WHA - Shaman Preview

July 3, 2008 – 2:14 pm

Because, as the unofficial blogging voice for Greenskins everywhere (Waaagh!) it is my duty to make you aware of such things, I present you with: The WHA Shaman Preview!

I’d like to thank community member Casper from the Legion of Steel Guild for helping to provide this in depth preview of the Shaman career. Again, huge thanks to the Legion of Steel for helping to provide this guide. The information contained herein was acquired from the last public showing of the game. Despite it being shown publicly very recently, the version of the game shown to the public is fairly outdated compared to the current development version. So that means that the abilities, tactics and morale abilities in the reply below will very likely have changed dramatically. The list of skills and tactics below are being included just to give people a taste of the concepts and abilities that have existed in the development process. In other words, if you are easily influenced into believing this list may in anyway represent what is to be expected at release, please, stop reading.

What you will find at the link:

  • How to play as a shaman
  • The shaman mechanic
  • Shaman mastery paths (Gork, Mork, and Da Green)
  • Every? shaman ability from level 1-40!

I’m not even going to begin to “speculate” on these things because I’ve played one in beta and it will obviously be taken as “thinly-veiled truth” but it’s fair game for everyone else! None of this information is bound by the NDA because it came from the most recent public showing.

Diablo III and Me?

July 3, 2008 – 11:09 am

By now, I’m sure you’ve heard about Blizzard’s big sequel announcement that has almost everyone soiling themselves with glee as drool pours from gaping maws and  eyes take on an unfocused stare towards its inevitable - yet unknown - release.

I’ll admit, the gameplay video looks very slick and the cinematic is another increasingly awesome iteration in a long line of great Blizzard cinematics.

But I’m not entirely sold on the game.

Don’t get me wrong, I’m sure Diablo 3 will fulfill every wet dream imaginable for many gamers, but I don’t go for the dungeon-crawl concept, no matter how epic it is. The cooperative mechanic makes it slightly more digestible, however, I lost interest in RPGs focused entirely on PvE around the time of FF9. Even more recently when playing God of War 1 & 2 and Resident Evil 4, I just couldn’t help wanting the bloody games to finish up already.

I need two things in my games these days - multiplayer and PvP - and Diablo 3 is only advertising half the equation so far. And as it stands, I won’t play it without the other half.

What could they do to make a gamer like me want to play it? You know, this post probably borders on self-indulgence, because we all know they won’t need to appeal to my type of playstyle for this game to smash sales records. But you know… it’s my blog and I’ll spew frothy, vomitous advice if I want to!

Making Diablo 3 my kind of game:

  • Keep all the PvE elements as advertised (they do seem epic!)
  • Keep all the mechanics as advertised (they look savage too!)
  • Introduce team-based PvP into the dungeon crawls
  • Allow for 2-4 equal numbered teams to enter the dungeons from separate wings
  • Design the dungeons like Darkness Falls or the Frontier RvR dungeons from DAOC
  • Players will grind through mirrored PvE and meet in the middle for a huge clash against enemy teams
  • Obviously, players who grind through their content fastest and/or most efficiently will have an advantage (rewarding skill - what a concept!)
  • The last team standing will be able to resurrect fallen companions and continue down the final path leading towards the dungeon’s main boss

I’m not saying they need to design the game this way for everyone because that will lose them a crapload of fans, however, it wouldn’t be too hard to design an alternate PvP system/server for players of my flavour (Yes, I has a flavur!). My understanding is that PvP elements in D1 and D2 were pretty weak, basically coming down to a duel system. I think something like what I mentioned above would give Diablo 3 even more reach than it has already.

The game looks like it has so much potential for PvP, so I really hope they spend some of the resources they’ve earned from WoW and finally do it right. Warcraft 3 was amazing fun and Defence of the Ancients seems to have made it even cooler from a PvP perspective. Show us PvPers some love Blizzard!

Snaffy Squiglet, the Abomination!

July 2, 2008 – 10:09 pm

Spore Logo

I finally polished up a squig I’m pretty happy with! Let me know what you think of Snaffy Squiglet! He’s a hybrid gassy/spiked squig cultivated from the nastiest, rank, most putrid of fungal spores! Snafzg da shaman has been experimenting. Yes he has!

In case you didn’t know, EA Mythic is running a beta contest that ends July 14. All you have to do is create a squig in the Spore Creature Creator and submit it for your chance to win a beta slot! This guy only took me about an hour or so, so you’ll definitely want to give it a shot!

Snaffy Squiglet 5

ChaosCast #3 - Dolphins, Babies, and Garthilk!

July 2, 2008 – 1:57 pm
ChaosCast Podcast Logo

ChaosCast episode #3 took us a few extra days to churn out (blame me for going camping) but it’s here nonetheless! And it. is. awesome! If I do say so myself! We are introding a new section this week, called Roasted on the Spit - Community Interviews. Who is our first victim? None other than Garthilk of Warhammer Alliance!

Here’s an episode breakdown:

  • The Blowhole - Five thought-provoking questions submitted by our listeners!
  • Welcome to the Community - Werit Blog, White Tower of Hoeth, Warhammer Gaming Scene (currently down for remodeling), Wizards and Wenches (haha - I hope you aren’t offended by the jab!)
  • Roasted on the Spit - Garthilk, Superadmin of Warhammer Alliance (He really made some of the best live, honest, and passionate comments you’ve ever heard about WAR and its whacky followers)
  • Round Table Discussion - June 2008 Newsletter and Baltimore Gamesday Favorites

This is easily the best episode to date, and let me tease you by saying, “you ain’t seen nothin’ yet!” because our next two episodes are shaping up VERY nicely. ;) I’ll just leave it at that!

As always, you can submit your questions on any of our sites and we’ll make sure to answer them in the upcoming podcast! Those sites are Waaagh! Blog, Keen & Graev, and here (obviously)!

Josh Drescher on PoR - TOP 50 GUILD BETA TIDBITS

July 2, 2008 – 12:09 pm

Josh Drescher was recently interviewed by Orlock and Wrenn on Warhammer Geek’s Podcast of Reckoning episode #4! If you haven’t tuned in yet, you absolutely MUST because the amount of sweet info he delivered is siiiiiick! :) I bolded my personal top 10 favorites!

The second part of this podcast’s 1-2 punch of aweseomeness is Beibhinn’s community interview. Her smooth-as-Guinness Irish accent will have the gents stampeding over to the VN boards before they even know what sort of mind-scorcery overtook them!

Here’s a breakdown of what Josh had to offer us ravenous fans:

  1. Guild beta will continue the tradition of focus tests
  2. It will help beta because off the enhanced cooperation that will be present compared to the previous individual beta phases
  3. It will be critical to high end RvR testing (keeps, city siege, etc.)
  4. They are accepting guilds of all stripes and sizes
  5. Looking for established guilds, power and non-power guilds
  6. They want guilds that are definitively enthusiastic and excited to test
  7. Beta is not a free trial or head start, it is an active development tool that serves an extremely important role pre-release
  8. EA Mythic takes beta very seriously and its testers are an integral part of the team
  9. WAR beta testers are the top tier, most enthusiastic, most interested, most organized players that are dedicated to the MMO genre
  10. WAR beta testers are not indicative of the wider audience they expect will play their game at launch
  11. They assume the kinds of people that were interested enough to get organized and go through the steps of applying for guild beta will be these kinds of testers
  12. There will be a balance that prevents larger guilds from outlevelling smaller guilds based solely on size
  13. They embrace the idea that the guild system will not be one thing for all players
  14. They want to give players the tools that allow it to be your guild, your way
  15. Because WAR will have so much to offer in PvE and PvP, guilds of all flavours will really be able to find the experiences they’re looking for
  16. A very small guild (6-12 players) will be able to stick together in everything in the game because the content scales to such a small size (group, scenario, etc.)
  17. On the flip side, very large guilds (300) won’t be able to bring everyone along to do every task in the game
  18. However, an example of where you could would be keeps siege/defense because a group of players at that size would be very advantageous
  19. There will be ways to manage larger guilds into smaller sub groups (kind of like 10-man raiding groups in WoW I guess?)
  20. The average expected size at launch is about 50 members, where they feel the guild system won’t become difficult to manage - but they do have tools in place for the larger guilds as well
  21. Josh personally thinks the ideal guild size is 30-50 players
  22. Guilds that have certain playtime windows (e.g., 6-10pm) will be at a disadvantage because they may not be around to defend their keeps but there are systems in place (e.g., significant NPC defense) that won’t make taking “undefended” keeps a cakewalk
  23. However, guilds with more presence will always have an advantage
  24. Players familiar with DAOC will find correlation between the way guilds should conduct themselves in WAR (the DAOC system was a paradigm shift)
  25. The Camelot Herald (DAOC) realm status updates were created because people who were out of the game were interested to find out how things were faring in game - we can expect to see this for WAR
  26. Taking your time to explore and participate in a wider variety of experiences throughout the chapters and tiers will give you a more expansive toolbox (greater utility, crafting, renown, gear, knowledge, etc.) to work with compared to single-minded powerlevellers
  27. If your sole goal is RvR (completely ignore PvE) - You’ll have a lot of renown and renown-specific rewards but you may not be as well-suited for PvE at the end-game (city siege) because you lack (for example) PvE-focused tactics that primarily come from ToK unlocks.
  28. This doesn’t mean the character with more tools will always win in an RvR duel, but he’ll have more options
  29. It’s not all about killing Hickman in RvR… it’s mainly about killing Hickman! Josh will have to roll Destruction because Hickman is 100% committed to the Witch Hunter.
  30. Josh loves the Black Orc because one of his abilities, in defense of his protected counterpart, is to whack him in the face, knocking him 20 feet back out of harms way (or into it)!
  31. When developing their wishlist for guild tools, they asked some hardcore, internal EA Mythic guild leaders which tools and features they felt were missing in the industry
  32. One tool: Automatic guild news feed aggregator (members joining, leaving, keeps captured, lost, etc.) - This is a quick way to catch up on what’s been happening in your guild when you log in
  33. Another tool: Calendar - This will internally help to plan and communicate major upcoming events - and you can set auto-reminders for all members
  34. Some features will be present right away, core tools will be achieved earlier on in Guild Level, and other cool features must be earned at the higher levels
  35. Message for people who don’t want to be tied down to a guild (Josh is one of these kinds of players): They want to make the transition from anti-social to social play as painless as possible. PQs are intended to trick people like Josh into interacting with other people. Once they eliminate the barriers to social interaction, you’re left with only the positives. Compare it to a home team sporting event in a stadium - even if you don’t know the people around you, you’re all sharing the same goals and interests. It worked for Josh… it can work for you!
  36. None of the guilds in beta know this, but the devs have joined quite a number of them anonymously!
  37. This is a great way to get true and honest feedback - lots of beta feedback have been blunt criticisms which is good for EA Mythic to hear
  38. Without fail, everything significant that beta testers have brought up, has actually needed changing and made the game better
  39. At this point, Josh is picking destruction because they stand out, are distinct, evocative, flavourful, unique, and interesting and he thinks many more people will be attracted to it as opposed MMOs that are traditionally made up entirely of knights in shining armour
  40. Jeff HIckman actually went back in time to the 80’s and posed for the Witch Hunter TT model - take that Chrono Chaos!
  41. For every single class in the game, they have a unique and awesome standout feature or mechanic that makes you really have to think hard about what you want to play - you’re never playing the same thing twice by making an alt
  42. “When people first see a lion go out, grab an enemy by the throat and drag him back to be stabbed in the head… people will like the White Lion.”
  43. Is it feasilbe to have a race-restricted guild? Absolutely.
  44. Will there be drawbacks?
  45. People need to step back from the idea that there is only one way to go out an play a game. If you look at a game basically as a spreadsheet full of numbers and ask what combination of numbers will generate the best result, you have basically stripped all of the joy and affection out of a game. You’ve now said “There is only one way to play the game.”
  46. There’s something to be said for playing the game in different ways that mean different things to different people. Like RP-servers.
  47. A dwarven guild isn’t necessarily going to be the most numerically efficient way of churning through the game content, leaving a rapidly expanding wake of devestation behind you, but running around with a bunch of your drunk dwarven friends, having fun - that’s value you can’t get from min-maxing.
  48. Josh’s wedding will be May of next year - the date was in place to make sure the game was ready to go, out the door, and problem free - talk about dedication!
  49. The Hickman will be at the wedding to “bounce suckas” who decide to rudely crash it! He can actually break boards with his kicks. Lookout Chuck Norris!
  50. MAKE SURE YOU LISTEN FOR YOURSELF!

* Top 50 Tidbit lists are not a trademark of the Waaagh! Blog but I must thank Syp’s Baltimore Gamesday Top 50 Tidbits for inspiring this format!

Forum Watch (June 17 - June 24, 2008)

July 1, 2008 – 3:53 pm

Forum WatchGreetings WARfans, and welcome to the next installment of Forum Watch! Brought to you by your loving neighborhood website thegreenskin.com! And me! Cicadymn! This week(s) I’ve combed the internet looking for the most elite of the elite threads. And there’s another great selection this week! We’re wondering about release, going over the Do’s and Do Not’s of MMO releases and jotting down some of WAR’s competition for awards this year! It’s been a busy season, I’m sure you’re all still enjoying the brief glimpse into the world that so many, including myself are locked out from with the June Newsletter! I can’t wait until July’s is released. But until then, Stay Ready: WAR is coming.

The low down on Emotes, have you got your /waaagh on today?

  • Over at Warhammer Alliance we find the boyz discussing the emotes, luckily one dedicated member, Satarko was nice enough to think outside the box and jot down as many emotes as he could in the short time he was allowed to play. Run on over and check out the impressive sized list! Good Work, keep it coming.

Massive thread alert. Bring your reading glasses

  • Once again I’d expect nothing less from the Warhammer Alliance forums. They’ve spawned a massive eleven page discussion on what impact WAR might have on the community and MMORPG players in general! Let them know what you think and try not to go blind and/or insane from all the reading!

A nice little reminder to all you players with your pants on fire about release

  • I know how hard it can be waiting on Warhammer to come out, and watching for games releases in general can be really frustrating! The dates get closer, and closer, but right when they’re there. They date explodes in your face and you are forced to wait another half a year for the second chance at a release, only to undergo the torment of trying to find out if it is going to be delayed again. But as the boyz over at WAR-RvR point out, such is the nature of games, and if you can’t stand the heat, get out of the fryer.

Warhammer lined up against some very anticipated games of 2008

  • So how is WAR feeling being stacked up against some heavy hitting anticipated games for the oh-so-loved Gamespot Most Anticipated Game of the Year Award? Against such goliaths as Lego Batman and the Sims 3, there is simply no way to tell. But hopefully our favorite game will go home with the gold this year. Stop on over to WAR-RvR and check out the full list!

As a potential Black Orc, I can only hope they don’t pay attention to me so I can chop them in half with a huge choppa

  • So over at Only-War we find the boyz investigating the taunt system again. It seems we’re seeing some changes, and at least it’s different from what I thought it was going to be. Rather than just switching the target and giving reduced damage, the new set of taunt interrupts spell casts and gives the tank 20% increased damage! Either way sounds awesome, I can’t wait to see what they’re like for myself! Stop on over and let them know what you think about this new change in a core ability for any MMO.

Oh boy I just got my final tier set! What? What do you mean I’ve got to drop it for some uncommons?

  • Anyone ever get annoyed that work you do in a game is all wiped out and any resemblance of progress you’ve made was taken away? It’s kind of annoying in the sense not so much that you lost all your phat l00ts, but the fact that the evidence of all of your “progression” in the MMO and by extension the months and in some cases years spent on the game are all wiped out? We’ll in WAR they’re going to do everything they can to avoid that. How? Stop on over to Only-WAR and they’ll tell ya!

Do you want to know how to not make an MMO?

  • Then stop on over to VN Boards WAR, and they’ll give you an example of poor game design, judgment, and how to generally lose a lot of subscribers. I know I’ve had a bad experience with AoC as well, so I fully believe the reports that are coming in to this thread. Check it out and see for yourself exactly what we don’t want WAR to be.

Got a burning question about the Magus on your mind? Nows your chance to get the answer!

  • The fine folks over at the WAR VN Boards have been asked to host July’s Grab Bag, which is focusing on the Magus! Want to play one and have a question? Just wondering how it will work? Well you better stop in and post it! This may be your last chance before open beta/release that you can get it answered!

A flawless launch is the Holy Grail of MMO’s, but then again. You’ve got to have the gameplay behind it.

  • We’ve come round about to the old chestnut about WAR’s launch. How will it go? Will they be able to manage everything they’re wanting to put in it? What if it’s buggy? We’ll it looks like the boyz over at TenTonHammer WAR are taking care of the tough questions today. Stop on in and help Theoryhammer on what kind of launch we want, and what kind of launch we’ll have.

Needless to say, Spore has spawned more than just random hodgepodged creatures

  • It’s spawned a whole Warhammer character frenzy! From followers of Khorne, to Orcs, to many a squig, there are many different videos all lined out on Youtube for the picking. Good luck to the judges! They’ve got a lot of work cut out for them. But anyways, don’t forget to check out this thread over at TenTonHammer! It’s always great to brag about how awesome your particular squig is…and remind me how terrible mine looks…

In an effort to stifle the pain from losing Warhammer Conflict…

  • Alright, so after reading Warhammer Conflict all week the time I spend to write about the chosen threads came and my window of oppourtunity to give them out was temporarily disabled as the board was taken offline. Don’t worry. We’ll have them in here next week. But until then, I highly recommend going and checking out the first part of thegreenskin.com’s modeling guide. At least to refresh your memory for when part two comes out soon.

~Sam

Getting one-upped!

June 30, 2008 – 6:36 pm

Railith, who I’ve seen comment on various WAR community blogs, forums, and even here at TheGreenskin just one-upped my quick webcomic doodle from the Chrono Chaos punk’d post. I think it’s quite awesome with more colour and better orkish!

‘Ave a look see, gits!

Cooler version!

I laughed. I cried. I shaved my head as an homage to Railith’s uberness! :)

PS. This makes four, Syp! Totally the most epic post day evah!

Trials of Atlantis (and my gaming patience)

June 30, 2008 – 2:43 pm

This post was inspired by Travis, who left a comment in previous post (WAR vs. WoW - Expansion Philosophy). If you don’t want to read a rant about DAOC’s infamous Trials of Atlantis expansion, don’t go any further than this!

For the everyone else, “Abandon all hope ye who enter here,” because it’s a doozy. This is a perfect example of the kind of expansion I DO NOT want to see in Warhammer Online. Thankfully, Mark Jacobs has seen the error of his ways, so the possibility is doubtful.

The question was pretty simple:

What were the problems with ToA? I quit DAoC before that came out.

Yet it provoked such an urge to rant, scream and decapitate several innocent chickens, I felt it deserving of its own article. I tried to fit it into a comment, but golly gee, that would have been the longest comment in history. Well, probably not, but I didn’t feel like challenging the throne.

I won’t go over the nifty stuff like undersea adventuring, graphical improvements, and richly detailed zones that were an explorer’s dream. Those were actually the finer points of ToA and it wouldn’t be much of a rant if I spent a lot time fawning over them.

Let’s get down to the sticky icky of master levels, artifacts, and mudflation. Ooh-ee! Put it in the air!

Master Levels

As a concept, they were pretty cool. In execution, they failed miserably.

They gave each class two different paths of mastery to explore, and even though some paths were way better than others, making the choice pretty obvious, at least it brought more diversity to the game. Each Master Level was a level beyond 50 that you gained by completing various trials in Atlantis (hence the expansion name). There were ten trials per Master Level, meaning you had to do 100 of them to reach ML10. Some trials were pretty darn easy, while others were intense, requiring dozens of players working together harmoniously (no easy task in an MMO). Others yet were just plain bugged (taking months to fix).

Each ML granted you a new ability, and while the majority of them were craptastic, many were insanely powerful (Banespike? Fountain of Power? Forceful Zephyer?). In many situations, these abilities were “I-win” buttons, unless of course you had counters in place.

But that’s the problem - Master Levels were such a horrible grind, many people didn’t want to participate, or did so grudgingly. They were especially nightmarish for casual players because we didn’t have 3-5 hours to devote per session. Also, for a long time, you couldn’t do the various steps out of order to complete your ML. Oh, you logged on and they were at step 10? Well, you might as well not join because you won’t get credit unless you have steps 1-9 completed…

They eventually changed this… right around the time WoW came out and stole the majority of their subscribers.

Artifacts

Again, in theory not so bad, but executed horribly. Artifacts were probably the most painful implementation of an expansion feature I have ever seen (closely followed by MLs).

What were they? Simply put, artifacts were weapons and armour. Let me elaborate, non-exaggeratedly, by saying they were insanely powerful weapons and armour. Let me go even further by saying they far surpassed any item in the game before them in terms of how difficult they were to get and make usable.

There were two steps to getting an artifact and one more to making them usable in RvR.

To get the raw artifact, you had to kill a really tough boss in Atlantis. Many of these bosses were nearly the equivalent of the three realm dragons from the original zones. To do so, you needed to form up with a huge party of mediocre players or a smaller party of extremely decked out, high ML, skillful players. Once you finally managed to kill the boss, he would drop a raw - oh wait, I should add “sometimes dropped” - artifact. Doh, I should also add that if you did it with the mediocre group, you’d have to compete against several others with /random to see who won it. What could you do with this fine piece of treasure? By itself, the item was. completely. useless.

Books were the second piece of this puzzle. Actually, they were the the second, third, and fourth pieces because you needed three scrolls to make up a book. These scroll pieces would drop from various yellow-purple con monsters in Atlantis with varying, but always exceptionally low, drop rates. Once you were lucky enough to get all three and make a book, you could magically create your artifact! More often than not, you spent a few plat on the pieces you were missing but had already spent dozens of hours trying to get drop.

Hooray! You had an artifact! You could now dominate RvR, or you know, compete with all the other gits who had them!

Actually, you couldn’t just yet because the artifact you just made was level 0. Not level 1… the big freakin’ sombrero! Si señor - ZERO! After all the scroll grinding. After all the times you fought and bested the boss to earn your artifact. After all that, you were faced with ANOTHER grind:  10 levels to max out your artifact. A level 0 artifact was useless. It was just a weapon with no stats that did some pretty decent damage (Oh, wait - without the stats, the damage was actually quite gimp because the stat bonuses on these items were huge). “But what about buffbots!?” Srsly dude… don’t even get me started on that!

You could XP these items in certain zones in ToA, because the XP gained by most of these artifacts was regionally specific (for some unknown, exceptionally stupid reason), or you could XP them anywhere in RvR zones. I think they really wanted you to XP them by killing other players, unfortunately, you had no chance in RvR with gimped level 0 artifacts (especially if your set had multiple pieces). RvR was a game of min-maxing way before ToA came out and these items at level 0 certainly put you at a disadvantage. So anyway, back to killing more stupid mobs to XP these stupid things. *grumble*

Are you starting to notice the pattern here? Two key advancements in DAOC, a game that put RvR on the map, were completely PvE-centric in focus (MLs and artifacts). If people wanted PvE, they would have been playing Everquest. We were playing DAOC because we wanted to fight versus real, live opponents. *grumble x10*

Let’s get on to the final bit…

Mudflation

I’ve written about this a lot before, so avid readers will know that mudflation is an economic inflation in an MMORPG. It is also commonly associated with an inflation of power in an MMORPG. Remember when a nickel could get you five candies? Not anymore, right? Remember when that shiny broadsword was the pinnacle of godliness in PvP? Not anymore, because you can get the fiery broadsword now and it puts the shiny one to shame! Anyone with a fiery broadsword will skewer and roast the shiny broadsword lads and lasses! We might as well call them the Shiny Whineys cuz that’s all they’ll be doing! Boo Hoo, newbs!

Sorry, got a little off track there.

No other expansion before or after ToA introduced worse mudlation to DAOC. The introduction of MLs and artifacts meant they were absolutely necessary if you wanted to remain competitive in RvR. There is no argument for this statement. It is 100% truth.

For three weeks after ToA arrived on the scene, a fairly well-known Hibernian guild on my server quit RvRing. They didn’t quit the game… they decided to go play in the ToA sandbox. These guys and girls were skilled, large in population, and very knowledgable of ToA because they had members in the beta. In just less than a month they got themselves to ML10 with uber artifact sets.  That may not sound like a huge amount of time, but these guys were hardcores, playing roughly 8 hours per weekday and around 24 hours per weekend. Way more than the average gamer, to say the least.

I’m sure it doesn’t come as any surprise that when they re-entered the RvR scene, they mutilated every bit of opposition thrown their way. Before ToA, they could take 1-2 groups on a very good day under very good conditions.  With these new items and abilities, they could mop the floor with 3 opposing non-ToA groups. Put them in a keep and they could probably hold off half my server for a decent amount of time… Hyperbole? Yes. Did it feel that way? Yes again.

This, ladies and gentlemen, was the epitomy of mudflation.

In Conclusion

Trials of Atlantis ruined DAOC for me. The only reason I stuck around for as long as I did was because my guild was intensely resourceful, hardcore, and helpful. My friends would log me on in a new client window or second machine and take me along for the various ML raids. They would actually group me as I /stuck to the leader and went AFK for a four hour shift at my second part-time job in college. Without my guild, or a guild like it, I wouldn’t have lasted a month past ToA’s launch.

It also ruined RvR in general for me. Skillful players were given overpowered abilities to pwn me even faster than before. I could hold my own in most situations pre-ToA but worrying about which potions to quaff, which MLs to fire, and which artifact abilities to use became quite a mindfu** on top of my usual hotbar of skills and realm abilities. Before I got enough abilities to compete, I stood even less of a chance.

I welcomed World of Warcraft with open arms when it arrived in November 2004. My WoW guild was actually named Enmity because that’s what I felt towards Mythic for ruining such an awesome game (this sentence is false but included for poetic license). I would rather have done the 1-60 grind in WoW five times over than make a single new character in DAOC with all the MLs and artifacts overshadowing any (mis)perception of fun.

Ironically, I hear Mythic reduced the grind of ToA, which is kind of funny because for the ~12 months I participated in it, I was making dozens of suggestions for improvement on the forums. None of the devs either listened or cared it would seem until the mass exodus to WoW. I firmly believe that Mythic had good intentions but lost their way somewhere down the road. I can’t believe ToA ever made it out of beta unless their testers were no-life, no-job basement dwellers… or Mythic just ignored them too because they foresaw the riches of adding more grind to their game. Sadly, it took a huge subscription loss for them to realize that people played their game to grind RvR, not PvE.

WAR vs. WoW - Expansion Philosophy

June 30, 2008 – 9:59 am

Let us move beyond the back-and-forth of whether WAR can actually overcome the WoW juggernaut and dissect a really great interview Tobold did with WoW Lead Producter, J. Allen Brack, where a big topic was Wrath of the Lich King and future expansions.

Obviously, there are some unknowns with WAR because the game has not even released yet, but we have heard whispers in the community of “planned content” and “already working on the first expansion” and we can hope they carry over the best parts of their expansions from DAOC.

This is by no means a fact-proven comparison because each of these producers might say one thing and do something else entirely, but it is based on what has been said in the public forum

WoW’s expansion philosophy

  • Goal is to release one expansion per year (in practice, they’re on track to release one every two years if WotLK launches Q1 2009)
  • Don’t plan more than one or two expansions ahead (work on one, brainstorm the next). Their IP is weaker than GW’s, so it’s hard to predict whether or not they’ll run out of ideas soon (they currently have no idea of what will be in the expansion after WotLK)
  • Want to give users the best experience possible, regardless of how long it takes
  • New classes are strategically implemented (there’s a general lack of tanks in WoW, so they made the new hero class a tank - that also fit really well with the lore of Northrend)
  • Looking for ways to speed up the level 1-60 game for players tho start a new character or install the game for the first time (ideas include enhanced XP rate gain, mounts at earlier levels, and even starting a new character at XX rather than level 1)

WAR’s expansion philosophy

  • Have not stated goals for expansion:year ratio, however, they are already working on the first two major content patches and the first expansion. I predict an intention of one expansion per year but it may prove differently in practice.
  • Hard to say whether or not EA Mythic has a roadmap for future expansions, but the Warhammer IP is firmly established, so they’ll have a very rich history to work with
  • Quality over quantity - same as Blizzard
  • Based on their model of archetypes and class mirrors, new classes will easily fit within the established design and since the IP for WAR is established, and they work so closely with GW on all things, lore will likely support the new classes
  • Want to avoid speeding up the early game because of vertical expansion (e.g., If they were to add a level cap increase, they would eventually be forced to speed up the earlier levels to avoid one massive grind from 1-XX. They want to avoid this entirely, which makes me think they will focus more on horizontal expansion, rather than vertical - but again, you never know)

Mark Jacobs has stated that he realizes the mistakes Mythic made with the expansions of Dark Age of Camelot, specifically Trials of Atlantis. He really wants to avoid these same mistakes in WAR, which is good news for everyone interested in this game.

Based on Tobold’s interview and what we know about WAR, what do you think about all this? One thing Syp mentioned really rings true to me. Based on Mr. Brack’s responses to Tobold, WotLK may not be as near to release as we previously thought. It’s currently in alpha and he says he’s not happy with where they’re at. This is good news for all of us fearing the potential of a head-to-head release.

Let’s hope EA Mythic can stay on track and release in fall 2008 (even late fall is okay).

Getting Punk’d by Waaagh! Blog’s ChronoChaos Guild!

June 30, 2008 – 7:45 am

It would appear as though Syp made me the first victim of his make-believe, time-shifty guild, Chrono Chaos! Members of CC were set upon one of my recent blog entries in order to guilt me into being less lazy and more proactive with my Warhammer Online webcomic!

Unfortunately, I’m going to be pretty busy over the next couple weeks, so don’t hold your breath for a new one (will be mid-July at the earliest).

Buuuuuuuuut… I did throw something quickly together to tide you over! It only took about 5 minutes, and it’s probably more funny than all my other ones combined (that took much longer to complete)… Go figure!

Greenskin place-holder comic

Pardon the lack of “Orkish.”

Thanks for making me feel like a slacker, Chrono Chaos! I’ll work on a real one soon. Please don’t go back in time to mess with my past! I’m pretty good with where I’m at in life, thank you very much!

Enjoy your 20 elf ears!

PS. If you want to join CC, head on over to the Waaagh! Blog and proclaim your interest!