Thursday, July 31, 2008

3.2 ArchMage Data by Cmenion




Rank 15 ArchMage
RenownRank 11

Im here to give a review on the Allmighty Archmage. If i had to use one word to describe the ArchMage, it would be: "PWNAGE"! Archmage is the Range Dps Healer for the HighElvz. Specializes in DoT and Heals. I could find little flaws in the archmage, one thing was the lack of CC at level 15. I did however take a look at all the powers in the trainer menu and noticed there was CC down the line. Ive noticed a few people complaining about the Searing Touch nerf in 3.2, but it so far, it hasnt effected my ability to pwn by much. At level 8 you aqquire your first morale ability, and instant cast power heal. Useable every one min. (morale abilitys can only be used once a minute, use one, and it will trigger cooldowns on all 4 tiers, so use them wisely). This power saves the day in PvE and RvR. With this power you will be able to solo 2+ mobs at once.

A great mechanic with the Archmage is the High magic, its identical to what the little shammy has. Cast DPS, you build a bonus on your healing spells and vice versa. What makes it cool is the powers have diffrent effects per point of high magic, for instance, the more high magic you have, could either reduce casting time on a healing spell making it instant cast, or enhance the damage of a DoT spell. I find this mechanic awesome for this archtype. Goes great in RvR when your going back and forth from healing to dps, trying to dish out DoTs as fast as you can to build you instant cast heal. Its allot of fun and takes allot of practice to get down right.

In public quests, im usually in the top 5. I have worked a little harder and gotten first a few times, but TBH on a public quest its not neccessry to work that hard.

In scenarios its not uncommon for me the have dealt top 3 damage and top 3 heals at the same time. Again, it all boils down to how hard do you want to work those fingers. In open RvR i find myself in the same boat. If im with a compitent team and we stick together, 9 times out of 10 were going to pwn and equal force. Archmage is a great class, most fun ive had in an MMO in years.


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Wednesday, July 30, 2008

3.1 T1/T2 Black Orc Class Review



Ok, Here is the second installment of Class Reviews from 3.1. The Black Orc, I will be doing a couple of Order classes next, just to be fair.

Quests / Public Quests in all zones
Scenarios in all zones
Open RvR in all zones

Intro:
I had a good time playing the class. The first couple of levels are OMG boring for this class though. Very limited in what you can do. I think Rank 8 (I cant really remember when it was) when your skill selection is getting good, and you have a moral ability, is where it started getting interesting. Da Good Plan - Da Best Plan very interesting mechanic as well. Your first attack can be a high aggro generating attack, a armor debuff or a weapon skill increase. So depending on what you are doing you have to choose. Then your second skill in the chain can be a snare/dot, a armor buff for you, or a weapon skill debuff for your target. Then your 3rd is a big DPS dump.

I am not going to go into when and how to use the skills, but I will say I never hit the same ones in the same order when I am in PvP. They all depend on who is getting hit, and if I am defensive or offensive or any other number of things going on. Man I love that aspect of no rolling your head on the keyboard and being successful.

Solo PvE Leveling via Quests:
I didnt have any problems with very many quests. The couple of quests I did have problems with were the ones that had pretty much instant respawn timers, so I would be fighting 6-8 mobs back to back most of them 2 at a time. The fact that I was able to last as long as I did was a testament to thier survivability. The lack of 2 handers at low levels really limits your options, which I think Mythic is going to change (I think I read somewhere that they are adding a twohander early on to help with this)

Public Quests:
Here is your oportunity to get some gear. As a black orc after you get your taunt ability, you should be coming in first or second in just about every PQ there is. I believe that the calculations on threat and tanking are very favorable to the BO, especially in PQs that only have 2 stages (which seems to be what most people use to max influence). If you dont have a healer you will die and you will not come in first/second. Stage 1 just grab every mob you can. Tank them and let people DPS them off of you. You arent being greedy, this is a TANKS job. Keep as much aggro on you as your healers can handle. Champion and Hero fights should be all the Tanks fighting for aggro, keep aggro the longest and you should come in first. Again, only take as much as your healers can handle. You will get a feel early on in a PQ if shamans are healing (which they should because it counts WAY more in contribution than DPS, this is just my opinion but to me when I Was on the shaman it really "FELT" that way).


PvP Scenarios:
Good place for a Black Orc to get RPs. I did this way more on the BO than I did on the Shaman. I will explain more in the Open RvR part why. Your ability to change your role is very important. If you can learn to do this, you will make a GREAT black orc, and kill many many "stunties".

Role 1: DPS. Pull out that two hander and go to town. This role is most effective if you have a pocket healer. What is a pocket healer you ask? Well, a pocket healer is a friend that you know is going to heal you first and formost above anyone else. Granted, any class with a pocket healer is going to shine. On my shaman, I pocket healed a witchelf one game. End stats were Destruction Damange 36k, Witch Elf Damage 19k. She did more than half of all of Destruction damage. I had 17k healed that game ROFL. On my BO, in T2 Chaos Scenario I had 37k damage. Only one above me was a Sorc (expected). Everyone else was 10k below us.

Role 2: Defensive Tank. Dont discount the amount of DPS you can put out in this role. You can still kill stuff, you just cant pump out the DPS like the other weapon. Your strengh here is your guard ability, and your morale increase regen rate ability. If you are wearing a sword and board and you are not moving your guard from player to play, then I dont think you are being as effective as you can be. In any given engagement I will switch my guard 3 to 10 times. YES that many. Whoever is getting focused gets my guard. Even if I have a pocket healer. at level 11 I had over 2k hits, that is usally over 600 more than any melee DPS and 800 more than squishys. You switching your guard will be the difference between a healer having time to keep someone healed, and someone getting focused down in 3 seconds flat.

Role 3: Offensive Soak. That is what I like to call it. Run out there, get aggro from every Order player and take one for the team. Depending on your healers, you can keep them busy enough for your DPS train to kill off a few squishies.. How do I make sure that they all focus on me? EASY... RUN RIGHT THROUGH AND ATTACK THIER HEALERS. YOU WILL GET FOCUSED WHEN YOU DO THAT. Well unless they suck, in which case you just kill thier healer or lock him/her down so they cant heal anyone but themselves. In which case you are being successful anyways.


Open RvR:
This is where playing the class may become a struggle. Once a keep door goes down and you are fighting the PvE part of it you are fine. But when you are taking it down, or you are trying to push into the Lord Room. You pretty much have to hope your healers can try and keep up with the damage you are taking. Expect to die, but its ok, you are supposed to die. Keep takes arent that bad though and can actually be REALLY fun. The frustrating part is when you are in zerg on zerg standoffs. Man those can be anoying. I usually make it my goal to pick out some "I like to DPS but cant heal" class and kill them before I die. So I basicall find a with hunter, or caster dps and charge them from the side and try and kill them before I get focused down. 4 times out of 10 it will work. Most the time I just die and consider myself lucky to give my orc blood to the gods that demand it.

When I have my peeps around me (peeps being guildies or people who will listen) I will flank the zergs and do some OMG damage to thier support in the back. Man that is fun. When you are able to get small scale stuff in the open, you are able to see why this game will be an amazing game. Zerg v Zerg is fun like crazy when the standoff finally ends and the 2 zergs decide to make an epic battle. During these you do the best you can to use your skills. But it is hard in the heart pounding action of epic-ness. When the cities do get sieged. Man it is going to be NUTZ!


PvP WEAKNESS:
The one glaring weakness of the Orc is one that a lot of Melee classes will suffer during zerg v zerg standoffs. There really isnt much you can do but charge, die, and hope you were able to stop the standoff. Or you can sit back and pick off the one or two melee that charge (can get boring if no one ever charges). If you are not getting heals. You will release often. (kinda true with any class) but even more true of melee in general.
Oh and as a BIG fatty. You make an easy target (which I guess is good since you ARE a tank), however it may just be me, but I feel my Black Orc gets kyted much easier than my other classes. I dont know if it is because my snare is only 30% or if it is because I am a fatty and cant cut the corners like the skinny elves can.

NOTE: If I play destruction, odds are this will be the class I play as my main. And not just because my guild needs me to. Maybe I just like being a big fatty. The key mechanics that makes me love this class are the way the attacks works.

Da Good Plan - Da Best Plan very interesting mechanic.

Again, if this is helping people, I will keep them coming.


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Tuesday, July 29, 2008

3.1 T1/T2 Shaman Class Review




This will be a review of the First 2 Tiers of action. For more revies, check out Warhammer online beta leaks. Leveling on these toons will be a complete mix (the way I think Mythic intended leveling to be). I wont be going over spell orders and stuff like that. More like, playability, and if they excel in certain areas. I will try to mention glaring weaknesses, and absolute strengths if I see them.

Quests / Public Quests in all zones
Scenarios in all zones
Open RvR in all zones

So here we go

Solo PvE Leveling via Quests:

The shaman does decent doing this. If you get a good spell rotation that works for you, you can pretty much pull mobs close to non-stop. Your ability to heal yourself makes you decent at same to higher level mobs. However Champion and Hero Mobs will compeltly eat you up, even if they are lower than you by 1 or 2 levels. They are completly squishy. Sure you can heal yourself, but then you arent damaging the mob, and eventually you will run out of APs, and die. Not to mention that champs will hit you for 10/20% of your hits, and your only big heal has a push back like WHOA. More on that in PvP section. Once you get moral 1 ability, you have a great get-a-way skill. POP your heal/dot on a mob, hot yourself, hit moral ability and sprint, and you will get away 95% of the time.

There was not a single time where I had any problem with any quest same level or 1 higher.

Public Quests:

If you are a shaman and not in the top 3, you are just flat out just sitting there and dpsing. If you heal and dps (the tools you are supposed to use) YOU WILL ABSOLUTLY BE TOP 3. I was doing PQs with people 3-4 levels higher than me and I was still top 3. Only ones I have trouble hanging with is Tanks. I think the PQs give extra credit for holding aggor (which I am glad they do because tanks dont do as much damage as the DPS classes).

Overall PvE weekness: Well if you even consider this a weekness. You cant solo Champ/Hero mobs, and you cant multi pull like the aoe-ers. But you more than make up but the compelte utility you have in the group PvE settings.

PvP Scenarios:

Hmm where to start. Even with the mechanic to split healing RPs within the group, There have been many Scenarios where I was first in healing and top 4 in DPS. Nothing irks me more than shamans that just sit there and DPS, and only heal themselves. This is the #1 reason I believe Order is winning more Scenarios than Destruction. They dont seem to have a problem being "support" with all of thier classes. I have been on my tank with 5 shamans behind me and I would not get a single heal. Geez. how hard can it be. Not to mention that with your 3 second heal you will get much RPs.

Now the difficult part, if you are healing in a Scenario. Order players WILL notice you, and you WILL absolutly be targeted by Witch Hunters and WPs.
For some reason, they seem to be the classes i have REAL problems getting away from.

NOTE: If a tank puts guard on you. HEAL HIM. PERIOD. Heal him.

Oh and last thing. King of the hill is SOOOOO fun. Keep your back to the wall and keeps your tanks up so they can protect you.. FUN!!!

Open RvR:

This is ABSOLUTLY where shamans shine. They have CRAZY utility. Keep fight/zerg fight/Battle Objective fights. Shamans can sit back and DPS the crap out of Order AND heal those tanks that are running back to the safty of the zerg. Keep fights you can heal heal heal, and drop some DPS on the occasional chucklehead that is foolish enough to stand in the way of DESTRUCTION.

They key is to get in a spot where you can heal with LOS, but Order has no LOS on you. Then you pop out and dump 5 WAAG DPS spells on them MUHAHAHAHA

PvP WEAKNESS:

Shamans are OMG squishy. Any melee with a snare will put a hurting on you. Your only completly effective heal is a 3 second heal with CRAZY pushback. Any Lion Elf worth his weight in salt will put his pet on any shaman it sees not DPSing. If you dont have tanks smart enough to taunt them, you will effectivly be shutdown. Communication with your tanks is absolutly essential, as they are the only ones who can save you. This is why organized groups have so much of an advantage. I think if Mythic gives them some sort of PBAoE snare, they would be perfect.

If you level the way I think Mythic intended people to level, you should be roughly Rank 20 RR 12-15 depending if you win more than you lose in Scenarios.

This class is really fun to play, but not going to be easy to master. My idea of mastering a class is being able to utilize all of its tools no matter what spec you are. Shamans who can DPs for 20k and heal for 0 are not masters of thier class. Same for those that heal for 20k and do no DPS.

Your job is to Heal for 20k and DPS for 10k :P And your ability to make any heal INSTANT by DPSing means that you absolutly should be able to keep the tank alive, AND get deathblows by dumping spells on those low health people trying to give you realm points. But in all seriousness, it will be your 15$ so play how you want to play.. have fun and dont let anyone else tell you how to play your class.

If enough people find this helpful, I will do more for the other classes I have spent a TON of my life playing since I got a chance.

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Sunday, July 27, 2008

Warhammer online Character Creation Video

First up is Destruction. Order is still being uploaded (hopefully it wont time out and I'll get it up tonight...)



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Tuesday, July 22, 2008

Warhammer online: Review of End-Game and Beta's current state



Ok so here's how it's going to work. I'm going to give you both sides of the coin, and then give you my input. Remember that criticism is a good thing and it is not the end of the world... as long as its rational and based on facts.

You may know me as someone who is generally excited about this game and is very supportive of Mythic. I also have no problem pointing out the flaws of the game.

These two negative feedback quotes are from the EU forums provided to me by blubbblubb:

    the EU beta forum is currently full of heavily expressed concerns regarding a successful launch of WAR (the Europeans in general have a very different mentality concerning this compared to all-the-way positive and optimistic Americans). 1st guild beta players are already complaining about the boring and sluggish combat. the decision that the Europeans won't participate in the focus tests has lead to a lot of disappointment ("we are 2nd class beta testers, Mythic doesn't care about our feedback.").

    also now that territories w/o tanks (DE, IMP) are "test-live", many complain about the unplayability of esp. the DE / HE pairing. DEs are frustrated b/c they can't complete the PQs and switch over to Chaos and Greenskin territories. Elves territories are largely underpopulated. consequently, most High Elf players switch over to the Empire area since it's "the main pairing" due to the capital cities. current result are an overpopulated Empire area, a slightly underpopulated Greenskin - Dwarves area, and an almost deserted Elves area.


the EU beta forum is currently full of heavily expressed concerns regarding a successful launch of WAR (the Europeans in general have a very different mentality concerning this compared to all-the-way positive and optimistic Americans). 1st guild beta players are already complaining about the boring and sluggish combat. the decision that the Europeans won't participate in the focus tests has lead to a lot of disappointment ("we are 2nd class beta testers, Mythic doesn't care about our feedback.").

also now that territories w/o tanks (DE, IMP) are "test-live", many complain about the unplayability of esp. the DE / HE pairing. DEs are frustrated b/c they can't complete the PQs and switch over to Chaos and Greenskin territories. Elves territories are largely underpopulated. consequently, most High Elf players switch over to the Empire area since it's "the main pairing" due to the capital cities. current result are an overpopulated Empire area, a slightly underpopulated Greenskin - Dwarves area, and an almost deserted Elves area.

    I like a lot about WAR. The look of the classes, parts of the world, the quest texts, the tome of knowledge, the guild system, farming PQs with a nice group ... that's all nice and the athmosphere is also ok, but all this doesn't count, because:

    It is WARhammer and the WAR in the hammer is not fun!

    fighting in WAR is slow, boring and uncreative. everyone's minding his own business and that's it. you can't, don't have to and don't need to react on your opponents actions, you just continue to deal damage and / or heal.

    That is all what the WAR in WARhammer can do.

    NOBODY who played Guild Wars would believe that such a scheiß (shitty) (sorry must be) fighting system would even be considered.

    NOBODY who played DAoC outside the Zergs will believe that Mythic will release such a crap on the market. (Refers to the EU because the EUlers kept ramming the Americans mercilessly into the ground when they played DAoC overseas because they played DAoC like WAR plays now)

    NOBODY who plays WoW actively will seriously believe that WAR is or will be an alternative in the long term ...

    LotRO players may find the system interesting concerning the LotRO PvP which was silly.


    Is WAR ready? -- If the dungeons and the 2 cities are there you can think so I say. It is not everything what Mythic had hoped, but I think this is rather not the problem.

    If they still fix the annoying bugs, finally put a spellqueue in and polish everything (clipping errors etc.), then I think it will at least not be a "pay2play-beta" (like AoC).

    What I strongly doubt it is that Mythic will get balancing right until release. But even if they do so, that still doesn't fix the broken, boring and sluggish combat system.


Yes, there are some bugs. Yes, there is some clipping (lolmarauderlol). Yes, its not what Mythic had hoped for release. These points all seem obvious to me, and I would hope to many of you.

I, along with other beta testers I'm sure, disagree with just about everything else this person says, and I think some of the videos you see (i.e. mine >_> lolshameless-self-promotionlol) will show you that this game is pretty much the opposite of what this person is saying. I haven't talked to anyone who has found it to be slow or uncreative. I have a feeling that this might be a critique on the early stages, where *gasp* the first few levels you only have 3-5 abilities. I’m very tired of people complaining about how the first few levels aren’t mind-blowingly amazing. I’ve heard this complaint in just about every MMO I’ve played. It’s the nature of the beast. If the first 20 levels are designed better than the last 5 levels, then you’ve got a huge problem (AoC allusion ftw). I’ve said it before and you might think its harsh, but please… go level up past rank 5 and then give me a critique of the game play.

I never played LoTRO or DAoC, so I'll refrain from the comparison.

I don't think the combat system (i.e. pushing buttons) is unique, but then again some companies who did promise revolutionary combat wound up giving us the shit end of the stick. I do think, however, that the combat system of the particular classes are somewhat unique and offer very interesting game-play. Morale bars, melee healers, casters (dmg spells increase healing and vice versa), and PvP tanks are just a few counter examples. White Lion class being the first melee pet class I've played, and also working and enjoyable siege are also counter examples.

Considering most people who actively play WoW are into the end-game PvE shuffle, I think he's right. A majority of the players will not see WAR as an alternative, but once again I do not see this as breaking news. The people who are bored with the Arena grind will find WAR more interesting, and a good number of those folks will probably switch over come release or a bit afterwards.

The situation he must be talking about:
    everyone's minding his own business and that's it. you can't, don't have to and don't need to react on your opponents actions, you just continue to deal damage and / or heal.


is when you go into a bad PuG… you get this in just about every MMO. This isn't always the case, as I've been in a number of PuGs that organize well and fight the way you are supposed to. I'd like to emphasize soemthing before going on to my evaluation of Beta: this is not game x, y, or z. It is not going to be UO, Everquest, DAoC, GW, FFXI, WoW, AoC, etc. This is WAR and it is a different game, and while comparisons will always occur, this game is so much fun in its own right. To give you an example: my friend came over this weekend, and has been a huge skeptic about my rantings and ravings about the game. He played for a few hours, and is now asking me to help rebuild his computer so it plays WAR well. Hopefully my other WoW arena buddies will make the switch. Once you go WAR, you never go... uhm... back?

On to my review:

I will be focusing on the Elder testing of the end-game content, since that is what I’ve been focusing on lately. I’ll break it down into two parts: City Siege/Captured and Scenarios. I’ll keep it brief.

City Siege/Captured:
This is very well done. While I’m not all that happy about the instancing of the siege of the city and the city when it is captured, I think that it allows for a lot of good things. Instancing allows guilds to go into one instance themselves and to make a larger contribution to the WAR effort, and it also allows for non-guilded players to participate in the end-game content. It also allows for everyone to experience all of the city’s content at any point in the city’s capture. This allows people who were asleep or not online for other reasons to participate, instead of just being shit out of luck. Obviously it also improves performance, but I’m more concerned with the game play.

The instancing doesn’t take away from the feel of huge PvP/RvR as I initially thought it would. There are enough people in the instances (since they fixed the bug that reserved your spot even if you were booted… Leading to fewer people in instances) to make it feel like an actual siege. I didn’t like the idea of the NPCs at first, but the way that Mythic has put them in makes them less of a hassle and more fun and useful.

The City under siege is really full and has a ton of content, and that’s excluding the dungeons that we weren’t allowed to go into! The two cities feel very different to me: Order’s Altdorf has a lot of winding and narrow roads, much like those you’d expect to see in medieval Europe, while Destruction’s Inevitable City has more open spaces with sections of tight spaces and lots of content. Granted, I did spend a lot more time in Altdorf than I did in IC, but I like them equally and appreciate that they are distinct and not just copy and paste.

Scenarios:
This needs a bit more work. I’m glad that they gave this to us to test before release, otherwise people would have had a QQfest over the bugs. Luckily, due to the insane amount of testing over the course of two days, there was a noticeable difference between day 1 and day 2 of testing. Frame rate improved, I wasn’t booted from scenarios prematurely, I wasn’t warped to Tier 1 2 or 3, and I didn’t fall through the world.

I think if they roll this out for us for another 2 days of focused testing, we can get out most of the bugs, and leave the rest for the guild beta Guiney pigs. Luckily, there is a very strong base of mature beta testers, so the incredible amount of feedback that Mythic has gotten I think is the key to the improvement. That and the devs can swallow their pride and realize that they screwed up in certain places.

I’m very optimistic about the release, and I’m looking forward to doing my part in making this game the best it can be. See you on the battlefield

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Sunday, July 20, 2008

HD Warrior Priest ORvR

This is just a bit of ORvR Action its a bit short but i think its entertaining i hope you all like.

Warrior Priest walking alone in the land of the dead, he found an enemy threat and proceed to attack. While he was attacking another one arrived and it was 2 on 1 against the Warrior Priest, but you want to know who won?


WP_vs_Sorceror_vs_Shaman.avi



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Friday, July 18, 2008

Captured / Contested Cities 101



this will clear things up

    General Q&A Information

    What does contested and captured Altdorf mean exactly?

    When both Order and Destruction players have completed the campaign phase of the game they will then either enter Altdorf or the Inevitable City. Once players first enter one of the cities, both Order and Destruction will enter phase 1 (contested).

    During this phase both Order and Destruction will be fighting against each other in the city streets. Not only does each realm fight against each other but there are multiple battle objectives to invade and defend, quests to adventure, items to burn and smash along with Order having the opportunity to counter the city burning by extinguishing the fires.

    Is each city during the contested/captured phase an instance?

    - Yes, the contested/captured city of Altdorf and the Inevitable City is an instance. Each generated instance will currently hold 48 Destruction players and 48 Order players for this round of testing for a total of 96 players per city instance. Once a city instance reaches capacity a new instance of that city becomes available allowing a total of 96 additional Destruction and Order players to join. Please note, player population numbers may change during BETA as we continue to evaluate various metrics.

    What can an invader and a defender do while inside an invaded city instance?

    - Inside the city, players will be able to kill, loot, pillage, burn and extinguish!
    o You will find crates and chests that can be destroyed and will have the chance to drop loot, even a rare green item! Smash away!
    o You will find chairs and tables that can be destroyed as well as awnings that may be set on fire!
    o You may smash in to interior homes of Altdorf and Inevitable City citizens and pillage inside. All Altdorf doors that can be destroyed are clearly marked with a Chaos symbol and all Inevitable City doors that can be destroyed are clearly marked with an empire sun logo burned in to the door. In Altdorf, doors that can not be destroyed have wooden boards across them and in the Inevitable City doors that can not be destroyed have metal bars across them.
    o You may attack the citizens and livestock of Altdorf and the Inevitable City. Some will be tougher than others.
    o Each object that you destroy and burn adds points to your home city ranking. (This will be covered at a later date in full detail).
    o Invaders may perform quests to cause destruction in the city and defenders may perform quests that assist in the aid of the cities defense.
    o Players have the opportunity to take on six of the cities biggest foes. For Altdorf they are Thyrus Gorman, Grand Theoginist Volkmar and Emperor Karl Franz. For the Inevitable City they are Engra Deathsword, Lycithas the Harridan Seer and Tchar’zanek.

    The Karl Franz and Tchar’zanek encounters are only accessible once the major city PQs have been successfully defeated in a single instance. Once this occurs, the gates to Karl Franz’s and Tchar’zanek’s palace will open up to all players across all instances. Those in other instances who have not yet defeated the two sub bosses that gate the Kings may still do so to fight for the reward at the end!

    City Instancing

    - A new “city instancing” feature has been added to the game that players will experience once they have defeated a campaign and advance in to an enemy city. The new “city instancing” is explained below:
    o General City Instancing Information
    - Warbands are unable to queue for a city instance, should a particular instance be full.
    - Groups are unable to queue for a city instance, should a particular instance be full.
    - Solo players are able to queue for a city instance
    - Once a warband leader or group leader enters a city instance they will be unable to invite friends, guildmates or other players that are outside the city instance. Groups can however be formed from within a city instance.
    - Once a warband, group or solo player enters a city instance, that city instance is flagged to their character. Should you decide to venture in to a dungeon or King instance off of the main city instance, on your exit of that dungeon you will return to the main city instance you originally entered.
    - The city instance selection window will auto refresh every five minutes providing players with the current available instances.
    o Solo Players & City Instancing
    - When a solo player approaches the entrance to an enemy city they will be presented with a window to choose an instance of their choice. If an instance is immediately available, a solo player will automatically be able to zone in to a city instance. If a solo player wishes to join an instance that contains their friends or guildmates but that instance is currently full, the solo player will be able to queue for that instance. Once a solo player queues for a certain instance, they will not be able to join another instance without dropping their current queue for the previous instance.
    o Warbands & City Instancing
    - When a warband leader approaches the entrance to an enemy city they will be presented with a window to choose an instance of their choice. Once the warband leader chooses an instance and enters that instance, all players in the warband that walk to the doors of the city and zone in to the city will automatically be placed within the same instance as their warband leader. If a warband leader chooses an instance and it does not have enough room for the entire warband, the warband leader will be instructed of this and be able to choose another instance. Warband members will have to wait for their warband leader to pick an instance before they can zone in to the city. (Please note: Warbands are not able to queue for an instance as this feature is only reserved for solo players)
    o Group Leaders & City Instancing
    - When a group leader approaches the entrance to an enemy city they will be presented with a window to choose an instance of their choice. Once the group leader chooses an instance and enters that instance, all players in the group that walk to the doors of the city and zone in to the city will automatically be placed within the same instance as their group leader. If a group leader chooses an instance and it does not have enough room for the entire group, the group leader will be instructed of this and be able to choose another instance. Group members will have to wait for their group leader to pick an instance before they can zone in to the city (Please note: groups are not able to queue for an instance as this feature is only reserved for solo players)

    Testing Instructions for Altdorf Invasion (Destruction):

    - Proceed to log in to beta
    - Choose to create a new character.
    - On the drop down menu please choose the level 40 template. Once you choose your template and click to login, your character will be placed at the front door of Altdorf in Reikwald.
    - After loading in to Reikwald all you need to do is click on the door that resides on the city wall and you will be presented with the following option:
    - Warband leaders, group leaders and solo players will have the option to choose the city instance of their choice. Once they have selected an instance, all group and warband members will zone in to the same instance. If a group leader or warband leader choose a city instance that does not have capacity for all of their members, the leader will be notified as such and can choose to start a new instance.
    - If you are a solo player and want to join a city instance that contains some of your friends or guildmates but the city instance is full, you will have the option to queue for that instance. Please note, once you queue for an instance you may not join any other city instances.
    - After zoning in to either of the cities, players will have the following options open to them:

    Altdorf
    - All players may participate in a city wide PQ, both invaders and defenders.
    - All Destruction players may attempt to defeat the Bright Wizard College PQ.
    - All Destruction players may attempt to defeat the Temple of Sigmar PQ.
    - All Destruction players may attempt to defeat the Karl Franz encounter (only available when both PQs are successfully defeated in a single instance)

    The Inevitable City
    - All players may participate in a city wide PQ, both invaders and defenders.
    - All Order players may attempt to defeat the Monolith PQ.
    - All Order players may attempt to defeat the Sacellum PQ.
    - All Order players may attempt to defeat the Tchar’zanek encounter (only available when both PQs are successfully defeated in a single instance)

    Testing Instructions for Altdorf Defend (Order):

    - Proceed to log in to beta
    - Choose to create a new Order character.
    - On the drop down menu please choose the level 40 template. Once you choose your template and click to login, your character will be placed at the side door “refugee camp” of Altdorf in Reikwald.
    - After loading in to Reikwald all you need to do is click on the door that resides on the city wall and you will be presented with the following option:
    - Warband leaders, group leaders and solo players will have the option to choose the city instance of their choice. Once they have selected an instance, all group and warband members will zone in to the same instance. If a group leader or warband leader choose a city instance that does not have capacity for all of their members, the leader will be notified as such and can choose to start a new instance.
    - If you are a solo player and want to join a city instance that contains some of your friends or guildmates but the city instance is full, you will have the option to queue for that instance. Please note, once you queue for an instance you may not join any other city instances.

    Altdorf
    - All players may participate in a city wide PQ, both invaders and defenders.
    - All Destruction players may attempt to defeat the Bright Wizard College PQ.
    - All Destruction players may attempt to defeat the Temple of Sigmar PQ.
    - All Destruction players may attempt to defeat the Karl Franz encounter (only available when both PQs are successfully defeated in a single instance)

    The Inevitable City
    - All players may participate in a city wide PQ, both invaders and defenders.
    - All Order players may attempt to defeat the Monolith PQ.
    - All Order players may attempt to defeat the Sacellum PQ.
    - All Order players may attempt to defeat the Tchar’zanek encounter (only available when both PQs are successfully defeated in a single instance)


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Tuesday, July 15, 2008

Performance: Seige of Altdorf (7/14/08)



The in-game performance during the seige was phenominal. There were of course the odd comments in /chat about bad FPS, but most people were reporting smooth and playable FPS. I wish I'd taken the time to jot down specific system complaints, but I'll give you a "rough" idea of the conversations I saw in chat.

The 8xxx series cards from nvidia and the 3xxx from ati are both more than ample cards for WAR sieges even in single card configurations. I only saw one complaint in chat about bad performance from an 8800gt and even he said, "I guess I'm the only one". Obviously the even newer cards are going to be even better; one person said his single 4870 was running great at 1920x1200. That isn't to say the older 7xxx and 2xxx cards won't run the game; they just don't represent the hardware majority and few commented on their performance. There was also the odd comment of "my pos is running fine" so I'm speculating that the best 6xxx cards and XT 1900s will be capable of participating in a siege with the right settings (just don't hold me to it).

On the server side everything seemed to be running very well. There were disconnects, but the servers stability never seemed in question. I'm sure by the time it's released the city sieges will be extremely well polished and once you (as a player) experience the content you'll understand why having all 6 cities might be a really bad idea.

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Sunday, July 13, 2008

Guild Alliance System Explained



Here's a quick little overview of how it works. I've never been in a guild thats had an alliance, but it's pretty much just an organizational tool for two or more guilds to coordinate attacks/defense. This eliminates the need to do that messy disbanding and reforming a new guild BS.

As far as I know, each guild still uses their own banner for their own buffs, which (zomg speculation!) could be interesting to mix and match Guild Banner buffs in battle. If any other leaker has further experience, please share. Hopefully I'll join a guild next phase and have more experience.


    What is an Alliance?
    An Alliance is basically a pact between multiple Regiments(Guilds). Like Guilds, Alliances have their own chat channel and even rosters. The roster is composed of the Member-Guild Leaders and Alliance Officers. Guild Leaders can even set rank permissions so that their entire roster can view and chat within the Alliance channel.

    These are some points about Alliances.
  • Only Guilds that are Rank 4 and higher can start or join an Alliance.

  • Only the Guild Leader can send or accept an Alliance invitation.

  • If starting an Alliance the Guild Leader who sends the first invitation names the Alliance.

  • There is no cost to create or join an Alliance.


  • Alliance Ranks
    Every member of every guild in an alliance has an Alliance Rank as well as a Guild Rank.
    Your Alliance Rank will determine whether or not you can see and or chat in Alliance Chat, /as, and Alliance Officer Chat, /aos.

    Alliance Rank promotions are done by using the "/gc apromote name" slash command. Every member of the Alliance, except the Guild Leaders, start at Level 0 automatically. There is currently no way of seeing what your Alliance Rank is in-game.

    Level 0 - Can't read or send on Alliance Chat
    Level 1 - Can read Alliance Chat
    Level 2 - Can read and send on Alliance Chat
    Level 3 - Alliance Officer. Can also read and send on Alliance Officer Chat.



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Thursday, July 10, 2008

Focus Test Team and Beta 3



i had to kill someone to get this info

    Hello everyone,

    I'd like to welcome all of you to the Focus Test Team. This program is a way for us to test content in the game which requires more experienced testers who know how to handle for example a level 40 character. You will help us mould and polish some of the most important features of the game such as capital cities and high end PvE dungeons some of which will never be seen by anyone else until the game goes live. All of you who have been with us for the previous phases will be a part of this group, new testers coming in for Beta 3 will not be.

    It's a big responsibility and that is why we need your assistance in making these features great. We've done it with the rest of the game now it's time to truly demonstrate what we're made of as we enter the final stretch towards launch.

    As a part of this team you will have access to a new server specifically for you as well as the regular beta server. We need you to log in and play test as often as possible on this new server as it is imperative that we get enough players on every day that a Focus Test runs to ensure the greatest quality feedback. The discussions here will be extremely focused and you will work together to improve the game and fix key problem areas as we ready this content for its début.

    In order to play on both server types you will need to have 2 separate installations of the game, we will provide more information about that next week.

    For now enjoy your weekend, when we return you will start hearing more and more about Beta 3, Guild Beta and what you can expect to see on the road to come. You all have the chance to be part of something truly exciting and will help us make the game ready for launch.

    We are proud and honoured to have you all here to join us for this next step in Beta and cannot wait to see what the future holds. Together we will truly make a great game and you should all give yourselves a pat on the back for a job well done thus far!

    See you next week and on the battlefield....


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Friday, July 4, 2008

Crafting in Warhammer online.



Mark Jacobs did a very nice little video that came out in the newsletter yesterday that covers alot of intresting stuff about the crafting system in Warhammer online.







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Warhammer online Gameplay video 6



Warhammer online Gameplay video 6 from Gametrailers.com




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