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Tag: Warhammer Online: Age of Reckoning

October 4, 2009

The WAR Reset Button

Power, Reset
Image by yum9me via Flickr

As I talked about before on this blog, the new hotness of MMOs this past September has predictably pushed other titles that have been out a while out of the spotlight in order to deal with issues in-house. Warhammer Online is one of these, and the upcoming 1.3.2 patch is set to, more than ever, deal with some of the fundamental issues that players have provided feedback on for the past few months or so.

The highlights include the removal of fortresses as a requirement to initiate a city siege, a new user package that better prepares players with tutorials, an all-newbie guild, and the concentration of all starting players in one pairing, chat channel additions, and the ability to sidekick a newer player so that they can play with someone of higher rank. This is also combined with a variety of combat and careers changes, the biggest of which is the removal of stun and further reduction of CC skills for certain classes, as well as surgical changes for several key Destruction careers.

The changes, while not necessarily “marketing sexy”, are internally focused and speak to a “do-over” philosophy to some of the core mechanics that needed addressing. Shifting the Tier 4 campaign and removing a key part of the original design was one of these, as is the DAoC-like inclusion of channels and guilds specifically designed to bolster new players. I can’t really complain about these kinds of “reset button” changes, even though some people might point to it as a sign of flawed core design. The reason is that traditionally, MMO developers don’t like changing fundamentals, as it is A)an inherent admission of failure or B)the changes are so major they require too much testing to properly release them. Mythic, however, has proven in the past year that they are anything but traditional, and this latest batch of changes that touch the center of their WAR game experience prove it.

Combine this “reset” philosophy, this idea that almost nothing is sacred in terms of  creating a better player experience, with the more plain-spoken interviews/language, and you have, in a quiet and subtle way, Mythic’s apparent strategy for the next few months. That would be the following: to fix the fundamental issues as a high priority, tinker with the existing game mechanics, and let actions, not words, dictate whether or not the game will have a chance at re-upping its subscriber count anytime soon. I find this to be a far better long-term strategy for WAR than desperately trying to attract attention through big, game-changing announcements or making knee-jerk changes to stop further subscriber loss. Because for as many people who have declared “too little, too late”, there are just as many if not more people looking to check in on the game in a couple months, when new shiny has given way to typical MMO, and old products will get another try. With changes like the 1.3.2 patch notes in the works, Mythic plans to be ready for those.

I fully plan on re-rolling from scratch and blogging a bit about my experiences once the patch hits live, and, like WAR itself, dropping a reset on my character advancement. It sounds intriguing and interesting, and I look forward to how Mythic will deal with the increasingly competitive and close-to-saturated MMO market.

September 2, 2009

Happy Humpday Highlights – Shadow WAR

Shadow Warriors (Ninja Gaiden Shadow)
Image by BlogDeManu via Flickr

Yeah, I really couldn’t resist. Old school, baby!

This week’s Happy Humpday Highlight, which takes a tour around my blogroll, takes a look at the Shadow WAR blog, run by MMO veteran Andrew. Now, a lot of the friends and readers I’ve accumulated over the past year have been people that I know from the Warhammer Online community. While the number of bloggers that are currently writing about WAR has decreased, a few brave souls soldier on, and Shadow WAR, while it has turned a but generalist, is among them.

Shadow WAR used to be focused on, well Shadow Warrior type posts. The Shadow Warriors have arguably been one of WAR’s much-maligned classes, with lack of love and attention leading to a lot of frustration and issues. Thankfully, Andrew has been there despite that, with inspired posts such as “Even if they can’t make it sound awesome”, which responds to the GOA highlight of the Shadow Warrior, and “What I’d like to call retarded”, which talks about the lack of meaningful buffs to the Shadow Warrior in a particular patch note listing. These may sound like odd posts to be endorsing, considering I’m all about the sun and brightness, but I have a lot of respect for passion and posts that are driven by a sincere love of the class. A lesser person would have rerolled into a more powerful class. Andrew responded by playing a little Black Guard, another arguably underpowered class. Now that takes guts.

Andrew’s blog is also interesting because he has a wide scope of other topics, from other MMOs like Champions Online, to a bit of history and politics, and commentary on other blogs. There’s varied reading to be had at Shadow WAR, and I always like dropping in via Google Reader to hit up the latest articles or simply click in to give him another hit on the site. If you doubt the experience of his gaming that qualifies him to talk on so many topics, one only need to drop in on the MMO history and characters section of his blog, which is a full breakdown of what Andrew’s played. It’s a background that rivals and even exceeds my own, from an MMO perspective.

Shadow WAR’s definitely a good and decent read on gaming. Be sure to check the blog posts there, and on my blogroll – because they’re there for a reason, don’t ya know.

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September 1, 2009

WAR’s Time Capsule – One Year Later

Delorian. For Sale!
Image by space_monkey via Flickr

Over at Warhammer Alliance we’ve brought back a thread that I managed to start over a year ago about the future of Warhammer Online. The thread is called the WHA Time Capsule and if you click the link you’ll be taken to it.

It’s interesting to see a lot of people feeling very idealistic about WAR’s prospects – many of the opinions in the thread are ones that frankly would belong in this blog. Three million subscribers? WoW toppled from its perch? Sixty servers? It warms my already sunny heart to the core.

It’s no secret that WAR has missed the mark on these and other goals. But despite that, I’m still feeling fairly decent about the game itself. Personally, I think while the game does have its problems and it has struggled, I still like to play it and log on. The predictions in the thread are quite optimistic, but they are hopes pinned on every single release since World of Warcraft’s came to dominate the market. I like being awesomely positive whenever I can, but hey – don’t try to outdo me with things like a game having five million subs in one year. Let me do that!

An MMO does need to worry about the other competition out there, but people need to stop pinning their hopes and dreams on it toppling other MMOs from its perch. If an MMO is good, and well-designed, and enjoyable, then it will eventually reach those goals on its own merits. This is what WoW did, and it took them a while to do it, too. It basically boils down to the fact that WAR is a decent game, and the issues it has experienced are no worse than any other MMO out there – even WoW. But the playerbase for MMOs has become increasingly fickle, demanding, and tourist-like, and unfair as that is, Mythic needs to adjust their strategy to deal with that – a shift, by the way, that has been apparent in the last two months. Core problems like T4, class balance, and stability bugs are glaring issues they must fix, or suffer for it more than they already have.

A lot of people will declare “too little, too late”, but the mere fact that they stick around shows the game is being paid attention to. But if I had to make a prediction, I would say that while upcoming releases will entertain people for a couple of months, that the huge gap between it and the next shiny (WoW’s new expansion and SWTOR) will bring people coming back to WAR to check it out. It’s Mythic’s job while they are out of the spotlight to clean up what’s fundamentally wrong.

To be honest, some people want to declare WAR dead, but that’s a sort of negative idealism, too. MMO death is rare, with only two recent entries in the genre biting the dust in the last year. Titles like Vanguard, SWG, AoC, and the like stick around, and thus will it be with WAR. Could I be wrong? Sure – but I’ve never been concerned with convincing people that I am “right” on the Internet.

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August 29, 2009

WAR Cake Is Everywhere

Squig Herd 1-2
Image by The_Super via Flickr

Ah, the convenience of posting from a Blackberry. Isn’t technology grand?

Anyway, in case you didn’t catch it a couple nights ago, Food Network show Ace of Cakes broadcast a show highlighting the Squig cake that was made for Warhammer Online. Master chef Duff made frequent references to this being “the best cake ever”, and it shows.

Putting aside game-related topics about WAR for a moment, this was really great to see for a variety of reasons. First, as always, its great to see mainstream coverage of games that doesn’t relate to some dude who played so long they sprained their groin somehow. The genuine enjoyment that the Warhammer fandom had for Duff’s creation was definitely obvious, and more than that it was clear that this wasn’t some kind of novelty or anything different in terms of clientele. Gamers and revs were seen not as some strange freaks of nature (though there were times the Squig scared the crew) but as just another audience for Charm City Cakes to demonstrate their talent.

There was also the outreach to a different bunch of folks as well. Of all the places for something as geeky as WAR to get more publicity, the Food Network is not a place you’d think of. It’s one thing to get a nod in the news, but entirely another to get a food item made out of something that is definitely fantasy geek chic. The opportunity this might create for other game devs and their fans is neat and exciting (Darth Vader cake anyone?).

Since I was Press at Games Day Baltimore for Curse, I got a chance to have a piece of Squig cake, and let me tell you – the cake just didn’t look good, it tasted damn good as well. Charm City cakes deserve their show and their reputation, and it was great for WAR and Mythic to benefit from it.

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July 21, 2009

The Long and (Especially) Short of WAR’s PTS

Warhammer Online: Just Misunderstood
Image by Evan Sims via Flickr

Warhammer Online’s latest patch, 1.3.0b, seeks to begin the long and arduous process of correcting core problems in the game design, starting with a fix for Area of Effect spells. AoE’s been apparently an issue in WAR for quite some time, with the pinnacle of the current damage situation being “bomb groups” consisting of mostly AoE-specced damage dealers annihilating groups of players. The latest changes were pushed to the Public Test Server this past weekend, but after only 4 days, Mythic has pulled the plug and is preparing to yank the trigger on this round of tests. This has of course set off a bunch of worry and concern that bugs won’t be fixed and feedback won’t be listened to.

As always, this site likes to look a bit on the brighter side of such a short testing cycle. For one thing, AoE has been an issue in WAR for quite some time. It’s been a pain point for many players and in some cases it has caused them to unsubscribe in frustration. Along with the crowd control, AoE has been a sticking point for many of WAR’s subscribers, so the immediate action regarding its testing cycle might not be such a bad thing to get the ball rolling on some changes.

There’s also the notion that since this is a “lettered” patch and not a full-on major fix, that Mythic is taking the cautious, incremental approach to their balancing. While this means a lot of short term pain for players who might feel gimped until their class is looked at, it creates a better long-term environment in which things are a bit more in line with what was intended. Fewer things to fix mean a shorter testing cycle, as well as more time before release to address bugs uncovered. So while it may suck to be, say, a Magus in the environment of this change, continued feedback about the class should ensure that it will receive its turn in the sun in due time.

Lastly, and perhaps not least, WAR appears to be at a point where no matter how much they actually talk about something that is going to change or get better,  there’s players out there who believe it’s just lip service. To be honest, MMO players no matter how nice they are about playing a game respect results. If that means a faster testing cycle to stave off all the constant complaints about how there’s all talk and no action, then so be it.

Some people don’t like to “pay to beta test” but those are the kinds of people who probably don’t understand that all MMOs need public tests and testing processes from real players to make sure they aren’t seeing the forest for the trees. WAR’s PTS is no different in this regard, and however long or short it’s open for, I hope WAR’s players are taking advantage of it to provide the right kind of feedback to make the game better.

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June 23, 2009

WAR Becomes the Land of the Dead

Warhammer Online: Land of the Dead PTS
Image by Evan Sims via Flickr

Today, Warhammer Online‘s 1.3 patch becomes fully live with the introduction of Land of the Dead, a zone based upon Warhammer’s Tomb Kings with an Egyptian slant.

If you don’t know the skinny, here’s the bullet point play-by-play:

-Constantly Flipping Control: The zone has a mechanism wherein control is determined by resource allocation. Each side gathers resources by participating in WAR’s normal RvR gameplay. When one side gets the resources needed, they control Land of the Dead unfettered for 30 minutes. Then the resource allocation begins again, with the “losing” realm picking up where they left off and the “winning” realm starting at zero.

-Invaded Instances: The aforementioned control determines a couple things – first, whether or not you respawn in the zone, and second, whether you can invade instances currently occupied by the opposing realm. If you contorl the zone, you can do both, which means if zone control flips away from you while you are in the Tomb of the Vulture Lord dungeon, you’d better be prepared to deal with enemy players.

-Dynamic PQ’s and Encounters: Action RPG is what Encounters Strike Team lead Gabe Amatangelo says was the inspiration for Land of the Dead. From dodging mist and locusts, to traps that require a bit of good timing to get past, to the ability to redirect invading players to trash and hazards, there’s a bit of an Indiana Jones element to the whole zone that makes the experience active.

Overall, Land of the Dead will no doubt be a worthy addition to WAR. No MMO doesn’t add content, so with this being WAR’s first major content addition since the release of the game, all eyes are on it to make sure that it does the job it’s supposed to do, which is revitalize the game for current players and attract former players back. Personally, I’ve played the zone and the dungeon, and both are really fun and engaging. While many people are weary of what WAR has been struggling with since release, I encourage people to give this patch and new content a try. The control mechanics and new quests are different than anything they’ve had before, and focus on smaller groups means less of the zerginess that has plagued WAR’s signature version of PvP.

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June 19, 2009

The Trinity of The Old Republic

Star Wars Episode V: The Empire Strikes Back S...
Image via Wikipedia

Lately the hot topic of the Star Wars: The Old Republic forums has been, not surprisingly, class balance. There’s specifically been a lot of talk about the “Trinity” system of MMOs and whether or not SW:TOR will follow the same trend or try to do something different.

For those who aren’t aware of the terminology, the “Trinity” system, or known by its more common name, “rock-paper-scissors“, is the class system of Tanks-DPS-Healers that has popularized itself in just about every MMO out there. Very rarely do you see an MMO that isn’t armed with a system of this nature to any degree. With all the little details coming out about mechanics in SW:TOR, there’s a lot of speculation about whether it’ll be used in the game and we’ll be looking at a lot of “been there, done that” or if they’ll choose to go in a completely different direction.

Quotes from Bioware have been understandably vague on the issue. James Ohlen from the studio says:

“We just want to take the MMO combat and make it much more fast-paced, and make it feel much more action-packed.

And it’s really simple decisions, like fighting more than one guy, having a lot more animations in combat, having things like combat music being a big part of it.

There’s all these subtle things that as you layer on to combat it becomes what you saw in the demo in there.

It’s not revolutionary, it’s just a whole bunch of evolutions that have brought us to that point”

and also this tidbit:

“MMOs are very slow-paced, it’s you versus one enemy, and you hit him fifteen times until he dies. That’s something we’ve consciously moved away from in Star Wars: The Old Republic.

You’re fighting against multiple enemies, the action is fast-paced, there’s a lot more animations going on.

We’ve gone out of our way, we hired a combat designer who had a huge amount of experience with fighting games, who really knows the secrets of making your combat abilities really feel powerful.”

That’s something I think has really been missing from the MMO genre: Combat has always felt like an MMO, not like other games.”

Now the MMO community that’s been following the game has obviously cut loose with a slew of positive and negative postings considering what could possibly be making up the class system in the game. Some, already experiencing the post-release angst of “zomg that class is OP”, are quick to decry having to go through the same pain that they have gone through in countless MMOs. Others are idealistic and hopeful that the system will be innovative and fresh, “because this time, it’ll be different!”.

Honestly, guys and gals, I don’t think we should be too concerned about what system exists for classes in this upcoming MMO, and it’s not worth all the bellyaching and butterflies people are getting. When you see a class like the Smuggler and the immediate reaction of some people is sweaty-faced nightmares of being DPS’d from 100 to 0 in WoW, you know you’ve got people who are in need of a bit of a relaxation session (or a session playing with a rogue, take your pick). Not to mention there’s already rampant talk about which class fits in what archetype in the Trinity system (or not), with a whole metric ton of how the various classes are going to interact with one another. As is the custom with forums, discussion and debate turned into heated jabs which has turned into outright chest-puffing and e-peening.

What people should learn is to not sweat all the small stuff about whether Star Wars: The Old Republic will have a Trinity, a rock-paper-scissors, a Parallelogram, or whatever other clever analogy people can come up with. At the end of the day, the fun you have in an MMO is not necessarily attached to what class or archetype or box you fit in, but how that toon plays for you. Gameplay trumps archetypes and roles, every time. It’s why you have different flavors of DPS (ranged and melee), or you have games like Warhammer Online that try to blend traditional roles (as with the Warrior Priest and Disciple, melee healers).

A Trinity or a non-Trinity system – either way, if the gameplay doesn’t jive, the controls feel wonky, the class has you taking a constant dirt nap, and the mechanics were written by monkeys, you’re not going to enjoy it. Variety, specialization, and filling a role honestly should come second to answering the age old question “is it fun?” or “is it engaging?”. Even if Bioware decides to include a traditional system, it will be the feel, the play, the nuts and bolts, that will make the classes fun, not whether they choose to innovate on an entire class system. 

So relax, class balance debaters – put down those Trinity or non-Trinity banners and pick up some popcorn instead. There are 5 more classes yet to be revealed, and the combat mechanics are the real meat and potatoes of things, not whether you will ultimately play the role blamed for “not holding aggro”, “not doing enough dps”, or “zomg healz are sucking”. There’s plenty of time for that for beta, you know.

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June 5, 2009

WAR’s Career Cautiousness

Hohenzollern
Image by jluster via Flickr

Warhammer Online has been chugging along lately, with upcoming live expansion Land of the Dead the major thing on the horizon for WAR players.

The 1.3 patch, which was supposed to be a massive patch that not only introduced this new content but fixed bugs and balance careers, has been decided cut in half faster than an Orc Choppa can spam their blade abilities at you. Seems that in doing the career changes and balancing, Mythic has found players a little, well, passionate about some of the fixes, which include an overall AoE reduction, single-target damage increase, toughness and statistical improvement on a mass scale, and other things. So to give it more time, Land of the Dead will now be the primary component of the next patch, while Combat and Career changes will be pushed back to another cycle.

I have to give kudos to Mythic for this decision. While Combat and Careers is something that someone will always have something to complain about, the bigger issue with such changes in the 1.3 patch has been their scope and widespread effect. And by effect, I mean both player perception and actual data.

I have combat logs from some of the changes, and the PTS numbers are a bit staggering – with large crits from certain spells, a toughness increase that made some toons extremely difficult to kill, and the healing reduction, there were just way too many cooks in the kitchen as far as the changes go. As a technology professional, one of the things you learn is that when you patch something, you do not add too much into the mix – because the more you add, the more likely something will break and the less likely it is you will be able to efficiently find the cause of it.

Mythic has taken some heat for shorter testing cycles that haven’t given the time to truly test and gather the feedback that is needed, so to see these changes pushed back and a more cautious approach taken is a good thing. The patch is already going to be huge with 1.3′s new Land of the Dead content, and with the launch of that needing to be as smooth as possible, removing career changes is a good step towards that.

So Mythic did good as far as I can tell with this decision. But that being said, the introduction of their “controversial” changes should really give them pause as to the scope under which they should be changing stats and dealing with existing issues. I am personally hopeful that they will take a more surgical approach to the changes, but in lieu of that, more testing of them is sufficient.

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October 10, 2008

Extra Life Update

So, as some of you know, I will be participating in a 24-hour gaming marathon to raise money for children’s cancer research.

As of this writing, I have no sponsors, but regardless of whether or not I get sponsors, I will be participating in this effort, as it is a worthwhile one. I would hope if you’re a blogger and reading this, that you will re-post this in an effort to help me out.

As an update, I will be playing Warhammer Online. I’ll be playing for 24 hours from 9:00am CST on Saturday, October 18th, to 9:00am on Sunday, October 19th. I will be playing on the Gorfang server, on Destruction, under the name “Liferxtra”. As of this writing, I’ll be playing a Disciple of Khaine (what better class to play than a healer class of course) and I’ll be playing from level 1. Feel free to message me if you are on Destruction and want to help!

I’ll be blogging here at OP throughout the day about my experiences for this very worthy cause.

Here’s the information if you want to contribute!

The Event, or “Why we are crazy enough to play WAR for 24 hours”

Advertising and characterization aside, Overly Positve is participating in the Extra Life charity event on October 18th, organized in part by gaming site Sarcastic Gamer:

http://extralife.sarcasticgamer.com (if the page does not load right away, reload)

The event is a 24-hour gaming marathon, where the participants get sponsors and play the game of their choice. Overly Positive plans to play – what else - Warhammer Online - for 24 hours straight, with real-time updates on the OP blog on just how far we can get in 24 hours of WAR goodness, all for a good cause.

Overly Positive is looking for donations in the form of monetary sponsorship. All of the proceeds and donations will go to funding Pediatric Children’s Cancer Research for Texas Children’s Hospital. Sponsorship is at $1/hour, so to sponsor Overly Positive, $24 would ideally be donated. However, any amount of money you can donate, bigger or smaller than that number, is greatly appreciated. Our goal is modest, but we obviously are fine with exceeding that number.

How you can contribute

Make a Donation

Here’s how you can donate through Overly Positive.

  • Go to http://overlypositive.com
  • Click on the Extra Life banner on the right. You will be taken to the donation page for Overly Positive.
  • Click the Donate Now button
  • Fill the form, and donate online. If you wish to make an offline donation, please PM me so I can send instructions

Advertise

I’m asking the community, if they think this is a worthy cause, to take this post and put it in their blogs, their sites, facebook, myspace, whereever! We’re raising money towards saving children, so I would hope that the community picks this up and runs with it.

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October 2, 2008

Patching up the WAR

Close-up of Crazy 9 Patch Quilt

Image by heidielliott via Flickr

So today was the first patch for EA Mythic’s Warhammer Online, patch 1.01. Today’s patch was all about bug fixes, from tab-targetting annoyances to UI tweaks to make the experience a little smoother.

Now, I’d say that unlike the hordes and masses of people that might think that a bugfix patch is a bad thing and not a good thing, I’m pretty satisfied. I mean, let’s not worry about the fact that there were absolutely no class balance fixes or changes, save for one that suddenly made one class just a little less intimidating. I’m sure that they are sure to get on the nerf, buff, and overpowering train sure enough. C’mon now – I think we’re so used to being nerfed and buffed to death that we probably think it’s weird when it doesn’t happen.

And what about all the people who’ve said “they didn’t fix my problem!”. Not to worry – the internal testers are most definitely hard at work fixing your specific thing that makes your Commodore 64 machine that “plays WoW just fine” screw up in WAR. I’m sure that the developers will take into careful consideration that the 5 deaths you got in RvR, which were 4 deaths too many even though you got 32 kills, were totally a bug and not intended at all. And I’m almost positive that they’re going to buff you so you can powerlevel yourself in 2 days of 12 hour gametime through caffeine and drug induced marathons. Your time is coming – keep your chin up!

There’s all this talk about “misguided priorities”. Really, I see it more of a way to separate the wheat from the chaff. MMOs are supposed to be perfect, after all, and  never have any bugs that need to be squashed right way. Certainly all the other people who believe this to be true must be correct at holding WAR to a standard so high they can’t see it from the top of the Ivory Tower. I mean, realism in a fantasy game? Understanding that some problems take time to fix? Clearly they are issues that can be fixed by walking to the server and hitting it with a hammer several times. Because servers have elves that run them, after all (dark and high elves, in case you were wondering).

So don’t worry that this patch seems underwhelming to some of you. I’m sure that many people will be more than happy to post with great productivity and with not at all the kind of livejournal-esque ranting you see on blogs for the next content patch, which is supposed to be “major”. So sit back, grab anotehr red bull, and level grind another alt to 40 through excruciating quests. You’ll be patched again before you know it.

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