My subscription ran out yesterday, and I won't be renewing it. "Oh no!" I hear you cry (all 3 of you) "not another blogger leaving WAR!"
Have no fear though, it's not because I'm fed up with the endgame or anything else, and it won't be for too long. I've got a lot of stuff happening IRL at the moment and the weather's getting nice so the social life I claim to have will start kicking up a gear. Plus our band is playing its first show in 2 weeks so we need to get our heads down and actually finish off the songs we've been writing. I'm hoping to be back just before Land of the dead is released so I can see what that's all about, but untill then I won't be around much.
Have fun in WAR!
Oh noes!..
Posted by HeavyMetalThunder Tuesday, April 28, 2009 at 10:28 PM
70 posts? how do you find the time?!
Posted by HeavyMetalThunder Friday, April 24, 2009 at 6:48 PM
I only left google reader for 2 days and now there's 70 unread posts! seriously guys, how do you find the time to write all these things? I guess I've got a lot o' reading to do........
FINALLY!!!!!!
Posted by HeavyMetalThunder Thursday, April 23, 2009 at 1:52 AM
I WON A GOLD BAG!
After all those keep takes, I somehow managed to get first in the contribution and still come third after the 'vegas roll'. Finally completed the Obliterator set, even though I've got a better chest piece now :).
The live event has definately improved the ORvR (in the Marshes of Madness anway). Lots of skirmishes and 1v1's happening around there tonight. To tell you the truth it's great fun as well. For a bit of an update on how I'm progressing in the game, Athekkhar dinged Lv 21, RR 19 tonight, and my other Character Gazgreb (a Shaman) is now Lv. 15 RR 15. Above is a nice picture of Athekkhar in his Obliterator set and all colour coordinated gear. Don't he look 'ard eh?
I joined a guild on Karak-Norn called Hosemen of the Apocalypse (HoA). They're a nice friendly bunch focused on oRvR (which sits perfectly with me), but do some organised alliance instances as well. If you play on Karak-Norn and love the thrill of oRvR look us up on the new fangled guild UI thinga-ma-bobby.
Brainwave: Keep Sieges!
Posted by HeavyMetalThunder Tuesday, April 21, 2009 at 12:29 PM
Just an idea I had to make keep takes more interesting and less of a stalemate dependant on numbers. I mentioned before that there needs to be other ways to get to the Lords room so that defending players can't swamp the stairs and make taking it impossible. The problem with this is balancing it so that when there aren't many players defending they can still put up some reasonable defence, but gives less advantage to the use of far superior numbers.
This one's a bit of a puzzler. Any advantage that you give to the attackers will inevitably make it a hell of a lot harder for a small (say 2 parties) force on the defensive. The fairest way to work this would be for the server to monitor the number of defenders in the lords room and the number of attackers and alter the keep accordingly.
For example, if there was 2+ WB defending the keep and only 1 attacking, extra siege pads for towers to be placed on would spawn or Maybe the level of the champion guards would be lowered. This would stop the keep being an almost insurmountable challenge for the attackers, and hopefully they would stick around for longer. I've no idea wether this would be possible to implement or how it would affect game performance but it seems like the most logical option to me. Obviously though, it could be abused. I'm sure you'd hear some arsehole WB leader telling people to "GTFO or the attackers get another siege tower!!". On second thoughts perhaps not then.
Failing that, how about different options open up after a period of time. Say the door takes 20 minutes to respawn once its broken. After 10 minutes, if the keep hasn't been captured, two siege towers can be constructed. If after another 5 minutes the keep still isnt taken then a third siege tower (or maybe some other option- like an orcapult!) becomes available. Hopefully this would encourage attacking WB's to stay the duration instead of sodding off as soon as they see a mass of tanks and healers at the top of the ramp. This still would mean making alot of changes to the game, I hope that mythic are working on something like this but I've got a feeling it might be a while before we see it.
Finally, the easiest change to make to help break into a well defended lord room would be a battle standard like the ones I suggested for capping keeps in this post. Perhaps there would be one available to buy at the rally master that granted the carrier, and only the carrier, a large bonus to toughness and resists. It would also have an ability on a long cooldown (say 60 sec) that was just a massive AoE knockback. Get this guy up the stairs and take apart the tank wall then everyone else can leg it up and wreak havoc. Then it would be up to the defenders to really defend.
Just some random thoughts that were going round my head today. feel free to comment on them.
0 comments Labels: Keep Sieges, open RvR, Tank wall, Warhammer Online
1.2.1 Firsst Impressions
Posted by HeavyMetalThunder Monday, April 20, 2009 at 2:38 PM
Ok, I know I’m a bit late to the party. Last night was the fist time I’ve been able to sit down and have a good session on WAR since patch 1.2.1 went live and I thought I would share my thoughts on it. Seemingly I’ve found it rather different to most of the other bloggers- looks like the problems are mainly in the T4 areas. I was only doing RvR when I played, and as it is my main focus, I'll write my impressions in relation to it.
Combat Responsiveness:
Seemed a definite improvement, there is still some slight lag before abilities fire, but that’s probably the server lag that comes with oRvR. I didn’t get any of the crazily long pauses before the odd ability would go off, all in all a good improvement.
Medallions:
Great idea but not sure about the drop rate for these, or the fact that the ones from enemy players are rolled for. I was playing for close to 3 hours last night and I ended up with 12 medallions, which doesn’t seem very many at all considering how much the phat gear costs. Most of those (or possibly all) I got from locking down 2 zones and keep captures. Definitely a good idea though. I don’t feel nearly as hard done by for not getting loot bags because, even if it isn’t much, I’m still getting something at least.
oRvR focus:
The RvR lakes were buzzing last night. The reduction in renown and influence from keep/BfO capture looks like it has shifted the focus more on flipping zones. It’s still pretty pointless trying to take a keep when it’s being defended by 2 Warbands though, as we tried to do at the start of the night. It did mean that when we went to try and flip other zones order actually followed us and tried to stop it happening. Compare this to pre 1.2.1 where order would be happy just sitting in Mandreds Hold farming us for renown and then follow us round re-capping stuff as we left.
Last night was different. Last night actually felt like a conflict. After wiping several times trying to take mandreds we went to help out another WB defend Dok Karaz. There weren’t many order attacking and after sending them packing we decided to try and lock down the Orc/Dwarf pairing. It was the first time I’ve ever actually had to fight over a BfO! Order kept turning up, harassing us as we tried to take down the guards. We managed to hold them off and get the cap but props to them for putting up a fight. It was definitely the most fun I’ve had in oRvR.
Eventually over the time I was playing we managed to cap both the Orc/Dwarf and HE/DE pairings. I wasn’t actually in the HE/DE pairing when it flipped so I don’t think I got the ren/inf bonus which is annoying but just from the other pairing I earned a nice amount of both.
Order seemed to be concentrating on locking down the Empire pairing but we left a WB there just to try and stop them and I don’t think they quite managed it. If they had sent a few more people to defend the orc lands they could have done the same to us.
Overall for the lower tiers this patch seems to have done the world of good for oRvR. I’ve not had chance to check out how any of the PvE content’s changed (if at all) but ill probably write up some more thoughts after I’ve had a bit more time to experience it.
Mythic sure seem to be taking baby-steps in fixing issues with each patch but (discounting the reports of T4 players and the problems they’re having) I would say that it’s going in the right direction. I think I recall Paul B (but it could have been Mark Jacobs) saying they wont be doing knee-jerk reaction “FIX EVERYTHING NOW!!” patches. I agree. If you introduce too many changes in one patch, and something breaks or doesn’t work as intended you have a much tougher time figuring out where the problem lies. Was it A, or B…… or perhaps A and a bit of B (but I could just be C, or D, or E?). see what I mean?
Definitely a thumbs up from me, seeing as the instability and lag issues in the top tiers don’t seem to be affecting me at present. Now I just think there really, REALLY, needs to be alternative entry points into heavily defended keeps (more on that later).
0 comments Labels: open RvR, patch 1.2.1, Warhammer Online
Patch day blues...
Posted by HeavyMetalThunder Friday, April 17, 2009 at 11:50 AM
But not for me!
Fist time I'm glad I'm at work, hopefully by the time I get back It should be sort-of sorted out.
Fingers crossed.
I aint seen any posts on how the EU patching proccess is going, lets hope GOA have managed to prevent or already fix some of the problems that cropped up on the NA servers.
Saving oRvR: My turn!
Posted by HeavyMetalThunder Thursday, April 16, 2009 at 2:05 PM
There are quite a few people who are putting forwards their suggestions for improving the oRvR in WAR at the moment. I’ve been slowly developing my thoughts on this over the last week or so. One thing I’ve definitely noticed is that while it’s easy to decide what you don’t like about certain aspects of the game, developing a workable solution that may actually be possible to implement is a hell of a lot harder!
Here is what several sessions (read: 20 minutes) of deep and profound thinking has come to so far. Some of these have been mentioned many times before on other blogs but I agree that they are essential to improving RvR:
None or very little renown from capturing BO’s/Keeps. Also Increased renown/inf from killing enemy players.
This is the main reason why it is so much more rewarding to “RvE” empty keeps and undefended BO’s. Last night 2 destro warbands spent close to 30 minutes trying to take Mandreds. Half an hour of killing enemy players and it was hardly noticeable that my renown and influence bars had moved. So we went and took Stonetroll which was undefended and in 10 minutes had earned more inf & renown from essentially PvE. This only encourages players to take the path of least resistance and avoid long drawn out fights that are going to be difficult to win.
Holding BO’s increases renown gain from killing enemys.
I think the capture mechanic should be changed as well. BO’s shouldn’t be defended by NPC’s. Instead if a realm wanted to keep hold of one they would have to have a few people on hand to defend it. The lockout timer for recapturing them should either be reduced to around 5 minutes or got rid of, and the time taken to capture it increased to 5 minutes to allow the defenders enough time to get there.
Reduce the size of Warbands to either 12 or 18.
This would hopefully help reduce zerging somewhat while remaining useful for healers to see other players health and buffs etc. and keep people organised. Smaller groups would be able to defend/assault separate objectives with cohesion as a unit, but more units means (hopefully) more objectives will be fought over at any time.
Keep Capture Changes.
- No keep lord/champion NPC’s.
- Renown merchants relocated to keep lords room and are the top rank for the tier (eg. 21 for tier 2). These NPC’s will fight attackers but not unbalance the fight in the defenders favour.
- Keeps must be taken by planting a battle standard on the very top floor of the keep. These can be bought at rally masters and are automatically equipped once purchased, however they can be put down, and picked up by a different player.
- If they are put down or dropped they can be destroyed.
- Battle standards give a small buff and renown/influence gains to the warband of the carrier, battle standards with different buffs can be bought. If put down it gives a buff to all nearby friendly players (but can be destroyed). Once it is used to claim a keep it no longer gives the buff.
- Siege towers/ramps (which can be destroyed like oil etc.) or other ways to get directly onto the second floor. Being on the wrong end of a tank wall, as much as I love them, is extremely frustrating. Giving a couple of different options that don’t involve trying to fight through one heavily defended bottle neck would be nice and make the fights more dynamic.
- Guilds can still capture keeps by planting their standard at the top. They can add some champion level guards and upgrade keeps as proposed in 1.2.1, a guild that claims a keep would get increased renown/influence gains in that region (more so then other player not of that guild).
- A transport scroll similar to the one for the guild tavern can be purchased from a vendor in a guilds keep that gives instant travel to the keep lords room. (not sure if anything like this exists already)
Get rid of loot bags.
The current system of loot bags and Vegas rolls is such a random system it’s bordering on being unfair. I’ve never got above 17th place in any roll, even after coming 3rd in the contribution rankings. Our WB leader (a chopper) last night was saying how he’s already won 7 gold loot bags by level 17. Having one part of the best T2 PvP set only being in a gold loot bag means a large proportion of people will never complete it. I’ve already resigned myself to the fact that I will probably never get it. Unless we got a bonus to the roll that increased with every keep you are involved in and didn’t get a bag, and was saved even after you log out , eventually you should get something for your effort. I cant see rolling for loot bags being a fair way of attaining gear without it.
Attackable Warcamps.
I do agree with Pancakez as far as warcamps should not be like a huge roadblock that stops a warband in its tracks, and provides a completely safe haven the other side. If the NPC’s at the edge were brought down to the top level for the tier it would make it possible for a side that was being beat badly to fall back to the warcamp and use the NPC’s to help them out. It wouldn’t however provide a completely safe shelter where no one could get you. If the enemy force was big enough they could take out all the guards and run into the camp and still kill you.
The rally masters should become like the keep lords here and be hero level, and the other quest givers and merchants Champion level; It would be a huge undertaking to kill all the NPC’s, chapions and Rally master. If a rally master is killed the zone would be locked down by that side, however anyone of that faction in the area would be worth twice as much renown for an hour.
I also agree that attacking the war camps and objectives could be made more fun, like murderball fun. How about having a big explosive device in your warcamp. (‘da bomb’), someone can pick it up and you then have to try and carry it into the other sides war camp and detonate it to lock down the zone? Or perhaps that could just net you a nice amount of influence and renown. Little quirks like that would add a lot to of life of oRvR IMO.
The changes I’ve outlined above are mainly aimed at making it harder for a large group to defend keeps. At the moment I feel it’s far to easy for a full war band to keep attackers out of the lords room, and if there was only a small force defending from a much larger one there wouldn’t be much in it for the attackers, but the defenders should get a reasonable amount of ren/inf.
If anyone’s got any thoughts on my thoughts feel free to post a comment (if anyone actually reads this that is!)
*Edit* I completely forgot about the token system coming out in patch 1.2.1. I'm looking forward to being able to work towards a reward from oRvR, I just hope that everything you can get in the loot bags is available to purchase with them. Also they are reducing renown/inf gain from keep/BO capture by 50%, which is a good start to encouraging engaging the enemy players and holding a zone untill it gets locked. I really hope this will encourage the two sides to engage in battle and not shy away from a long, drawn out fight. I guess we'll soon see :)
0 comments Labels: oRvR improvements, patch 1.2.1