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8/10/09 5:14:33 PM#41
Originally posted by Daffid011 1) Yes heart attack, thanks for the advice doctor. I'll get right on that. No worries wouldn;t want some crazy fanboi getting all dead on us how will we continue these wonderful mmo arguments in the future.
2) You said war is a pvp game and that pve players "didn't" belong. Just to quote you "Edit: to any posters in this thread complaining about lack of raids or dungeon content you weren't intended to even be playing WAR. This game is a pvp game lol. Pve in WAR equals PQs, crafting, quests and a few minor dungeons." This is true, if WAR was a pve focused game wouldnt Mythic a developement house certainly capable of a good MMO (DAoC) make more progression dungeons and litter the game world with more pve stuff? Even as limited as it is I still enjoy it that's why I say its "Good". If you had opened your mind just a little bit you would see that mythic spent a great deal of time on the PVE portion of the game. I would wager that there is more real estate dedicated to pve than there is to pvp in your self proclaimed pvp only game. There are numberous videos of mythic developers talking about how players can player from start to finish without ever joining in pvp. So you would be wrong in your assestment on many levels in a game where pvp was billed as being optional. Yes pvp and pve as an option for leveling, Quests, Pq;s and ToK help with that but WAR is still far from a Pve focused game. Also, the keep seiging was not part of the original game design and only added in the late hours of beta, because players were saying the game was lacking. Before you go off telling people they don't belong somewhere you may want to do just a little research, because warhammer almost was the game without RvR that we both agree no one would have subscribed to. We both know EA forced these bastards to release WAR early if they didnt we would have had more Rvr shit in the game and siegeing wouldnt have shown up late. WAR has always been a pvp focused game just watch the PR campaigns. sure they have Pve as a side game but Orvr and Scenarios make up the meat of the game kind of like WoWs Raids and dungeons do in that game.
3) Now you don't care what games I have played, because you directly asked me if, and I quote you, "Are you new to MMOs? was WoW your first game where you need every MMO you play to be a jack of all trades mmo to even be interesting to you?" Didn;t need you to answer, was mostly a slam against you in good fun. Didn't matter what game you played the way you push for a Everything to everyone MMO makes you seem like a brand new MMO newb. So please don't act like you were not trying to paint me into some bad light with that type of comment or whatever other gross generalization you inflate to give yourself some sense of credibility. I was and I did and it was fun. Furthermore, it was not my desire or anyone elses desire for warhammer to have a pve aspect to the game. That is how mythic designed it. What is so hard to understand about that? Players are just reacting to what mythic made and how they billed it. Mythic added in Pve as a side game to RvR what's so hard to understand?
Never said warhammers pve just as good as the rest of the market? Actually you said it was the same as every other game as far as quests, dungeons, etc. Except when you said there were worse games, which we can both agree one. "I don;t think the Pve content was bad in WAR...The quests were like every other MMO, the PQs were fun, the dungeons were decent and the ToK was a blast." My quoted statement on WARs pve is correct that still doesnt make it a pve focused game and yes WAR's pve is better than a ton of games I think you will be hard pressed to find many people who think warhammers pve was on par with the rest of the market and would be overwhemled with people who found it stale, repetitve and uninspiring to say the least.
Yes because other MMos don;t have generic Quests, bland dungeons and repetitive grinds... oh wait!
Playing: EvE, Ryzom |
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AJ2ME
Novice Member
Joined: 9/19/04
WE will Not Tire, WE will NOT Falter, and WE will NOT FAIL!!! |
8/10/09 5:14:39 PM#42
Originally posted by sceeZ
well plaync or ncsoft or whatever have said the game is getting tweaked for EU/US release. im sure they know the western markets dont enjoy grinding as much as koreans do and will probably shorten it
They have already stated that there is no change for the NA release that will NOT affect the current game. In other words the grind will stay the same, as that may upset their current base. |
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8/10/09 5:48:16 PM#43
Originally posted by JGMIII I'll just comment on this and ignore the rest of your usual bile filled tripe.
Mythic made a game that attempted to cater to a wide audience which included the pve crowd. Warhammer has more pve content than it does pvp content if that tells you anything. Even the pvp content has a very strong pve focus of dungeons, PQs, raids on npcs, etc. The developers have talked numberous times about the pve focus of the game and the pvp focus while making sure to say that pvp was optional. Did you read that last part again? What sort of pvp only game has optional pvp? Just because the pve content sucks, doesn't make it a side item, an after thought or justified for being bad, because the pvp is better. It just means it is not up to par and nothing else.
As for mythic being forced to release early... I recall their deadline getting extended twice. Sounds like they had extra time to me and the fact that they didn't add in the rvr combat until near the end says no, they didn't plan on adding it until player feedback said that the game needed something more than it had. Maybe you are right and mythic just spent years working on the game and forgot to add in the rvr portion of what you think is a pvp only game. Lucky for mythic they got a extra year of development time so they could add in keep sieges in the last 6 months of beta testing right. Rather odd design priorities for a game that you seem to think is pvp or get out. Spending all that time making all that pve content so they can try to attract the pvp crowd. Yeah I think you have a firm grasp on the situation....
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8/10/09 5:52:47 PM#44
Originally posted by JGMIII Perhaps if you stood on fewer soap-boxes? That didn't come across as a specific response, it read like a generic dismissal of the everyone you disagreed with, given how you repeatedly used terms like "most people" "most of you" and other non-specific, plural terms. Since you agree with so many of the specific complaints, what exactly is your issue again? Yes, it could have been great, yeah there is plenty of room in the market for a RvR-centric game...but Mythic clearly isn't the one to do it, how badly the flubbed this and the ways they flubbed it clearly show they didn't learn any of the right lessons from DAoC. |
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8/10/09 8:16:46 PM#45
Good article. (You guys seem to find some well written ones) I'd say Mythic's arrogance led to the failure of this game. They assumed there was as many people who wanted to play their PvP game as there was that wanted to play a mostly PvE game like WoW.
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8/10/09 8:22:57 PM#46
Mythic had already announced a delay long before EA was even in the picture. I'm not sure why you hadn't heard of this before but it's pretty much common knowledge by now. |
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Originally posted by Hathi
It cant be save. Unless they're willing to shut down this game for maybe a year or 2 and redo the engine, or buy another software engine. And given that all these periods EA is willing to provide what they need. LOL The software is bug, that's why you cant have huge battles without huge lag. Maybe something to do with their collision detection. So they implement the quick fix by kicking out players once a cap is met... The selling point of this game is massive battles, yet it cant deliver. Sooner or later players patience will run out, and pop will start to fall further. I can not but see a sad ending for this game...
Edit: Just to add a personal view of minor flaw: The npc talk waaayyyy too much... RIP Orc Choppa |
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8/12/09 9:26:39 AM#48
What went wrong IMHO? a) The "war" was a fundamentally stupid idea. If team A wins, and winning gives a bonus to A, causing more players to play on team A - then B is immediately in a death spiral. This was not rocket science. b) Open warfare is won by "who has the most players", the only counter is a force-multiplier (like AoE CC - which is hated). In short, players want 8 million people in a zone. If you deliver that - the performance will be terrible, it'll be 5 million vs 3 million, people will complain that it's a "zerg-fest", it crashes/slows, and the population will slowly drain away. c) Public quests. They are a great idea.... if you have enough people. If you don't they just make it even more apparent how few people you've got. d) Repetitive leveling. You can gain EXP in zones A1, A2, or A3. Yipee! But in practice, you'll usually end up having to do ALL of A1,A2 and A3 - repeat for every character you want to level with, and it gets seriously tiring. e) Too many servers, far too slow to offer merges. I seem to remember that a 3rd party misrepresented the number of orders that helped this occur, but it was 'fatal' - certainly my server died as the population never approached a viable level. f) PvP when there are no opponents. If you're opponents are PvE'ing/ having a meeting/doing something in RL then a PvP-oriented game gets horribly boring. g) Arbitrary rewards for 'doing stuff better than other people'. Your party has a wizard, a thief, cleric and a warrior - and 1 prize. Who gets it? Should the healer get it for conserving mana, or for amount healed? what if the healer has an ability to prevent damage? what if the warrior doesn't take any damage? what if the thief has a DPS of 28-million:1 due to only hitting once? When you get to 48 people, and 1 prize - practically everyone will feel that a formula is unfair. h) The 3rd side. Hard to argue against this, 2 sides was a huge, fundamental mistake. --- For me, the reason I quit was a mix of 'severe population problems', 'population imbalance' and the insanely repetitive/pointless endgame. [whilst N months would have helped conan etc., I do not believe that the problems with WAR were ever recognized by the developers - more time in beta would have added more content - something that would have made things much worse] |
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8/12/09 9:38:28 AM#49
Really it's quite simple. Mythic didn't follow what went well for DAOC and why people still years later talk about how awesome the original premise of DAOC was.
WAR needed 3 sides. They needed less scenarios, or at a minimum very little to zero exp and realm pts from winning scenarios. Really scenarios should of been a side diversion and a practice area for the real world Open RvR, which this game also didn't deliver on.
If Mythic followed DAOC model, you would of had dedicated zones aka Frontiers to fight in. That would of been the main areas to fight, not the crappy queue up anywhere scenarios where people sat in camps afk until there scenario popped.
Honestly also CC needed to be more in line with DAOC. AOE CC was the strategy behind small groups taking out large zergs in DAOC. It works and could of been balanced even more then it was in DAOC. People would complain, but when do people not complain?
There's more, but really the fact that they didn't follow the good points of DAOC and impliment that, that is what ultimately killed them. |
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8/13/09 6:30:18 AM#50
Dark Age of Camelot was a very successful MMO in its era (350,000+ subscribers). As a result, fans of the game (and all the friends they bragged to for years) were excited for a spiritual successor. Furthermore, the tabletop game of Warhammer has an enormous following of millions worldwide. Lastly, after years of raid/gear grinding, many WoW players were desperate for something new (especially WoW PvPers). These three groups of people (of which there was some crossover) anxiously awaited the release of Warhammer. There were millions of potential customers who really wanted Warhammer to succeed. Their disappointment is almost immeasurable. ....from the article. So true. I really really wanted it to succeed. Mythic had the Realm vs Realm experience and were doing a "version 2", the great Warhammer IP backing it up, and money to boot from EA. Argghhhh, the fools, the fools, how did they screw it up! I quit after the first month, yet I followed it for atleast 6 months afterwards, monitoring the patches, the changes. Even jumped back in when the Slayer dropped on the 10 day freebie. Its a dead duck. Great article, I agree with it all. I dont think the game can be salvaged. That would take radical changes and they dont look to be forthcoming. It will likely die a slowly withering death.
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8/14/09 11:06:00 AM#51
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.
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8/14/09 12:31:26 PM#52
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. |
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8/14/09 12:33:04 PM#53
Just another loot treadmill. |
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8/14/09 12:57:48 PM#54
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. |
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8/14/09 1:12:22 PM#55
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.
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8/14/09 6:28:57 PM#56
Originally posted by Scyris
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8/14/09 6:47:26 PM#57
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. |
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8/15/09 7:08:11 AM#58
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? |
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8/15/09 7:37:13 AM#59
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. |
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8/15/09 8:26:49 AM#60
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.
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