Mythic Shutting Down 63 Warhammer Servers
Gamasutra reports that Mythic Entertainment is consolidating a number of their Warhammer Online servers to keep population levels within an acceptable range. 43 servers are set to close in North America and Oceania, and 20 more in Europe. Mythic posted details of the character transfers at the game's website. CEO Mark Jacobs also made a "State of the Game" post, highlighting the live expansion that's currently underway, as well as the changes and updates they have planned for the near future.
That has to hurt. The game was well executed, it was no Age of Conan that's for sure. I guess good question would be how many servers did they start with?
...just how many MMOs are going to shutdown in the coming years. All that time and money invested into digital character that goes away with a CEO signature and never seen again.
Guess the good news is this MMO isn't shutting down anytime soon.
greed@All_Evils:~#
This problem also plagued the EU version launch: there were too many servers and the population was spreaded too thin, meaning that you would log in and find no one else but you on a certain zone.
With the new patch and the server transfers everything is much fine now: cities are quite populated and there is massive outdoors PvP going on every night :)
As soon as I heard it being referred to as the "wow-killer" during development, the writing was on the wall, and it was doomed. I've come and go on WoW since launch, and every time someone talks about a "wow-killer," its like giving a college quarterback the Heisman Trophy, its a curse. ...and yes, I just used a sports reference on /.
J
Beer, now there's a temporary solution -- Homer Jay S.
I don't get it.
Lets make an MMO that looks like and plays something like Wow, and expect it to do wonders! Nevermind that we're going up against the single most profitable game ever made, and one that has had 4 years to refine it's gameplay. Surely we shall succeed despite all odds!
At launch, they had *far* too many servers, they had wayyyy more servers than WoW had at launch.
Their launch went extremely smoothly, but the game population was spread so thin that people were having a hard time finding other people.
They should have done this 2 weeks after launch, not 6 months.
That said, this isn't indicative of Warhammer's impending demise, nor of a lack of players, they really did just have way too many servers and should have fixed the problem months ago.
Oh well, I'm still having fun with the game :D
(also, anyone thinking this was a WoW killer was delusional, it was never intended to be such, it's a very PvP centric game and attracts a similar, but different crowd)
Guild Wars is a fully instanced, PvP-oriented game with some MMO elements (I don't know anyone who's played it that considers it a true MMO).
Hellgate: London was a fully instanced hack-and-slash game.
Age of Conan was (originally advertised) as a PvP MMO. Now it's just a pile of fail.
WAR is a PvP MMO.
Of course they aren't WoW-killers: They're nothing like WoW!
To be a WoW-killer you have to be a mostly non-instanced, PvE oriented MMORPG... which none of the aforementioned games are.
WAR is unlike any other MMO currently on the market in its focus on PVP. Much of the game content really requires other players - I know because I play late at night. Populations have to be high, and balanced on both factions so there's plenty of chances for PVP. There's great "solo" content in that you can do so without a scheduled group, but most content is best with a high population of players. More scenarios popping, more RVR in lakes, and so forth. WAR is absolutely doing the right thing so that players aren't sitting around wondering why there's nobody to play with or against.
If you haven't given it a try yet, definitely join WAR for a least a month or two. They're constantly improving it
About 6 months ago, during this interview, Mythic VP and lead Warhammer Online designer Mark Jacobs said some interesting things regarding MMO development, including their own game. In particular:
According to Jacobs, another way to measure success is to look at the number of servers a game has added in a six-month period. "The corollary to that is if you've seen a game consolidate servers, you know it's in deep, deep trouble -- that's not a healthy sign for an MMO," he said, citing Sony's January-released "Pirates of the Burning Sea" as a recent example. "It will be the same for 'Warhammer.' Look at us six months out. Look at us six weeks out. If we're not adding servers, we're not doing well."
Looks like they're not doing that well - according to their own standards.
Stop segmenting your playing population into multiple independent copies of the universe.
Instead, segment your universe.
"His name was James Damore."
Funny. WoW didn't have that problem.
A polar bear is a cartesian bear after a coordinate transform.
I also was on the EU servers at launch and they were splitting servers (i.e., adding new ones) like crazy for the first month. So if their problem was too few people per server, I have to wonder wtf were they _thinking_? Didn't they have a feedback loop there? You know, "how many people are average and max on this server? Do we really need to split it?"
A polar bear is a cartesian bear after a coordinate transform.
Wow. Great find. I wonder what spin he would put on it, if someone reminded him of that quote now.
Hail to the king, baby!
Been so nice to know you, and glad you proved me right when all those people who left WoW told me Warhammer was the next "it" game.
Sorry, but Blizzard announcing opening of servers, not closing them. You need to be moving in that direction if you expect to beat them.
LOL, reminds me of an old Robot Chicken episode from a couple of years back. It features a "flashback" skit where we see Ang Lee being interviewed before "The Hulk" came out. At the interview, he says something along the lines of "The movie will be like a pretty flower. Surely it won't be a complete flop that destroys my career. Surely."
SJW: Someone who has run out of real oppression, and has to fake it.
Surely you realize that the same could be said -- and back then it _had_ been said -- about WoW and EQ. They too were going against the single most profitable game ever made, who had had years to refine its gameplay, bla, bla, bla.
A polar bear is a cartesian bear after a coordinate transform.
A few other people here have noted that Warhammer's population is spread very thin. A game like WoW will suffer from a low population server. However, it is not its undoing. A WoW server can thrive despite its low population. You can do raids on a low population server. For Warhammer, low population ruins the game, and I'm not entirely positive that they realized this in the beginning. Everything in the game depends on there being a constant avalanche of people doing things. This way you have people constantly sieging keeps, constantly in scenarios (PvP arenas), constantly doing public quests, and you're constantly fighting. The game (as I'm sure many of you know) is very PvP centric. A large population ensures that you can log into the game, find the latest war zone, and then go start busting heads. The game was designed this way, and now they're actually encouraging this. I'm hoping this makes the game more like it was envisioned. If they can keep server populations high they'll do well.
I paid the $50 for the game (a few weeks after it had come out) and while there are a lot of good things to say about it, I felt really disappointed. Compared to wow, the performance is a lot crappier for graphics that are just not as nice to look at. And the game takes 1gig instead of wow's 512M (approximate), and probably because of that on my 2Gram machine, it would take FOREVER to alt-tab in and out of the game.
Then, there were never enough people on my server to make it fun. Completing the public quests was always a hopeless fantasy.
I also couldn't understand my profession, and missed one of the flight paths early on. It's not that hard, wow set some kind of standard for usability and they mimic enough of wow EXCEPT for making the interface as useful.
The pvp combat is a lot more fun, but that's the only advantage I could see over wow. Oh, and you don't have to keep ammo in your inventory. Great.
It's an interesting contrast when compared to WoW. WoW has over 100 realms in North America alone, and they are still adding more. Maybe not on the same pace as when it first launched, but there have been 4 new realms opened just since the beginning of the year. Source
I'm reminded of a comment I saw a few months ago by a Blizzard exec (I don't have the source and don't feel sufficiently motivated to look it up) that basically said that most of the people that had canceled their WoW account indicating that they were moving on to Warhammer have since reactivated their WoW account.
I think that's pretty telling.
Intelligent responses welcome, flames will be met with marshmallows.
Although not the worst MMO I've ever played, I tired of WAR pretty quickly. Kept my subscription going for 1 month after the free one and found that I logged in only twice that month. I think I just got burned out on MMO's, went from WoW in 2004 to LoTRO, to EVE, to AOC and finally to WAR.
What killed the game for me were a few factors:
1) Everyone who came into the game came with at least a couple of friends/family, who then proceeded to grind quests and mobs at lightning pace all the while ignoring my attempts to join their group. A rude, flat answer I often got was: "This is a closed group". These people wouldn't even join a Public group if I started one and begged everyone on that PQ to join.
2) Pathetic communication, the chat system sucked pretty bad. Dunno if they have redone it but it was really bad compared to WoW's functionality and ease of use.
3) Major slowdown in experience at around level 13. Unable to find any open groups, I was forced to level solo in most areas and when I hit level 13 it slowed down to a crawl.
4) The influence grind, when I played WAR influence was the best way to get blue weapons and armor. The worst part about it was that every influence mob from level 1 to 40 gave 100 inf. on a kill but the influence requirements in each zone increased with level drastically. The infl. reward should have scaled with the requirement.
5) Near zero PvP outside scenarios. As someone stated earlier, open world RvR has objectives spread out over a large area and it does work cyclically. Order takes 1, destruction moves to 2.. rinse repeat. Anytime an encounter happened it was invariably skewed in numbers to favor one side. An exception was the Festenplatz thingie.. humans and chaos clashing. I had a lot of fun with the constant action, push backs, chases etc. there. That area had a very close spawn point for both parties and objectives were not too far, the rest of Open RvR should have been more like this one.
6) Fortress elite mobs can pretty much one shot you over weird angles that too. I managed to join two different attack groups but both ended pretty much the same way, somehow the mobs get drawn to the lip of the stairwell(they never come downstairs) and aoe the crap out of any group. Plus the lag, even with graphics turned down
7) Some classes are near invincible at certain levels. Tanks and healers, tanks especially take an insane amount of time to die and worse off they can finish you in 4-5 blows. I've held off a group of 6-7 order folks for a solid 10 mins at Ekrund as a black orc with a tiny shaman hiding and healing.
All in all, I couldn't really connect with the game at all, it got boring really fast.
Doomed.
If DAoC is so great why is 100k playing it? and the game never had more than 200,000 players compared to WAR which had 800k at release. That is the question i have, in my WAR guild people complained all the time about how DAoC was such a great game but i asked them when they last played it. Their reply was couple years ago :p.
DAoC is good game but was niche game that mainly focused on 100,000 so players who were into PvP. As a result Mythic decided to incorporate some of features from WoW when they made WAR made the game more casual friendly granted they made many mistake doing it (Poor crafting, linear Pve experience, Scens).
They should have seen this coming. 1 month after launch I'm hitting an attack, seeing a number on the screen, and then watching the animation 2 seconds later. What is this 1998? Bye.
http://www.lifelounge.com/content/detail.aspx?id=1261&comments=true
Gamertag: WyleType
Many players that left Warhammer did indeed play it for 3-6 months before leaving. If they had fun during that time, I disagree with them calling Warhammer a failure. Most non-MMORPG will not keep people entertained this long. There are just some exceptations that every new MMORPG will be a failure unless they can keep most players for years. I am gonna tell you that this is probably not going to happen ever again for a MMORPG. Today there is simply so many MMORPG out there and some very specialized and many players have already found their favorite game. When new games come they will try it, but after a while go back to their old MMORPG. Comparing to Age of Conan most players left in 1-3 months and did not even reach maximum level, I would call that a failure. Those that stayed then left when they experienced the end-game of course. MMORPG releases are very hyped because most MMORPG gamers want to try it. So initial sales will be very high, but ubscribers will drop drastically in a few months. The question is wether it is 10% or 50% and if it can attract new players. The current problem with Warhammer is also the end-game. It was announced as a RvR/PvP game and since Mythic previously had made DAOC, which is one of the best RvR MMORPG, the expectations where high. I am really impressed by the PvE content of Warhammer actually, it is much better that I imagined, but that was not why I started playing. It is the RvR. And this is the problem. The goal of the game is to capture the other realms main city and fortresss and this part of the game is not working at all, which was a huge disappointment for the players that worked hard to get so far. It is badly bugged, too laggy to be playable and it is also 'instantiated'. The instantiated removes the feeling that you are a realm that are attacking the enemy city. This is not massive RvR, this is just a scenario/arena kind of thing. And the end-gear which is what people are playing to get comes in two flavours. You can get it from PvE or RvR and the different sets are about equal in power wetherr you get it from PvE or RvR. The problem is that is insanly hard to get the gear from RvR because end-game is not working. So everyone simply just farm dungeons over and over, since this is the only way to get it. And this dungeon grinding are exactly what most people that came to Warhammer was trying to avoid.