Showing posts with label customizesation. Show all posts
Showing posts with label customizesation. Show all posts

Tuesday, November 4, 2008

weapon skill is bascially worthless...

Weapon Skill might be "O.K" for armor penetration, however it massively sucks for parrying. As such, I respec'ed and changed three levels in Weapon Skill and put the points in strength.

Here we can see the three levels of Weapon Skill with a 6.7% chance to parry:




After I respec'ed we can see the MEANGINLESS difference of 1.2%! As far as I am concerned, for a WE, Weapon Skill is worthless:



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Sunday, August 31, 2008

Warhammer online Crafting Review



Introduction
Warhammer Online is attempting something different from other MMORPGs with their crafting system. Their aim is to a make a fun, and ultimately rewarding system that doesn’t feel like a grind. They have expressed that they want everyone out there in the battlefield and have allowed their system to let you craft/gather while you are exploring and killing!

No Recipes! In Warhammer there are no set recipes for your crafting. Basically, this means that instead of picking something out of a list, you gather up a few ingredients and throw them into a pot and hope something cool comes out when you are done.

Example:
    A recipe based system would have you choose out of a list of potions. Say you wanted to make a healing potion, you would typically pull out your recipe list and see you needed A, B, and C to make the potion. You go to a merchant and purchase the items you need, or gather the items from monsters as required, and a short while later you have your healing potion. The value of this potion is constant so you are always sure of what you’ll get.


Overview
The Warhammer method involves a lot of guess work and luck, but also rewards you for trying out odd combinations. You may get something much better than you intended or you may get something horribly wrong. Another great plus is you do NOT have to be at a certain area to craft. Provided you have the necessary items in your inventory, you can craft anything anywhere.

Example:
    Let's say you have been asked by a friend to make him a couple of healing potions for RvR™ later. From experience you know that a certain herb works really well for healing potions so you go out and gather what you need. However, you also know that you can’t just make a healing potion with just the herb, you’ll need other ingredients as well.From experience you have found that cheap wine helps stabilize the healing potions so you go gather that from passed out dwarves. On the way back to your friend you are suddenly attacked by a ravenous fairy! After the fight you decide to clip her wings, thinking it may help strengthen your potion.


    So you’ve made it back to your friend alive and you start on your potions. The first one turns out normal, you’ve added all the typical ingredients you use and the potion comes out the way it usually does. The second one you’ve added all the normal ingredients but you’ve had a stroke of luck! Your potion has come out just a little bit stronger than normal, good for you! For the last potion you decide to drop in the fairy wings when your friend isn’t looking, just to see what would happen. By now your friend is giving you a funny look. The last potion is bubbling and spewing out multi-colored smoke, not to mention the sickingly sweet smell it’s putting off. When things settle down you quickly realized you’ve made a discovery! Your simple healing potion now offers a greater chance to dodge enemy attacks, WAY TO GO!


Note: The obvious drawback of this plan is that it is likely in the near future that we will see all known combinations published on the internet and this will, with time, turn into a recipe based system.

A breakdown of the System
Two crafting skills are currently available:
  • Apothecary

  • Talisman Crafting


And four gathering skills:

  • Butchering

  • Cultivating

  • Magical Salvaging

  • Scavenging


You can only choose one crafting and one gathering skill, so pick wisely! Keep in mind what you want to do. If you want to make highly magical Talisman’s you might want to consider taking up Magical Salvaging as your gathering skill. If you want to make powerful potions, you may wish to take up Cultivating so you can get the herbs you need.

A breakdown of the Gathering Skills

Butchering
What this involves is searching a killed monster for resources. This only applies to non-sentient beasts and is used to salvage bones, meat, and skins. You will be able to identify if a monster can be harvested by noticing the flies buzzing around the corpse. A simple click allows you to butcher, provided you have the skill trained.

Cultivating
There’s no flower picking in WAR boy! Weeds, fungi and herbs are some of the main subjects involved. For this you are going to need to buy some things and carry them around to make this work. First off you are going to need a pot to grow your plants in. You’ll also need things like; soil, seeds and spores. Seeds and spores can be obtained as loot from monsters, as rewards from quests, and bought or traded from other players. Pots and soil can be purchased from merchants.

So you’ve got your items and are ready to do some cultivating! What you need to do is this;
1- Place your seeds or spores inside your pot. Easy enough.
2- Water your little pot and carry that thing around with you a little while. Things take time to grow man!
3-To make your plant healthy you can add nutrients or other things you want to try. Always wondered what to do with that spectral essence? Well add it to your soil and find out!
4-Your plant is done growing, time to find out what you got!

When you harvest you will either get a new type of seed (to be used in growing an even stronger plant), or an ingredient that you can use with the apothecary skill.

When all is said and done the now empty pot will go into your backpack to be used again.

Magical Salvaging
You too can be an all powerful magical expert! This is a pretty basic system that involves extracting the magical properties from items. What you’ll need to accomplish this is any magical item that has some sort of bonus on it (i.e. +10 Power or +3 to health). Using your deeply arcane and magical skill you will be able to extract one of these bonuses off the item. The drawback to this is the item you are salvaging will be lost in the process, so keep that in mind when you are attempting to withdraw one of its magical properties. If the item has more than one bonus on it, you will only be able to remove one property, so keep that in mind as well and choose the power that benefits you the most.

Example:
    You are exploring a new area of the woods and are attacked by a blood-thirsty Cabbit! After a long and exhausting fight you manage to defeat the beast and discovery a shimmering amulet around its neck. Using your powers of deduction you realize this amulet has a +5 Intelligence and +7 Agility bonus. You can’t really use the amulet yourself but you could really use the agility on something else, so you decide to extract that bonus. The process is pretty involved and the amulet is destroyed but you are left with a trinket that will allow you to use that +7 Agility on a Talisman in the future!


Scavenging
This involves recovering hidden items from more intelligent creatures, i.e. sentient. Basically you are rummaging through the dead body’s possessions to see if you can find anything of worth. As with Butchering you will be able to identify a body that can be scavenged by the flies that are buzzing around it. You will, as with Butchering, simply need to click on the corpse to recover items of worth, provided you have the skill trained.

Apothecary
So you want to create some potions, lotions and powders do you? Well in order to do this you will need training in the Apothecary skill. To be successful you’ll need some items such as a container, a main ingredient, and support ingredients.

A breakdown:
  • The type of container you use will determine how many support ingredients you can add to your mixture.

  • The main ingredient determines what type of potion you will end up with.

  • Support ingredients assist in the creation.


A note: All main ingredients are unstable so you will need these support ingredients in order to increase the chance of a successful potion or the possibility of creating something new and exciting.

Example:
Using our previous example of the healing potion we’ll break down the parts.
  • 1- You had your container that you used to make your potion in.

  • 2- The herbs you gathered were your main ingredient that’s used in all healing potions.

  • 3- The cheap wine you scavenged from the dwarves was a support ingredient.

  • 4- The fairy wings were another support ingredient you decided to add as well.

Keep in mind that not all support ingredients you add are going to produce results. For example, you decide to use your old combination that you discovered when you made that last healing potion. This time you decide to try and add some left over frog legs as well. Everything seems to be going fine until the mixture starts to bubble rapidly and emit a thick black smoke. After a few tense moments wondering if you are going to survive this experiment, the smoke clears and you take a look inside. Nothing useful was produced! Obviously this is not a good combination and you make a note of it.

In keeping with the WAR effort and encouraging players to get out there and battle, specific things must be done in order to make certain potions. For example you may have had to capture the enemy’s territory in order to cultivate a certain rare fungi. Or you may have had to defeat Glowworm the Great in order to acquire some other special ingredient.

Side note: All potions have a chance of failing. If this happens your container may break and become unusable, however the ingredients you used will not go away and may be used again.

Talisman Crafting
Talisman Crafting is basically the process of creating things that provide bonuses to worn items and armor. In order to make a talisman you are going to need a container just like with Apothecary. You’ll also need various items from crafting/gathering skills and at least one item from magical salvaging. Like Apothecary you’ll need your main ingredient (item from magical salvaging), and your support ingredients. Talisman crafting can imbue bonuses such as; additional stats, bonuses to armor, and bonuses to resistances.

Example:

  • You’re ready to make your Talisman so you’ve got your container set.

  • You apply the item you got from magical salvaging.

  • You apply the necessary support ingredients that are needed to facilitate the process.

  • FLASH…BOOM… you’re all done and now have a highly magical item that you can equip!


Note: Only rare and powerful items can have Talisman’s attached to them.

Conclusion
Based on all the information, we can see that early on there is a lot of guess work involved with Warhammer Online crafting. With thousands of different possibilities out there for making items, it will be a fun and challenging experience to discover them all! Additionally, in order to make some of the more powerful items, you’re going to need to work with other players. This is where having a good guild or network of crafters comes into play. Crafting won’t be quite so easy at first, but in my opinion this system should prove to be extremely fun and rewarding, a stark contrast to current crafting systems out there today!

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Friday, August 1, 2008

WoW vs WAR Art/Graphics



Warcraft's art style has always been consistent and recognizeable. It tends to lay on the cartoonish side, with a wide range of bright colors. All of the character movements, body proportions, as well as the Weapon/armor modeling is over the top. Also, all of the character models are appealing, aka "cute". For example, Orcs in WoW and the Greenskins in WAR share almost no similarities (besides color). WoW Orcs have many human characteristics. The facial features of an Orc definitely resemble that of a human. Although some parts are, once again over the top, like the large Jaw line with the overbite, smaller faces with high cheek bones. Plane and simple, there are no "ugly" characters in WoW.

This art style definitely helps with armor. You can tell when somone has a high level weapon or piece of armor. They were all distinct, and stood out. It was really pleasing to see your character grow, and nothing beats tearing down your opponent with a weapon thats almost twice the size of you, carefully detailed with a multitude of Skulls, revolving magical orbs, and faction colored war paintings.

But where this unrealsitic approach really hurt was in Boss fights. Most of the bosses where either over-grown snakes with arms, or dragons. Although size was impressive, the detailing lacked, and I felt like like I was just fighting a bigger version of a level 10 mob i grinded on while I gained XP.

My main concern about WAR, is how is the realistic art style support a growing character. From the limited screens I have seen, most armor is an assorted shade of Grey or Black metal and chain mail. When my character is maxed to the highest level, and I get some epic weapon, are people going to be able and point out "Hey, that guy has the So-and-so Blade ". (If anyone has a screen shot that shows a character with gear that proves this, please share)

But other than that, this art direction is so refreshing from WoW. An orc, is actually a pot-bellied, hunched over green slob , with small beady eyes. A Dwarf is a hairy, dirty, and rather agry character. Not some tipsy dwarf, with cute catch phrases and gleeful attitude.

Which is it?

WOW Art? OR WAR Art?

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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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Monday, May 19, 2008

Beta Phase 1-3 Re-cap and Review



I will try to sum up the last phases testing including my opinions about the various elements.

Engine development across this phase:
  • More textures were added with each patch

  • Complete shaders and lightmaps are not in the game yet

  • Spell effects (particles, cast animations etc) were enhanced throughout so they are working hard on that end. Some computer specs have started to suffer in large battles due to this since the graphic options do not allow to tune down the effects yet (will surely be possible at release)

  • Many placeholder graphics for tactics, spells, morales etc were upgrade to very nice versions

  • Exceptionally stable client. More stable for me than WoW through its first year. I have yet to suffer from a single crash.

  • Animations are improving but are still not where they should be.

  • Still a small delay between click and effect/animation. This improved in Test 3 but was not 100% consistent (so was there are times and at other times not).


Last Phase Overview

Test 1:
Reikland, Praag and Chaos Wastes. The point was to capture keeps and battle objectives to conquer zones for your side. Battle objectives give buffs to the winning side (require you to interact with the lord at the battle objective).

Outcome:
  • Good layout of zones with the Chaos Wastes looking a bit dull.

  • Multiple ways to reach all objectives opening up for different styles of play.

  • Pathing issues for basically all PvE mobs creating 'retreat' bugs making keeps and battle objectives impossible to reclaim once the bug had been triggered.


Test 2:
Altdorf capture. The actual taking of a city involves taking hold of Praag, then the next zone, then the gate fortress (for example the Maw for the Inevitable City), then open city PvP, then an instanced PvE version to capture rewards where the 'king' is the ultimate encounter. We tested the PvE part of the process making the PvP city encounter untested at this point in time (since the other phase tested everything up to the fortress).

Outcome:
  • Beautiful city (in my mind) - even without all the light maps etc in.

  • The pathing bugs from Test 1 showed up and created alot of problems. It improved from Test 1 but did still not work well.

  • PvE scripting needs improvement - sometimes the mini-bosses fought with all glory (adds and abilities). Sometimes they hardly did anything (so pure tank and spank and meh when that happened).

  • Overall good design though (once again IMO). This phase is meant to be the glorious end of a long PvP road. One can debate the logic of finishing PvP with PvE but I kind of liked to casually roam around and be bad once the conquest was over (and hence hope that the PvE encounters are never over-tuned but rather of moderate difficulty - we do not know the final tuning since we had the best gear available and the bosses' abilities were slightly downtuned according to developers)a


Test3:
A replica of Test 1.

Outcome:
  • Pathing and scripting of PvE mobs improved immensly. No retreat bugs at all this time (for me).

    • With 15min lockouts of BOs and keeps the battle flow was great.


Overall conclusion
I like this game more and more, but...animations need to improve - both characters and NPCs. Most of them are in for characters but they need that final touch in terms of transition from one animation to the next as well as few extra frames for the basic animations such as running. Graphics are improving to a point where I would be very surprised if this game does not look great with shaders and lightmaps in (so I am not concerned). I find the gameplay to be very enjoyable at the moment so this is also an area where I do not really have concerns. With regard to balance I doubt it will be fully balanced at release - they are tweaking TTK and cc every patch and that will probably continue past release. The net code is improving but needs one more layer of sophistication (the delay between click-> animation/effect that is still there).

So I would conclude for now that they should continue to focus on balance (everlasting project I guess) but more importantly the final touch on the net code and the animations. So in my biased view it is coming together nicely.


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Wednesday, April 2, 2008

Warhammer Online: Character Customization



Mythic has stated the following: “We allow you to customize your ironbreakerness,” said Paul Barnett. He made it very clear though that while you can be an ironbreaker who likes pistols, you cannot be an ironbreaker who is secretly specialized as something else entirely such as magic. “Beard, stick, pointy hat. Wizard!” Barnett yelled from time to time during the recent press conference held at mythic entertainment.

As a player also advances and levels up, their model will grow and change. Dwarf beards grow in length, Orcs become larger and more brutal looking, and the vile servants of Chaos will become "more vile."

What he was attempting to emphasize is that Mythic fully believes in silhouetting, which is to say that if you walk up to a guy in a full plate mail, he will be what you expect him to be and won’t start casting fireballs at you. This also combines well in PvP. As your character kills more dwarf’s for instance he might end up having a dwarf beard draped off his belt. This let’s Mythic remove the con system that they used in Daoc and use a purely visible con system. If that Orc is eight feet tall and has twenty dwarf beards hanging off his belt and armour, he's going to be a very very tough opponent.

As more Career lines become available a section dedicated to what you can make will be put up here for your reference.


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