End-game explained.

Not sure if this is new, but I found it interesting and figured I would pass it along. This is from James of Mythic talking about the endgame. Enjoy!

You lock down 2 pairings by capturing the fortress at the end of each. At this time the city becomes contested and enemy players may storm the gates and begin a city wide public quest build on ransacking, pillaging, and killing their enemies. We have tested capturing 2 pairings and watched the city flip to contested. In addition to the public quests you also have a scenario of epic proportions. It encompasses multiple rulesets and requires a large amount of coordination in order to win.

Cities are broken up into instances of 48 on 48, which in the concentrated, urban environment is quite intense. Players must play a tug of war in the city wide public quest to attempt to beat the other side (one side is trying to put out the fires that the other is lighting) in addition to controlling battlefield objectives at key strategic areas. This PQ plus winning scenarios contributes victory points, and much like normal zone capture this is displayed in the victory points bar above the minimap.

At this point the defender will either win and oust the attacker or the attacker will capture the city. No defenders can enter the city at this time and the rest will be booted once they’re dead (but they’re still able to put up a fight!) If the defenders win the campaign resets and control goes back to the neutral tier 4 zones.

Once the city is captured 2 public quests unlock and players are able to explore the PvE dungeons within the city. (expanding the amount of PvE content available to the server.)

Once these two PQ’s are defeated the king encounter unlocks for all city instances and warbands can now assault the palace and challenge the king.
You lock down 2 pairings by capturing the fortress at the end of each. At this time the city becomes contested and enemy players may storm the gates and begin a city wide public quest build on ransacking, pillaging, and killing their enemies. We have tested capturing 2 pairings and watched the city flip to contested. In addition to the public quests you also have a scenario of epic proportions. It encompasses multiple rulesets and requires a large amount of coordination in order to win.

Cities are broken up into instances of 48 on 48, which in the concentrated, urban environment is quite intense. Players must play a tug of war in the city wide public quest to attempt to beat the other side (one side is trying to put out the fires that the other is lighting) in addition to controlling battlefield objectives at key strategic areas. This PQ plus winning scenarios contributes victory points, and much like normal zone capture this is displayed in the victory points bar above the minimap.

At this point the defender will either win and oust the attacker or the attacker will capture the city. No defenders can enter the city at this time and the rest will be booted once they’re dead (but they’re still able to put up a fight!) If the defenders win the campaign resets and control goes back to the neutral tier 4 zones.

Once the city is captured 2 public quests unlock and players are able to explore the PvE dungeons within the city. (expanding the amount of PvE content available to the server.)

Once these two PQ’s are defeated the king encounter unlocks for all city instances and warbands can now assault the palace and challenge the king.

Quote taken from the Warhammer Alliance forums here.

One Response to End-game explained.

  1. Hudson says:

    Hey I got some more in game beta stuff about this as well here

    http://hudshideout.blogspot.com/2008/08/hudsons-warhammer-online-beta-diary_21.html

    Enjoy

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