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  • 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: 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: 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: 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.)

  • WAR Grab Bag No. 6: oRvR, Easy PQs, and dungeons

    by 
    William Dobson
    William Dobson
    12.13.2008

    The latest edition of Warhammer Online's Grab Bag feature is up, and as well as a question-and-answer segment, we are treated to the first part of a feature on PvE dungeons, written by content developer Gary Astelford. A couple of the questions are directed at Open RvR; we're told to keep an eye out for some changes that will "make zone control more intuitive and rewarding" in the future. The new Easy PQ system is also asked about, and we learn that although the influence bonus for getting to the next stage of a PQ will be less (past Stage 2), all other influence gains are the same as a normal PQ. Oh, and those fancy statues that the top players have built in their honor to reflect the leaderboards? Expect enemies to be able to smash them down if the city becomes contested.The dungeon feature looks at four different instances, two for lower levels and two for the level 40s. The dungeon entrances are pointed out, and their theme and lore are discussed -- it's in no way spoilerific, and is meant merely to entice players to visit and discover more for themselves. Part 1 of the feature includes the Altdorf Sewers, the Sacellum, Bilerot Burrows and Sigmar's Crypt.

  • WAR hotfix patch cleans up quests and PQs, hides EULA

    by 
    William Dobson
    William Dobson
    11.21.2008

    Following the release of patch 1.0.5, a further update to Warhammer Online has addressed a large number of bugs in various quests and PQs, the full list of which can be found in the hot fix patch notes. A handful of RVR-related problems were also quashed, most notably the lack of Healer NPCs in Kadrin Valley warcamp, and some missing set items in Tier 3 Gold Keep bags.Further tinkering with client performance and stability made it into this hot fix as well, with a focus on "periods of intense combat" -- we'll have to see how that one pans out. However, arguably the best part of the patch is one of the simplest changes -- WAR's EULA will now only need to be agreed to when changes are made to it. Joy! It's the little things in life that make us happy.

  • Massively's Guide to Warhammer's Witching Night

    by 
    William Dobson
    William Dobson
    10.30.2008

    With the introduction of Patch 1.0.4, Witching Night has hit Warhammer Online. This is the first seasonal event the game has seen since its launch in September, and Mythic are doing their part to keep up with the whole "MMO holiday" thing that is so popular across many games. Participating in the events of Witching Night gives you a chance to get your hands on a number of rewards, including masks, cloaks and titles. Although the special PQs have some irritating aspects (detailed in our guide), you'll still probably find yourself coming out to see what all the fuss is about. We've made a gallery guide of all that Witching Night has to offer, so click on the button below to find out all there is to know, before the event ends on November the 2nd! Witching Night '08! > > %Gallery-34148% Did you enjoy this? Make sure to check out our Warhammer guides: Massively's Character Creation Guide and our WoW Player's Guide to Warhammer. Plus, don't miss any of our ongoing coverage as Massively goes to WAR!

  • The Digital Continuum: Solo(ly) killing social

    by 
    Kyle Horner
    Kyle Horner
    01.12.2008

    People! That's right, I'm talking to you people about, well, you people. To be more clear, what I'm talking about is the social interaction people experience (or don't) in massively games and the discussion that's been going on about it. Ethic at Kill Ten Rats has a very good write-up about his thoughts on the matter, as does Tobold in response to Ethic's post. After reading both of them and the comments within, I can't help but throw my hat into the ring of discourse. Part of the problem is player attitude, but we all know John Gabriel's Greater Internet F@$!wad Theory. There isn't much that can be done about that issue, so the best solution is to find the core of the problem within the games themselves.At the core, the issue is about soloing and how it has become the de facto design focus for most developers. One of the few development teams who seem to be focusing on new group experiences and powerful guild tools is EA Mythic. A point Ethic makes in his post is that developers should be focusing on giving people reasons to really want to group together. I fully agree with that sentiment, but don't get me wrong when it comes to solo play. The solo experience is important as well, but it is not the essence of a massively multiplayer game.