Friday, January 29, 2010

News from the Front 1/29

The newsletter for January is out for WAR Europe, and has some interesting news.  Hopefully the NA version will arrive today.  Personally, I spread my game time around a bunch of alts this week.  The 1.3.4 patch is coming up real soon and might be on PTS next week.

Newsletter
  • Scurvy Dogs has been confirmed!  This live event will include a new scenario, The Ironclad.  It is a 6 vs 6 map and offers 25% more medallions.  Looks like it set to run over a weekend.  No word on when or how often we will see the new event.
  • WAR's Valentine's Day event, Night of Murder, will be running from February 10th through the 17th.  It now features a head on a pike.
Articles
  • Blog the Witch discovers how much fun premades can be.  I too was surprised how addicting they can be.
  • Shadow WAR battles it out in Kadrin Valley.  I like this zone too, although the warcamps are about as far away from each other as they can be. 
  • I see that Mr. Meh has a bit of Alt addiction.  His case is not as severe as mine as I have only 1 character slot left :(
  • Blaze whips out his E-Peen.
  • Gaarawaar has released a guide on finding hidden treasures in the Land of the Dead.  I had no idea that these even existed.  Those cloaks are crazy!
  • Bootae wonders how often city sieges should take place.  I would be most like example #3.  And he's right, whatever Mythic decides, someone will not be happy. 
  • Fight on the Flag gets some Warlord gear.  Also has a couple of nice looking RvR pictures. 
  • One Shard finished up reading a Warhammer book.  Not sure what these books he speaks of are, some new kind of new MMO?
  • Grimnir wants to see more items available on token vendors.  So do I.  
Video

Thursday, January 28, 2010

Developer Q&A with Soldak Entertainment

Back in October, I spoke to Soldak's Steven Peeler about their upcoming game, Din's Curse.  Steven agreed to chat with me once again.  This time the focus is a little different.  I've always been curious how games are made and with what tools, so that is what this Q&A is about.

Be sure to check out Din's Curse and thanks to Steven for taking the time to answer my questions.  Check out the interview after the break.

Werit:  What was the first complete/released game you ever made? 

Steven:  I did work on a bunch of different games before I started doing it professionally like a MOO/Planets type game, a FPS, and an action RPG, but none of them were ever finished.

The first game that I worked on that shipped was Sin when I was at Ritual. The first game I worked on for pretty much the entire length of development that shipped was Heavy Metal: FAKK2 also from Ritual. The first game that I completed and released on my own was Depths of Peril.


Werit:  Which programming language did you choose for Dins Curse? 

Steven:  Din’s Curse uses C++.
 
Werit:  How much of the code Dins Curse is from Depths of Peril?  It would seem that code reuse is crucial for a smaller game developer.  

Steven:  In general, Depths of Peril, Kivi’s Underworld, and Din’s Curse all share the same code base. I have made lots of enhancements for each game though. For example, Kivi’s Underworld has moddable classes and line of sight restrictions so that we could have real secrets. Kivi’s expansion added multiplayer.

Din’s Curse adds a lot more interaction with the world, world modifiers, more randomization (in a good way), and way more dynamic quest stuff along with a lot of other things. As a really rough guess, I would say 80% of the code is from DoP, and 20% is newer.
 
Werit:  I've often thought that making a game as a hobby or even professional often requires several failed attempts.  Then at some point you have enough code and tools built up that finishing a project is actually feasible.  Am I totally off base? 

Steven:  Well I don’t know about failed attempts, but I’ve always thought that it takes a while to become an overnight success. You learn a lot from your first few projects, you build the infrastructure with each attempt, each one becomes better and better, and eventually you break out. I’m really hoping that Din’s Curse is our break out game.
 
Werit:  How many Soldak people work on the game?  Do you contract out any parts of the game or is it all done in house? 

Steven:  I’m the only fulltime Soldak employee and I do all of the programming and design. I should mention that a ton of great ideas comes from the rest of the team and from our gamers though. My wife (Delilah) is involved quite a bit doing the writing and lots of play testing. The rest of our team are contractors who handle the sound, music, and art. In house or contractors though, I couldn’t make our games without them.
 
Werit:  What is your IDE of choice? 

Steven: I primarily use Visual Studio 2005. On the Mac I use XCode.
 
Werit:  Do you use any 3rd party tools/libraries? 

Steven: I do use a few tools here and there, but most of the time I’m staring at Visual Studio or good old Notepad. I use VTune for profiling/optimizations, a really old version of Photoshop for image needs, Audacity for the rare occasion that I need to touch a sound file, INNO Installer for windows installers, DropDMG for Mac installing, and hopefully soon Fraps for video capture.

As for libraries we use Zlib, libpng, IPGs Jpeg software, and Crypto++.
 
Werit:  What is your preferred method of marketing? 

Steven:  Make a lot of noise and see who pays attention to what. I wrote that down as a joke, but it’s pretty accurate. In general, we try to be very open about our development and post news fairly often and then tell world about it. We also try to talk to our gamers whenever we can.

We have tried a bit of advertising in the past, but it really hasn’t resulted in anything useful so far. We also try to do as many interviews and get as many previews and reviews as possible. This is pretty typical for games of course, but it is much harder for us indie studios. 
 
Werit:  Do you have any advice for the programmers who want to develop their own game? 

Steven:  Do something you love, but pick the smallest project you can to start with. Use someone else’s engine like UDK, Unity, or Ogre so you can make your game quicker and focus on the important part (the game). Also talk about your game constantly to whoever will listen. I personally only did the first one though. I’m trying to do the last one more, but I’m an introvert by nature.
 
Werit:  How is Din's Curse coming along?  Any chance we'll see some gameplay videos soon?

Steven:  Din’s Curse is going very well. We are hopefully nearing the end of alpha and should be in beta soon. Once we hit beta, we are going to start pre-orders and allow everyone that pre-orders the game to have access to the beta. We will have a much better idea of where we are then.

I have a few ideas for videos I want to do. I just need to sit down and figure out how to capture them and put them together to look cool.

Wednesday, January 27, 2010

A vision of WAR

Yesterday I was talking with a few other fans of WAR on twitter.  The conversation brought up an old idea about a way to improve the game.  Any idea must pass the "time and resources test" especially since Mythic had some layoffs.  I think this idea is would be good for WAR and could be feasible.

The idea can really be boiled down to one sentence:

Every item of value which drops should also be purchasable with RvR tokens.  

For example, all of the loot in the Lost Vale dungeon should also be on a RvR vendor.  Same goes for all of the other PvE content in the game, including the Tomb of the Vulture Lord. The drops would remain the same, but with the addition of them on the vendor you never have to PvE if you don't want to.

This would also apply to all dropped crafting items like the Hybrid (Blue) seeds.  Charge 50 Invader Crests for them or some other high number.  Want that weapon from Lost Vale?  That will be 1000 Officer Medallions.  I'm just making up numbers, but you get the idea.  Random world drops should also be copied to the player loot tables, like the Sandstorm weapons.

Sure, this idea is a bit selfish since I don't really like PvE.  I don't think I'm alone either.  People play WAR for the RvR, so let them have to option of staying competitive without ever setting foot in PvE.  Giving players options has always been one of WAR's strengths.

This idea also ties into one of WAR's upcoming features, the scenario weapons.  This is where my opinion differs from Grimnir.  Sadly, the new currency is a necessary evil.  Allowing players to pretty much buy all the weapons on day 1 will just 'make the rich richer.' 

Those players likely have better weapons than the more casual types already, but no need to widen the gap so quickly.  This may also be a drawback of the proposed token system I described.  To help, it should be capped at ToVL gear, as players have already been running it.  Putting all of its drops on token vendors won't help them much in the vertical sense.  It will help them out horizontally since they can expand their options.

It will help players like me, who may never set foot in the PvE dungeons.  It will also help alts and most importantly it will add even more options.  Since it requires nothing new (other than some vendors) to be added to the game, hopefully it is feasible as well.

Tuesday, January 26, 2010

Werit at WAR: Colossus

The Colossus is a world boss in Warhammer Online's Land of the Dead.  Once a group clears the Tomb of the Vulture Lord,  the boss becomes available.  I just happened to be in the area when a group finished up the dungeon.  Continue on for some video of the Colossus.

The fight actually requires around 2 full warbands (48 people) or more to complete.  As we had just locked the zone, we didn't have the players to really attempt it.  I did have fun trying to stay alive though.  You'll also see some RvR intermixed.



I must say that Mythic did an awesome job with the Colosuss.  It looks incredible. I'm not sure how fun the actual fight is, but they nailed the visual aspect.  If you want to learn more about the Colossus fight, check out this guide

Over the weekend my Engineer hit Renown Rank 59.  Only 1 more level and I get another mastery point.  With it I shall buy Napalm, oh how I've missed you.

Monday, January 25, 2010

What a week!

This week Mass Effect 2, Star Trek Online and Global Agenda all are launching (in some fashion).  It's crazy.  I've got all 3 coming in too.  Not sure how I will find the time as I still have not played CoD2 or the Saboteur yet.  Mass Effect 2 will be played the day it arrives though.  You can count on that.

Of course I have to at least create my STO and Global Agenda characters.  Mass Effect 2 is the only one of those that will steal a significant amount of time from WAR. Thankfully it has an end :)  So am i the only one who is getting all 3 titles this week?

STO My Way

I am starting to get excited for Star Trek Online, which actually starts up this week.  Even though I had beta access, I really did not play much or write about it on this site. The video I posted was as far as I ventured into the game.

Blogs and other media sites have been talking about STO a lot leading up to the launch.  I actually have not read anything more about the game on purpose.  It's not that I don't like my fellow bloggers, it is just that I want to experience the game on my own terms.

I plan on playing STO slowly and on my own.  Although I will still join a fleet. In every Star Trek series (except DS9) the stories were about a single ship out in the unknown.  I don't want to know everything about the game before I even create my first character.

Part of the reason for this is I'm playing STO for the PvE content rather than PvP.  With a game like Warhammer Online I don't care all that much about the stories and such since I mostly PvP.  If you read enough about a game it takes away the purpose of playing it.

During the beta I found that I liked the mechanics and the potential enough to keep my pre-order.  That is all I really need to know about a game to decide to spend money on it.  I may find that STO isn't the game for me after the first month.  Even if that is the case, I'll still feel that I got my monies worth.

Friday, January 22, 2010

News from the Front 1/22

This week was pretty busy as far as WAR goes.  We got a decent idea of what to expect out of the 1.3.4 and when to expect it ( a few weeks).  As with any news, some players didn't take it well.  I attribute it to players not having a full picture when the first details were given.  I'm pretty excited about it though.

Mythic
  • Andy Belford gave us a preview of what is to come in the 1.3.4 patch.  There are dev posts throughout the thread with more info too.
Articles
  • One Shard talks a bit about the Premade vs Pug debate.  This is an interesting topic, especially when it comes to WAR. 
  • Just One More Unlock writes about 1.3.4 and some ideas.  At first I felt like I was in school taking a multiple choice test.  C is always the answer to guess, right?
  • Bootae is happy.  Be afraid. 
  • Mmmmmm Gud ponders the age old question of what to do when you're done. 
  • Grimnir is enjoying being a Chosen... not that there is anything wrong with that. 
  • Fight on the Flag wants a city defense scenario.   Yes, we did have that before but it was mainly for lower ranked players not 40's. 
  • Colossus 1, Shadow 0
  • Blaze and co take down a King.
  • Mr. Meh tells a tale of woe and misery after joining a warband.  No, I did not know you could ignore an entire guild.
Video
  • Have a double shot of Mykiel and his video podcast.  Here and here.  May not be work friendly, but good none the less.
  • Nice HD video of some open RvR on the Karak Norn server. 
  • Wussbuster ( alright, that name made me chuckle) shows a bit of the Endless Trial
  • Another HD video which shows off massive RvR battles.  Really, they are enormous.  

Thursday, January 21, 2010

Multiboxing in WAR

Multiboxing is nothing new to the MMO scene.  Basically, it is controlling multiple characters at once.  Opinions on the subject pretty much cover the whole spectrum.  A few days ago, I ran into my first WAR multiboxer.

I was in a warcamp and saw a whole bunch of characters clustered together.  Upon further investigation it was a Rune Priest and 4 Bright Wizards.  They all moved in unison, so it clearly was a multiboxer.  Later on in a city siege I saw the group again.

They were pretty much wrecking the enemy players since all the bright wizards used the same targets.  I'm not sure I want to know what 4 fireballs landing at the same time feels like.  The Rune Priest would then heal them up.

My feelings are mixed about this.  Clearly it allows for much easier focus firing.  In the case of Bright Wizards and Sorcs, it would also allow for a nasty pbaoe attack.  But really, 4 of anything on 1 target will be bad news.

There are some downsides to multiboxing. One is that the guy is paying for 5 accounts.  Another is it can't be easy to handle all of the characters.  They are great in cases where they can sit back and lob fireballs, but how will they do in a more fluid battle?

As far as I know, this is not against any Warhammer Online policy, but it just doesn't feel right to me.  If they were used solely in PvE, I might be fine with that.  However their use in PvP seems to go against the spirit of the game.  What do you think?

More 1.3.4 info

Yesterday we found out some details about Warhammer Online's upcoming 1.3.4 patch.  It actually caused quite a stir within the forum-going community.  Part of the problem was that the information we had did not paint a full picture.  Throughout the day, Mythic gave us some more details.

"Some of the Scenario currency will be obtainable for characters who are Rank 40 during Keep capture/defense as well as successfully winning both Stage 1 & 2 within a city's Contested state.  While the bulk of it will be obtained within Scenario play, you are also gaining it for participating in certain ORvR activities."

One major concern the community had was about the new currency only dropping in scenarios.  It turns out this was not accurate.  Scenarios will just be the primary way to obtain them.  They can be obtained by open RvR as well.

"The awards will be based on your realm's overall score.  In the case of one team farming kills and the opposing realm capturing objectives and winning the scenario, then the farmers aren't going to get as much unless they break off and try to increase their realm's score."

The currency will be awarded based on the score in scenarios, rather than just drops off of players.  Hopefully this will encourage players to win the scenario, rather than just trying to farm players.  We'll see how it goes, as you can get to 500 by farming or capturing the objectives in some scenarios.

Overall I am on board with the 1.3.4 patch.  A lot of players have been wanting more of an emphasis on small group combat and scenarios give us just that.  I'm not too worried about the whole premade issue.  If the new weapons make scenarios more popular, we are going to have a heck of a lot more pug players as well.

Wednesday, January 20, 2010

1.3.4 details emerge

Last week we found out that WAR's next patch, 1.3.4, may hit the Public Test Server in early February.  Yesterday, Mythic's Andy Belford posted some details about the upcoming changes in the 1.3.4 patch. So what do we know now?

First up, a disclaimer.  These details are subject to change and are not complete.  We still don't have a full picture of the patch.
"We will be introducing an entire new line of weapons earned via RvR (this is the "feature players have been asking for"). These weapons will be purchasable via a vendor and will not be bought using medallions or crests, instead utilizing an entirely new currency system earned via Scenario gameplay from tiers 1-4. More information about these new items and how they're earned will be forthcoming in a Dev Diary with Developer Sean Bosshardt."
This is great news, weapons obtained via RvR is something players have wanted for a while.  On IRC, Andy gave a bit more details about the weapons which will be available. It seems that they will range in quality all the way up to Sovereign  level.  I'm very happy to see this change.

Of course, this addition is not without controversy.  More specifically, the fact you will earn the new currency from Scenarios only.  We don't know whether we get them from winning, losing or what yet.  There is fear that this will lead to premades dominating scenarios even more now.  There is also concern this will take the emphasis away from open RvR.  This topic alone deserves its own post.
"We are completely reworking the current structure of Scenarios by removing some of the less popular and streamlining the tiering of Scenarios. There will be more details upcoming in a Dev Diary from Content/RvR Lead Mike Wyatt next month. "
I actually like all of the scenarios, so I'm disappointed that some will be removed.  As for tier changes, this will probably be a good idea.  Since we don't know the details it is hard to say for sure.  I'm still hoping for renown rank brackets which may help with the premade issue. 
The last tidbit is a change to the way that the campaign functions. Starting with 1.3.4, once a Contested City flips into the Captured state (otherwise called "Stage 2") the Open RvR Campaign will now restart, leaving the realm sieging their enemies city with a tough decision: Stay in the city, possibly defeating your opponent's King, or retreat back to the open field to defend your realm?
This change seems like a good idea.  It only happens when a city is captured (not contested).  It may give the defeated realm a chance to gain the upper hand in the campaign while the other realm is busy.  As I have never been online during Stage 2, I'm not too concerned.

It is great to see some details finally revealed.  I think that overall this will be a very nice patch and can't wait for February.

Tuesday, January 19, 2010

Why WAR: Crafting

In the previous Why WAR, I talked a bit about the PvP and why I like it.  While it is one of the best aspects of the game, it isn't the only reason I enjoy it so much.  Crafting in WAR doesn't get the credit it deserves and is a great feature.

Crafting in WAR consists of two tradeskills and four gathering skills.  You are able to learn one of each on any individual character.  The tradeskills use the results of the gathering skills to create things for the player to use.

Butchering.  When an animal is killed, you may get the chance to harvest/butcher it.  The results are usually ingredients for the apothecary tradeskill. 

Scavenging.  When a humanoid is killed, you may get the chance to scavenge it.  The results are used in the Talisman Making tradeskill.

Salvaging.  This skill allows you to break down items and obtain fragments used in Talisman Making.  The neat part is you choose the type of fragment based on what bonuses the item gave.

Cultivation.  Once you obtain a seed, you can grow apothecary ingredients.  This is done in real time, so you can do other activities while the plant is growing.  Once complete, you have the option of breaking down the plant back into seeds, giving you a near unlimited supply.

Apothecary. This tradeskill allows you to make potions.  The ingredients will determine the power, duration, quantity and effect.  The nice thing is that most potions persist through death.

Talisman Making.  Talismans are slotted into items, giving you a bonus based on the ingredients.  Often times they decay over time but not always.

The key idea behind crafting is that it is a way to support fighting.  Crafting was never meant to be another form of advancement.  It is easy to max out crafting especially if you do it while your character levels.

Just playing the game feeds your tradeskills which in turns makes you a more effective fighter.  Even if you like to only do scenarios, you can still take advantage of them.  You will obtain loot to salvage and be made into talismans.  Also players can be scavenged, so there will be no shortage of curios and other items.

The fact that I can make use of crafting just by RvR'ing is what makes it so fun for me, it feels like a bonus.  There are a large number of stats you can adjust via tradeskills, so it really expands the customization options.  The nice part is that it can be done without going out of your way.

That doesn't mean the system is without any problems.  Butchering, which provides its own unique set of ingredients, is primarily a PvE skill.    My hope is that they find some way to make them available via RvR so I don't need to resort to PvE or buying them on the Auction House.

I wouldn't call WAR's crafting the best (that goes to SWG), but it makes perfect sense for the game.  There really is no grind  (if you do it while you level), as you can get many of needed items just by doing what you like.

Monday, January 18, 2010

A look at Global Agenda

With many eyes on Star Trek Online, Global Agenda is also getting ready to launch the first week of February.  I pre-ordered the game and was granted entry into the beta.  Since the NDA dropped, I made a video which discusses what the game offers and shows some gameplay.



NOTE: I misspoke about City of Heroes, it uses servers and not instances to separate players.

I've never been very good at First Person Shooters, but I still do enjoy them from time to time.  The nice thing about Global Agenda is their subscription model.  When you buy the game, you can play it as long as you want without a monthly fee.  If you like it you can subscribe which grants you access to their campaign system.

This would seem like an easy decision for any Team Fortress 2 or Call of Duty fans.  It is refreshing to see a company do something 'new' in this world of diku MMO's.

Global Agenda

Friday, January 15, 2010

News from the Front 1/15

This week in WAR saw the return of dev posts to the official forums!  There were a number of bug fix confirmations which are always welcome.  I started up a Warrior Priest but most of my time is still spent on my Engineer who reached RR58 yesterday.  Plenty of other stuff going on too...

IRC
  • Andy dropped by the Badlands IRC channel.  We learned 1.3.4 may hit the PTS in early February!
Articles
  • Bootae is unhappy with the current city ping-pong state of the RvR campaign.   I think it is much better than what we've had in the past.
  • Warhammer Alliance has a very interesting article at a Tome unlock chain.  There is still so much about WAR I have not seen. 
  • Mr. Meh does the math for flag capturing in the city siege.  It is pretty silly that we let the objectives reset.  
  • Blaze visits the always popular tourist attraction, Death Peaks.  And he brought home some slides!
  • Is the Endless Trial working?  Grimnir thinks so, as do I. 
  • Mmmmmm Gud gives us a Black Orcs wish list for a new year.  Not seen on the list, a muzzle.
  • Wargames and Jurassic Park, what do they have in common?  Fight on the Flag knows and has RvR pictures
Videos

Thursday, January 14, 2010

WAR gets personal

In a good way that is.  One of the new features of Warhammer Online is the new user experience.  They consolidated the starting areas and automatically place new players into a default guild.  So far it has been very effective as players are introduced to RvR pretty quickly.  Mythic did take it another step though.




Often times you can find a Mythic person (support?) hanging out in the guild channel.  It is great for new players to see Mythic in the game while they play.  Not only can basic questions be answered,  it gives the impression that they do indeed care.

My new Warrior Priest is still in the default guild (Forces of Order) and I may just leave him there.  It fosters a nice sense of community and I do like to help out sometimes.  The guild is not really meant for permanent residence as it is forever at Guild Rank 2 so we will see how long I can go without guild scrolls.

NOTE:  That is not me in the chat window :)

Red Alert

One of the best parts of Star Trek Online is the space battles. The graphics are top notch as is the sound.  I could describe it more, but I'd rather show you.  Continue on for a video of some fights with Orion pirates.




One of the concerns people have with the combat is that it will get tedious.  It is a valid concern and depends on how the quests later on in the game are structured.  Hopefully they are about quality fights rather than quantity.  In the video, the first fight took a lot longer than it should have due to my poor piloting.

You want to concentrate your fire one a single shield segment rather than all over the place.  I had issues staying aligned and ended up hitting multiple shields causing the battle to take longer.  In the second fight, I did a better job.

Fights in STO are about balancing attack, defense, speed and auxiliary (turn rate/repair) power levels.  Of course every enemy is different, so you have to do this as you go.  I wish they added scanning in the game.  Imagine being able to get an idea of the weapons and capabilities an enemy has.  Just knowing how many for and aft weapons they have would be nice.

I've read several STO opinions that state it is just like Champions Online.  While they do share a common code base and UI, I don't remember anything like space combat in CO.  Ground combat is a different story, but what do you expect?  There are only so many ways to do ground combat in an MMORPG.

Wednesday, January 13, 2010

Ask a DAoC Dev

The fine folks over at the Back to the Dark Age are putting together interview questions with Dark Age of Camelot developer Adam Coleman.  They have opened it up to anyone who wants to ask a question, so head over there and submit some!  Did you know DAoC is growing and actually reached their server population limit?

Going solo in STO

One of Star Trek Online's interesting features is Automatic Teaming.  I guess it could be a cousin of WAR's open group system.  When you enter a mission area (instance) it checks if there are other people doing the same mission and if so, puts you in their group.  The first thing I did was to turn this feature off.

Don't get me wrong, it is a very nice system.  It takes all of the hassle out of grouping.  The mission will also scale in difficulty depending on how many players are present.  It seemed to work well at least in the early missions, so why would I want to disable it?

To disable this feature, go to the Social menu and use the Team Settings tab.





Star Trek is all about a solo ship out in the unknown.  In all of its incarnations the Enterprise spent most of its time alone.  It was only on rare occasions that we saw it work together with another ship. I want to have that isolated feeling when playing.

One of Cryptic's aims is to support a lot of play styles, like going solo.  I have no issues grouping up sometimes, but it should be an event.  I will be joining a fleet, so I don't want to be a total loner.  It is just nice to do things at your own pace.  I have no desire to rush through STO's content or try and keep up with the faster players.

Tuesday, January 12, 2010

One to beam up

Today marks the start of Star Trek Online's Open Beta.  In a few short weeks the game will be launching.  This will be the first look at the game for a lot of players.  I am expecting to see a mixed reaction ranging from joy to loathing.  Where do I stand?  Read on for the answer and a quick video.

You should know, I like Star Trek.  So the setting already puts me in the positive regarding the game.  I'm also not a tyrant when it comes to the canon.  STO lets me fly around in a spaceship (i.e. the Enterprise) and encounter all sorts of aliens from the show and some new ones.   I like the graphics, the feel of flying your ship around and even the ground combat. 



Is the game perfect?  Not at all.  It could stand a month or two more of development.  Klingons really got the shaft too.  Usually I'm a PvP fan, but I have no desire to do that in STO.  Maybe someday I will, but it feels feels too much like Monster Play.

This was just a quick overview of my STO thoughts.   Over the next couple weeks I will cover them more in depth.  I will also have some more videos, but I wanted to wait for Open Beta to take the footage.

WAR's Population

One of the most common questions asked about WAR is:  How is the population?  As WAR is all about RvR, the population is an important aspect.  There are really two parts to the question.  One, how is it overall? Two, is there fighting across all of the tiers?  Over the weekend I gathered a little info to share.

I can only really speak for the Badlands server which is where these examples come from.  The overall population is very good.  We saw 160 Order players in a Tier 4 keep siege just a week ago.  Tier 1 has also been packed, partly due to Badlands being a Free Trial server.



New players are automatically placed in a starter guild.  In the screenshot above, there are were 107 Order players just in the starter guild.  It was taken on Saturday afternoon.  Some of these are free trial players, but out of 107, there were only 4 Rank 10 players (the free trial limit) online.

To answer the second question, here is a screenshot of action across the tiers.  This was taken on Saturday night. NOTE:  There is actually RvR in Tier 3 but it is in the Dwarf vs Greenskin pairing.  I must have forgotten to screenshot it. 



There was RvR taking place in every tier that night.  If one of your major concerns was population and finding a fight, I hope this helps alleviate it.  In the past few months, there really has not been a time when I've logged in and found nothing to do. You can always check out the free trial and see for yourself.

Monday, January 11, 2010

Scenario Change?

Scenarios in Warhammer Online are one of my favorite activities.  Don't get me wrong, I like the open RvR too.  It is just a nice refuge from the zergs and a great place to group with friends.  Recently, Mythic has mentioned there will be some changes to scenarios.  What could they be?

First, let's look at the evidence.  In the December Producers Letter, Bruce says:
"We’ll have exciting new Live Events, new weapons and cloaks earned by spilling the blood of your enemies in RvR, a new Scenario structure,..."
Andy, a community manager, also dropped a small teaser in an interview with the Vault.
"While those are some great suggestions, we’ve got some pretty aggressive and, I believe, awesome changes for the Scenario system coming in 1.3.4, including a new feature that players have been asking for."
It certainly seems like we will see some change to how scenarios work in WAR.  I think there are two likely possibilities.

Cross Server Queues.  This system would allow you to fight against players on the other servers.  WoW implements something similar.  On the plus side, this would lead to less waiting for scenarios.  It would also help pug players escape fighting premade groups (maybe). 

I don't think that this is the change, at least I hope it isn't.  There's not much waiting for scenarios to pop anymore.  It was a problem when WAR had too many servers, but since the mergers scenarios pop very frequently.

A cross server system would also wreck the rivalry players have developed.  Even though I may get stomped on by a Destruction premade, it is very satisfying to defeat those same players later on or in open RvR.

6 vs 6.  This is the option that I am pulling for.  Premade groups are very effective and fun in WAR.  Fun for them but not their pug opponents.  Scenario's that are made specifically for those groups would provide much better competition.

The rewards in these scenarios should be better than what the same group would get when dominating a normal scenario.  There should also be some kind of leaderboard for bragging rights.  This does sound a bit like an Arena system, but as long as they don't go too far down that path it should be ok.

Those are my two ideas about what could be coming down the line.  The 6 vs 6 option would seem to be the simpler of the two to implement, so that is my official guess.  Would this be something you would be interested in?

Friday, January 8, 2010

News from the Front - 1/8

A long time ago (in Internet time) a guy named Syp used to do Da Bloody Twenty which gathered together blog posts about Warhammer Online.  Syp has since moved on but I think it is time to bring it back.  I'm not going commit to twenty as I have been known to slack off now and then.  On with the first News from the Front!

Articles
  • Zam has an interview with Andy.  Mostly general information but still worth a read. 
  • The Vault also has an interview with Andy.  This one has some interesting teasers in it.  Something new coming for scenarios that players have been asking for...  6 vs 6 perhaps?
  • Gaarawarr released a huge guide to the Colossus fight in the Land of the Dead.  If you ever wanted to know how the fight worked, check it out. 
  • Bootae ponders the meaning of Renown ranks.  I tend to agree with him, your rank has nothing to do with 'skill.'
  • Mmmmm Gud recaps the Keg End Event. He didn't like it as much, but he's a Black orc, so what does he know? ;)
  • Speaking of slacking, One Shard posts a list of things he wants from Mythic a little late. Obligatory Simpsons reference: that's unpossible!
  • Blaze posts some stats on the top 10 tanks from the NA servers.  Needless to say, I was not one of them.
  • Mr. Meh is not a fan of stagger.  I like stagger, it adds some tactical depth instead of just spamming AoE.  I just wish the stagger indicator would show reliably.
  • Grimnir tells us tales of life on his Squig herder.  Some day I hope to roll one but until then I will have to live vicariously through Grimnir.  
Video
  • WARJaxxy shows off his Swordmaster in the Mourkain Temple scenario.  Swordmaster is one of the few classes I don't have much interest in playing.  However, they do look pretty cool with a two handed sword.
  • Mythic's Carrie and Josh tell us a bit about the upcoming Korean closed beta test.  There can be only one... and it looks like it's Carrie.
  • ComplexGuild shows off his UI.  That crosshair is actually pretty neat.  There is some death metal music, so adjust your speakers accordingly.  The addons appear to be Yak UI and RV Mods.
  • A look at what happens after a King kill.  I never realized they were walked through the streets of the capital.
  • Here we have a look at the Sanctuary UI addon in action
  • Some warband fights on Karak Azga.  It looks like he sped up the video... fights usually are not that quick :)  The music is not work friendly.   
  • Mykiel delivers another Video podcast.  This sucker is full of useful information so I recommend watching it.   There is some language, so adjust your speakers accordingly. 

Thursday, January 7, 2010

It's Star Trek

Star Trek Online's open beta is just around the corner.  I can't help but start to get excited about the game.  Usually I am a pretty cynical person when it comes to new MMO's.  Champions Online and Aion are two recent examples.  But it is different with STO and I'll tell you why.

It's Star Trek.

I am a fan of the Star Trek shows (not Enterprise) and movies.  I wouldn't call myself a Trekkie as I would never go to a convention or dress the part.  Not that there is anything wrong with that... just not my thing.  The Next Generation is my favorite Star Trek series and I own the DVD seasons.

I guess I am one of those built-in fans Cryptic got when they took over the IP.  Because I like the lore so much I am able to look beyond the normal new MMO concerns.  The way Cryptic handled the CO launch would usually be a major flag, but it's Star Trek.

In most MMO's, the lore does not make much of a difference for me.  Warcrafts lore... meh.  I really had no interest in the world of Champions Online.  Even with Warhammer Online, I am not a big lore person.  Lord of the Rings?  I've only read the Hobbit.

The lore in Star Trek and Star Wars will get me to shell out some money for their games.  It may not be rational, but that's just how it is.  That doesn't mean those games will retain me, but it will get me to try them out.

The articles released on gaming news sites do worry me a little.  However, the things they praised are weighted much more heavily in my mind.  All I need to do is see myself flying around a Galaxy class starship blasting some Cardassians and the worries subside.  STO may not be perfect, heck it may not be good at all.  They will get my money in a few weeks regardless because it's Star Trek. 


Star Trek Online

Wednesday, January 6, 2010

Keg End ends

Yesterday, WAR's Keg End live event was shut down. Overall I thought it was an excellent event.  I completed all of the tasks but the Keg Handler pet eluded me.  Ah well, I guess my trusty hound will remain by my side.  So, what did I like about the event?

Last years Keg End event was not one of WAR's best.  It was way too grindy for me. They seem to have listened and this time around it was much more fun.  Most of it was RvR focused as well.

One of my favorite pieces of the event was the reemergence of the Black Fire Basin scenario.  I had completely forgotten that it had been changed to a single flag game.  It was action packed nearly all of the time. I'm actually sorry to see it go.



The Party Kegs were a great idea.  When used, players who clicked on it would gain a short Morale increase buff.  The more you used the keg, the more powerful it became.  Eventually you could drop a huge keg which gave a 400% morale increase for 10 seconds.  I thought it was a very fun mechanic.

Of course, players are always an unknown variable.  Due to an oversight by Mythic, the Kegs could be used as barricades.  While they made the large kegs destroyable by your enemy, friendly's could still be trapped inside buildings by a well placed keg.

I mostly blame the players for the keg issue.  Sure Mythic should have prevented it, but come on.  No one is making you be a jerk and put that keg in a doorway.  How about we have some personal responsibility?

The giants in the RvR lakes were also a nice touch.  Those suckers were big!  They were also the ones who would drop that Keg Handler pet sometimes.  Sadly I was only able to kill a couple of them.  My Engineer is not the best at soloing heroes, so I had to rely on groups.  It isn't a big deal though, it's just a vanity pet.

I still miss last years Halloween event.  There was a PQ in one of the RvR lakes that had you kill 100 enemies.  When you did, a Hero mob would spawn, which you had to take down while fighting off of your opponents.  Hopefully we will see something like that again.
 

Tuesday, January 5, 2010

160

One of the most recent improvements in WAR has had to do with performance. I did several videos highlighting this when the 1.3.2 patch was released. Over the weekend Order (on Badlands) made a huge push for the Destruction capital. I made a short video of the attack.

What makes this battle interesting is the sheer amount of players involved. Order had at least 160 players attacking the keep. I have no clue how many Destruction were present, but they were there to defend. This is a great example of how much performance has improved.



This was taken with the new Ohh Shiny graphics setting using a resolution of 1680x1050. My video card is a Radeon 4850 which would probably be considered mid-range.

NOTE:  In the first shot, it is only a part of the main force.  When I took the video, I didn't actually have a plan in mind, so it isn't as good as it could have been :)

Skaven Cloak Giveaway

Do you like cheese?  Do you like scurrying around dark places?  Do you like the number 13?  If you said yes to any of these questions and are playing WAR, you may be interested in the Skaven Cloak in-game item.  Read on for how you can get one.

The Skaven Cloak is an in-game item only obtained by a promotional item code.  It will turn your character into a Skaven for a short time.  It can't be used in combat, but is still pretty fun.  The code also gives you an Adventurers Handbook, which grants a XP bonus. 



A reader happened to have an extra and was kind enough to send it my way.  Since I have it already, I'd like to give it away to one of you.  If you are interested, all you have to do is send an email to contests@weritsblog.com with a subject of Skaven.  Tomorrow morning, at 7am EST, I will choose one at random.

*NOTE:  This code may only work on the Mythic run side of the game.

Skaven | Warhammer Online

Monday, January 4, 2010

Welcome Back

The holiday season is just about over.  I can't believe how fast it went by.  When I was a kid, it seemed to be the longest month of the year.  The last couple of weeks have been great for gaming.  I played quite a bit and got some new toys.

Let's start off with the toys.  I did get a few gaming presents for Christmas.
  • Call of Duty: Modern Warfare 2 (XBox 360)
  • The Saboteur (XBox 360)
  • n52te game pad. (PC)
  • New Super Mario Brothers (Wii)
I actually have not played with the two xbox 360 games yet.  I plan on getting my butt handed to me buy a bunch of teenagers in COD2 soon enough.  As for the new controller, I have been using it for a week or so now.  That is another post though.

All of my gaming time was spent in WAR.  I finally managed to get a full Salvager/Talisman making character.  Also Tirew, my Engineer, completed his Invader set.  I played scenarios, Land of the Dead, Tier 4 RvR and a Altdorf and Inevitable City siege. 

Now that we are in January, I hope Mythic gives us some news about what they are up to.  Today is also the start of the STO closed beta for Fileplanet subscribers.  I wonder if the NDA will remain up for them?  It is getting close to their launch, so it should be dropped soon.


COD2 | The Saboteur | n52te | Mario Brothers

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