Warhammer Online Information by the Truckload
Last week Massively.com got the chance to head over to EA Mythic's Virginia lab to clock some hands-on time with Warhammer Online: Age of Reckoning . As a result they were pumping out loads of review content, everything from hardcore PvP info to dungeon crawling to crafting. The culmination of all this hard work was a summary post with clickable navigation to all of their review resources. Definitely worth a look if you are at all curious about this upcoming behemoth.
I haven't seen a post from Zonk since April 17th and now I see that this blog at Massively is by none other than Michael "Zonk" Zenke.
Is there a reason why this wasn't hosted at games.slashdot.org? Is it a sign of Zonk moving on like other editors/authors or is he merely helping other sites out?
Either way, an unparalleled score of information on Warhammer Online by EA Mythic! Well done, Zonk!
I wish there was word on how stable and balanced the game is currently at. I remember playing some MMOs back in the day that were more than a bit glitchy.
My work here is dung.
the players have real agency. What's the point of being online with lots of people if everybody's quests are identical and no player's actions really impact the world at all? Maybe Warhammer will be the one to do that. Time will tell.
I'm unfamiliar with that unit of measurement. Could someone convert that to Libraries of Congress, or failing that, to metric buttloads and I can convert from there to LoCs.
- None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
When they put the game on hold some months back and stopped the beta program I was a bit intrigued on what they may doing. It looks like they took feedback from the beta players (mostly DAOC players?) and implemented siege warfare, keeps, realm abilities and other features directly ripped out from DAOC. This could be bad, really bad.
Well let's hope Mythic learned their lessons from the mistakes that they did with DAOC and not repeat them. Who know it may be a great game.
WoW hit the sweet spot for MMO's in that they made it challenging enough to keep hardcore types interested but easy enough for their casual friends to get into and experience quite a bit of the content with them. I'm hoping WAR can do the same thing and perhaps improve the experience a bit. WoW is starting to feel a bit long in the tooth and seems to have lost it's focus a bit. If WAR can deliver what WoW is missing before Blizzard gets out the next expansion, they could have the makings of a very successful launch.
You missed the other game by Mythic that was focused on PvP - Dark Age of Camelot. If Warhammer is as good at PvP as DAoC was, it will be great.
In full disclousure I am a former DAOC player:
Warhamma' has one major, GLARING, OUTSTANDING, AND IDIOTIC failing that Mythic has time and time again told us the players is not an issue, yet we complained over and over (and still do to this day).
In Warhammer, there are only two factions (sides.) And I played BETA for 3 months I NEVER SAW A SINGLE, NON-CHAOS player. EVER. With only two sides the oldest problem MMO's face crops up, un-balanced populations.
Every 10 year old kid is going to "roll" Chaos. All the hard-core PvP'ers will roll Chaos. So for every 10 Chaos we'll get 1 person playing a dwarf for about a week; subsequently the dwarf cancels because they're outnumbered 30 to 1. DAOC had 3 factions so even if Midgard outnumbered Hibbies (Hibernian) the combined populations of bucket heads (Albion) and Hibbies outnumbered the fatties (midgard). A three-way battle provided an excellent mechanism for preventing population imbalances. (And isn't a three-way better then a two-way anyway?)
Faction stacking is going to be a serious issue with Warhamma, enough to kill the game at launch if not addressed and as usual, egotist know-it-alls claim they are smarter then the players, and in this case, smarter then basic statistic and math. They denyed population imbalances for years prior to and post Atlantais in DAOC. Time and time again we would show them the population problems (on one server there was an 4 to 1 ratio of Mid's to any of the other two. The other two combined only equaled 1/2 the number of mids.) Their arrogance keeps their head in the sand and with Warhamma, unless they fire some of those twits are gonna bury their own product at launch (reminds me of Star Wars....)
We see it already in WoW with battlegroups (clusters of servers) starting to stack as people transfer to "the horde or alliance dominated" battlegroups.
At least WoW instanced the majority of PvP\RvR to control population imbalances but as far as Warhamma is sizing up, failure is written all over it before it even launches... Hell the gearing imbalances still linger from the AV debacle. On Stormstike I have both alliance and horde (Archimonde and Scilla) and When I queue up for WSG I am standing next to 70's with an average resilience (a key PvP gear statistic) of 70. When I log into my horde on Scilla and head into WSG the average is 200. Most in full s3 gear and very few without at least 4 pieces of s2. Full BG rewards because they had such an advantage during the AV transition (now fixed but the damage is done.)
Basic math doesn't lie and without major re-work I see no future for Warhamma.
When you paint a situation with only two clear cut sides, even the foot steps of a moth will break any hope of balance.
-=[ Who Is John Galt? ]=-