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Warhammer Online: Age of Reckoning

WAR (Warhammer Online) 

General Discussion  » Why did this game fail?

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131 posts found
  Yamota

Elite Member

Joined: 10/05/03
Posts: 6486

"Only cunts name their swords"

 
OP  1/11/12 6:50:30 AM#1

I mean it brought alot of nice features to the MMORPG genre. Such as ability to viably level from level 1 to cap by doing just PvP,  PQ, defensive and offensive targetting, interesting mechanics like that of the BW and Disciple of Khaine.

Yet it recently announced merging of yet another round of servers to a total of two or three, globally, and probably will shut down completely before the end of the year.

But why is that? I for one spent 400+ hours playing it so it isn't that bad. Reason I left was because the end-game was/is junk, maybe that is it?

  Robokapp

Elite Member

Joined: 11/15/09
Posts: 4464

The only luck I had today was to have you as my opponent.

1/11/12 6:54:19 AM#2

yup. endgame failed to retain the playerbase. also sieges and whatnot never worked how they should have from what I heard.

 

quality...just wasnt there. it got eaten alive by competition. it was championed as a wow-killer, and when it wiped to wow it got ditched.

 

the 2007-era mmo's all offered one thing above all else: killing wow. when they failed, they had nothing to offer that players idnt already get in wow. So unlike wow which had its guild structure and community and familiarity in place, the new mmo's crumbled without any certainty about the future or any form of communiy to hold them together.

 

 

  Kedoremos

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Joined: 12/12/05
Posts: 448

"What the fuck is a robster craw?"
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1/11/12 6:57:01 AM#3

I can't speak for anyone else but I left because the major good city was sickeningly bland and the major bad city was something straight out of a horror movie.

The other thing for me was the animations were terrible. Also, the game didn't perform as well as it should have on my system.

 

That's all I can remember.


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  Yamota

Elite Member

Joined: 10/05/03
Posts: 6486

"Only cunts name their swords"

 
OP  1/11/12 6:57:10 AM#4

Yeah I always thought, and still think (looking at you SW:TOR), that copying WoW is a misstake. I mean what are they thinking? I will take WoW and add some features and bling bling and then all the sudden WoW players will play their game instead?

Nevermind that WoW is/was already established and had a ton of content which a new game cannot possibly have.

The only one that can kill WoW is Blizzard and maybe with Kung Fu Panda they started that?

However I personally felt the RvR focus of WAR did separate it from the pack, but I guess it just wasnt well implemented.

  Sovrath

Elite Member

Joined: 1/06/05
Posts: 16939

1/11/12 7:02:22 AM#5

I thought the sieges were poorly done.

I had no plans to play this game but picked it up on a whim and found I was having more fun in scenarios and public quests than I had in a very long time.

Problem was, for me at least, I was expecting the sieges to be epic and a main part of this game. Instead I learned that the whole thing was about "flipping keeps".

There was no pride in ownership, no reason to take a keep other than to come back to it and take it again for more points.

the RvR part floundered as there didn't seem to be reasons to do it but people did flock to the scenarios which took away from the RvR.

Besides the fact that there were numerous bugs and issues.

The PvE was pretty lackluster.

I sometimes think devs are a bit clueless about things. I was talking to a developer at PAX who was not associated with Warhammer and we were talking about pvp and pve and the topic of Warhammer came up. I'm hoping he was just being diplomatic but when I said that they didn't do pve all that well and explained that I could pull a guard and the guard next to him who was talking wouldn't even noticed as the first guard came to attack me, he said "well, that's not what they do, not their thing".

My thougth was "really?" My girlfriend could see that was a flaw and she doesn't even play games.

It's a shame because they had a lot of areas where a lot of work went into them but that players rarely go to.

 

  Metsis

Apprentice Member

Joined: 12/29/10
Posts: 66

1/11/12 7:03:43 AM#6

I too played WAR quite a lot in my day... The game is ok, but the launch had some pretty severe failures.

First off, the game didn't perform that well. It was laggy and buggy when it started. I had a friend who basically left due to that... Also, the PVE side of the game was really quite boring. It didn't feel that much like the world of Warhammer as I was expecting and that sucked. It was a generic world with Warhammer skin on it... It wasn't as dark and gritty as it should have been...

Basically the only really "Warhammer" moment I felt in the game was when I travelled down the wrong alley in Altdorf and got jumped by a bunch of Chaos cultists...

Warhammer really had some good ideas in it and newer games have taken those ideas into their designs, such as the whole PQ thing and all that.

In short, the game sucked from a technical point of view and lacked that "Warhammer" feel to keep people intrested in it... And killing greater deamons and such at rank 12 or so in PQs, really didn't feel right... Those things should just wipe the floor with the players there. As I said, too generic with Warhammer skin.

  luffyownz

Novice Member

Joined: 9/11/09
Posts: 51

1/11/12 7:06:39 AM#7

indd WAR was ultra hyped at the time it was developed and even it's own developers claimed that it would be WoW-killer.. unfortunately for me i have been playing for about 4 months and it wasnt long till it became boring to follow a train taking keeps and maybe sometime, letting the other side capture them, in order for us to recapture them cause there was nothing else to do. It was an all day farm of renown points and after some bugged main city sieges i was able to complete the 2nd best armor set in the game without even being able to wear it ,and there was no point to farm all that pvp levels. Maybe if it wasn't so over hyped it would have last longer, but instead they prefered the big bucks from the box sales and screwed their own game after, when players started to quit massively.

  elocke

Spotlight Poster

Joined: 6/15/04
Posts: 4075

1/11/12 7:13:30 AM#8

For me it was how boring the PVE was.  Every mob did the same thing and seemed to be a carbon copy of every other mob minus their graphic skin.  Public Quests were a great idea but the randomness of rewards for them and how far out of the way they were made people only focus on 1 or 2 in the whole zone.  

The zone design, PVE wise was just extremely linear, there wasn't any true sense of exploration.  

And to top it all off, I think the character feedback and combat weren't very good.  Felt slow, clunky and heavy when moving about and fighting.  Long cast times etc. that slowed the flow of combat down.

The PVP side of the game was the best part but it was marred by the combat system as well and the severe reliance, at least at launch, on having to grind scenarios over and over to rank up.

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  nyxium

Novice Member

Joined: 3/15/09
Posts: 1198

Tumbling down the rabbit hole?

1/11/12 7:16:56 AM#9

A difficult start with less offered than what was promised put off some people that I know. Plus the megaelephantsaurus called WoW retained them.

  smh_alot

Apprentice Member

Joined: 1/10/12
Posts: 990

1/11/12 7:16:58 AM#10
Ghost servers don't go well with a PvP oriented MMO. I think there was too little polish and finetuning and tweaking what they had, some great ideas but bad or flawed execution.

Personally, I think there should have been more PvE content and more than 2 factions. DAoC did a better job in both departments than WAR did, which is kinda strange, considering.
  fenistil

Novice Member

Joined: 9/22/11
Posts: 3016

1/11/12 7:17:01 AM#11

Why?

1. Too linear

2. Bad end-game vs. very nice low-lvl experience

3. Horrible performance issues with big group vs. group pvp combat and sieges which was supposed to be major / one of major game features - obviously unacceptable and game breaking

4. Game was unfinished & bugged - Mythic was developing this game for very long time but either they had bad managment or lacked brains or and money to do it good.

  Yamota

Elite Member

Joined: 10/05/03
Posts: 6486

"Only cunts name their swords"

 
OP  1/11/12 7:21:58 AM#12
Originally posted by smh_alot
Ghost servers don't go well with a PvP oriented MMO. I think there was too little polish and finetuning and tweaking what they had, some great ideas but bad or flawed execution.

 

Personally, I think there should have been more PvE content and more than 2 factions. DAoC did a better job in both departments than WAR did, which is kinda strange, considering.

Yes this surprises me too. DAoC was leaps and bounds better in PvP and supposedly the same guys developed WAR? Hard to believe, either it was another team or there was some corporate suits who forced their views on the dev. team.

  luffyownz

Novice Member

Joined: 9/11/09
Posts: 51

1/11/12 7:22:37 AM#13

also for the public quests noone ever did them, i maybe had done 3-4 on the starting areas but later on i just ignored them there was no chance i could find even just one more person to do them.. it sounded like a cool feature but it never worked actually on the real game

  tawess

Elite Member

Joined: 3/24/05
Posts: 1862

WoWWARCoh/vSWGEveProject entropia

1/11/12 7:24:56 AM#14

Why it failed...

 

Simple it was a buggy mess and in essence not WoW nor DAoC... So it got slammed from every side. Add to that the balance issues and you had a game ripe for a fail.

 

It is sad... i still think it was a very very good game.

 

Originally posted by Yamota

Yes this surprises me too. DAoC was leaps and bounds better in PvP and supposedly the same guys developed WAR? Hard to believe, either it was another team or there was some corporate suits who forced their views on the dev. team.

I am pretty sure the two faction thing came from GamesWorkshop... They invested a lot in the years before the release of WAR to have both their settings have two clear sides of conflict... Order vs Chaos... And while it is true that both settings have "neutral" armies most of them does not work all that good together... Heck lore wise it was pretty contrived why Chaos, Orcs and Dark Elves would work together.

 

Honestly tho... three factiones would not have saved it... In the end a way to thight budget and deadline is what killed the game. Not enough time was put in to the mechanics of the game.

This have been a good conversation

  pierth

Novice Member

Joined: 4/14/06
Posts: 1515

1/11/12 7:31:12 AM#15

I only played for the free month but the two things that really turned me off about the game was that it played poorly on my PC at the time (BSODs and overheating issues I'd never had with any other game- even at the lowest possible graphics levels) and the population was just too spread out- I'd have to hop zone to zone to zone just to find enough people to party with (I don't play MMOs to solo) and even then I may have to wander slowly across half the zone just to get to them. Too much time searching for people to play with instead of just playing.

  User Deleted
1/11/12 7:38:34 AM#16
Originally posted by luffyownz

also for the public quests noone ever did them, i maybe had done 3-4 on the starting areas but later on i just ignored them there was no chance i could find even just one more person to do them.. it sounded like a cool feature but it never worked actually on the real game

That's because there was only ever one popular PQ that everyone did. Often times that PQ was the first PQ people see because no one gave a care about going out and finding that one PQ off in some corner of the map or in a cave somewhere.

If you didn't go to the popular one then you had to try and solo everything else unless you had friends you could yell at to get over there to help you coop it.

The higher up you went the worse things got because the more massive things got with the number of PQs available. This is why tier 1 is still heralded as the most fun part of the game because the scale was just right. I understand the higher you go in an RPG things are supposed to get bigger and better but not at this price. The developers should have learned that from their previous MMORPG. Same thing happened with RvR. Massive scale RvR can be too massive to the point where it becomes like WoW Alterac Valley - a battleground where the goal is for everyone to just avoid each other and go directly towards the goal.

Once you reach Tier 3 there are three castles to take in every RvR Lake and there are three RvR Lakes (I should say 3 objectives, not 3 castles, because some of those 'castles' were more like a building with a flag in it). It basically becomes a hide and seek game at that point.

Add in the fact that PvP instance queues helped empty out the inhabitants of the game along with the fact that there were three different PvE areas with quests to go with the PQs.

  dreamsofwar

Novice Member

Joined: 4/04/09
Posts: 471

1/11/12 7:42:39 AM#17

Why are people talking about WAR in the past tense, the game is still live isn't it?

  Badaboom

Elite Member

Joined: 10/04/10
Posts: 2359

1/11/12 7:45:01 AM#18

Instances.

 

Add to that the fact that you could level up in the BG's and you were left with an empty world and a heavily underutilized public quest system.

  Robokapp

Elite Member

Joined: 11/15/09
Posts: 4464

The only luck I had today was to have you as my opponent.

1/11/12 7:45:44 AM#19
Originally posted by dreamsofwar

Why are people talking about WAR in the past tense, the game is still live isn't it?

well...its hair and nails are growing, but machines are beating its heart and doing its breathing.

 

its live but in coma.

  Fadedbomb

Spotlight Poster

Joined: 5/19/06
Posts: 2149

1/11/12 7:55:56 AM#20
I was in Alpha, Beta, and left before launch as I saw it's inevitable demise. Here are the following reasons why Warhammer "failed".
 
 
 
-Mythic was given the IP by GamesWorkshop after realizing how DAOC was very similar to the Warhammer IP, and how LOVED DAOC was. HOWEVER, GamesWorkshop later told Mythic (2yrs into development) that they COULD NOT do a 3-realm RVR system, and that the "Lore Limitations" would force Mythic to do odd factional splits. HOWEVER, I've been told by thousands of fans now that, in fact, GamesWorkshop was full of crap and only wanted to feed off of WoW's success not realizing that Warhammer =/= WoW. A 3-Realm system WOULD have worked, but GamesWorkshop dropped the ball ON TOP OF MYTHIC'S FACE.
 
 
 
-EA acquired Mythic about a year or two into development, and subsequently forced Mythic, with GamesWorkshop's support, to go a more "traditional" WoW-clone gameplay type with HEAVY linear questing. Additionally, the "attachment" of EA onto Mythic's work caused a LOT of people to simply cancel their pre-orders because of the HUGE stigma revolving around EA's titles.
 
 
 
-6months from launch EA started funneling funds AWAY from Mythic's Warhammer development for an "unknown" title at the time. This left Mythic, in a CRUCIAL time in development & deployment, with fewer resources than they needed resulting in a VERY buggy launch. NOT TO MENTION that EA FORCED a "release date" on Mythic's developers for Warhammer Online. The end result was a highly buggy almost content-less product that people flocked away from in DROVES post-FreeMonth.
 
 
 
All in all, Mythic was completely destroyed by their accepting the Warhammer IP. GamesWorkshop ended up manhandling them at their two-year development mark, and THEN with the acquisition of Mythic under EA's banner it only got worse. Today, Mythic is a "shadow" of its former self with more than 70% of it's development team having been cannibalized for SWTOR, or they simply quit due to the environment they were thrust into. Sadly, we will NEVER see a DAOC II as EA would most assuredly screw that up completely.
 
 
 
Hope this helped,
-Faded
 

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