A WoW Player's Guide To Warhammer
With Warhammer Online just around the corner, Zonk wrote up a guide which compares it to the current top dog of the MMO market, World of Warcraft. He highlights the fact that despite the appearance of "War" in both names, Warhammer is much more focused on the struggle between factions, in gameplay and artistic style. Warhammer's open beta started on Sunday, doing well in the US but stumbling in Europe. The full version launches on Sept. 18th, but people who pre-order the game will be able to access live servers up to four days before, thanks to Mythic's head-start program. Mythic CEO Mark Jacobs recently launched a blog to answer questions about the game.
Guild Wars got my money because it works on Linux.
Savage got my money because it works on Linux.
Defcon got my money because it works on Linux.
NeverWinter Night got my money because it works on Linux.
There are many more but you get the idea.
If you want my money, make sure it works on Linux!
"The price good men pay for indifference to public affairs is to be ruled by evil men." ~Plato (427-347 BC)
The beta launch was handled horribly by GOA, the account activation was opened just a few hours before the servers went live and it completely collapsed. It wasn't just the numbers it seemed to be thoroughly broken. There's a reason you allow a few days before launching to let people sort out their accounts and keys.
However now that I'm in I'm enjoying it. The public quests are brilliant fun, the scenarios (think WoW BGs) are easy to get into and the classes are varied and have creative play mechanics.
remains to be seen if I'll still think it's great at level 30 when grind sets in but it's incredibly promising at this stage.
More like World of Warhammer... Craft...
"Now gluttony and exploitation serves eight!" - TV's Frank
Here's what I want from a medieval MMO:
Unlike most players I met in WoW, I find no fun in comparing the size of virtual âoeswordsâ or in optimizing numbers in a game of statistics. I want immersion. The way WoWâ(TM)s world is just some immutable scenario ruined immersion to me.
Prescriptive grammar:linguistics
There's a few things that standout in this game.
When you kill a person in RvR you get EXP. You get loot (money and items that come from a random pool, not the dead players pockets).
There are repeatable quests for RvR. You join the RvR scenarios (similar to WoW battlegrounds but a faster pace and with more on the line) simply by clicking an icon on yuor screen from anywehere (though your likely to be in a queue for a few minutes before actually getting into the scenario). You have repeatable quests in those scenarios. You truely can level in this game with just RvR.
On the PvE side Public Quests are very well done. Open groups are very well done. In both cases you just walk up and your "part" of something. No need for invites. No more "we don't need a tank, we need a healer" rejections.
Now, the games not perfect, but it's well done. It certainly is linear in many ways (from zones to loot). And it misses the mini-game casual play of WoW. There's no mini-pets or fishing in WAR. Some like that, some dont. But it will have an impact on the total player base.
Anyways, Massively's got a lot of info on the game that anyone interested should check out so not much more I can really say besides it gets a thumbs up so far.
"PvP is a much more important part of..."
Ok, so they got a focus group together, and looked on the internet, and people said "More, better PvP!"...
Too bad the niche hardcore players are the only people who speak up in those forums. Here's a big hint to everybody making this type of game: All those casual players that make Warcraft and Diablo crazy, stupid successful.... They play for the co-op and social aspects. They don't PvP. People who post on internet forums and create feature wishlists for these types of games (probably 90+% of the people who read this) aren't representative of the bulk of players no matter how vocal they are, or how important they think they are. If you cater to those players, and "being the next WoW" (in terms of paying playerbase) is your goal, you will fail.
While there is certainly nothing wrong with developers targeting Linux, Linux heads need to stop pretending like they are a major market. Linux on the desktop isn't all that common, and Linux on the desktop in a gaming situation is extremely rare. Thus this idea that developers really need to be targeting Linux is silly. To me it seems Linux is finding it's stronghold in business type markets. That's wonderful, but not a target for games.
People only want to enjoy the game, not get their char ganked by some "PvP elite".
Love many, trust a few, do harm to none.
WoW has got 10 million with the mac and just google for 'wow wine' to see just how active a subject it is.
Blizzard apparently cares enough to have reversed its stance on Wine as being a hacker tool earlier. If the market is so small they could have simply kept it banned but they didn't. Explain please if they don't care about linux users.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Me too. Playing in vista, my game would crash every half hour. In XP, it crashes once every 3-4 hours. Pq's are great, and the "chickening" of higher level players in lowbie zones is the best Idea i've seen (turning them into easily killable chickens). I think that will even add some "replayability" to the game (playing zones you enjoyed a lot but leveld out of), which isn't common for an MMO.
Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
Tell that to every korean MMORPG that has PvP.
The problem is that western MMORPG's do PvP wrong, they do open world PvP and that just doesn't belong in a level based game. Warhammer does things different, far closer to Guild Wars. Wether it will work is anybodies guess, but PvP done well with no ganking could easily attract a large enough userbase to make the game succesfull.
Anyway, it is not like the industry needs another PvE MMORPG.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
If you didn't like WoW's battlegrounds and/or Arena, probably not. The PvE side of the game is fun, but definitely not the focus. I'd argue that the PvE side of WAR is even more grindy than WoW's since it has a definite end. WAR is really the PvP lover's WoW in a lot of ways.
That said, I think its a blast.
11 was a racehorse
12 was 12
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And your laundry list of "features" pretty well demonstrates the difference. People play MMOs to have fun with other players. What you would make a good solo game for a micromanager.
Just consider your "ecology"
So what happens when a griefer guild shows up and slaughters all the wolves and bears in your forest? How do prevent this or can they even?
economies: much as I hate to admit it (I like the idea of a player economy as well), player based economies are actually very destructive to game enjoyment. The "Auction Hall" global market with instant results just provides massive encouragement for goldselling services and the resulting rampant inflation. The more resources and money supply is controlled by the publisher, the more the econommy winds up in control of the goldsellers.
If it is so darn "not difficult", why haven't you written your own game and have a few hundred thousand subscribers already?
However, the idea of allowing players to have a real impact on the game world is a good one, but once again darn near impossible in an MMO. Making real changes requires that new content be constantly generated to replace that which is no langer valid. Example: THe players have finally ended the zombie chicken infestation at Farmer Brown's. No longer will zombie chickens trouble the farm. Ever. So what new content do you propose for the beginning characters? Perhaps they could work on the rat infestation over at Farmer Smith's? What if someone gives Farmer Smith a pregnant cat(reproducing)? Oh the ecological horrors - plus the destruction of more content intended for beginning players.
Just ramp up those examples for "end game" content and you get a glimmer of the problem. It just takes too long to come up with new storylines/adventures. So players making real changes in games like this will be best done as solo games.
Or the games will have to have multiple "sub-games" built into them to keep folks occupied. (See Eve Online) which does have a failry robust and involved (although unfortunately corrupt) economy and PvP system.
You either believe in rational thought or you don't
Compelling PvP cannot exist without these 3 things:
Conflict, consequence and subjectivity.
Players must have a struggle and fight for something in the game. This creates a conflict that players will get involved in and fight over.
Players must feel repercussions for their decisions. Jumping and ganking the wrong people will result in total destruction of everything you and your friends have built by the community you have violated.
Finally, the sides must not be clearly defined at the beginning of the game. Your allies shouldn't be a gameplay decision based on what side of a coin you flip. Alliances need to be built out of a common desire to survive. You cannot possibly have a real hatred for an enemy just because your predisposed to them. But more importantly, you are forced to ally with those you may not want to because you are on the same side.
These static gameplay issues are the same reason WAR will be as interesting as WoW in terms of PvP and that is to say it won't be. Well, it will be fun objective based, tactical PvP.
But the game lacks *real* conflict, any type of consequence and subjectivity.
"If you are a dreamer, a wisher, a liar, A hope-er, a pray-er, a magic bean buyer
Sorry... what were we talking about again?
crazy dynamite monkey
I was in the WAR closed beta for a couple of months, and now in the open beta. Much about the game has already been covered so I'll skip it, but I have a few things to say.
First of all, I do love the game.
WoW did well with a (relatively) unknown lore and translated it into something sophisticated that touched the whole game. WAR does the same with its great lore set. Architecture, monsters, speech text, the ways the classes play, it all fits very well.
The graphics in the closed beta were bad, texture wise at least. In the open beta, they're significantly better. Hardly any graphic settings are changeable in game currently, so I figure they had a crappy default on the closed beta, a slightly better one now, and when you can tweak it to use your full system, it will be able to rival AoC.
The main point about WAR is, it is two games. It is a PvE game - you can do quests, public quests, instances, raids and never even go RvR enabled, if you so choose. It also has a full RvR game - scenarios, RvR enabled areas, RvR quests (from doing PvE activities within RvR areas, so actually killing players as an objective), a beautifully designed tiered RvR hierarchy, the lot. You can sign up for a scenario at Rank 1 and go right into PvP if you so choose, never looking back. Of course, the strength is when you do a little of both and have a lot of fun.
So far my impression is the RvR stuff is stronger, but the PvE is pretty damn good too.
Crafting, I've had a play with. I'll need more of a look. It feels a bit limited compared to WoW's "become the best blacksmith and make a fortune" ideal, but both innovative and with a fair element of chance that things won't come out as planned.
The interface was great in the closed beta, but not much handholding. They've added that in now and it's easy to get around and the early quests seem as graceful a learning curve as WoWs, but perhaps even more fun - more dark humour and some cool ones (shooting ballistas at NPCs etc)
It's worth mentioning again the classes and the beautiful way some of them work. Bright Wizards and Disciples of Khaine are my favourites. The first is a caster who the more spells they unleash, the more damage and crit they get, but the more chance to blow themselves up (and their teammates) too. The Disciple of Khaine is a healer, but their mana is generated through doing melee damage combos. No more standing at the back spamming Renew. It encourages, nay, requires, strategy rather than tactics.
Speaking of strategy, tanks intercepting attacks make formation hunting *very* powerful. The healer is hiding behind the tank? You can't hit him, target him, lob a fireball, chances are the tank intercepts it. And you can't just run through him. Finally! :)
In my second ever scenario, while a large skirmish was going on, a few of us outflanked the enemy and *ripped them apart*. The way it should be.
Overall the beta launch has been smooth. Even in Europe, where I play. I was in the WoW open beta as well, and it was nowhere near as smooth as this. People do forget that, a couple of years on. It's been playable almost all the time, which hey, is pretty good for a beta.
Speaking of beta, one thing I was impressed with was during closed beta, the level of interaction required from players. Lots of surveys on performing actions (how was that last quest, last scenario, etc) and looks like the developers have been very good at picking things up.
Overall, I think it's great. May not be for everyone, but I'm having a lot of fun.
RvR (Realm vs Realm) is just PvP.
Each "side" (Order v Chaos) is called a realm. The idea is that one half of the server is fighting the other, not just player v player.
To accomplish this they have big server wide objectives, like capturing a Keep or destroying a city.
Having said that, it's more of a marketing line, it's really just PvP.
I was in the closed beta briefly, and have been playing the open beta since it started. So far, my observations are:
Overall I like the game, but it's really only for PvP. If you're not into the PvP in other games, there's really nothing for you in WAR. Being so heavily PvP-based, though, Mythic has made sure all of the classes have a decent survivability.
The pace of the game is very fast--on my healer, just a few seconds of not casting is enough to fully replenish my action points (WAR's version of mana/rage/energy). The fast pace makes the RvR scenarios very chaotic at times. I suppose you could say that WAR is to MMOs what Diablo was to RPGs.
There are a few other things about the game I don't care for, but I think these they will eventually end up tweaking. For instance, the mail system is a pain to use, and there's no auto-loot feature.
Realm vs Realm. I think it's meant to be PvP on a much larger scale.
Emerald Astrology
I've played both games quite a bit, and I think this is a great post. Just reverse the logic on everything he said, and its 100% accurate!