Showing posts with label Warhammer Online. Show all posts
Showing posts with label Warhammer Online. Show all posts

Sunday, May 03, 2009

Aion and Other NCSoft Titles Available via Steam

Being the Steam connoisseur that I am, not sure how I missed this one: NCSoft adds its titles to Steam.
If you're one of those gamers who prefers the digital minimalist approach as opposed to having game boxes everywhere then you're in luck. MMO-giant NCSoft have announced they will be offering their titles -- including City of Heroes, Guild Wars, and Lineage -- via Steam. They're also planning to offer their latest, most anticipated and shiny MMO, Aion as well when the game launches later this autumn.
Aion has me somewhat intrigued, even though I am on a free-gaming kick currently. There is just something a subscription-based MMOG delivers that freemium, free-to-play, and micro-transaction games don't.

Honestly, it will be great to finally have an MMOG available at launch via Steam. I'm still bitter that Warhammer Online: Age of Reckoning was months late to the Steam party.

Wednesday, April 29, 2009

Warhammer Blows

Mythic, attempting to fight another forest fire for Warhammer Online: Age of Reckoning, have come up with the the Winds of Change.
The goal of this system is to ensure the best Open Realm vs. Realm experience for as many people as possible and to prevent server crashes. Overall, this system will only take effect in the most extreme server load situations, and will only happen as a last measure before the zone would actually crash.

In order to accomplish this goal "The Winds of Change" will now teleport a small number of players in Realm vs. Realm lakes to the closest "safe point" when crowds are large enough to threaten the stability of the server. This will generally be the nearest Warcamp, however, it may also be a Chapter Hub within the zone depending on where performance is being impacted the most.
Interesting solution, but any solution that doesn't address the root of a problem is going to face criticism.

Server stability is a fundamental of an MMOG. When there are issues, development needs to come to a screeching halt and all resources need to be redirected to evaluate the stability/performance issues. Mythic has continually shown the opposite, opting to steamroll develop new content in the face of continually worsening performance.

Maybe, Mythic does have all cylinders firing on the problem, but what little they tell the community shows no signs of it and in the case of announcing something like the Winds of Change, one has to wonder if Mythic is taking the problem seriously.

Personally, if this system stays in the game, it nails the door shut on any chances that I would play WAR again.

Update: 29 April, 2009 - As Werit pointed out in the comments, the Winds of Change have been retracted.
After reviewing the metrics and community feedback Mythic have removed the Winds of Change feature from Dark Crag. - Nilax, English Community Manager

Wednesday, April 15, 2009

Thursday, April 09, 2009

Mythic Does Get It

Mythic does get it. Need proof? Read about WAR's upcoming Keep Upgrade System.

The real question is, why has it taken them so long to "get it"? They had these sort of features figured out with Dark Ages of Camelot years ago, but completely dropped them off the face of the earth for WAR. Sad, truly sad.

Saturday, April 04, 2009

This Title Has Nothing To Do With This Post

Warhammer Online: Age of Reckoning is introducing a token system.
The RvR Quartermasters are "Barter" merchants who will trade players special items and equipment in exchange for specific items earned in RvR. These Quartermasters offer players an alternative way of obtaining items in RvR such as the item sets normally obtained via Keep PQ bags. In addition the RvR Quartermasters will offer exclusive items and rewards not obtainable elsewhere.
Under System Goals, Mythic lists the following:
Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls.
Personally, I've never understood why MMOs shifted so far towards rewarding luck instead of rewarding investment and smart play.

Anyways, Mythic may just have a game worth returning to come the Tomb Kings content expansion.

Update: The title for this post was from an old draft. I have changed the title to reflect that it has nothing to do with this actual post.

Monday, March 30, 2009

@Anon

On my "WAR, what is it good 4?" post, Anonymous asked:
I just started playing the game and I would be curious what fundamental game designs you think it lacks?
Upfront, the performance was my dead horse to beat for the majority of my time in WAR. I have a good PC, a solid connection, and the end game zerg Realm vs. Realm was nigh unplayable. It did get better and last I played, lag and choppiness (outside of Fortresses and City Sieges) was fairly reasonable in most cases.

OK, that really isn't design related, but performance issues make a game's design difficult to evaluate. Here is a list of the fundamental design issues I found with WAR.

1. Another Mythic game with overpowered group crowd control (Rift, Electromagnet, AOE disables, and knockdowns) combined with overpowered AOE damage abilities. Sorry, I hated PBAOE groups in DAoC and I hated the AOE farm groups in WAR. Both were overpowered and both destroyed the fun of venturing out into RvR without 100 of my closest friends..

2. Open-world RvR zones were referred to as lakes, but were more like deserts. They were void of content outside of keeps and zerg RvR. The warcamps were too close together and there was no point to venture out alone. RvR zones should have been like every other zone in the game, but with the addition of keeps and battlefield objectives. Maybe we will see some of this out of the Tomb Kings patch.

3. City sieges needed to last longer and have a bigger impact. Instead they were short, laggy messes that benefited everyone equally. Honestly, players wanted their city to be taken so they could farm the defender Public Quests for fat loot. That is an absolute failure of Mythic's design.

That really sums up my problems with WAR. Three strikes and you're out and all that jazz.

Actually, the only item off my "list" to get fixed was scenario grinding.

Saturday, March 21, 2009

WAR, What Is It Good 4?

Absolutely nothing.

My WAR account will go inactive after this weekend. It was fun while it lasted, but there are too many fundamental game designs that I will never agree with and refuse to pay for.

Wednesday, March 11, 2009

The Corollary to That

“The corollary to that is if you’ve seen a game consolidate servers, you know it’s in deep, deep trouble — that’s not a healthy sign for an MMO,” he said, citing Sony’s January-released “Pirates of the Burning Sea” as a recent example. “It will be the same for ‘Warhammer.’ Look at us six months out. Look at us six weeks out. If we’re not adding servers, we’re not doing well.”
- Mark Jacobs 8/29/08
Fast forward to today:
On Tuesday, March 10, we will be performing a final transfer of characters from several of the servers that have been, in the past, a source server (ie. we have offered transfers off of). Please read on for all the details, including a list of affected servers.
Failures do not become more epic than this. As Obama's presidential run was a lesson for all future presidential candidates, so will Mark Jacob's pre-launch WAR propaganda be for all future MMO developers.

Sadly, Mark is going to find out the hard way how right his original statement was.

Sunday, March 01, 2009

Mythic, are city sieges supposed to be fun?

I had the chance to participate in a couple city sieges over the last few days in Warhammer Online: Age of Reckoning on the Badlands server. Destruction has been rampaging through the streets of Altdorf, Order's capital city, for two nights straight now. And, unfortunately this is true for what seems to be the majority of servers. Poor Order bastards, red-headed step faction of WAR.

My main question for Mythic: are these sieges supposed to be fun? Because, for me at least, they are about as much fun as pulling my finger nails out with pliers.

1. There are way too many people per instance. Lag, bullshit area-of-effect dominantion, and a don't-do-anything-but-follow-the-zerg-or-die mentality all add up to a giant pile of garbage.

2. There is no sensible direction to take within the siege. Sure, there are "objectives", but can players reasonably expect to complete objectives with 75 zergling wonders barreling down on them anytime they get a pop up telling them a control point flipped?

3. To reiterate part of point numero uno, CLASS BALANCE FUCKING SUCKS BETWEEN ORDER AND DESTRUCTION. Mythic, give Order the same I WIN AOE disables and disorients, or remove them from the game.

I'm stopping here. I could go on, but I won't. WAR is a joke and I almost thought I was beginning to like it.

PS. Order Badlands - Kick Destruction's ass! Its obvious why the majority of big-time guilds chose Destruction (EZ mode).

Tuesday, February 17, 2009

Warhammer Official Forums are OPEN!

A lot of squigs died in the opening of these forums:
To log onto the official forum's beta simply go to http://forums.warhammeronline.com and sign in using your WAR product account name (the same one used to log into the game) and password. You will then be asked to create a user name and provide a valid email address. Please note, registration for the Official Forums Beta will not be open until the PTS is open.

Sunday, February 01, 2009

Breaking Iron: An Ironbreaker Blog

Just a scheduled programming note: I have started an Ironbreaker blog entitled Breaking Iron.

I am going to use it to muse about the class, patch notes, and playing tips. It should actually contain only useful information, where as this blog contains mostly mindless rants one.

Enjoy!

Thursday, January 29, 2009

FIX the Damn Game!

Let January 29th, 2009 go down in history as the day Mythic decided to do something with this little thing called Warhammer Online: Age of Reckoning. More classes, a new scenario, live events, and an entire new zone! WARgasm!

Actually, all of the announcements weren't that exciting. Mythic missed the mark, again, and once again, Mark Jacobs had to respond to cries of "WTF are you doing Myhic! FIX the damn game first!".

MJB eventually came around to his senses and got down to talking about the things that are important for WAR (like fixing the pile of crap of a game that we are currently playing instead of just senselessly hyping new features that no one is going to care about if the game doesn't run better than a fat chick sucking a golf ball through a hose).

If you ask me, the letter to the Folks would have made one hell of a better Press Release than some marketing tripe about new classes, zones, and live events.

Oh well, I'll give you another shot Mythic. I don't know why, but Paul Barnett still amuses me slightly (or at least keeps me entertained and makes me believe community still might count for something in MMOs).

Saturday, January 24, 2009

Breaking Iron: Rank 40


I have officially hit Rank 40 on my Ironbreaker in Warhammer Online: Age of Reckoning.

Yes, that means I have not canceled my subscription as previously stated :P WAR isn't as bad as I had thought, but that is a discussion for another post. Right now, let's celebrate.

A big thanks to Casualties of WAR, because without them I would never had made it this far.

PS. For a Heartless Gamer, what a nice quest to finish on :)

Wednesday, December 31, 2008

Predictions for 2009

1. The economy will not "collapse", but it isn't going to get better until the governments of the world leave it to the free market to correct itself.

2. The weak economy will encourage smaller, fiscally responsible game development projects. This will lead to a bunch of interesting stuff coming out in the MMO space, whether technically massively multiplayer or not is yet to be seen.

3. Even with number 2, subscription based MMOs will still be king of the revenue stream at the end of 2009. Thank World of Warcraft for giving MMO developers false hope everywhere.

4. World of Warcraft will not get a new expansion, but something will be announced. It will focus more on new hero classes, the Alliance vs Horde conflict, and high end raiding.

5. WAR will still be around by the end of 2009, but who remains around to develop it may be drastically different.

6. More MMOs will close their doors. The true sign of doom will be when SOE starts closing down some of its B-team living painfully on Station Pass.

7. Speaking of SOE. The doom and gloom continues as SOE continues to push RMT practices on its non-RMT games.

8. An MMO project will come out of left field this year and surprise us all. Scott Jennings may or may not be involved, but he’ll blog about it regardless.

9. The world will end if Diablo III and Starcraft II are both launched in 2009.

Tuesday, December 30, 2008

Wrong!

Its that time of year where we all pull up our predictions for the past year and see how WRONG we were.

1. 2008 will be a year of announcements for MMOs. 38 studios, Bioware, Zenimax, Red 5, and many other studios will all announce their MMO projects. Some will come out of left field, while others will just confirm current rumors.


Alright, we know about Star Wars: The Old Republic from Bioware. That's about it.

2. 2008 will be a year of launches for delayed games. Warhammer Online: Age of Reckoning, Age of Conan, and Pirates of the Burning Sea will all finally launch. WAR will be the only big success in the group.


I got one correct at least. All three games launched, but the jury is out on whether WAR will be a success post-launch.

3. 2008 will NOT be a year for micro-transaction or RMT based games. RMT and micro-transactions will take another hit as WAR launches and proves the monthly subscription model is still king of the hill for revenue. RMT and micro-transactions will turn a profit, but only in accounting terms. The model will barely break-even in economic terms.


Not really sure where to place this one. I was right that RMT/micro-transactions still don't bring in a ton of revenue, but on the other hand, the games are fairly successful numbers wise. Wizards 101 launched this year with the micro-transaction model and is doing quite well. SOE is still forcing Everquest 1 & 2 players to be guinea pigs for the RMT model. Maple Story still has more players than World of Warcraft. So, financially great? No. Successful? Yes.

4. 2008 will be a year of web-games. Already popular web-games will continue to grow. New web-games will launch. None of them will challenge the revenue generation of monthly subscription or box sale titles. All will be susceptible to any sort of web 2.0 wrinkles.


Some big web games are out there from years prior, but nothing blockbuster this year. Maybe this will change in 2009 with Quake Live or whenever Metaplace roles out.

5. 2008 will not be a good year for Sony Online Entertainment (SOE). SOE is closing out 2007 in grand fashion: developer scandals, buyout rumors, and reportedly falling subscriptions. Two of which, the buyout and falling subscriptions, have been denied repeatedly. Tack this onto SOE's shift in revenue models and 2008 doesn't look pretty. Grimwell, I await your response :)


SOE didn't fold, but it isn't apparent how well they did. Personally, any company that sanctions RMT in their previously not-RMT games is showing signs of desperation. I'll give myself a pass on this one.

6. 2008 will be a Dark year. Dark Age of Camelot will feel increasing pressure this year as WAR launches and replaces the Realm vs. Realm gameplay model with a newer and fresher version.


DAoC took a huge hit when WAR launched, but it looks like many players are back in DAoC, happily bashing each other's heads in. DAoC Origins is still in the works, showing that DAoC still has life left. However, Mythic is awfully quiet about Origins lately.

7. 2008 will be a Cold year. Wrath of the Lich King, World of Warcraft's second expansion, will launch late in the year. It will be successful, but will fall short of the success of The Burning Crusade. China will not see the expansion until 2009.


I was wrong. It appears the Internets still loves World of Warcraft; Wrath of the Lich King breaking all sorts of sales records. The reviews so far are favorable and WotLK has lead to an increase to 11.5 million players. WoW will never cease to amaze me.

8. 2008 will be a year of MMO podcasting. MMO podcasting has picked up over the last couple of years, but 2008 will bring it into the limelight as more commercially driven entities enter the market. Unfortunately, popularity will remain in the hands of the "weekend warriors", not the commercially driven podcasts.


MMO Podcasting has taken off. Good MMO Podcasts are a dime-a-dozen and that's a good thing.

9. 2008 will be a year of lawyering. From the RIAA chasing grandmas with MP3s to IGE's potential criminal investigation, 2008 will be an unprecedented year for lawyers entering the online-circus. Expect to see some major court cases develop over the year, but don't expect them to finish before the year is out.


Actually, the big news of 2008 is that the RIAA has decided to stop suing their customers out of existence, instead favoring working with ISPs to block the sources of pirated materials.

10. 2008 will not be a good year for Gax-Online. This is a personal pick. The dog and pony show holding up Gax-Online will finally realize they have become what they've always chastised, sending them into a cataclysmic tailspin. Or, they'll sell out the second someone offers them half a donut and a cup'o'joe.


I don't care enough to bother looking to see if this disaster of a website is still running. The only people I know that were using the website, are no longer doing so and that is a WIN in my book.

Wednesday, December 24, 2008

Massively: Kicking WAR in the Balls since '08

Massively is at it again, kicking Warhammer Online: Age of Reckoning in the nards.
In a recent article on Gamasutra, Cowen Group analyst Doug Creutz discussed EA's disappointing performance of late, blaming the software giant's "inability to develop hit core-gamer console titles". This has led to him significantly lowering his estimates for their 2009 earnings. The analyst's reportings are fairly doom-and-gloom, but he did mention A New Hope for the company: Star Wars: The Old Republic.

EA acquired BioWare, the developers of SWTOR, back in October last year. Creutz is of the belief that EA has really messed up their console campaign this generation, and SWTOR could be the "best chance" they have to increase profitability -- that is, if it can hold its own against the reigning champ World of Warcraft. We have faith that BioWare will be able to bring out a quality MMO, and you couldn't ask for a better IP. It really all depends on how well the title will have to do to be of any use to EA -- obviously better than Warhammer Online, which did not even earn a mention in the analyst's report.
Well, not sure I can really blame Massively for including that info, but I still hold true that Massively is full of crap reporters. Get to the news, fuck the commentary on hard news, that's what comments are for.

Sunday, December 21, 2008

Update: Epic Fail Mythic and Three Things to Keep Me Interested

Back in October, I had a rough time with Warhammer Online: Age of Reckoning (WAR). I wanted to take some time to give an update to my two damning posts.

First, an update to Epic Fail Mythic. To start off, I have moved on to Tier 4 and transferred my characters from Averheim to Badlands.

On a good note, lairs are now re-itemized and most lair bosses drop some pretty phat loots. I have only done a couple of lairs since the changes and the loot was very rewarding for the difficulty of the encounters. Along with update lair loot, a lot of armor sets received updates and are now actually justifiable to use over random green gear.

AOE farm groups are a normal occurrence and dominate the field with a plethora of overpowered AOE crowd control skills. Compounding this issue are the massive zergs of players running around in Tier 4, ensuring every battle is a lesson in frustration instead of fun. Even with slight nerfs and fixes to the core AOE farm abilities, they are still overpowered. Mythic must remove these from the game completely or risk losing more players because of them.

Apothecary is still laughably bad, but since multiple server transfers have lead to a higher population on Badlands, basic crafting components are readily available making it a little less painful.

To end on a good note, RvR outside of scenarios rewards a lot better experience now and is almost viable as a leveling strategy. Combined with boosted leveling speed in Tier 3 and 4, Mythic may just save WAR as an RvR game.

Three Things to Keep Me Interested was the title of my second anger-filled post.

1. As stated above, magnet abilities such as Electromagnet or Chaotic Rift must be removed from the game or people will continue to quit. Electromagnet and Rift are AOE versions, but it is increasing becoming obvious that the single target versions such as the White Lion's fetch will need to be removed as well. They do not belong in this game.

2. The open-world RvR zones have received an update. Small grind meters, known as Open RvR Influence, have been added to encourage players to venture out and kill each other in open-world zones for epic shinnies. Unfortunately, Mythic still refuses to add anything meaningful to keep players engaged and active in the open-world RvR zones. The "live event quests" are a start, but are passive activities at best. Mythic needs to add real, meaningful, and active content to these zones.

3. Scenarios are still a source of grind. Mythic slowed down the worst scenarios, but they are still an issue. They still reward far too much experience for damage/healing instead of winning, a fatal flaw that will continue to make me question whether Mythic spent enough time thinking out the grand scheme of RvR in WAR. Fortunately, open-RvR rewards are significantly better and offer a viable side-attraction to scenarios.

Mythic is doing well with updates, but unfortunately it does show that WAR needed a few more months in the cooker. And don't let this post fool you, WAR's #1 problem is still end-game performance. It is still completely UNPLAYABLE, but Mythic is getting closer to a resolution. Then they might be able to move onto making the actual end-game combat something players can enjoy.

PS. Mythic, come Jan 20th, I am still canceling. WAR is far from a good game in it's current state.

Tuesday, November 25, 2008

Off the Mark

Mark Jacobs outlined upcoming changes to Warhammer Online's open RvR game play. However, Mark simply missed the mark in regards to the true root of the problems plaguing WAR.

The first thing Mark needed to address in his outline was the performance issue. None of the features listed will mean a damn thing if the zones don't stop crashing and players can actually COMPLETE the end game objectives. Every single resource Mythic has needs to be focused on resolving this issue. I posted this thought on the VN WAR message boards, but the thread was locked. However, the last reply before the lock intrigued me.
So basically you want, the combat and career team, the web development team, the quest team, the gui team, and all the other various teams that work on WAR to sit around and look over the client/server/dba engineer teams shoulder while they work on performance?
Yes, every single development team needs to review their respective systems and determine what can be done to improve the performance of WAR. Without resolving this single issue, WAR will not survive long enough to see the other changes into fruition.

The second thing Mark needed to address was the fact that victory is impossible to achieve when enemy warcamps are placed within spitting distance of each other. Victory is important in a game designed around sieging an enemy city. Victory can not be had when the enemies are back on the battlefield seconds after being defeated. Stating that they are actively going to make it easier to get to the fight shows a fundamental flaw and a leaning towards an instant gratification strategy.

It's a double whammy. Mythic wants to encourage more people to get into open RvR and make it easier for them to get there, but they don't want to admit that their game's technical performance is not up to par. Yes, Mythic is probably working hard on resolving the performance glitches, but they need to shut up and admit the problem exists and dedicate every single resource to slaying the beast. Beating around the bush just pisses players off and we're leaving in droves because of it.

Mythic, WAR is UNPLAYABLE in it's current state. New features can not fix bad performance.

With that said, I'm glad they at least are planning new features and should they actually fix the performance problem, WAR will be a much better game. I just don't see the performance issue getting fixed any time soon.

Saturday, November 01, 2008

Witching Night

Happy Witching Night! Hope everyone had fun. Unfortunately, I didn't get to participate in any of the RvR Public Quests, but I did win a roll on a mask drop!