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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
  Kuinn

Advanced Member

Joined: 1/10/11
Posts: 1989

4/03/12 3:29:52 AM#121
Originally posted by Zyllos

Many, many reasons combined together, as basically everyone have said.

I so wanted this game to work. I do not understand the logic behind pushing 2 factions when the Warhammer lore already has 3 factions in it (Order, Chaos, Netural).

While I concede that Mythic was pushing new territory going into PQs, they were done illogically by not linking PQs together so individuals would see and feel the natural progression between them.

Removal of various classes and cities at launch.

Overall performance of the engine.

 

Warhammer lore has a lot more than 3 factions in it. There's many armies to choose from that are not aligned under some certain "faction" like Order or Chaos, not in the long term at least.

  oubers

Novice Member

Joined: 11/14/11
Posts: 879

4/03/12 3:35:43 AM#122
Originally posted by Kuinn

Quality overall, I've heard this from everyone I know who tried the game. From some Warhammers nuts too, I'm somewhat a Warhammer nut my self. Lagging mobs, sliding mobs, lagging UI, UI bugs, animations overall, effects, overall very unfinished and un-polished feel to almost everything in the game. There's much I loved in that game, which got totally buried under the shit avalanche of problems and low-quality.

yeah i keep hearing about it.....but never experienced it except in rvr sometimes (even then the lag was mild).

At launch some rubberbandng yes but that got fixed so a mild lag in rvr aint actually a failure imho.

maybe some people need to lay of the porn surfing on their game-rigs :p hehe

 

  Cthulhu23

Apprentice Member

Joined: 12/03/11
Posts: 1027

4/03/12 3:39:35 AM#123
Originally posted by RefMinor
Too many cutscenes and not enough MMO.

 

Edit: sorry wrong game.

And yet, the game you continually like to take cheap shots at, even in threads that aren't about said game, seems to be doing very well.  Much better than Warhammer did.  Go figure.  

  wartyxwt

Novice Member

Joined: 4/17/10
Posts: 181

4/03/12 3:48:15 AM#124

Bad client performance, incohesive graphics, massive rubberbanding/atrocious server performance. Craptastic world layout, horrendous PVE. PVP grind was acceptable until you went into the last BG bracket. BGs were good but too many, mostly unfinished and defninitely pumped out at the expense of developing the RVR which while touted as the best ever, was pretty much horrendous and never got finished. There were suppsoed to be like 3 or 4 world combat areas that consisted of huge multimap conquest between faction cities, at launch we only had the 1 and that is probably all there is still. General content lack across the board, get past level 20 in PVE and you are really scraping the barrel, stories and quests are written by monkeys past this point, so is the zone layout.

But worst of all (although pretty good for the average consumer) the infinite free trial let you do everything that was good about WAR, free, forever. And they even changed the battlegrounds once in a while to it stays fresh. There is literally no reason to buy this game. Low level RVR is fantastic.

  Kuinn

Advanced Member

Joined: 1/10/11
Posts: 1989

4/03/12 5:00:20 AM#125
Originally posted by oubers
Originally posted by Kuinn

Quality overall, I've heard this from everyone I know who tried the game. From some Warhammers nuts too, I'm somewhat a Warhammer nut my self. Lagging mobs, sliding mobs, lagging UI, UI bugs, animations overall, effects, overall very unfinished and un-polished feel to almost everything in the game. There's much I loved in that game, which got totally buried under the shit avalanche of problems and low-quality.

yeah i keep hearing about it.....but never experienced it except in rvr sometimes (even then the lag was mild).

At launch some rubberbandng yes but that got fixed so a mild lag in rvr aint actually a failure imho.

maybe some people need to lay of the porn surfing on their game-rigs :p hehe

 

 

I keep my machine very clean, and visit only sites I trust (not many "porn" sites there). I also have quite up to date system all the time, I recently built a new one just for the heck of it and my old machine is for guests, which runs perfectly well any game released to date. Just saying that it's not me, it's the game, I doubt people I play with lie to me about it either. You propably just have lower standards than me and many others, or maybe you just think that other non technical stuff is more important in a game. I know people who dont give a crap about graphics, effects, animations etc, could be something like that? :]

 

Heck, I think TOR is a nice game for what it is even with so much bashing it gets, it runs smooth, very little -animation bugs, -UI lag, -lag overall, no "fake casts", no sliding mobs, no crappy sprite like effects etc, all of that was a problem for many in WAR, and the reason why I stopped playing it with pretty much any friend that tried it with me. Good for you if you didnt have any of that, I envy you tbh :P

  Loke666

Elite Member

Joined: 10/29/07
Posts: 16606

4/03/12 5:06:20 AM#126
Originally posted by Kuinn

Warhammer lore has a lot more than 3 factions in it. There's many armies to choose from that are not aligned under some certain "faction" like Order or Chaos, not in the long term at least.

Agreed, instead of decreasing numbers of sides Mythic should have increased it to 5 sides.

  MumboJumbo

Hard Core Member

Joined: 7/18/10
Posts: 3141

Veni, Vidi, Converti

4/03/12 5:12:36 AM#127
Originally posted by Loke666
Originally posted by Kuinn

Warhammer lore has a lot more than 3 factions in it. There's many armies to choose from that are not aligned under some certain "faction" like Order or Chaos, not in the long term at least.

Agreed, instead of decreasing numbers of sides Mythic should have increased it to 5 sides.

+

I think they could have taken a "Build it organically" approach to Warhammer/40K

Start with a few races with a few classes and slowly build in based off some underlying logic that connects them all and then see how to vary from this bauplan to add flavor/emergent tactics.

Instead they went for the money-spinner approach, which did not earn the amount they hoped but was financially passable albeit not an investor's dream or a player's either.

  dave6660

Advanced Member

Joined: 9/26/08
Posts: 2338

"Next time I see you, remind me not to talk to you."

4/04/12 3:47:06 PM#128
Originally posted by Loke666
Originally posted by Kuinn

Warhammer lore has a lot more than 3 factions in it. There's many armies to choose from that are not aligned under some certain "faction" like Order or Chaos, not in the long term at least.

Agreed, instead of decreasing numbers of sides Mythic should have increased it to 5 sides.

I'm wondering why they didn't take a cue from Games Workshop's miniatures board game.  They have 15 factions available to play.

"Why so serious?"
-- The Joker

  noblot

Advanced Member

Joined: 12/01/05
Posts: 287

Today is a good day to Pwn someone

4/16/12 12:41:35 AM#129

It always puzzles me that people say this game failed for being buggy; in 18 months I can only recall the odd crash.

It had a lot of lovely features, which did get better with time too.

Public quest, mirror classes, various options for leveling; PvP lakes, level tiers, good stealth implimentation; great battlegrounds. Excellent lore and backstory implimentation from GW. Maps and quests, which rarely got you stuck hunting for NCP etc. and a nice dash of humour in places too. Loved the dwarfs in barrels - and the quest to stuff drunk dwarfs in barrels. The Tomb of Knowledge was also a great feature.

Many viable builds of careers, and not bad selection of class (to start with). Generally the balance between damage and duration of fight was excellent. The game responded to tacits, but you could still have a blast just charging around.

Ok, so where did it all go wrong?

Well they didn't learn the fundamental lesson from DAoC = THREE REALMS! Well I would have gone further and had the full eight, plus mercenaries. Much better implimenation of the lore, and something new.

Level 1-11, the best. Then downhill, funamentally they needs a bit more time to make higher levels more addictive; and the zone control and capital city take down just didn't work (in fairness, I think this was uncharted terrority really). Compaired to DAoC realm pride, it just never happened.

Graphics and performance were not bad, but nothing to write home about.

While it was understandable that EA were not into spending more money on the game, it needed alot more development to get it to something addictive, more realms, more content, more classes and more armies.

Ironically, the attempt to develop three pairs of "realms" diluted the experience and rather than produce more gameplay, jsut appear to restrict it. Empire for humans (order) and Greenskins (for distruction) were only the realms to play that had lasting appeal.

But to conclude, the fundamental flaw was the stupid decision to make it a two way fight - simple.

 

  Beezerbeez

Novice Member

Joined: 2/22/04
Posts: 264

4/16/12 12:53:10 AM#130
Originally posted by Loke666
Originally posted by Kuinn

Warhammer lore has a lot more than 3 factions in it. There's many armies to choose from that are not aligned under some certain "faction" like Order or Chaos, not in the long term at least.

Agreed, instead of decreasing numbers of sides Mythic should have increased it to 5 sides.

That could have been very cool

Noone isn't a word; It's "no one". On a side note, you can guess where the word "none" came from.
------------------------------
Their, There, and They're are not interchangeable.

  fundayz

Spotlight Poster

Joined: 10/14/10
Posts: 471

4/16/12 1:02:52 AM#131

Why did Warhammer Online fail? Where to start...

 

1. Class Imbalance - Bright Wizards anyone? Even though the classes were heavily mirrored across factions, there were still long lasting imbalances both between mirrored classes as well as between class archtypes. For example, White Lions and Marauders were underpowered for a long time.

2. Lacklustre PvE - Instances and raids were bugged and lacked general polish. In addition, the game provided almost no direction in terms of locating dungeons and finding groups.

3. Improperly designed RvR (aka world PvP) - Keep gate bottlenecks, objective trading, improperly distributed looted, etc made sure that the best content in the game was also incredibly frustrating or boring at times.

4. Excesive CC and AoE - By max level group fights were just fields of AoE damage, AoE heals and AoE CC.

5. Disjointed zones - a lot of the zone layout didn't make sense and the 3 different battlefronts destroyed the feeling that this was actually a world.

6. Faction imbalance - Since capital sieges were the only way of getting the best loot in the game, one faction being steamroleld by the other constantly quickly destroyed player morale.

7. Unfinished content - The game released missing 4 capital cities (which were later completely cut) and 4 classes which were added only months after release.

 

Overall, the game was simply unfinished. I still believe the game had more time it could have been a very, very good game; the fact is that even with it's multitude of problems I had an incredible amount of fun during sieges and in scenarios (battlegrounds). WAR could have been a PvP'ers heaven had it been executed properly.

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