there to show off the most recent iterations to the game, and there's plenty of coverage online as a result. If you want to check out some fantastic videos of the Q&A sessions and live gameplay, the fans have got you covered. Likewise, the WAR forums are going crazy with enthusiastic discussions of the latest updates. Probably the best resource for folks interested in the past weekend's activities is over at the Waagh Blog, as Syp runs down the 50 most interesting things mentioned in coverage of Games Day. He did one of these for Massively's coverage a ways back as well, and it's well worth taking a look-see. Here are this blogger's top five favorite Warhammer tidbits from Syp's list: Servers will have population caps on each side to keep them balanced between Order and Destruction. Most MMOs have server population caps; WAR will have realm caps. EA Mythic is already planning the first two years of release, the first two big content patches, and is currently in pre-production into the first expansion pack. The top 10 renown PvP guilds get their heraldry displayed in or near the guild taverns. Mythic rep on system requirements: "Any PC within the past 3 years will more than likely run WAR without issues." A Station Pass option for all of EA's MMORPGs, a la SOE? "Under discussion."