sieges

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  • Waging WAR: Elitist alliances and RvR

    by 
    Greg Waller
    Greg Waller
    05.29.2010

    No matter where you go in the MMO-verse, rivalries are bound to happen, and Warhammer Online: Age of Reckoning is no different. In most cases, these rifts are the exception and not the norm; whether they manifest as a heated argument in scenarios, or a realm-wide feud between established guilds or alliances, there's always going to be some sort of drama. This week, Waging WAR takes a look at how the exception to the rule can affect the game as a whole. A few days ago I was playing on one of my Tier 2 alts running around with an open warband in the Shadowlands. We were taking some keeps and battlefield objectives for renown and influence, since the Tier 2 High Elf elite influence item is well worth the effort. As it turns out, a few of my guildmates were also leveling in the same warband. We ran into a keep defense at Spite's Reach that we weren't really prepared for, but we managed to muster a decent siege in short order. The hot oil started pouring and some area-of-effect magic started to blanket the warband on the ground as we pounded on the door. One of the players in my guild, a dedicated veteran (though not an officer), refused to heal someone else in the warband. I asked him why and he told me that it was because the person was in another specific guild, with no real reason beyond that simple fact.

  • Warhammer Online talks more about the design of RvR Sieges

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.28.2010

    If there's a part of Warhammer Online's upcoming patch 1.3.5 that should excite veteran players -- and there is -- it's the shift of city sieges to an RvR-designed focus. One of the central selling points of the game has always been the strength of its PvP, and as the game works to shore up its weaknesses one of the major foci has been enhancing the PvP experience. Content developer Keaven Freeman has penned a developer diary explaining the issues, pitfalls, and ultimate results of the design process and the shift in ethos. As Freeman puts it, the sieges haven't moved completely to PvP only, simply because it doesn't feel quite right to have the capture experience feel equally inviting in an enemy city or an allied one. But the PvE elements exist, from the sound of it, simply to focus attacks on things other than players at times, rather than to give hordes of NPCs to fight. In addition, the diary talks about the cascading control point system, which builds a network of control allowing players to spearhead an assault into the heart of the city. For Warhammer Online players looking forward to answering the call of their respective faction, the diary should be both enlightening and interesting.

  • Leaders have questions, and Darkfall's Tasos Flambouras has answers

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.16.2009

    Darkfall blogger extraordinaire Paragus recently sat down with some of the biggest alliance leaders of Agon, collecting questions to take back to Aventurine's very own Tasos Flambouras for answering.While not all of the questions are actually questions (we see those declarative statements, you can't hide them from our prying eyes), Tasos attempts to provide answers to some of Darkfall's biggest problems. Crashing during battles, game mechanics overthrowing battle strategies, six hour sieges, political options in the interface, inability to purchase the game, and the burning question of what Aventurine is doing to deal with cheaters are all covered in this lengthy two page interview.The entire interview has been posted to MMORPG.com. If you're looking for a peek inside of the mind of Aventurine, or the mind of Tasos, in the very least, don't hesitate to jump on over and catch his answers to some burning questions.

  • Another blogger flees Age of Conan...

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.10.2008

    ...and this time it's Peter Smith of the Dragonchasers blog.Citing a waning ability to have fun with the game, item statistics that really don't help with anything, and a lack of variance in armor and items, Smith is calling it quits with Age of Conan. His comments seem to mirror the comments of many others, but one particular subject stands out in his blog from the others: the much touted and praised player vs. player endgame.Smith brings up the point that he feels like "another cog in the wheel" of his large guild. In order to see the content of the endgame cities and city sieges, he joined a very large guild and is expected to provide materials to help with the construction of the guild city. But, without player housing, any type of city mini-games, and lack of bonuses offered by the city itself, he just feels like another faceless voice instead of a heroic city builder.His article touches on the ability to stand out inside of a game where a person may not be able to stand out in the world itself and how it links back to his decision to cancel the game. If you're interested, be sure to drop over by to the Dragonchasers blog and check it out for yourself.

  • Age of Conan Dev goes on berserk question-answering rampage

    by 
    Adrian Bott
    Adrian Bott
    06.11.2008

    What was in LordOrion's coffee this morning? The FunCom developer began by making two parallel threads on the Age of Conan forums, one on the US forums and one on the EU. Each one was a 'leak', with the EU getting a preview of PvP gear, and the US getting an image of what looked like a dungeon of some sort, with no further hints as to what it might be.That done, he began to answer direct questions. The players on both sides of the Atlantic wasted no time in firing them off, while expressing their gratitude (and disbelief) that FunCom was actually talking to them for a change. Now that the flurry of posts has died down, we've collated all the new information from both sides, presented in interview format and edited for relevance and context.

  • Massively goes to WAR: Wrap-up

    by 
    Michael Zenke
    Michael Zenke
    06.06.2008

    var digg_url = 'http://digg.com/pc_games/The_latest_on_Warhammer_Online_from_Massively_s_Mythic_visit'; All week long, Massively.com has been offering up feature after feature on EA Mythic's in-development MMO, Warhammer Online: Age of Reckoning. The Massively goes to WAR feature series has taken you front to back through almost every moment of our time at Mythic's Virginia headquarters. To wrap it all up, we've got a handy-dandy clickable guide to the series. Whether you're into hardcore PvP, dungeon delving, crafting, or are a total MMO newb, we've got you covered. Click on through, and explore the world of Warhammer. %Gallery-21881%

  • New WAR beta update focused on defense of Altdorf

    by 
    Chris Chester
    Chris Chester
    05.23.2008

    Ever since Warhammer Online slipped from its precarious perch in the mud, it's been something of a struggle for Mythic to keep our attention in lieu of more current, relevant-feeling fare. After all, there's only so much speculating you can do before you realize it's still months away from being in your hands. Still, as nuts for the Warhammer lore, we take notice any time a beta update hits our inbox, because it means another chance as at sweet, sweet immersion.This News From the Front focuses on the battle on the skirts of Altdorf -- those scenarios that would manifest themselves if the forces of the Empire began to cede to the tide of Chaos and their Dark Elf allies. The beta had both PvE and PvP phases, and prominent among the features being tested were the Keeps and Sieges dynamic, which Mythic wanted to test for fluidity and fun. And of course, what update would be complete without a handful of written lore thrown into the lot as well. If you're still interested in WAR and haven't sold your soul to Krom, it's definitely worth checking out.

  • All you need to know about WAR's keeps and sieges

    by 
    William Dobson
    William Dobson
    03.22.2008

    There's a new FAQ at Ten Ton Hammer that looks at the keeps and sieges of Warhammer Online. It answers a nice chunk of questions that people might have about this aspect of the Realm versus Realm gameplay which was looked at in the February newsletter. The process involved in capturing a keep will be to first breach the exterior walls, then the interior walls, and finally to slay the Keep Lord.Along the way you'll be able to use a variety of siege weapons, and both the attacking and defending sides will find these siege tools useful. When the Keep Lord is taken out, all remaining guards at the keep will despawn, and the Keep Lord will respawn as an ally to the sieging party, ready for when the other faction tries to re-capture the keep. It's a big, messy circle. Check out the rest of the FAQ for more on how you can attack or defend a keep in WAR.