| 72 posts found | |
|---|---|
|
its interesting the way mmo gamers dissect and pick over new mmo's these days. I've recently started playing Warhammer onine. I have a 13 runepriest and a lvl 7 disciple of khaine. Done a few scenarios along the way, done a few public quests and its been pretty decent thus far. Then I remember what WoW was like when it was released: No PvP. Honor system and battlegrounds didnt come out until well into 2005. THere was some World pvp on PvP servers but if you were on a Normal server thats it. You were stuck with PvE only. Only endgame 2 raids for 8 months. Broken classes for almost a year. Warlocks and hunters were broken until their talent reviews in patches 1.6 and 1.7 in the 2nd half of 2005. Until their talent reviews paladins werent even good healers let alone dps or tanks. All a paladin did until their talent review was cleanse and redo 5 minute blessings. Thats it. And even the better classes only had 1 decent talent tree. Once you got to lvl 60 all you had to do was raid or if you were on a PvP server raid crossroads or join the tarren mill/southshore zergs. Thats it. Quite simply if WoW was released today, as it was back in late Nov 2004 it would be receive a savage mauling. But if you look at the subscriber numbers WoW actually increased the rate of new players in the 2nd half of 2005 which, funnily enough, was when Blizzard really started to polish the game with talent reviews and releasing massive amounts of content. People just have unrealistic expectations. The veteran mmo players have become ultra critical and cynical and the new players blind and stupid.
|
|
|
Spaceweed10
Novice Member
Joined: 4/01/08
"Any attempt to glean joy from this torrid husk of an entertainment product is met with disdain." |
Originally posted by Slampig
Simple reason for this. T1-T3 is fun, T4 is a failure of Biblical proportions. You can only roll so many alts with no endgame to look forward to. |
|
Just another loot treadmill. |
|
|
Spaceweed10
Novice Member
Joined: 4/01/08
"Any attempt to glean joy from this torrid husk of an entertainment product is met with disdain." |
Originally posted by Scyris
Absolute rubbish. The game failed because there was no balance, conflict could be avoided but the rewards were still there, and most of all, the performance of the game engine in mass PvP was abysmal. |
Originally posted by chunky_slice
Are you so sure? The word "polished" was not something used to describe mmos until wow released. It did not receive savage mauling in the state it released, because it was a huge step up from what the market was used to. Yes wow raised the bar even if is was as bad as you claim it was. The problem with games today and even prior to wow, is that the players can overlook problems if one condition is met. If the game is fun and not a total train wreck as far as performance and coding goes, then people are willing to give a game time to mature. No one expects prefect balance, massive endgame content and the polish of a five year old game. However they do want a game that offers fun now, not the potential to be fun 12 months down the road based on developer promises of things they are hard at work on, because their core design is tragically flawed. A game doesn't need 500 endgame raids at release. It only needs enough endgame content to occupy the majority of players until they can add more content to the game. Bottom line is that any game releasing now needs to measure up to the current market if it wants people subscription dollars. It is useless to compare 2009 with 2004, because new games are not competing with the market 5 years ago. They are competing now and that is all that matters. People will give a good game the time it needs to resolve its release issues, but it better offer a compelling reason for players to stay. If they can have more fun playing their old game, what reason is there to stick around and hope something changes.
|
|
Originally posted by Scyris
|
|
Originally posted by Daffid011
I agree with all of that but I especially agree with your last statement. If its supposed to be a PvP game then whats the point of having crappy PvE quests in it just like every other mmo around? Mythic were just too scared to actually do something new and instead tried to appeal to everyone by churning out something that all the WoW players would feel familiar with. Warhammer is supposed to be about armies of men and monsters marching around and waging war on each other. It should have been a gigantic open tactical war game.....where players would have to rush and defend their cities, forts and villages while trying to take over enemy control points. PvE elements should have been used to provide events that players could activate, such as a Dwarven priest being able to do something to a particular shrine that summons a bunch of rock golems to go and attack an enemy castle. It should not have been used as a source of level grinding. There should never have been any over-arcing story elements for players to follow like dumb robots. The public quests were a good idea and could have been used well but like you said it looked good on paper but the execution was terrible. Kill 100 mini monsters, kill 10 medium monsters, kill the boss and his henchmen. Repeat. Yawn. |
|
|
Dedthom
Hard Core Member
Joined: 5/21/04
I find the narrowness of your opinion refreshing. |
What I would like to know is what 3rd faction you would add to WH without breaking the canon that Games Workshop has built? Warhammer online has 2 groups, the evil (chaos, orcs) and the good (elves, empire) so there really isn't a third faction. But what Warhammer the world has is that all the races and political groups really only ally when it is conveinent and then hack at each other the rest of the time. But how do you impliment this in an MMO? Die unheilgeschwängerte Nacht zum 19. November 1942 ist hereingebrochen. |
|
I found that, with WAR, I really enjoyed the lower rank game. One thing that the game did right was that RvR was there at every step of the way from rank 1 whereas most MMOs pretty much require you to be fully skilled/levelled up to be even remotely competitive. It wasn't until the later ranks that I found that the game devolved into a mind-numbing chase from keep to keep to keep and whilst seiges were initially fun, it all got very samey. World RvR was little more than zerg vs zerg or blatant keep switching (frequently arranged in advance). It was often a case that, at the time that I was playing, there was little reason to defend anything as exploits to bypass the keeps defences (wall-hopping, postern-breaking et al) were common on both sides. |
|
Originally posted by chunky_slice WoW vanilla releasing today would still get better rating than all the MMO that have come out in the last 5 years. Listing the past shortcomings of WoW wouldnt change the fact that the journey from 1-60 (especially the first one) was the greatest thrill in videogames history.
EQ1 2000-2004 - Shaman/Bard/Wizard/Monk |
|
|
The article was ok. I definitely agree about the crafting. Worst crafting I've ever seen in any game. Seriously...what were you thinking MJ? The other huge thing that no one seems to point out directly... Before the later stages of closed beta...Mythic had no intentions of having RvR. All of the PvP was suppose to be done through scenarios, and when one side accumulated enough points or whatever...they would get to siege the other sides capitol. That is why there were origionally suppose to be 6 cities or whatever. They cut the other cities at launch because they didn't fit into the hastily constructed siege warfare mock up. This is mostly what sank WAR. They only included RvR style warfare at the last minute due to beta tester outrage.
|
|
Originally posted by daelnor
Yeah it is strange isnt it how everyone ignores or forgets the fact that WAR was originally so completely lacking in any form of open PvP and the beta testers had to actually point out to the devs that maybe they should include some open pvp zones with keeps in them. How the hell can a games company claim to be making a pvp mmo and then forget to include something so blatantly obvious as the actual pvp itself?! When I first read about this I was gob smacked. Its no wonder the game is so terrible. They had no idea of what they were trying to make. Its seems that the staff who originally worked on DAoC no longer work at Mythic and had no real involvement in WAR. |
|
|
Exactly what daelnor said. Many people are under the assumption that the warhammer rvr warfare was designed around fighting over keeps and forts in the open world. It should have been however. How Mythic couldn't not include keep warfare after daoc is rather strange. |
|
Originally posted by Daffid011
Well yeah its because the staff at Mythic have obviously completly changed from when they worked on DAoC. Its simply not the same company any more even though it carries the same name. I think people seem to forget that these companies probably lose and gain new staff all the time. Its funny that people lose and gain faith in various companies depending on whether their games succeed or fail when actually its got nothing to do with the "company" and is actually purely down to pot luck with who happens to be working there at the time. I wonder where the people who made DAoC are working now? Lets keep our fingers crossed that the real talent that left Mythic will form their own company and make DAoC 2......or its equivalent with a new name lol |
|
Originally posted by neonwire
Well yeah its because the staff at Mythic have obviously completly changed from when they worked on DAoC. Its simply not the same company any more even though it carries the same name. I think people seem to forget that these companies probably lose and gain new staff all the time. Its funny that people lose and gain faith in various companies depending on whether their games succeed or fail when actually its got nothing to do with the "company" and is actually purely down to pot luck with who happens to be working there at the time. I wonder where the people who made DAoC are working now? Lets keep our fingers crossed that the real talent that left Mythic will form their own company and make DAoC 2......or its equivalent with a new name lol Both times I have interviewed at Mythic, pre- and post-EA, I have seen the same people. And those same people never gave me the job...*sniffle* |
|
|
I remember following the IGN vault Warhammer forums leading up to release and afterwards. MJ posted there a lot. The series of events that occurred was actually very sad. With the head start servers bulging at their waists, he panicked and opened up ALL their servers for when the general public came. This was because there was pressure on them from people complaining about server queues. Thus the low-pop server distribution, pretty much from day 1. Regarding this issue, over the following weeks he would report to us that the servers were slowly filling up and that they were pleased with the result. We were calling for merges within the first month. It wasnt a population issue at this time, it was just that there was a huge mistake made in opening up so many servers under fear of players whine. The second sad tale was how our complaints about oRvR lacking results in XP and RP were dealt with. He kept saying they were taking baby steps so as to not make the same mistakes as with DAoC. So instead of making oRvR anywhere comparable to the XP gain in scenarios or questing, they gave us a joke of an improvement by giving about 1500 XP for a flag capture and 5000 XP for a keep. It took TWO MONTHS of weekly updates containing more and more baby steps that didnt get us anywhere fast enough. EDIT I would also like to add that along with the XP change baby steps there was the same issue in class balance. They kept taking baby steps that didnt get anywhere in time for the population to stick around. We tried to be optimistic and take note that these steps were going in the right direction. But it was just too slow. It is for these reasons that I believe WAR lost most of its pop. Afterward, for the some 300k subscribers that played through all these babysteps, there just werent enough people left in game for them to enjoy the massive RvR or PQ experience. Here a lot of people complained about how the PvE and RvR were linked and how it was a pain in the arse. I believe if WAR hadnt lost all their subs initially, they wouldve had the confidence and funding to tweak the end-game to accomdate all the players. Instead, they were running around with their heads cut off because the game had FAILED.
|
|
Originally posted by Scyris
Your rule list is a load of nonsense and nothing more than personal generalizations, it has no bases in fact. There are a number MMO's that break your number 2 rule and are doing perfectly fine, it's clear your MMO of choice is more Carebear. |
|
|
Anyone who knew of Mythics previous work with DAOC, pretty much knew that the pve would be ok, but not great. Everyone expected epic keep sieges and frontier warfare like DAOC had before Trials of Atlantis and New Frontiers. The fact that Mythic wasn't going to have any of that originally, because they didn't want to mimic DAOC too closely was a tragic mistake. Add in MJ's weird obsession with growing plants for crafting instead of anything useful...and it was a total bust. The frontier in DAOC mattered. The best XP and loot was out there (until they messed it up.) It was large enough for small groups to run around and skirmish each other, it was big enough that you could hide a large force if you were careful until it was too late to prevent them from getting to their goal. The third faction kept any one side from getting too big. WAR had none of this. When they added it in...instead of a big dangerous frontier you ended up with a small playground instead. It was no fun after a month or so, because it took no effort to get to an enemies keep...it was a short walk from your keep. It didn't matter if you took it because the other side would take it back as soon as you left. If you were out numbered you simply went elsewhere. This happened in DAOC also, but the frontier was so large, and enough effort had to be put forth to succeed that keeps simply didn't flip every thirty minutes. The system they came up with in WAR was adhocked BS. Top that all off, when people got to the "big city siege" it was lame and broken. I'm guessing it was broken due to the fact that they reconfigured their entire endgame process in the last couple months of development when they suddenly realized (due in no small part to the mob of beta testers bearing torches and pitchforks at their door) they had totally screwed up their entire game. If they would have done it right from the get go...had three factions, an epic frontier like DAOC and a PVP endgame that didn't turn into a pve snooze fest (when it worked) they would have done better. Seriously...how can the people that masterminded DAOC completely FUBAR the very parts of the game that made their name to begin with? I'm still boggled at that part. p.s. Matt Firor(sp?), former mythic dev from DAOC works for Bioware or blizzard now, for whoever it was that asked about that earlier. I can't remember which though...I'm sure someone else will clarify that one.
|
|
Originally posted by Goob I have to really disagree with the notion that Warhammer launched with to many servers and that caused any of the problems. If you look at the numbers mythic was posting, 100ish servers was a good number. They claimed over 800,000 subscribers shortly after release. That averages around 8,000 accounts per server which is far more than enough players for a healthy server and some room for growth. I'm not saying there was a perfect distribution and some servers may have been ligh, but overall there were enough players to fill the majority of servers. Furthermore the total landmass of the game was small enough to concentrate that number of players into the same area. It wasn't so large that it thinned out even a large playerbase. Also at release there were multiple servers with login ques, several server splits to help over crowding and additional servers added after the game was release. Combine the population claims with the growth of servers and you can see there was not an over abundance of servers at release and in fact not enough servers to handle demand.
What makes it appear that there were to many servers was the steep subscriber drop off. For a game to go from 800,000 current players [ files.shareholder.com/downloads/ERTS/452995675x0x245319/f0a58760-2c38-408f-8779-2782cf681255/Q209%20ER_10.30_10am.pdf ] by end of Quarter 3 to 300,000 players by end of Q4 is the source of servers being under populated. When a game loses 2/3 of its playerbase if such a short time the result will be empty servers. The cause wasn't to many servers, that was the result of to many players leaving which is still the problem and the same result is more server mergers right now. |
|
Originally posted by Dedthom
Any of them really, they could have had a dozen or more factions easily. Workimg just from what is there though: split orcs and chaos - they were never really "allied" in any of the warhammer canon anyways. Or they could have gone with Elves+Bretonnians, Empire + Dwarves and Orcs+ Chaos etc...there were many many solutions they could have used. Also, no one is saying they had to have 3...it could have been 4,5,6, whatever...just not TWO. Only two sides results in the binary "winners and losers" problem that others have explained. |
|
|
WAR bombed for 4 reasons.
1. Too many servers: The world was empty and boring. The arrogant, overconfident dev team added 10x too many servers at launch. Public quests are pointless if the world is empty. 2. Unfinished: The game looked like ass AND it lagged on even the best PCs. Bugs were abundent and big content like the Keep system, cities, and other classes were unfinished. 3. Combat: The classes and combat were terribly dry, boring, and buggy. The global cooldown fiasco, plus the overall blandness of the classes. 4. Incentives: The item system for RvR was crap... and there really wasn't any incentive to not do scenarios non-stopped.
------------------------- |
|
Originally posted by chunky_slice
Alot of players say this. WoW was buggy when its release, unfinish, blah blah blah. That is 2004. But remember, mmo release to day is fighting against the current WoW or any other mmo now, not WoW back in 2004 or mmo of other date. If mmo companies continue to ignore the impact that WoW have, whether you like it or not, than we will truly not see a WoW killer until Blizz release their next mmo, or shut down WoW...
RIP, Orc Choppa |
|