Friday, March 28, 2008

Warhammer Online's March newsletter makes me drool



You've probably already seen why we're so excited, though: Warhammer Online's March newsletter features all the mouth-watering fobs and doo-dads you can net in the collector's edition. News of the box's official contents dropped today, along with a bit of frustration. The game may be delayed until late in the year, but in the meantime this massive missive has more than enough to tide us over. Highlights from this month's newsletter include:


And of course, much, much more: Beta journal updates, tons of concept art, and Paul Barnett's video blog.



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Wednesday, March 26, 2008

Welcome to WAR-Mart!



I got to thinking about crafting, and how WAR would implement it. Of course crafting has to be in the game, we need it, we want it. It’s a great way to play the game when you don’t feel like playing the game. I have only really experienced crafting to its max in two games, Dark Age of Camelot and World of Warcraft, so my writing will be limited to those 2 crafting styles. I’ve heard that Star Wars Galaxies has a great crafting system, but I’ve never played it so I can’t speak on that one, although I’d like to hear about it.

What we don’t want, is a huge money sink. We don’t want to spend thousands and thousands of hard earned gold on recipes and materials. But then again, we, or at least myself, don’t want it to be so easy that it’s completely mindless either.

Dark Age of Camelot’s crafting system was kinda funny. Because they had limits on how much weight you could carry, and everything in your pack and on your toon had a weight value, it was easy to start crafting and find yourself in a position where your character was too overloaded and you couldn’t move even a step.

Dark Age’s crafting was fairly easy, but gaining skill points was not a guarantee regardless of what level of difficulty the item was. The higher the difficulty of the item (going from grey, blue, yellow, orange and red if I recall), just meant the higher the chance was that you’d fail an attempt to create an item and could lose materials.

Every item that your crafting profession could know, could be learned from a trainer. As well, almost everything you needed to craft an item could be purchased from a merchant. There were only a handful of ‘special’ items that were required to craft certain things and these had to be farmed from specific mobs within the game. They were usually deep in a dungeon somewhere and difficult to kill or even get to.

So the basic breakdown of crafting in Dark Age was, pick a profession, train to make things, buy materials from merchant, make things, skill up, rinse, repeat. Making a top level crafter in Dark Age took a long time, lots of patience and many plats. However, when you finally hit that last point, you really felt as if you’d accomplished something.

World of Warcraft’s crafting system was a little more complex, but even easier to hit top level in your craft. Your trainer would teach you certain recipes on which you could skill up in, and you could purchase limited supplies from merchants, which you would quickly skill out of needing.

Almost all materials required materials that were collected from the world and in some cases, needed refining, such as ore to make metal bars, and to prospect gems from for jewel crafters. Leather could be skinned and herbs could be picked. Cloth could be collected, but then must be refined into bolts of cloth. Still, there was no shortage of crafting materials and if you weren’t lazy, they were all free. Or at least low cost if you didn’t pick up the collecting skills needed to collect the items you needed.

Difficulty was pretty much the same as Dark Age, grey, green, yellow, orange. There are no failures in crafting, but there is in collecting. For instance, if you’re trying to mine a silver deposit, and it’s orange to your skill level, you could fail on an attempt. But as far as crafting items such as armor, weapons, potions and such, there’s no failure involved.

Getting to be a top level crafter in Warcraft is fast, easy and cheap. Providing that your characters level is high enough, you can hit max level in crafting in a matter of a few days. The challenge after that, is getting ahold of high level, rare recipes for your craft. This is where crafting in Warcraft becomes difficult and expensive.

Most of the end-game recipes are BoP (bind on pick-up), which means that once you pick it up, you own it and can’t give it away or sell it. If you happen to be in a group, and say you’re an Alchemist, and a BoP recipe drops, only you and any other Alchemists in the group can see it in the loot window and only those people will get a chance to roll on it.

Other recipes that are not BoP, but are only dropped in high end instances and perhaps a random world drop, but are rare and sell for several hundred gold can also be found.

With all that said, here is a quote from Mark Jacobs on crafting from an interview he did back in November, 2007.

Mark: Here is my thinking on crafting. I don't like recipe based systems. If it's just pure recipes, it usually means a lot of hunting and pecking for the player, or it means a lot of confusion. I wanted in this crafting system to design something that was more imaginative, more interesting for the player. Was absolutely geared to WAR, So that's what we've done. And that's what we're working on. This is going to be a more open ended crafting system than other games. It's going to allow for more experimentation by the player than other games. And it's going to allow for more interesting results.

So, with that being said. What should the crafting system be like in WAR? I don’t think it should be so easy that you can get top level within a matter of days. However, it also shouldn’t be so difficult that only a handful of people will ever be able to craft all the items.

What about crafting materials? Personally, I enjoy being able to collect materials from the world via picking herbs, skinning animals or mining ore. I think many people like being able to just go to a merchant and buy 20 pieces of leather. So is there something in-between?

Mark has said that he doesn’t like the recipe based system. However, I feel that a recipe based system is good if it’s done differently than it currently is in Warcraft. Regardless, it sounds as if Mythic is trying to come up with something that is unique. I can’t wait to see it!

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Monday, March 24, 2008

Warhammer Online FAQ - Keeps and Sieges



This FAQ is taken from mmOverload.com The best Warhammer Online site I know of.

Q: What is the Keeps and Siege system in Warhammer Online?
A: Keeps and Siege content are props on a dynamic battlefield allowing players to participate in special type of Realm vs Realm (RvR) combat using systems similar to Dark Age of Camelot. As recently revealed in the February 2008 Newsletter, they are to help build a sense of pride in RvR and provide a focal point for combat. They are also intended to give players a visible goal and create a "flashpoint" where combat can quickly be found and enjoyed. It is a truly unique system that does not exist in most other MMOG's
Q: Do I have to participate? What happens if I don't?
A: As all Realm vs Realm combat, participating in a siege or defense of a Keep is entirely up to the player. While there are benefits to assisting in an attack or defense, players have no obligation to involve themselves in the combat. The only negative drawback is ownership of the Keeps will provide the occupants bonuses to zone control. Territorial control is one of the major goals of Warhammer Online.
Q: What benefit does a Keep have? Why should I go there?
A: The primary benefit of a Keep is to provide players with the opportunity to face each other en masse with an epic battle and to have some fun. The long term benefit of course is providing whoever owns the Keep with a bonus to zone control. This in itself makes the stakes very high for some people. It is also the only place you'll likely be able to use the very unique siege weaponry.
Q: How is a Keep captured?
A: According to the February 2008 newsletter, there are three stages to capturing a keep.
Breaching the exterior walls
Breaching the interior walls
Defeat the Keep Lord
Players will have access to a variety of siege equipment to help them in this task and lower tier Keeps may not have an exterior wall but all will have interior walls and a Keep Lord protecting it. .
Q: Are there different types of Keeps? Are they based on location or who owns them?
A: Based on the realm Keeps will have different architectural styles but the same basic layout. According to the February 2008 newsletter "All keeps share a similar underlying structural layout with three different levels (ground level, 2nd floor and roof)." Their comlpexity will be based on the tier but you always find at the very least the interior wall (a single door) preventing entry to the structure.
Q: What is a Keep Lord? How do I defeat him?
A: Every Keep is protected by a Keep Lord and his 4 bodyguards in the center of the building. This works like a public quest and all those involved are rewarded based on the PQ system. When the Keep Lord is defeated, all remaining guards in the Keep are despawned and a new Lord is spawned correlating to the victors.
Q: What type of siege weapons are available? How do I get them?
A: There are a variety of weapons available to those both assaulting and defending a Keep. All siege equipment is purchased from a War Camp NPC or inside the Keep. The must be placed on pre-set siege pads in order to work correctly and will only last. The weapons available are as follows:
Rams - These are used to breach exterior and interior doors.
Ballistae - These are used to attack other players or destroy siege equipment.
Cannons, Catapults, and Trebuchets - There are used to do area of effect damage on a select location damaging both players and siege equipment.
Boiling Oil - This is poured over the walls to burn those unfortunate enough to be standing below.
Q: What is Siege Pad? How do I use one?
A: All siege equipment requires the player to use a siege pad which are pre-set within the Keep or outside. They cannot be moved once played but can be rotated in different directions. Once a piece of equipment is deployed on a pad, no one else may use that pad until it is destroyed.
Q: Can siege equipment be destroyed?
A: Siege equipment can most certainly be destroyed and frequently benefits the enemy to do so. The Ballista, Cannon, Catapult, and Trebuchet will all damage siege equipment of various types. This means players will need to use care in the location and protection of their weapons.
Q: How long will my siege equipment stay on the battlefield?
A: Each piece of siege equipment will stay on the battlefield for 30 minutes or until it is destroyed by the enemy.

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