Tuesday 10 February 2009

Bringing My Witch Elf out of Hiding


Murder Night has inspired me to dig out my WE and play around in RvR again.

Alot of people come to WE's expecting them to be the equivalent of WoW's rogue. Sneaking around looking for target to take down behind enemy lines.

The reality is the witchy classes are ill equipped for this role. Specifically they are ill equipped to survive.

I have found that where i find myself most comfortable is operating slightly behind the tanks using stealth to close the gap to any caster who the eb & flow of combat leave isolated before retreating back to my own lines and then attacking any tanks or meele dps behind the tank line until my stealth cooldown is up.

Witchys lack the sort of ability rogues have to escape after their initial burst. Two in particular are sorely missed:
A in combat instant stealth ability (vanish)
A temporary near invulnerability to most ranged dps (cloak of shadows)

The other problem is WaRs battlefields.....
and the problem is exactly that, they are often open fields with very little cover. Scenarios are equally bad at this & sadly 2 of the most often launched ones (Tor Anroc in t3 & Serpents Passage in t4) are bare wastelands.

WoW pvp has alot of problems but they are never short on areas to break LoS.

Rainbow MMO has a nice concise article about the experiences he is having with his own WH in & around keep sieges, and I'm wholly in agreement that they can be a bore. But i feel the situation isn't much better for any of the meele DPS classes.

With the arrival of 2 more medium armored melee classes with he slayer & choppa the situation is only going to get worse.

I feel mythic has 3 options:
1. Fix the Pick Lock ability's.
2. Introduce seige engines beneficial to melee (Siege Towers are my particular choice for this).
3. Give them a AoE mitigation ability.

Id be happy with any of these for my witchy but i wonder which people playing the Ranged DPS classes think is the most reasonable.

This is a crucial issue to fix becuase until mythic do they cannot fix contribution either. The current system as reported by Witches and Wenches although broken is however equal in its unfairness. If contribution was fixed without also fixing the issues melee has in finding a role to play the likelihood is it would be almost impossible for any meele dps to get loot.

Sunday 8 February 2009

Happy L2Focus fire day (formally known as Death Night)


Learning to focus fire is one of the most important thing to learn in any PvP game, and its amazing how often people don't seem to be able to work together.

Fortunately for everyone mythic has made a holiday where people are marked with big glowing red skulls and prizes are given for killing them.

So far Death Night Holiday event has been satisfying and quite fun. Its nice to play a holiday in WaR where the holiday objectives encourage RvR.
The rewards are easily obtainable and the final trinkets with their + renown bonus are particularly nice. Its nice that its bug free as well.

Thursday 5 February 2009

A Kick in the Nadz: Mythic Job Losses



The economic downturn has sadly turned Mythics way today

Syp is very upset by the job cuts at mythic and has pledged not to blog for a week as a mark of respect. While i agree with his sentiment i don't think his method helps.

Allot of the responses to this on the net seem surprised that it's well known members of the design team who are loosing their jobs. But to me its not a big surprise, because not all that long ago i went through something similar myself.

Currently i work part time as a library assistant.
I used to work as a freelance print designer.

I would take a brief from clients, design their poster/leaflet/cards/ect, and after a design was approved i would send it onto a printer.

The Problem was as the economic downturn hit the people who were giving me work they started getting less work themselves and it became harder and harder for business to get the credit they relied on, so instead of commissioning a new item they would try and use up every last copy of the last one they had made, get very small amendments made to a old one made, or just go direct to the printers behind my back and get new copies made of their old.

When funds are tight any business will look at what it has got planned for production and ask itself "How long can we survive on what we have already got".

My Guess is the announcement of job losses has as much to do with the call to arms announcement than it does with the subscriber figures (although 100% not helped by them).

Look at it this way, most likely the higher level conceptual design for everything announced on the 29th is probably done. Assuming that they have passed the 'conceptual' stage and are now entering the implementation stage for that content, they effectively have enough content to keep the people who produce the bricks and mortar of WarR occupied till July (assuming they stick to their release schedule and adding 1 month of immediate bug fixed when lotd goes live).

Its a sad way for something to happen "Thank for designing this really cool land of the dead and new classes for us.... now goodbye" but somewhere someone had to ask the question, "can the company sustain its current wage bill?"

Did the right people get fired?

Could other people have took pay cuts to allow more to retain there jobs?

Could the people who lost their jobs have instead be reassigned to other roles?

Which in turn brings up the question of could/would they have accepted the wage cuts which would have come with it(to use my example i obviously couldn't charge someone the same to make amendments as i could if i was doing a new piece of work).That's assuming they had directly transferable skills(i for instance have no idea how the hell to operate a industrial printing press).

These are the questions id like to know the answer to but due to NDA's i really doubt we ever will.

Anyways this is allot on conjecture on my part, i don't work in the game industry so my guess's are probably quite far off. But i think people should look at the wider picture before too heavily criticizing mythic as a whole, especially when we don't know how much choice they were given by EA.

What allot of people will find shocking is that after these cuts EA's stock market price went up.

I hope those who have lost their jobs at mythic (and indeed those still working there) are able to find a way to ride through the worst of this because with Warhammer they produced a game they should be proud of.

Wednesday 4 February 2009

So Close (and yet so far)

Black Orc: Ere boss, i killed those 25 stunties you wanted!

Keep Lord: Gud Job, erez some spare teef for your trouble

Black Orc: Iz dat all?

Keep Lord: yer

Black Orc: Right im off

Keep Lord: So you killed all of dem stunties then?

Black Orc: Nah

A loud crashing sound is herd

Keep Lord: Zoggin Heck they've broken the doorz!

Black Orc: Yeah sorry about that boss. But you said to come back here and tell you when id killed those stunties.

Keep Lord: Youz little grunt! I'll Feed ya to the snotlings........

The Keep Lord Raises his axe menacingly and turns to the Black Orc, at that moment a tide of Order players erupts from the stair well and swamp the lord his cries of rage lost amongst their victorious cheers..

---------------------------------------------------------------------


Mythic have a horrible tendancy of producing things which come so very very close to genius but fail on the final hurdle.

Todays patch introduced Kill quests which are given out by Keep Lords and BO sergeants.

Done rightly this was the solution to the long standing problem of the game offering no incentive defend.

Sadly this isnt going to happen for two reasons:

The Rewards:
Gold & Xp
Lvl 40 players have very little need for either.
I just don't understand this choice of rewards. Somewhere they seem to be fundamentally missing the wants of lvl 40 players.
If they had given RR & Zone Influence it would be another stroy,since these are both valued. XP & gold however are basically on little to no worth to any endgame player.

The Hand in Mechanic:
The little conversation at the start is what my imagination says goes on thanks to mythics decision on how this would work.
Having Keep Lords Give out the quest is fine, but having to go back to him to hand it in is just plain stupid.
Mythic pioneered the idea of using quest items instead of npcs as part of quest chains, and this would have been be a idea opportunity.

Tuesday 3 February 2009

Great expectations

I found myself with very hesitant to write any posts atm, there's allot i want to write about the problem is it all up in the air.

It appears from the patch notes for 1.1.1 that fortress's are being made significantly more accessible and that mythic expect this to open up capital sieges allot more.

generally i'm in favor of this but the problem is Zone Domination was announced a long time ago, but no significant information on how it will operate has emerged since it was first announced.

Without the changes to zone locks being made it unlikely that the keep changes will have a chance to be experienced because zones are still to difficult to lock.

The new careers and associated live events are very unclear too.
As for the 'live expansion' there is no info outside mythic's very tightly controlled press release.

The Zone domination system has to be done just right, in particular it important that the difficulty of preventing a lock increases as time passes to encourage people to fight early and not just wait until the last moment and swoop in and ninja 1 thing.

There are a couple of methods mythic could use but as yet no indication has been given as to which one will be used.

Its unsure as yet is if mythic want to make zone domination the primary way of capturing a zone or if SC's and PQ's are still going to be the primary method.

Im hoping for a bit of both The way id like it to work is:

Keeps Contribute a static amount

BO's contribute a static amount on initial capture and then a constant stream of VP's as long as both keeps are held.

PQ's & SC's both still contribute VP's which decay over time.

anyways this is still all pie in the sky, but i hope mythic's tight lipness & the amount of time they have spent on it means that whatever changes are being made are significant

On a final note there's one line on the patch notes which is making me very hopeful
'New Quests: New quests are available from Keep Lords and Battlefield Objective Sergeants' i wrote here about my hope for quest with decent rewards for zone caps so im gonna cross my fingers and hope, but equally its possible the quest could be timed quests which give a bonus if the objective is held for the duration which would certainly give a better incentive to defence.

Thursday 29 January 2009

Another beer based event?

allot of people seem to be assuming that bitter rivals is just a very literal title for the patch but i reckon its a bit of word play which signals yet more beer themed tomfoolery
from the wiki definition of bitter
Bitter is a British term for a style of beer or pale ale. The expression first appeared in the UK in the early 19th century as part of the development and spread of pale ale.


considering the berserk nature of both classes a big piss up followed by a fight seems 100% appropriate.

Wednesday 28 January 2009

Just not feeling it

With all the fuss doing the rounds currently as mythic prepare for the slayer/choppa event + whatever gonna go on on valentines day i find myself oddly uninterested.

I can't explain it, I really should be interested, im a life long meele dps player and the valentines day event looks like it may be based on the lore of the two classes i play in WaR.

But for whatever reason its all a bit 'Meh' atm.

perhaps my enthusiasm will pick up when whatever it is goes live

Sunday 25 January 2009

Lich King Frozen

Today i froze my WoW account. Which after playing steadily since its European release means i find myself surprised to be doing so.

This made me think about what fundamentally has changed about wow which would make me want to stop playing.
As far as i can tell its all about the story.
Two types of storytelling happen in WoW the story the game tells you, and the story you create for yourself.
From 70-80 WoW excelled at telling you a story, the us of phasing really made the quests stick with you, what Syp says here i think amounts to pretty much exactly what phasing brings to the table a constant visual reminder of the quest progress .
Sadly all good things must end and after you hit 80 they pretty much do. To give them credit Blizzard tried hard producing some of the best storylines in the game in the final zone (icecrown), the problem is that these last 2-3 evenings in total at best and then the grind begins in earnest and the game stops telling you stories.

This is where in WoW the players own experiences used to take over, Raiding used to be about creating your own mythology, your own heros and villians. I can talk for hours to guildys about our raids in WoW and tbc but when i comes to Wotlk conversation dries up.

Its not that the dungeons are badly designed and i think for a 'entry level' raid they are very well tuned.
the problem is we are stuck at reception and not allowed into the rest of the building. Easy difficulty is fine if once you got past that there something else to do, but in wow atm the only thing to do is farm more gear, or try for achievements.

It was the challenge of defeating bosses which gave meaning to the my pre wotlk play in wow. We wern't the elite and we certainly didn't put in as many hours as many guilds did but that made us all the prouder when we got somewhere.
Making WoW casual friendly is fine imo, but what should go are gear check fights like Brutallus.

If Uldar had been in game when wrath launched i doubt id still be writing this.

Im sure i will go back to wow at some point(which is why the accounts frozen not canceled) but not until the endgame offers a real challenge again.

Friday 23 January 2009

GIVE ME A ZONE CAP QUEST OR GIVE ME DEATH!!!!!

OK perhaps not death,ill take cake instead. but if we dont get a change to the RvR system as it is i expect some sort of compensation.

Paul Barnet i know that you and your swarm of underlings are out there somewhere in the great ocean of the internet swimming from site to site like some giant over enthusiastic tyranid fleet devouring all that the blogging community has to say, so hear my call!

Here's a idea for WaR which fits your famous “It’s so obvious that I should have thought of that!” criteria (although it 100% not genius).
You can solve the current keep trading problem, and encourage more fortress sieges with one incredibly simple change.

Add a quest which gives a significant amount of XP, RR and RvR influence for the capture of a zone.

The fine details don't matter much, but here they are anywaysClick to read more

Im not sure what the appropriate amount of XP or Influence would be but lets say you gave 15,000 Renown points for a zone cap.

"woooo there" i here people say "that's a helluva lot of Renown" but you can easily earn 2-3k in a SC so i think that this is a fair amount for capturing a zone.

Id also say that the quest should scale

lets say use the chaos/empire paring as a example
for destro:
Chaos wastes: 10,00 Renown
Pragg: 15,000
Reikland 20,000

with fortress current problems i feel quest to cap them would be wrong because people would be excluded. But if mythic can stop that there would be no reason not to introduce them in the future.

also a quest to 'breech the walls of aldorf' or similar would be nice but not essential.

There! Isn't that almost sickeningly simple!

I know this is far from a subtle or nuanced idea but it is 'actionable' if myhtic wanted to they could have this in place in days. most changes ive seen would take a while to bring in.

& i know i can think of 1 shockingly simple flaw >_< but since its a problem with mythics overall RvR system rather than this specific idea, so im gonna ignore it.


Note: I tried to use 'a idea' rather than my idea here because im sure someone somewhere has though of this before, its just so obvious. Nevertheless i think its a idea worth trying to champion.
(bonus points for those who spot the reference from the 1st line)

Wednesday 21 January 2009

The Battle for Battle Objectives.

Regis arbitrary and Syp have all been writing about about the future of battle objectives recently, and Regis and Arbitary have both come out as strong advocates that villages may be the answer.

Now while these are all great bloggers i have to say that this time i feel in the words of Ned Flanders they are "wrong didley wrong"

There are to me at least allot of reason why this wont work but im going to stick to what i think are the two biggest( mainly since these are the ones which need the most explanation otherwise id just but a quick note on them in a comment).
Click to read more


The flow of the campaign.

One of the great strengths of mythics RvR system is that it has a clear end objective and that flow that encourages more and more RvR.
Your aim is to take the other realms capital everything between that is just a speed bump to be overcome.
Once a army looses it sense of common purpose it will start to fragment.
Currently the biggest interruption of this flow is the time it takes to turn over a zone, but i would suggest that the new zone domination mechanic should end this.
This sort of fast paced war with constantly moving fronts makes for a interesting meta game. One problem the current slow state of RvR doesn't lead people to consider is that while maintaining the flow of a 'offensive' is good allowing a blitzkrieg is bad (at least in terms of making a fun game).

The reason allot of people dislike BO's currently is that they feel they discourage actual RvR fighting. There really is no reason to defend a BO unless you are very close to locking a zone.
What will often happen is that outnumbered side will typically take up residence in one keep while to offensive force captures the undefended Bo's(On Karak-Hirn the most commonly used capture sequence ive seen is Keep BO BO BO Keep BO).

One way of looking at BO's real function is took consider what would happen if they didn't exist.
Currently BO's act as time sinks, they buy defenders time to get into a keep or to return to a zone before it is locked. remove that and the meta RvR just becomes a case of who can get the biggest zerg up and destroy keeps the fastest before someone can react.
Because of their simplicity there is really no difference between a 6man group or a warband group in the overall speed that a BO is taken.

I guess what im trying to say is that defenders need the breaks in fighting that capping a BO provides in order to mount a proper defense.

Arbitary talks about how RvR doesn't currently teach people the skills needed, but essential capital cities in a contested state rely upon the exact same things (BO 's and SC's) to quote the herald
"You fight for control over the City just like regular open world zones. A City Scenario is available to join from anywhere in tier 4 as well as within the City. Capture the Objectives in the City to earn Victory points over time and remember to always kill the enemy players you come across as it all contributes to Zone Control in the City."

the only difference is the chronology of when public quests play a part.


Tactical Justification?
To pick off where i started on a comment on W&W
Keeps are built to protect villages, villages don't protect keeps.
It really is that simple.If a village was attacked its populace would typically retreat to the keep. In fact allot of medieval villages were built just outside castle walls.
If you look at real medieval warfare forces would basically never fight in the open unless there numbers were roughly even. In some cases if there was a area with good natural defensive quality's (like a valley or hill) sometimes a force would make a stand but generally the simple rule was castle and keeps exist for one reason and one reason alone: Somewhere to retreat to when you can't win a open battle.

So is wrong to pillage a village?
Well people want to pillage and that's understandable and to me at least a good thing to be aiming for in your game design. Anyone who has play WoWs Wrath of the Lich King expansion will tell you that the one great innovation blizzard introduced has been phasing. They way that the world changed about you anchored you in the narrative in ways that most mmos including WAR fail at miserably.I think the desire for villages is at heart a desire for this sort of feeling of impacting the world which is atm lacking from war before the city siege stage.
What i would dearly love on one level is the same to happen as when a city is locked down, that when a zone becomes locked the entire opposing factions half of the map is taken by the victors and new variation on the public quest which had been active in that area spawn as players of the defeated faction being unable to enter or respawn in it.the problem with this is that it just doesn't work with the way fortress battles are fought. What use is this sort of transformation if it can be reversed less than 1hr, equally the 24 hour duration of the capital siege is completely unusable.

But there is one area which had no use outside RvR
that generally have a unique look and which could easily be made into a interesting fight.

and that is warcamps.

Let say when u cap a zone the defeated realms warcamp becomes a PQ with a 15-20min timer on it. There is a 3 min timer on the flight master before he despawns. Player from the defeated realm cannot enter the RVR area, and if they die do not respawn.

This would work as a reward for the winners in the form of getting to loot & burn the opponents base, and at the same time allow the defenders some time to regroup before the next zone is assaulted. Participation in the PQ could contribute influence to players RvR influence pool. And since there would only be 1 PQ it would lead to far less fragmentation than happens currently.

Soooo long story short. Regis you had it right 1st time. Warcamps good. Villages bad. At least in my opinion anyways :D

Imagine If.... Wards were Talismans


Imagine If.. will be a weekly series of posts written in the style of a WaR herald post introducing a new fictional feature to the game.
Wards are here to stay like it or not. But lets look at a different way they could be implemented (which Syp quickly touched upon).

Patch IF1.0 New features: Talismans of Warding

Due to customer feedback on the ward system and the success of the introduction of RvR influence pools we have decided to introduce a new system which will allow more players access to higher levels of content.

Changes to current sets
The Superior Ward and The Excelsior Ward have been partially merged, both will reduce damage in Sub-Boss encounters and King Fights by 10% and can stack up to 5 times.
In addition The Excelsior armor sets will increase damage and healing in King encounters by 2% and can stack up to 5 times.

Talismans of Warding
From IF1.0 onwards you will be able to supplement the wards offered by Tier RvR & Dungeon set with Warding Talismans which can be slotted into any gear of your choice. All warding talismans are classed as Semi-Unique, meaning you can have maximum of 2 of the same talisman equipped in your gear at once

Ward Talismans come in 3 levels, each level is unlocked upon reaching the required renown rank. The wards are available from different vendors depending on the power level of the ward read below to find out about their locations.
Click to read more

Lesser Talisman of Warding:
Provide the lesser ward effect which will reduce damage in High Level City Dungeon and Fortress encounters by 10% and can stack up to 5 times.
Sold By: Keep Provisoner.
Keep Provioners will spawn in The Keeps of any of the Pre-Fortress Zones (ie: Chaos wastes is the order pre fortress zone for order in the empire/chaos pairing) after the zone has been locked.
Requirements:Rank 35-40 and Renown Rank 30

Greater Talisman of Warding:
Provides the Greater ward effect which will reduce damage in The Lost Vale and City Invasion PQ encounters by 10% and can stack up to 5 times. The Greater Ward effect also includes the Lesser Ward effect
Sold By: Fortress Provisoner.
Fortess Provisioners will spawn inside a enemy fortress once they have become captured.
Requirements:Rank 40 and Renown Rank 40

Superior Talisman of Warding:
Provides the Superior Ward effect will reduce damage in Sub-Boss and King encounters by 10% and can stack up to 5 times. The Superior Ward effect also includes the Lesser Ward and Greater Ward effects.
Sold By: Siege Camp Provisioner.
Siege Camp Provisioners will spawn inside Capital city Battle Objectives once they become captured.
Requirements:Rank 40 and Renown Rank 50

Tuesday 20 January 2009

The importance of staying connected

Like many WaR players i'm taking this evening off to watch Obama's inauguration on the news.

1stly a quick clarification i'm a Brit and so i have a wide blue expanse of distance both physically and emotional from these events.

I'll refrain from any political comments but suffice to say i think it was a pretty damn good speech.Instead i'll just take 2 things which perhaps our community can take to heart:

1st: "greatness is not a given it must be earned"
Forum's and blogs have a reputation for at their worst being whine fests. To often people see something they want and if they can't achieve it easily the whine begins.
People need to remember that nothing in any MMO has any intrinsic value. Even the most awesome item is nothing more than a collection of pixels and data. People need to start valuing the journey not just the destination.

2ndly "people will judge you on what you can build not what you destroy"
In a recent interview on Fires of War Paul Barnett stressed the importance of constructive criticism, as a community we need to focus not just on the bad but on the good. That when we do talk about the bad we should try and understand why these decisions have been made, that they have not been made lightly, that hindsight is a wonderful thing, and that its not always easy to fix them.

Anyways the ceremony is over im off to play a bit of WaR.

Finally Jospeh Lowery speech was great and showed one last thing, that even at the most serious of times a sense of humor is a great thing.

Monday 19 January 2009

Just One Question

i don't know about you but i always find my mind completely blank every Monday.
but i've set myself a target of posting every Monday, Wednesday and Friday and gawd dang it i'm gonna stick to it.

Thankfully occasionally inspiration sometimes arrives out of the blue or in this case the comments box.
Barnett here, always gud to know who the Orc heads are :)

The comment slightly confuses me on many levels, and have no idea if it is that Barnett bloke or not.
1. If it is him, what on gods earth is he doing looking at my little blog
2. If not him, there are better places to pretend to be him than my little blog

but for the purpose of this it matters not. Thank you whoever you are.
the topic for today shall be
"If you could ask Paul Barnett one question what would it be?"

Question:
Would you consider releasing a expansion which did not increase the level cap?
Click to read more

Why ask:
The traditional MMO model has been to expand vertically adding more and more levels and more skills. The disadvantage of this is that the older areas become more and more deserted and the skill pools become more and more bloated.
From a simple financial perspective it allows the manufacturer to sell the original game plus Xpac to anyone new who wishes to play.
The carrot & stick of leveling is such a staple of the genre to not do it would be suicide for a PvE game to release a Xpac without them.

But WaR is a RvR game what your opponents will always be humans not scripted encounters.
To me at least what will keep me interested is not 10 more levels of PvE but my increasing the variety & challenge of RvR.

Instead of 10 more levels the effort was instead put into things like a greater variety of siege weapons and destructible walls. There is also scope for work on the inner keeps and fortress's to make them more visually interesting and tactically varied.
Increasing the Renown rank cap and opening up extra skills & tactics is to me a better way than just boosting everyone's stats 10 levels.

Id personally love a system which when you captured a zone allowed you to enter the opposing player PvE areas and loot & burn there towns or similar. WoW made amazing use of the phasing system and there's no reason why it couldn't be put to work here.

Also while it didn't matter that Onyxia became Soloable in WoW but if Karl Franz becomes soloable its a whole different kettle of fish.

anyways that's my post for today now i just need to find something to write about for Wednesday >_< . Im off to get rank 30 on my DoK

Saturday 17 January 2009

Savage Justice



While doing the rounds of the new blogs posted on Wizards & Wenches i came across this post on the possibility of Slayer coming to WaR. With this package arriving at keen and graev that possibility seems to have become a certainty.

What hasn't been given much attention is the fate of the orcs counterpart to the old hammerer class. The same exact same problems face the Choppa's that faced the hammerers. When you compare a choppa to a Black Orc basically the only real difference is weapons. Every class needs something to distinguish itself from it brethren & choppas have nothing which marks them out as cool. They are basically the more weedy less heavily armed brethren of black orcs. I honestly can't imagine anyone wanting to play them.
Click to read more

Now i know Mythic are trying to give order more appeal but i honestly feel giving one faction a class with a huge amount of interesting and evocative lore and the other is a pale imitation of existing class both lore visual style & play mechanics.

My personal opinion, hope, & hunch is that mythic wouldn't short change destruction like that.
What im hoping is that we get a class who are a true match for slayers.
What im hoping for is Savage Orcs

Mad, Covered head to toe in warpaint, with no fear. They are the perfect mirror to the Slayer.

The advantages of Savage orcs are:
-A more interesting visual style and distinct silhouette
-They originate in the area in which WaR takes place (Badlands and the southlands of the Marshes of Madness)
-There is a large amount of lore behind them.
and most importantly
-The mechanics used for slayers could be easily transferred (with a few modifications) helping maintain the balance of RvR

Also if implemented Choppas would be the only class in game based on a standard grunt infantryman. No one want to play a grunt can you imagine if Orders new class was a Empire Halberder's, High Elf Citizen Militia, (or Dwarf Hammerers for that matter >_<). The closest thing we have in the game currently is the Chaos Marauder but his mutations give him the distinctiveness needed to set him apart from a Chosen.

the only major downside is that ofc more work has to go into creating two classes than one, but due to savage orcs minimal clothing this isn't as much of a disadvantage as it could be otherwise.

I honestly think if they introduce a class like Choppas which would be a lame duck from day one it would have bad implications for the game in the long term.
anyhow ill keep my fingers crossed that come Jan the 29th mythic will do the game justice. And if i receive a can of blue paint & some bones in the mail ill let you know >_<

A question of WaR

Okies i'm a bit puzzled

lets say your playing a Seprpent's Passage SC there are 2 groups:

1st group:
3 meele dps
2 Tanks
1 single target healer

2nd group:
3 aoe healer hybrids
1 tank
2 ranged dps

one of the aoe healers offers to drop from group 2 and move to group 1 to spread the healing out.

To me there isn't i cant see any way where the 1st group would not benefit from having a aoe healer in there, and whichever player left the 1st group for the 2nd one would still be in a better situation than he was.

As you can guess this was the situation i found myself in today & my suggestions that we rearrange the groups were met with a stony silence.

Laziness, selfishness, ignorance, i don't know, it just frustrates me sometimes.
I just can't understand why

Friday 16 January 2009

and so it begins


well we did loose but i feel i did a damn good job there, so far my experience of t4 scenarios as a low lvl healer can be summed up thus: If you play to your strengths (in my case find a full group to aoe heal)find yourself a ranged dpser to hang around to fend off WH's(or WE's if your order)and choose a full healing spec you can be more than a little useful.

The introduction of Fortress Player caps and the attendant low level bashing "all they dos is leech" has got me thinking about how the way WaR lets you enter the end tier of open RvR at barely past 60% the way to max level affects the game. I'm working on a little longer & more in depth post on this called "is 28 the new 40" which ill post in a couple of days

Thursday 15 January 2009

The Clearout

it seems i wasn't the only one who took a hiatus from WaR & blogging, today i did what i used to do daily a opened all the links on my blogroll in a blaze of firefox tabs only to find a good60% or so have gone quiet.

I was particularly sad to find Book of Grudges had gone quite, it was one of the 1st warhammer blogs i read and they always had something interesting to say

Another i was sad to see go was Archmagery who has moved onto the world of zombies valve has created in L4D, which imo is the shape of the sort of future game which will finally take wow crown as king of PvE(but that another post entirely)

a few have quit WaR but have kept blogging like walloftext, wingednazgul, Potshot,and The Ancient Gaming N00b

looking at how much we lost i feel like i have to say a quick thanks to all the blogs who did keep active even after many of us went quiet.

so thank you:
echoesofnonsense
Harcore Casual
Keen and Grev
Stunty Stomper
Stylish Corpse
Way of the Chosen
The Greenskin

and in particular a big 'Kudos to you guys' shout to
Syp and Regis for the Blog Warhammer initiative which should be providing me with many new blogs to replace those who's time has sadly gone

Tuesday 13 January 2009

Back to WaR: Part 3 Return of the Healer


So story so far...
My WaR career died a death of 1000 cuts (from bad customer service and a mass of annoying bugs)
Which sent me back to WoW which wowed me with a narrative based leveling experience which sadly came to a end on reaching the end game.
Now tempted by tales of mass bug exterminations and a rejuvenated player base i head back to WaR.

The need for Server merges, boosted leveling speeds, & greater rewards from RvR were all so obvious that its a mystery to me why they were not implemented sooner after release (or even before release).WaR's launch was reasonably smooth but if everything had been at launch as it is now perhaps percentage of those who tried out the game could have been retained.
But there no point swelling on this too much, the game seems stable now & i feel hopeful we can look forward to long term growth.

Looking at the state of the end game there are encouraging signs but also worrying ones.
The two most worrying issues are the issues surrounding fortress capture which as so succinctly another blogger put seems allot like a bad case of make do & mend.
The most promising sign overall is that there is very little sign of overall class imbalance now, both tanks & healers are well represented now. And unlike wow there is very little sign of the 'i want to be dps but ill heal for a raid spot' philosophy which ultimately leads to a huge amount of burnouts.

I've chosen to roll a Disciple of Khaine and so far the experience has been overwhelmingly positive.

Monday 12 January 2009

Back to WaR: Part 2 Azeroth Strikes Back



Once i started writing this i realized there is going to have to be a multi-part story (although god knows how many parts in total). Anyways let us move onto part two dear reader, when i last left you a bugged career combined with lackluster customer support had driven me into the arm of my old lover WoW.

My experience of the initial release of wrath was decidedly mixed. Magetheridon EU has been my home now for almost 4 years, the last 3 of which have been spent in the same guild. Magetheridon has a few very successful PvE guilds and so attracts ALOT of wannabe's so the starting zones were hideously swamped at launch so after a day or 2 of putting up with ques of people camping spawn point for NPC's i decided to try out the new class since the feedback id been hearing from people was overwhelmingly positive.

Allot has been made of the Death Knight starting area, on paper phasing sounded pretty underwhelming but in practice it is anything but. The unchanging nature of most mmo's is always a immersion breaker, and phasing while not completely solving that problem takes a giant leap from most previous attempts. Playing through a proper storyline builds far stronger bonds with your character than doing 100's of "Kill X", "Escort Y from A to B" quests, by level 58 i was hooked. My Shaman is still 71 almost untouched since i first rolled my Death Knight.

Playing a Death Knights also help deal with the over analyzed nature fo much of WoW's PvE & PvP environments. Although many forums have started deconstructing the class in earnest it still remains a aura of mystery.

But this post is titled "Back to War" so the astute can guess that paradise could not & did not last. The Spell WoW had cast on me began to break once i hit 80 and slowly but surely the flow of new stories to explore began to dry up and the familiar grind of gearing for raiding began again. The Dungeons as always were well crafted but after one play through even the extra challenge of achievements couldn't enliven a badge grind.

Arena season didn't start until recently but long before then PvP in WoW was dead to me. Magethrion EU is unique as far as i know in that it is the only server where faction imbalance was that bad they only opened transfers away fromt he server for the horde & to the server for the alliance. For those of you who experienced the populations imbalances on some WaR servers after launch believe me this was on another scale altogether. During Leveling my Death Knight i don't think i came into contact with only 2 alliance players between 58 & 80, one lonely Dwarf Hunter in Zangarmarsh and a lone Death Knight.
So with on my server WoW attempt at RvR dead in the water the weight of expectation fall on scenario's. Vehicles are interesting novelty items at present but don't offer anything tactically. Combat itself still lack that extra little something it does in WaR.

And so just as WotLK arrived perfectly timed to take advantage of my disillusionment, so news of the implementation of Server transfers and open RvR influence lakes along with XP bonus's for leveling began to reach my ears.

Sunday 11 January 2009

Back to WaR: Part 1


So after quiting the game for a while i'm back, so it only appropriate that I cover what caused me & many others to stop(part1) & some of the reason i and other came back (part2) .

So why did I quit? I think like a lot of people there was a lot I was still enjoying about WaR but a lot of minor niggles which were making the experience a lot less enjoyable.

Witch Elves had & still have a lot of endgame issues, many people learned to play around some of the bigger issues like the continuing bugged state of pick lock by just becoming war machine operators or postern guards, but it is still a class which feels out of place in many of the bigger RvR skirmishes.
The state of RvR wasn't great either, a lot of the time id watch with despair as warbands played a strange came of keep trading.

But what tipped me over the edge was GOA handling of guild relations. I was part of a small guild which lost members after the free trial period was over one of which was our GM. GOA will not pass control of a guild until a character have been inactive for 6 weeks, so we had to endure weeks of uncertainty, slowly more people drifted away with the guild unable to form alliances or promote new officers. During that time more officers left & I ended up trying to keep people motivated best I could. I had Veteran rank so I sent a email to customer service asking if whether when the GM's account went inactive, the leadership would skip the inactive people & pass to someone active (either myself or another vet) I was reassured that it would do so.
Eventually the day arrived when the guild was due to pass from our absentee GM, and it did, to one who had been absent for 3 weeks meaning, we would have to wait again for it to pass on, which it did, to another inactive character.
At this point I was just fed up & demoralized, and there like a old friend along came Wotlk which offered me the security of my WoW guild (which I've been in for 3 years) and new content.