Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:567  Guilds:2,959
Members:1,440,356  Online:0
Guests:0  Posts:4,569,279
Mythic Entertainment | Official Site
MMORPG | Genre:Fantasy | Status:Final  (rel 09/18/08)  | Pub:Electronic Arts
PVP:Yes | Distribution:Download,Retail | Retail Price:$39.99 | Pay Type:Subscription
Desktop Client | System Req: PC Mac | ESRB:T

Warhammer Online: Age of Reckoning Interviews: 1.3.2 Interview

MMORPG.com's Jon Wood recently had a chance to ask Warhammer's Jeff Skalski a few questions about the recent 1.3.2 update and what it means for the game.

By Jon Wood on October 23, 2009

MMORPG.com:

1.3.2 is a patch that makes some pretty major changes to the way that WAR plays. Can you run us through a few of the changes that might surprise people who haven't played the game in a while?

Jeff Skalski:

Yeah we definitely made some changes that might catch a few off guard, but let me break them down and explain.

  1. Fortress removal - Let me call the elephant out in the room and cut straight to it. The way we wanted fortresses to work in the game just didn't pan out as originally designed, so now we wiped the slate clean of them and are now challenging ourselves to come up with a better purpose for them in the long run that will make them more enjoyable. Any T4 player in WAR who participated in the RvR campaign knows how frustrating a fortress siege can be. On top of that, we started noticing a trend that a lot of players never even had an opportunity to participate in a city siege which was just a clear indicator that it was time for a change. Pairings still need to be capture in order to access your enemies city, but now no longer are fortresses a bottleneck to making that happen.
  2. New characters made begin in EvC. - I just made a Choppa and now I begin in the Chaos starter area? Yes it's true and this was done in order to bolster tier 1's population. Now it doesn't mean we just deleted GvD and HevDe T1's. That would be crazy. They exist and all subscribers can access them just as they normally would do via a flightmaster. We also added a one time use teleport scroll that you'll find in your backpack after creating a character that will allow you to port to your racial starter area. This is for all those players who don't want to run out to a flightmaster and then back. We figured we at least could save you some time if you missed the other T1's that much. ;)
  3. Was just about to mention the Apprentice System, but I see that it's the subject of the next question, so I'll jump over to Combat & Careers. We've been slowly and tactfully making progress and bringing more balance between the careers. Can't wait to read the threads on that comment I made. ;) Keywords, slowly and making progress. We're nowhere near done and wish we could do more each patch while balancing bug fixes at the same time. Over the last few patches we've been addressing AoE and CC concerns that were hindering the "fun" of the game. With 1.3.2 we've retired stun and introduced staggered. We're trying to get away from those 10+ seconds where you simply just can't do anything. Nobody wants to be inactive that long and stagger will now break unlike how stun previously worked when attacked.

MMORPG.com:

Are you at all concerned that the new Apprentice System is going to prevent many people from enjoying the full scope of content available to them and simply spend their time apprenticed to a max level character?

Jeff Skalski:

Not at all. The way I look at is, why should a player who's paying for our service be restricted to play with whomever he or she wants to because they are not within the "right" range of ranks to enjoy the content? I'm happy we got apprenticing up in for 1.3.2 and we're working through the bugs we encountered on PTS a few weeks ago for apprenticing down right now. The team is trying to get those kinks worked out for 1.3.3, so hopefully all T2-T4 players can enjoy the new low level dungeon Hunter Vale with their higher ranked characters

MMORPG.com:

Why the decision to have each realm start in the same zone (Order = Empire, Destruction = Chaos)? Doesn't this change leave the other four starting zones pretty much irrelevant?

Jeff Skalski:

Pretty much covered these two in an early question, but let me take the opportunity to add some more. ^.^ The team also re-itemized EvC T1 along with making adjustments to the quest flow, added an improved tutorial system and made a couple of tweaks to the RvR lake. We'll continue to push through the chapters and make improvements. Our goal moving forward is too see how the players react to the changes we made so far and move into Tier 2 and beyond.

MMORPG.com:

Are you at all concerned that this move could lead to critics complaining that this narrows the game's scope considerably given that the other race's Capital Cities were cut pre-launch and 1.3.2 sees their starting areas severely scaled back?

Jeff Skalski:

Like I said earlier, the other starter areas still exist and you can go visit them whenever you want. We didn't summon a chaos orbital strike on them. We're just encouraging players to play in EvC tier 1.


Screenshot

MMORPG.com:

How does putting all new players into a "New Player Guild" facilitate communication any further than the communication methods already available in-game?

Jeff Skalski:

For most current MMO players I can see why you would scratch your head at this, but we have new players coming into the game every day and some come to WAR with little none MMO experience. By automatically placing them in a guild that helps introduce them to the world and its various game mechanics it's not such an overwhelming experience, plus it helps fosters relationships among the players.

MMORPG.com:

With the major city sieges hitting more often after 1.3.2, are you at all concerned that this will belittle what seemed to originally be intended as a special, or rare event?

Jeff Skalski:

Nope, because we run the numbers each week and simply not enough players are getting a chance to see the endgame content. On top of that, just getting to the city is one thing, capturing the city, raiding the dungeons, defeating either two of the warlord encounters, or attempt to capture the king is plenty of special moments as well. And over time we'll be incorporating even more RvR experiences into each of those.

More Warhammer Online: Age of Reckoning Features:

More Interviews:

DC Universe Online - MMORPG.com Community Interview Interview added on Monday February 06
World of Darkness - CCP’s Plans to Dominate 2012 Interview added on Monday February 06
Entropia Universe - MindArk Interview Interview added on Monday January 30

More Features:

Conquer Online - The Conquer Online iPad Review Review added on Wednesday February 08
Star Wars: The Old Republic - Jedi Guardian Player's Guide Guide added on Wednesday February 08
League of Legends - First Impressions with Ripper X Media added on Wednesday February 08
 
 
Darkkhorse writes:

 

 

These are great ideas that should have been implemented a year ago..  have only 2 factions and 3 starting areas was really a bad design.  I waited for 3 years for this game, I loved the action and PVP in DAOC but WAR really did not deliver the same feeling.  I think their main failure are their maps...  they have the worst map design I have ever played on.  A starting area makes sense in any MMO, however, trying to make both sides run closely together to "encourage" PVP was really a bad idea... People that want to PVP will PVP, you don't need to lead the players by the nose the entire game.  All of the RVR lakes felt forced in all the Tiers.  They placed them right next to eachother I think in an attempt to get people running back and forth between them?  another bad idea.  MMO's should feel open and chaotic, no one wants to walk a straight line all day.

The other major failure is 2 factions and forcing every to look the same.  That doesn't make you feel unique and the player doesn't own the toon they are playing.  You feel like you are playing a cookie cutter class that at level x you look like z.  Really poor design.

 

I hope that Mythic can pull it together, if they do I would return.  But for now, the game just isn't finished.  Playing AION right now and having a great time.  Well thought out design, but that is for another forum

New Post Quote
10/23/09 2:49:25 PM
 
Chach writes:

Granted this post started only 9 hours ago but I sense the sound of crickets mostly..  Over a year later and desperate grasps at salvaging.

 

To the poster above, even with the RVR lakes, you still couldn't cross over to the other side because a level 55 super stallion elite muthfugga would one shot you for event trying to kill someone in a game about killing someone lol.... Ironic isn't it?

New Post Quote
10/23/09 4:12:03 PM
 
cerebrix writes:

 i found an old gamecard, repopped it.  played for like 2 weeks.

 

its a lil more fun, population is low though.

 

this game honestly got me to repop my wow account.  and i think wow is a better warhammer than warhammer is.  ironic isnt it?

New Post Quote
10/23/09 5:52:37 PM
 
barasith writes:

This game felt like it was being ran by a bunch of lazy developers. Cash in and sit around. I am sure they are only touching this game because something new is on the horizon that will make a few bucks.

When I say lazy it's not just the big problems never being looked at. The friendly unit frames scale to 75% (font and all). Instead of taking a few minutes making a new version they copy paste and move on. This may be small but just think what else is like that.

New Post Quote
10/23/09 7:25:06 PM
 
Redtah writes:

So much potential in the game and it was ALL squandered by a crappy engine, poor balance, and lazy developers

I don't know if you care or care to know, but lets just say there were only 2 beta testers that made it on the beta T-shirt. both of which were Bright Wizards..... I wish I could find a picture of that shirt and make a demotivational picture out of it.

If you know anyone still subscribed to this game tell them to unsub so it can just die already.

New Post Quote
10/24/09 4:30:17 AM
 
Skuz writes:

The killer of enjoyment was the bloody awful performance in RvR, but it was pretty bad even solo in an area with nobody else around, had it not (& still continue to) perform so badly I'd still be playing it despite it's rather shallow content.

New Post Quote
10/24/09 4:39:15 AM
 
Redtah writes:

Yep the engine it ran on was absolute crap.

Scrap it and try making a new Warhammeresque game, if nothing else the art style and lore would bring be back <3 Greenskins

New Post Quote
10/24/09 4:48:49 AM
 
mjkittredge writes:

Starting a new character is more fun now, you can actually find groups doing PQs. In a game where you need 9+ players to do hard PQs to get decent item rewards, having all 3 pairings split up really hindered anyone from pursuing a lot of the content. And now with the PQs lighting up on the map when people are doing them, you don't have to hover your cursor over em all.


There's still a little oRVR in the dwarf and elf T1 zones, because of those nice influence rewards.

 

Butchering got a nice upgrade in the patch, now it's worth getting.

 

More frequent city sieges are  a nuisance if you want or need to get in the capital, being locked out for significant periods of time.

 

Changes were made to T2 items, influence rewards that formerly didn't have a Talisman slot now do in many cases, some even have 2 where they had none before. Even if you got the items before the patch, they still got upgraded.

New Post Quote
10/24/09 5:18:33 AM
 
Phenoca writes:

 Cool! It is nice to read this interview. Reading on onRPG, I see nothing but negative commentary on WAR. I missed all the hype when it was launched and it is nice to read about WAR still being developed and improved.

 

(I have never played WAR.)

New Post Quote
10/25/09 12:31:05 AM
 
Shealladh writes:

Funny to see this. We warned them in Alpha that these things were needed.

So no matter what they do, they're flogging a dead horse and I ain't coming back because the killed it along time ago. It did have it's moments but they were far between and not enough like having people that would stand and fight.

 

Boring, as for endgame, NO COMMENT worth a mention.....

New Post Quote
10/25/09 1:40:32 AM
 
BlackWatch writes:

Honestly... great moves.   Too little, too late?  Probably. 

The game had a lot of potential.  It really did.  IMHO, the game just cut too many corners to really fill the gaps  and make it a solid MMORPG.

As others have said... the populations are low.  They are so low at this point that I wonder more about the game's longevity as opposed to whether or not I would enjoy playing it again.

 

New Post Quote
10/25/09 5:17:43 AM
 
Xantal writes:

They need to fix the PVP. 

Add a DAoC frontiers type PVP endgame and you'll attract the rest of your niche market.  Why mix PvE and PVP?  There are PVE players and PVP players, simple as that.  Each type of player knows where to go to find what they're looking for so cookie cut the PvE, get a nicer engine to support all the graphics and focus on a solid open PVP/RvR ruleset and you're back in business. 

Unless you plan on doing PvE better than WoW, don't even try to come close to it, so fix the PVP!

New Post Quote
10/25/09 12:17:21 PM
 
willvas writes:

most of you are wrong saying the servers are dead... its all on medium medium population... during primetime.  lower tiers are the big problem as not many to queue up...

tier 4 is quite busy on all servers.

its not too little too late... Age of Conan made a nice comeback and this game is doing a nice job coming back.  They have made some significant changes in the one year it has been out. 

its great you guys dont want to give it a second chance... thats your choice... but on the other hand dont be giving misinformation about a game you dont play anymore.. your feelings are from when you last played and not what it is in its current state.

this game is quite fun now.

New Post Quote
10/27/09 9:48:59 AM
 
Leave this field empty
Post Your Comment:
Our Rating
7.4
User Rating: 8.2
Popular Features:
Player Perspectives : Content Locusts Killed My MMO Column added on Friday January 27
It used to be that hitting the level cap in an MMO was something that... Read More
Star Wars: The Old Republic : Good Cop, Bad Cop – SWTOR General Article added on Monday January 30
There is no question that Star Wars: The Old Republic has stirred strong feelings on... Read More
Star Wars: The Old Republic : The Future of the Old Republic Interview added on Thursday January 12
Star Wars: The Old Republic has taken the MMO gaming world by storm over the... Read More
General : The 2011 Player’s Choice Winners Award added on Thursday January 19
A couple of weeks ago, we asked you, our valuable readers, to vote for those... Read More
The WoW Factor : What is a “WoW Killer?” Column added on Monday January 16
Everyone is always looking for that game that will be a "WoW Killer" but what... Read More
Latest News:
Warhammer Online: Age of Reckoning : Night of Murder Returns Reported on Feb 08, 2012
The Warhammer Online Herald has been updated with the news that the annual Night of... Read More
Warhammer Online: Age of Reckoning : New Version Goes Live Reported on Jan 30, 2012
The Warhammer Online team has announced that v1.4.5 has been deployed. The Warhammer Herald has... Read More
Warhammer Online: Age of Reckoning : The All Things WAR Interview Reported on Jan 01, 2012
With Warhammer Online well-established in the MMOniverse, we felt now would be a great opportunity... Read More
Warhammer Online: Age of Reckoning : Keg's End Seasonal Event Begins Dec. 14 Reported on Dec 13, 2011
The Warhammer Online team has announced that the annual Keg's End seasonal event is scheduled... Read More
Warhammer Online: Age of Reckoning : Come for PvP, Stay for WAAAGH! Reported on Oct 23, 2011
Warhammer Online is one of the small handful of games that continues to make steady... Read More

Advertisement