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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.

26 of 137 comments (clear)

  1. OUCH by SupremoMan · · Score: 3, Interesting

    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?

    1. Re:OUCH by dtml-try+MyNick · · Score: 4, Insightful

      Way to many. That was their mistake.

      Their goal was the smoothest launch ever, in which they actually succeeded.
      To accomplish this they opened up loads and loads of servers to ensure players wouldn't end up in queue's when logging on to the game.

      The problems started when after a few weeks the biggest hype was over and players started looking at their real lives again. After that the active server population declined rapidly.
      I think this move to close servers was unavoidable, it's nearly impossible to keep as many active players as right after the launch period.

      --
      Life starts at the end of your comfort zone.
    2. Re:OUCH by RuBLed · · Score: 5, Interesting

      The problems started when after a few weeks the biggest hype was over and players started going back to WOW.

      Fixed it for ya. This is what I had seen in our guild.

    3. Re:OUCH by chonglibloodsport · · Score: 3, Interesting

      I played Warhammer for a month and change after to released. I admired the amazing artwork and character designs, definitely top notch. However, the game itself was sorely lacking.

      The entire game seemed to be designed like an amusement park combined with an assembly line. Your character is basically funneled through a series of increasingly difficult areas along a linear path that left nothing to the imagination. Exploration was pointless because you knew where you came from and where you were going.

      Aside from the character stats and shiny purple magic items, this game could hardly be called an RPG at all. Interaction was kept to a bare minimum, both with NPCs and other players. The only real interactions you have are taking on 1000s of mundane fetch quests from NPCs or PvPing with players.

      Speaking of PvP, the system is supposed to be the central crowning jewel of the game. Problem is, there are no consequences for it: death and failure are meaningless, you do not lose items on death and the loss a fortress or even an entire territory are barely noticed. Within a short period of time, these assets can be recaptured at no expense. The entire exercise quickly begins to feel repetitive and boring. You have no personal stake in anything in the war and therefore no real incentive to help.

      In terms of gameplay, it is a major step back from the old days of UO 1997-1999. A real shame. It seems most of this industry is too caught up in trying to copy WoW rather than pushing the envelope with new paradigms for interactivity and gameplay.

    4. Re:OUCH by Decado · · Score: 5, Insightful

      I think they did the right thing, they started with a lot of surplus capacity and now are scaling back to what they are actually using. Unless (by some miracle) they could guess exactly what capacity would be needed then they have two options, provide too much or provide too little. From a customer service standpoint it is certainly much better to err on the side of providing too much.

      I feel a bit bad for Mythic in that this will probably be spun as some sort of death knell for the game when in fact it is simply the logical outcome of the company doing the right thing at launch.

      --

      Slashdot: Proof that a million monkeys at a million typewriters can create a masterpiece

    5. Re:OUCH by AuMatar · · Score: 4, Interesting

      Except that people hate server merges. Especially if a server needs to be split and partially merged with multiple servers. They would have been better off renting capacity but keeping it dark, and lighting it up as needed instead.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    6. Re:OUCH by AuMatar · · Score: 4, Interesting

      Personally, I had more fun in War PvP than any other MMO, because of the very same reasons you hate it. Death *shouldn't* have consequences. A game is about having fun. The point of a PvP game is to kill, you shouldn't be afraid to die because it will cost you hours of time.

      As for reason to help- two major reasons. One its fun. If you don't enjoy PvP, why did you buy a PvP game? Two- pride. I play to win, always. So I always try my best to further the objectives of the game, in this case its trying to move the battle forward to eventually siege the enemies city. If we do that, I win. That in and of itself is fun, there is no other reason needed.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    7. Re:OUCH by Tridus · · Score: 3, Interesting

      According to what I've found, there's 16 servers left in North America, where I believe 40 of the 63 being shutdown are.

      Just another Age of Conan, they massively overhyped to get a ton of initial box sales, and wound up with 2/3 of those people leaving in a couple of months.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    8. Re:OUCH by zwei2stein · · Score: 2, Insightful

      While in reality it makes people quit. Idea of PvP with consequences being good idea is just form of self flattery (gamer expects to be in winning side there, forgetting that each PvP encounter also produces one loser. Stress becomes issue because it makes not playing the game more enjoyable than playing).

      See: http://www.brokentoys.org/2009/02/19/the-mordred-problem/

      --
      -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
    9. Re:OUCH by varcher · · Score: 2, Insightful

      Exactly. By all measures, LOTRO is a succesful game. You do not need to be a "WoW Killer" to be a succesful game, nor even to have millions of subscribers. If you are growing (and if you didn't invest so much you do need in fact 10 times your potential subscriber bases to recoup your costs), then you are successful.
       
      The failure of the most recents MMO isn't that they didn't reach WoW numbers. It's that they failed out of the door.
       
      And the lesson, as painful as it is, starts to enter the producers' brains: You live and die by your launch. You botch your launch, you die.

    10. Re:OUCH by nobodylocalhost · · Score: 2, Interesting

      No, The PvP is done wrong, very very wrong. There's something wrong when you have to wait over 2 hours for instance based PvP. Balancing issue is an extreme understatement. Why? Because when you lock down an account to play only order or destro, you better make sure there are even numbers of order vs. destro on the server, and even so it still can be uneven due to the fact not everybody plays PvP.
      The classes are far from balanced, so what you can do tons of damage, if you die in 3 hits, your attack power means nothing. And how convenient for the melees that almost every one of them got a ranged attack that can slow people down.
      The RvR level is a good concept, but they implemented in such a bad way that made RvR level totally pointless. In games such as Go or Chess, you go up or down in level by your win/lose ratio. PvP level should be done in the same way since just because you have a lv 40 character doesn't mean you are a lv 40 player. So what really should happen is:
      1) Allow RvR level to go up or down base on kill/death ratio.
      2) RvR scenarios should group people with similar RvR rating together.
      3) Have level cap in each and every RvR zone as opposed of turning people into chicken.
      4) in 1vs1 situations, the chance of winning should be 50% if the players have the same RvR level rating.
      The siege mechanics are horrible in warhammer, i don't know what you are talking about. First, it is a matter of money. The team with more money buying engine/weapon have advantage. Second, offense is a nightmare, without 18+ people you aren't going to do anything and the keep lord will slaughter your team. Third, with public parties, what you end up with are an unorganized band of noobs that are really unfit to go for keeps/castles. There are way too many Leeroy Jenkins wannabes. Fourth, people should be barred from siege 3 am in the morning where noone is on to defend.
      I am not saying Blizzard is doing any better, but Mythic simply are not up to par and what you said are baseless and invalid.

      --
      Where is the "Ignorant" mod tag?
  2. It is actually much better now by Anonymous Coward · · Score: 4, Interesting

    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 :)

  3. Cursed. by drik00 · · Score: 2, Insightful

    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.
  4. You can't know their position and momentum? by Rix · · Score: 2, Funny

    I don't get it.

  5. No, Warhammer Online isn't dying. by Anonymous Coward · · Score: 3, Informative

    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)

  6. Someone at Mythic must be biting his own tongue... by acid06 · · Score: 5, Interesting

    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.

  7. Heres an idea by Rockoon · · Score: 3, Insightful

    Stop segmenting your playing population into multiple independent copies of the universe.

    Instead, segment your universe.

    --
    "His name was James Damore."
    1. Re:Heres an idea by Firkragg14 · · Score: 2, Interesting

      Check out eve online thats been doing the one universe thing for years. The universe isnt seamless since its split into a number of seperate systems but the entire population exists and plays within the same universe.

    2. Re:Heres an idea by Tridus · · Score: 3, Insightful

      That'll work really well when a new WoW raid comes out and a million players are all milling around outside using the summoning stones and dueling.

      Hell, Naxx's entrance is crowded on most nights right now, and that's with hundreds of servers. It'd be unplayable to put them all together.

      This single universe thing doesn't scale beyond a certain point when the players all have a reason to be in the same place.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    3. Re:Heres an idea by Cloud+K · · Score: 2, Interesting

      If you do segment your universe then please, please adjust it accordingly when it quietens down again.

      In Everquest they did both. And they made the world so bloody HUGE (with a capital HUGE) that no matter how many server merges they do, it feels utterly empty. Half the problem of course is that they neglected the older 'segments' and left them to rot, despite actually being fairly important to the universe they've created.

      Server merges are easy enough, but what do you do when your universe is too big? Close bits of it and anger players who had quests there?

  8. Re:Makes me wonder... by sortius_nod · · Score: 2, Informative

    LOTRO, Eve, probably WoW, there's quite a few out there that have been around for a while (or even not that long) and have a strong community with strong backing from the devs.

    It's only when a game lacks massively (Tabula Rasa, AoC, WAR) that things start to go pear shaped.

    Unfortunately Mythic made the biggest mistake MMOs seem to be making of late - emulating WoW, poorly.

    If people wanted to play WoW, they'd have a subscription. I don't, anymore, but I do have a sub for Eve and I do have a lifetime membership for LOTRO. If another MMO comes along and people like it then we'll see more added to the list of survivable MMOs.

    Look at the Asian market, they have MMOs that have been around for ages and aren't shutting down servers. In fact, a lot of MMOs that ARE surviving are ADDING servers.

    Taking away servers is akin to saying "look, we're going to shut down soon, so you had better look elsewhere". By doing this, and by not planning the release better, they have pretty much signed their own death certificate.

    This is aside from the fact WAR is a terrible game.

  9. Re:Makes me wonder... by malf-uk · · Score: 2, Interesting

    Saying that it's emulating WoW poorly is a bit harsh, considering that the large scale PvP or RvR side of it is more emulating their previous MMO more than WoW. Which is what attracted me (and still does) to this game as I personally find WoW dull in this respect.

    I do personally prefer DAoC's RvR though.

    --
    R Tape loading error, 0:1
  10. Re:WAR REQUIRES high population levels by MistrBlank · · Score: 2, Insightful

    WoW is the first game to "do it right" with Wintergrasp.

    It's a territory that constantly flip flops. The winner of it gives players of that faction a bonus for the next 2 to 3 hours. There are daily quests to be done there to entice people to at least show up once a day. It requires the defending team to actually attack to win.

    Asheron's Call's combat system sucked for most of its thriving life. It was dominated by the ability to cast Drain Health at instant speed and quickly apply healing kits to yourself. You also needed to master "strafe casting" which was a bug in the game engine that allowed you to cast while moving. And there was no reason to pvp other than to pvp someone and harass them, that is lame. Losing everything wasn't terribly exciting either because everything usually amounted to people only using gear that they could easily afford to lose and stack money notes and other high value items that didn't matter if you lost.

  11. So did WoW back then by Moraelin · · Score: 2, Insightful

    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!

    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.
  12. Got bored quickly by EvilToiletPaper · · Score: 2, Informative

    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.

  13. Warhammer, the problem with the game by Zoozie · · Score: 2, Insightful

    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.