WAR 1.1.1 patch, fixing oRvR one step at a time.

February 3, 2009

Patch 1.1.1 is out today for Warhammer Online, with some short but potentially very sweet notes. Once a player hits rank 40, the focus of the game goes (as intended) straight to the RvR campaign, with the ultimate goal of sacking the other realms capital. The major brick wall currently facing most servers is locking down zones and taking down a Fortress lord. Quite simply, it’s far too easy to defend a Fortress currently, which greatly demoralizes any offensive force and reduces RvR to a standstill.

Here are the key changes from the notes:

  • A minimum level of 37 is now needed to participate in Fortress assault/defense.
  • The value of Scenarios towards City Capture has been reduced. The value of Battle Objectives and skirmishes towards City Capture has been increased.
  • We have reduced the hit points on the three outer doors of all Fortresses.  We will continue to evaluate the difficulty of the Fortress encounters and make adjustments as necessary.
  • In Fortresses, the Fortress Lord’s Terror aura will now affect defending players as well as attackers.

Raising the minimum rank to 37 is huge. Currently Fortresses get flooded by lower rank players who lack the ward gear needed to survive the lords AoE blast. They don’t contribute much to the assault, and are generally seen as wasted space in an area where you can’t really afford it. Smart move, and one could argue it should be increased to rank 40.

Scenarios should stop contributing towards the campaign period, but at least this is another step in that direction. Scenarios are fun enough alone to remain popular (both for gaining xp/renown and just for taking a break from oRvR with friends), and counting towards the war only frustrates those participating in oRvR. Hopefully this change will reduce their effect enough to not slow down oRvR as they have in the past.

Banging on a fort/keep door is bla currently, so shortening the time it takes is a good step. This will also get attackers into the inner courtyard faster, allowing them to cut off incoming defenders faster. The Fort lord’s room will still be the site of the decisive push, but with this change at least MORE combat will occur outside, as defenders try to push past the attacking force assigned to keep them out.

The final change is, IMO, the biggest one. Currently attackers get 1-2 shots at the lord, and if they fail the siege is over. By forcing defenders to also release and run back into the fortress means you can now try to slowly break apart the defending force in the lord’s room before making a final all out charge. This will also place a greater emphasis on keeping released defenders out, which means more combat in and around the fortress courtyard, another big win.

Last weekend CoW’s alliance made a big oRvR push, and while turnout the first night was excellent, and we managed to lock zones and get into a Fortress, the two defeats at the Fortresses were huge moral killers. Our planning was solid, our leadership was good, we had enough people to get the job done, but in the end the sheer difficulty of actually getting the enemy out of the lord’s room and taking the lord down proved too difficult. I think with the changes in 1.1.1, and upcoming future changes, RvR will be re-ignited again, and hopefully we will be reading and seeing capital cities under siege soon enough.


The recession and you, a podcast.

February 3, 2009

Ever wondered what some bloggers think about the recession and how it might effect MMO gaming? Of course you have, and fear not, we deliver! Check out the latest “Witty Ranter“, hosted by Adam and featuring downy voice me (I blame the editing/mic/interwebs, basically anything but myself), alone with Darren from Common Sense Gamer, Michael Zenke from Massively, Remy from his new blog Warsbox.

It was a fun show (always is), and the topic itself is of course very debatable. Will the recession be the spark F2P MMOs need to gain a solid foothold in the west, or will it doom them further as people look to control costs? Will the downturn in spending spur companies to create more “station pass” like services, price drops for subs, cancel future MMOs? All that and more, so go listen!


Why usually ‘kill ten rats’ sucks, and how AO nails it.

February 2, 2009

Lots of people hate kill ten rats. No I don’t mean the blog (it rocks), but that style of quest in an MMO, where some NPC with some minor issue sends you out to kill some number of enemies, only to have you come back and go kill the green version of that enemy, all so you can eventually kill the purple enemy tucked behind the blue and green enemies. With ‘epic’ quests like that, it’s no wonder many MMO players are constantly asking “am I at the level cap yet?”

I love the ‘kill 40 enemies’ quests in Atlantica Online. They are epic. I get excited finishing one and returning to the NPC only to be told to kill another 100 enemies located one floor lower in the dungeon. Also awesome is when you ‘only’ have to collect 20 drops from an enemy, when the drop rate is 25% and the enemy is always mixed in with 2-3 other types that don’t drop that specific type of toenail.

No, that’s not the usual sarcasm found on this blog, I’m actually being serious. Atlantica Online takes the usual boring MMO kill quests, makes them actually take LONGER, and somehow ends up making them epic. Ok maybe not “zomg world first Ragnaros kill” epic, but fun enough to make you look forward to doing them, and giving you a sense of progress and accomplishment when you finish a chain.

There are a ton of things that factor into this, chief among them being the huge list of motivating factors to kill something in AO. The list includes: gain xp, gain money, get gear, get stuff to sell, gain crafting points, regular quest objective, guild quest objective, gaining monster data. At any one time, a monster might be worth any or all of those, which is a TON of things to gain from just one kill, especially since all of the above factors are actually worthwhile. Money has actual value and you are constantly checking exactly how much you have. All gear is useful, since you upgrade gear by combining copies of the same item, and all other ‘trash’ drops are used in crafting, so have some value on the AH. Basically in AO, instead of watching one progress bar (xp) slowly tick up per kill, you have 2-5 different ‘bars’ ticking with each kill, and each of those things you actually care to advance.

Another major factor is the ‘less is more’ approach. Instead of entering a quest hub and grabbing the 5-15 quests available to you, each quest with some bla-bla-bla text supporting its bland objective, you only have ONE major quest line the entire time in AO, start to cap. Now the actual story itself won’t win any award (for originality or translation quality), but it’s a hell of a lot easier to follow one general story than having to keep track of 5-15 little ones. I can actually tell you what is going on in AO, while I have no clue why the Dark Elves are fighting everyone in Warhammer Online, or why the Orcs in WoW have issue with whoever they had issue with. And because of this one quest chain, any side quests you pick up are instantly more noticeable as side quests. They also always have one major reward, be it a special mercenary, item, or gameplay feature, and all of this is presented to you up front. Before you even start it, you know that the npc you are talking to is the one who starts the witch mercenary quest, or the unique main character-only ring quest. If you don’t want the witch merc (or the massive gold you get for selling her on the AH (dirty…)), you skip the side quest, no worries. You won’t ever complete a long side quest only to get some junk vendor gear at the end. The side quests are also all lengthy, so they really make you work for the end reward, rather than handing it to you after you kill one named NPC, or pick up 5 moldy mushrooms growing two feet from the NPC. When you finish a side quest chain and get your reward, you really feel that you earned it.

As stated here many times, there is a ton of variety in AO. This is a general theme to the game, but also helps the questing aspect in that you don’t have to grind out quest objective after quest objective just to get to something interesting. At any time online, you can stop questing to do some no-risk PvP in the free league, place some bets and watch the NPC arena, help your guild with its town by persuading roaming NPCs, be social and just chat or share mob info while auto-crafting, jump into a guild-point generating training center with your guild, etc. The combat system being turn based and squad based also helps break up the usual skill-mashing mass-murder, plus you have 9 characters gaining xp instead of just one. 9 bars > 1 bar and all that.

Playing AO while hitting rank 40 in WAR (grats me!) made me realize that MMO questing really is a case of ‘less is more’ now. UO had no real quests, AC had some but they were minor, DAoC was a lot of mob grinding with a few quests, and finally WoW was the first MMO I played that went quest-to-quest until the cap. WAR is also like that, but with modern features like red mini-map circles and auto-looting of quest drops. It’s ‘better’ in that it’s faster and easier, but that also makes each quest more meaningless and bla. AO has quests, other MMOs have tasks or errands, despite the actual objectives being the same. We can talk story and ‘epic’ all we want, but at the end of the day good questing comes down to the most important factor of all, gameplay, and Atlantica Online has it in spades.


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