Posts Tagged: warhammer online


24
Jun 09

Mythic and BioWare restructure; Bethesda acquires id Software

So, who hit the WTF switch today?

EA announced that they would be restructuring Mythic (Warhammer Online, Ultima Online, Dark Age of Camelot) and BioWare (Star Warks: The Old Republic, Mass Effect, Neverwinter Nights, …) into a single RPG/MMO development power house. The implications here are pretty huge, though the move isn’t all that surprising given BioWare’s entrance into the MMO arena with SWTOR. EA is also announced they are canning Mark Jacobs, which comes as no surprise given the flack he’s gotten for WAR’s problems. My buddy Ryan pointed out that this means Garriot (UO), McQuiad (EQ) and Jacobs (DAoC) are now all gone. “The MMO gaming Gods are all gone,” as he so eloquently put it. That said, I’m very excited for what this move could mean for Warhammer Online and The Old Republic. BioWare could use the experience on SWTOR, and Mythic could use a fresh perspective on WAR.

Mythic has got to stop the subscription churn they’re seeing right now, and in my opinion the only way to accomplish this is major rebalancing of classes, a complete revamp of the ORVR system and a retail box expansion sooner rather than later. It’s been a few years, but the MMO genre is finally starting to heat up again with some exciting titles on the horizon. It’s going to be survival of the fittest come next year.

Likewise, Bethesda parent company ZeniMax Media revealed that it has acquired legendary development studio id Software (Doom, Quake, Wolfenstein, …) I can’t say I’m surprised here; id Software hasn’t been a big player in the industry for awhile now. For a long time their franchises took second stage creatively to their engine technology, and Epic took that crown away from them many moons ago.


31
Mar 09

1.2.1: A Major Game Changer for ORVR

When Warhammer Online first launched, Keeps were little more than just another objective on the battlefield. There was little incentive to holding onto them, as they were worth more renown to players to just abandon them, let them flip and then recapture them. As you may recall, it was this situation that caused me to leave the game late last year in what might be described as a rage quit. =)

Luckily, Mythic wasn’t blind to the issue. They introduced improved renown for capturing and defending objectives, and the domination system to push players into defending their captures. The changes they introduced changed the fundamentals of realm vs realm conflict in the game, and for the better. I was pleasantly surprised to see how far Mythic had come when I rejoined the game a month and a half ago.

Still, there is always room for improvement. One thing that has always bothered me about Warhammer is the lack of player ownership in the game. If you’re familiar with me at all, you’ll know that I teethed on the earliest MMOs, on titles like WorldsAway and Ultima Online. The lead designer of UO, Raph Koster, has built a set of “laws” (guidelines based on experience) of MMO design, my favorite of which is:

You have to give players a sense of ownership in the game. This is what will make them stay–it is a “barrier to departure.” Social bonds are not enough, because good social bonds extend outside the game. Instead, it is context. If they can build their own buildings, build a character, own possessions, hold down a job, feel a sense of responsibility to something that cannot be removed from the game–then you have ownership.

This is one aspect that Warhammer severely lacks, and something that kind of shocked me considering the game was developed by the studio currently in charge of the game that inspired that principal, UO itself. There’s no player housing or guild halls (the tavern is not instanced or customizable in anyway) so the extent of ownership in the game is keep claiming.

So, what are the advantages of keep claiming? Your guild banner is prominently displayed, your guild is mentioned in the tooltip on the battlefield map, the defending NPCs have your guild tag and your guild gets a stream of XP towards leveling up. Nice? Sure. But where’s the customization- that basis for that sense of ownership in any game?

Enter Keep Upgrades, the headlining feature in 1.2.1. In this update, every keep will have a Upgrade Merchant NPC at the top level (along with the other NPCs you normally have, i.e. renown trainers.) Guild Leaders and Guild Officers will be able to purchase upgrades to existing keep aspects or add entirely new elements. These purchasables range from boosting the hit points on doors (20% per rank, up to 5 ranks) and enhancing the number and levels of NPC guards to adding Healer NPCs, access to your guild vault and more. Other planned upgrades include “Guild Bind”, which allows players from the claiming guild to respawn inside the keep (this will be a huge game changer) and magical barriers to help absorb damage to the keep doors.

Mythic is also introducing a bonus for max-level guilds, Altars. At Rank 40, guilds can add Divine Favor altars to their claimed keeps. These altars can have up to 5 charges on them at any time, but each charge requires 500 dropped skulls from the enemy faction to be donated to it. Once a charge is ready, a Leader or Officer from the controlling guild can activate these charges, doing a tremendous amount of damage to an invading force.

Needless to say, these changes are going to once again dramatically change the course of the struggle in Warhammer. Keep struggles have always been tough, but they are going to become dramatically more difficult the longer guilds manage to hold on to their claims after 1.2.1. There will also be a renewed interest in getting guilds leveled. Overall, I’m excited to see what kinds of conflicts this new system will breed. I am a little bewildered about the altar system- in particular requiring guild rank 40. I’m not aware of any rank 40 guilds on my server. Heck, there are only a small handful of rank 30s that I know of. Clearly this Altar system is meant as incentive for guilds to level up, but I have to question if this won’t be more harmful than it is positive.

Assuming the system affects ORVR the way I’m imagining it will and keep defense will begin to take days instead of hours, I could see players who have reached the end game leaving their guilds in favor of the highest level ones on their server. A single rank 40 guild on a server could potentially have a monopoly on Tier 4 players. This could do tremendous damage to guild recruitment, and potentially eliminate the formation of new guilds- which is essentially killing the very heart of what Warhammer is.

Why not introduce tiers of Altars, beginning with the same level as the first guild mounts? In my eyes, any guild that’s made it that far deserves more than just more color choices for their mounts. This would ensure that players remain flavorful of their current guilds, and a guild rank that is within reach for those interested in building a new guild in the game.

In any event, I’m excited to see what 1.2.1 holds in store for the future of Warhammer. I’m hopeful it will be a change for the better, and if Mythic makes just a few small tweaks like the ones I’ve suggested here, I have no doubt that it will. I’ll continue to hold out hope for instanced/customizable guild halls and player homes, but this will hold me over until that day arrives. =)


12
Mar 09

Adding a Bloom Effect to Warhammer

Fellow WCPI member Alufei of The Blue Scribes recently came across a trick on the Alliance forums for enabling a “bloom” effect to the game. Those of you who play Warcraft or EverQuest 2 (or the hordes of other games now supporting this technique) will know just how dramatic an effect this can have on the visual quality of a game.

The trick is to copy a modified DirectX rendering DLL into the same directory as WAR.EXE. Games instinctively look for DirectX DLL’s in their installation directory before falling back to the latest version in your system folders, primarily so that older games can ensure a compatible version is installed with the game and will continue to work years after release. This gives talented developers a means of doing interesting things like this.

I loaded it up this afternoon and I have to say, I love it! It makes the lightmaps really pop and noticeably reduces the jaggies around models. I haven’t noticed any drop in performance for using the effect, either. I’m really curious why Mythic didn’t include this effect in the client itself.

[video src="http://dc9fd3933vnqo.cloudfront.net/warhammer_bloom" poster="http://dc9fd3933vnqo.cloudfront.net/warhammer_bloom.png" width="400" height="250" options="controls" id="warhammer_bloom"]

Video demonstration of the bloom effect.

Read more about enabling this bloom effect over at The Blue Scribes, and the original forum thread over on Warhammer Alliance.


8
Mar 09

MinChat 2.0 Released

I’ve updated my MinChat addon for Warhammer Online for improved performance, confirmed game update 1.2 support and a few new features. MinChat, as you may recall, is a chat interface mod that strips away all the annoying chrome and leaves only the things you care about: your chat log and tabs.

Version 2.0
* Background gradient is now hidden
* Fixes scrollbar flickering
* Highly optimized
* Update 1.2 compatibility confirmed

Grab it from Curse Gaming.


4
Mar 09

Skip Reentering Your Warhammer Password in the Patcher

Another tip for you folks of the WAAAGH persuasion: do you hate having to re-enter your account password into the patcher each time you start? There’s a simple XML hack to bypass that.

Open up C:Program FilesElectronic ArtsWarhammer Online – Age of Reckoningpatch_user.xml in your favorite text editor. There’s only a couple lines of code.



All we need to do is add a password attribute there, like so:



Obviously replacing “account username” and “account password” with your appropriate credentials. Save the file and launch the patcher. Your password will be all filed out for you, and all you need to do is press OK. Simple, eh?


3
Mar 09

Optimizing Warhammer Online's Game Performance

Warhammer Online is a beast of a game, and by far the biggest complaint I hear about it is how poorly it performs on players PCs. I can’t argue, Mythic still needs to do a lot of work on tuning things up. Patch 1.2 (which goes live tomorrow) improves performance a bit but there are still some measures you can take to improve your frames per second right now. I’d like to point out that some of these tweaks may potentially reduce the visual quality of the game for you… that’s the way it always is with this stuff: you sacrifice quality for performance. I leave it to you to balance the options and decide what you’re willing to sacrifice.

Continue reading →


28
Feb 09

Returning to Warhammer Online

As some of you may recall, I called it quits on Warhammer Online back in November. I blogged about everything that was wrong with the game at the time, so I thought it only right to do so again after revisiting the game this last month. Surprisingly, many of the issues I wrote about in November have been resolved, or at least improved.

Client performance has been upped significantly, and the forthcoming 1.2 patch improves it further. Client crashes have almost dropped to zero for me. The client is far from perfect still, obviously. In the most extreme of ORVR conflicts I can still drop down to 6 or 8 frames per second, but this can be avoided (for the most part) by turning down spell animation and shadow quality beforehand. I do wish Mythic would hire some world-class engine developers to go over the engine and give it the tune up it really needs. I still believe the biggest issue holding this game back is it’s high real-world system requirements (the ones marketed about on the box don’t even come close to what you need.)

ORvR conflict is far more entertaining than it was before, and the boosts Mythic has given to renown gain and improved gear drops has gone a long way towards fixing my major complaints in that arena. I would still like to see more incentive for guilds to hold their keeps, and more importantly a greater incentive for factions to defend their objectives and fortresses. From my experiences on the battlefield, there just isn’t enough reason for a warband to defend an objective. The influence/renown ticks you gain for holding it pales in comparison to letting it fall and then recapturing it 15 minutes later. We still see far too much objective and zone flipping precisely because of this. That said, the steps Mythic has taken here are very welcome and have made ORvR very playable for me once again.

So, my biggest complaints are more or less resolved. I’m still not a fan of the PvE raiding in the end game… it still feels pointless, and lacks the “epic” feel Warcraft excels at conveying… I’m thinking the extremely linear design of the dungeons is the cause of this. I’m decking myself out with RVR ward gear rather than focusing on that negative aspect. I do like the fact that Mythic has given us an option in that regard: if you love PvE, grab those sets. Otherwise, PVP gear is ripe for the looting.

I’m loving being back in the game, and I’m looking forward to seeing how v1.2 will change things. If you’re on Iron Rock’s Order side, pop me a tell sometime; I’m under my usual handle of Okaria.


25
Nov 08

Warhammer's Abrupt End Game

As I had expected, Warhammer has begun to get a bit tiresome in it’s post 40 end game. I’ve been trying to play… trying to push myself to grind renown so I can wear that great Conqueror set I’ve started collecting, but I’ve got to be honest: it’s getting boring. After you hit the final level, there just isn’t much to look forward to. If you’re like me, you’ve exhausted your race’s entire quest line from Tier 1 forward… and even if you haven’t, the experience points you’d earn don’t go towards anything (except your guild’s level to a small degree.) All you have to look forward to is more scenario grinding, more ORVR grinding, or the painful and frankly terribly thought out end game dungeon raids.

Let’s go through the level 40 content problems play-by-play.

First, scenario grinding isn’t fun. I don’t know of a single tier 4 player who enjoys it after they’ve hit the adventuring cap. The renown you earn per match averages out to be somewhere in the 600 range, and in some rare cases in the 1-2k range. That’s great when you’re earning XP on the side, but after that side of things has melted away you realize just how slowly renown comes in with this method. It’s easy, yes, but not rewarding. One solution to this problem would be to take the experience you’d otherwise gain after level 40 and convert it directly into renown points, or at the very least give 100% of that experience to your guild.

Next, ORVR was new and fun for the first 3 tiers, but we need something more exciting for tier 4. There isn’t much point in raiding keeps, let alone holding them. The renown reward you get is light, and the odds of you winning a loot bag are slim. As such, most folks just spend their days flipping battlefield objectives instead, which offer little resistance and deliver a total of 1000 renown for about 5 minutes work. Great, that’s one way to grind renown, except that it’s boring. You rarely meet resistance because it’s in the enemy faction’s best interest to let you flip it, then flip it themselves for the same renown bonus. What you end up having is a battlefield of objectives getting flipped back and forth over and over again all day, with the keeps themselves getting little to no attention.

Finally, the PvE end game is a joke. While every player had the option of soloing their way from level 1 through 40 on quested or public quested greens and blues just fine, you suddenly hit a brick wall on level 40. There is no soloable content, and the raiding content there is requires you to be wearing a series of “warding” gear sets to survive it’s enemies, with each dungeon requiring a new set you’ll earn in the previous. This may sound like a neat idea in principal and provide a clear and linear path of progression through end game content, but the real world effect is quite the opposite: the gear drop rates are garbage, and in return few players are progressing through the content. What’s worse, this system alienates the very players you won over with your fantastic and compelling PvE content those 40 levels. It’s like you had a group of designers who conceptualized and built everything from level 1 through 40, then had a handful of guys design your end game without any understanding of how the rest of the content worked.

Now, don’t get my criticism wrong here. I really do love this game. I want to see it succeed, to thrive, and to live on for many years to come… but there are serious, fundamental design problems here that need to be addressed, and soon. The game has already dropped off the retail sales charts, and while I haven’t seen any hard statistics on it, the amount of players from my own guild who have announced they’re unsubscribing is startling. There are some serious issues here that need to be addressed, and they are far deeper than just the class balancing issues you appear to be focusing on right now. You should be legitimately worried about keeping the players you’ve got now, nevermind winning over new ones.

We demand content. We demand fun. We demand a game worthy of the monthly subscription. WAR is very young, I understand, and like all MMOs it needs time to grow and mature… but we need to kick it into overdrive here, guys. We need solutions to these problems so we can all continue to play together and see WAR live on to become the game we all know it will be… so we, the players, can continue to justify our subscriptions.


16
Nov 08

Ding 40!

Finally reached my first big goal in Warhammer Online: reaching the (current) max adventurer level of 40. Coming next? Renown rank 46 (so I can begin wearing my first piece of ward gear), and then on through renown rank 80. Yeah, that one is going to awhile. =)

For those more knowledgeable than I, how is adventuring experience treated past level 40? I’ve read you continue to donate a portion of that XP to your guild as you did before, but does that percentage go up? It’d be nice to just donate all of it to your guild, as slow as the living guild system is to level up.


21
Oct 08

One Month of Warhammer: The Good, the Bad and the Squishy

Last Saturday marked the one month anniversary of Warhammer Online’s retail launch on September 18th. Given how much my friends and I have been playing these last 30 days it certainly feels much longer than that to me. While I’d be lying if I said everything has gone perfectly, I think it’s important to give credit where credit is due. Call me a fanboy if you will, but I think Mythic did an outstanding job of not only polishing and launching this game on time and and with few problems, but the speed at which the development team is releasing updates to address what issues there is truly impressive. While some developers can’t seem to get a patch out without blowing up their servers (I kid, I kid), Mythic has been releasing hot fixes almost daily addressing quest issues, career ability bugs and performance problems.

Kudos to you guys. You’re doing an amazing job, and the game has never been more fun for me than it is right now. There’s so much to look forward to, as well. The first major patch (coming in December) will see the return of the Black Guard and the Knight of the Blazing Sun, a load of new content to explore, and so much more.

Now that I’ve sang Mythic’s praises, what can I complain about? There are still major, lingering bugs with the guild system that is causing myself and my guild mates a constant headache. For example, our reward for acquiring guild rank 16 doesn’t even work at all. What a let down! We can’t manage (promoting or demoting) players from the ingame guild UI, and have to resort to carpel tunnel inducing chat commands to workaround the problem.

There are ugly content gaps in the Tier 3 an Tier 4 levels, which I’ve experienced on several occasions and am once again encountering with my level 32 Shadow Warrior. I’ve managed to solve the problem by grinding experience in scenarios, which is certainly fun, but I’m an adventurer kind-of-guy. I want to be out there exploring, recovering ancient artifacts and saving my race of extinction. I want to be a hero, not a number cruncher. Now, I feel bad complaining about this problem because, frankly, 95% of the game is loaded with a truely staggering amount of content. So much so that even if you roll another character of the same race you’ll still be discovering new quests and new secrets to your people’s lands. And, of course, I could always just fly over to a matching tier for a neighbor race and completing their quests to compensate, but I hate to do that… humans depress me and dwarfs tend to bite.

Alas, I can’t complain too much. As I said, I’m loving every moment of this game, and I have complete faith in Mythic and it’s resolution of these relatively minor problems.