Warhammer Online Producer Discusses Game Features
BigDownload.com has a great interview with Jeff Hickman, Senior Producer for Warhammer online, that offers a great preview of many of the game's features. The interview spends quite a bit of time discussing the "RvR" (Realm vs. Realm) style of gameplay and what that will mean for players. "We generally start everything in our game with a thought toward PvP. PvP isn't the first thing we think of, but it's one of the first things. We think of Warhammer Online as a PvP game that also has monster and PvE content. So, when we balance our careers, we balance the content around player verses player, not fighting monsters. We balance the classes against each other. Then, instead of balancing those classes against the monsters, we balance the monsters against the classes. Our philosophy is to make the best PvP game in the world and build the PvE content around it. We know how much damage each class can do and take, plus all the utility each class can provide. So, instead of balancing each ability, we just need to modify the overall damage output and absorption of each career."
Same way WoW keeps people interested: Make more content. There are very few guilds that will actually be able to burn through all the available content before more comes out.
Played Warhammer on the tabletop? The best thing about support units is that they (almost universally) have a built-in method of removing themselves from the game, often taking several nearby allies with them.
This world is oriented around guys with swords, spears and axes. Normally at least a couple dozen of them.
http://www.xkcd.com/354/
Sounds pretty good. I am intrigued by how cities can rise or fall. I'm not big into PvP, but I'll probably try it out for that game -- if it comes out for Mac, of course.
The graphics look pretty detailed, and the breadth of costume choice looks good, but maybe too much uncanny valley there.
i'd hit it so hard, if you pulled me out you'd be the king of britain [bash.org]