Warhammer Online: Does RvR Need an Overhaul?
Since I reached Rank 40 a bit over 2 weeks ago, I’ve basically been doing nothing but RvR. Keep sieges, Battlefield Objectives and so far two Fortress sieges. I did do open RvR while I was working my way to rank 40, however I would say it only made up about 20% of my game time online. Now that I’m doing nothing but RvR, the design flaws are becoming more apparent to me. Lets get to it.
Flip Flopping Keeps

My biggest issue with RvR is that it’s setup in a way that Order and Destruction just take turns assulting each others keeps and BOs, flip flopping back and forth. While I do enjoy defending, it seems most players would rather be attacking to get a chance at a loot bag. So the few times I have tried defending, with what’s usually a small warband, we get steamrolled. Mythic has taken steps recently to try to make defending more worth while, but from what I’ve seen so far it doesn’t appear to be enough.
Choke Points

The problem with the keeps and fortresses is that they all have impossibly difficult choke points. Usually one staircase leading to the top floor. Now I know from a fortress designers point of view this is the way to be most effective. However if Mythic’s going to take that stance, then attackers should be able to fire catapults into the tower to blow it up. It’s no where more ridiculous then when doing a fortress siege and you have 50 defenders all stacked up in front of the stairs at the top level. There’s absolutely no chance to get through. Those 50 people could stop 200 attackers. Keeps need to be redesigned, there way too small and the choke points are ridiculous.
Zone Locking, Timelimits & Resets
In open RvR, once you have locked all 3 zones, you can then assault the other teams Fortress. My problem with zone locking is it shouldn’t reset, not until the other team comes and takes their keep/fortress back. I’m not sure the exact time limit, but once all 3 zones become locked you have 1 or 2 hrs to sack the Fortress, which just seems incredibly stupid to me. I not only don’t understand why there is a limit, but I hate the fact that everything resets afterwards if the attackers fail. If Mythic wants epic sieges, just think how epic it would be if your sides Fortress has been sieged for 3 days straight and you are finally able to drive them out. Or if you’re on the other side, how exciting it would be if you’re there when the fortress finally fell. You wouldn’t be sitting there saying “I hope I have enough participation points to get a loot back” no, you would be setting off your fireworks celebrating. I won’t go any farther then that cause City Sieges have yet to be implemented.
My Overhaul
The way I think zone locking should work is sorta like a tug-o-war. Lets say everything is neutral and there are 3 zones. Each side should only be able to start out locking the zone nearest their capital city. Once those 2 zones are locked by their respective side, they battle for the middle zone. Once a winner emerges the newly claimed zone is locked for 24 hrs and the winners below zone is locked indefinitely. The winners can then assault the next zone. If they cannot claim it within 24 hrs, nothing is reset, however the middle zone will unlock. If they can claim the 3rd zone, then it becomes locked for 24 hrs and the two below it become locked indefinitely. Now that all 3 zones are locked, the winners would get 24 hrs minimum to sack the fortress. After the 24 hrs, the top most zone will unlock, making the attackers have to defend that zone if they wish to continue the attack on the fortress. If a keep in the top most zone is lost then the fortress siege ends and the below zone also unlocks. Making it now 2 zones that are attackable and giving the defenders a chance to try to swing it back the other way. Did I lose anyone? No!? Good.
This scenario slows down RvR battles significantly, eliminating the constant zone and keep flip flopping. Instead it creates an atmosphere where players would feel a greater sense of accomplishment and spend less time worrying about if there going to get a damn loot bag or not. I want it so that each side has to fight tooth and nail to maintain their lands, which is definitely not the case currently.
I’m not the type of player that wants to do the same runs over and over again. I want to be working towards a goal that’s challenging and right now Warhammer is making me feel that most of my time online is kinda pointless since everything is so easily accomplished. Ok Fortress sieges aren’t easy, but only because of server crashes, time limits, and ridiculous choke points. I do think Mytic is taking steps in the right direction in dealing with RvR, so hopefully it only gets better from here on out.
Warhammer Online: Does RvR Need an Overhaul?
Since I reached Rank 40 a bit over 2 weeks ago, I’ve basically been doing nothing but RvR. Keep sieges, Battlefield Objectives and so far two Fortress sieges. I did do open RvR while I was working my way to rank 40, however I would say it only made up about 20% of my game time online. Now that I’m doing nothing but RvR, the design flaws are becoming more apparent to me. Lets get to it.
Flip Flopping Keeps

My biggest issue with RvR is that it’s setup in a way that Order and Destruction just take turns assulting each others keeps and BOs, flip flopping back and forth. While I do enjoy defending, it seems most players would rather be attacking to get a chance at a loot bag. So the few times I have tried defending, with what’s usually a small warband, we get steamrolled. Mythic has taken steps recently to try to make defending more worth while, but from what I’ve seen so far it doesn’t appear to be enough.
Choke Points

The problem with the keeps and fortresses is that they all have impossibly difficult choke points. Usually one staircase leading to the top floor. Now I know from a fortress designers point of view this is the way to be most effective. However if Mythic’s going to take that stance, then attackers should be able to fire catapults into the tower to blow it up. It’s no where more ridiculous then when doing a fortress siege and you have 50 defenders all stacked up in front of the stairs at the top level. There’s absolutely no chance to get through. Those 50 people could stop 200 attackers. Keeps need to be redesigned, there way too small and the choke points are ridiculous.
Zone Locking, Timelimits & Resets
In open RvR, once you have locked all 3 zones, you can then assault the other teams Fortress. My problem with zone locking is it shouldn’t reset, not until the other team comes and takes their keep/fortress back. I’m not sure the exact time limit, but once all 3 zones become locked you have 1 or 2 hrs to sack the Fortress, which just seems incredibly stupid to me. I not only don’t understand why there is a limit, but I hate the fact that everything resets afterwards if the attackers fail. If Mythic wants epic sieges, just think how epic it would be if your sides Fortress has been sieged for 3 days straight and you are finally able to drive them out. Or if you’re on the other side, how exciting it would be if you’re there when the fortress finally fell. You wouldn’t be sitting there saying “I hope I have enough participation points to get a loot back” no, you would be setting off your fireworks celebrating. I won’t go any farther then that cause City Sieges have yet to be implemented.
My Overhaul
The way I think zone locking should work is sorta like a tug-o-war. Lets say everything is neutral and there are 3 zones. Each side should only be able to start out locking the zone nearest their capital city. Once those 2 zones are locked by their respective side, they battle for the middle zone. Once a winner emerges the newly claimed zone is locked for 24 hrs and the winners below zone is locked indefinitely. The winners can then assault the next zone. If they cannot claim it within 24 hrs, nothing is reset, however the middle zone will unlock. If they can claim the 3rd zone, then it becomes locked for 24 hrs and the two below it become locked indefinitely. Now that all 3 zones are locked, the winners would get 24 hrs minimum to sack the fortress. After the 24 hrs, the top most zone will unlock, making the attackers have to defend that zone if they wish to continue the attack on the fortress. If a keep in the top most zone is lost then the fortress siege ends and the below zone also unlocks. Making it now 2 zones that are attackable and giving the defenders a chance to try to swing it back the other way. Did I lose anyone? No!? Good.
This scenario slows down RvR battles significantly, eliminating the constant zone and keep flip flopping. Instead it creates an atmosphere where players would feel a greater sense of accomplishment and spend less time worrying about if there going to get a damn loot bag or not. I want it so that each side has to fight tooth and nail to maintain their lands, which is definitely not the case currently.
I’m not the type of player that wants to do the same runs over and over again. I want to be working towards a goal that’s challenging and right now Warhammer is making me feel that most of my time online is kinda pointless since everything is so easily accomplished. Ok Fortress sieges aren’t easy, but only because of server crashes, time limits, and ridiculous choke points. I do think Mytic is taking steps in the right direction in dealing with RvR, so hopefully it only gets better from here on out.
Rant: Warhammer RvR Population Capped!
Rant: Warhammer RvR Population Capped!
Mythic released an announcement on the WAR Herald today that I find stunning. Here are some excerpts from the announcement:
“When the Fortress population reaches certain population thresholds, players who are attempting to enter the area of the besieged Fortress that are Rank 35 and below will be teleported to the warcamp for the region they are in. When the next area population threshold has been met, players that are Rank 37 and below will be teleported to the warcamp. The final population threshold applies to players that are Rank 39 and below. Once the total population cap has been met for the area surrounding the Fortress, all players that attempt to enter the area will be teleported back to the region’s warcamp.”
“Because of the strategic advantage that players will always have when defending a Fortress, the attacking forces will have a numeric advantage when attempting to wrest control of a Fortress from the opposing realm.”
“The purpose of this change is twofold: to improve server stability, and allow even more players to participate in, and benefit from, capital city sieges.”

Now I know some fans of the game and Mythic are trying to spin this into a good thing, but take a step back a moment and think about what is going on. This game was marketed as a massive RvR game. The servers are capable of holding thousands of players online at the same time. Did it not occur to anyone at Mythic during the design phase of Warhammer Online that most of a servers online population of several thousand players would be in Tier 4 at any given moment? It also seems they are prematurely stacking the population numbers in favor of the attackers. Can someone explain how capping the population levels will allow even more players to participate?
Mythic finally seems to be admitting what the rest of us knew all along. Their servers simply can’t handle massive amounts of people fighting in one area at the same time. Fortress sieges have often times led to the crashing of zones and servers leaving both side throwing their hands up in frustration. Just like the Contribution System debacle, they are sending out their PR monkeys to try and make their subscribers feel better about the fact that the game was launched fundamentally flawed.

The question going forward now is where is this going to end? Forums are stirring with speculation over whether or not instancing will be an inevitable step to stop the servers from crashing, or if Mythic can really do something on the hardware end of this problem to make their game work as advertised. Even if instancing does not happen, capping the population on participation in a siege will make Warhammer Online’s fortress sieges not much different than those found in Age of Conan (which is not a good thing).

The fact that they are trying to spin this by saying “to allow even more players to participate” by capping population in a given area only makes me feel better about pulling my guild out of this game. I’ll be waiting for the flames from Warhammer fans.
Paragus
Co-Leader of Inquisition
www.inqguild.com
Rant: Warhammer RvR Population Capped!
Rant: Warhammer RvR Population Capped!
Mythic released an announcement on the WAR Herald today that I find stunning. Here are some excerpts from the announcement:
“When the Fortress population reaches certain population thresholds, players who are attempting to enter the area of the besieged Fortress that are Rank 35 and below will be teleported to the warcamp for the region they are in. When the next area population threshold has been met, players that are Rank 37 and below will be teleported to the warcamp. The final population threshold applies to players that are Rank 39 and below. Once the total population cap has been met for the area surrounding the Fortress, all players that attempt to enter the area will be teleported back to the region’s warcamp.”
“Because of the strategic advantage that players will always have when defending a Fortress, the attacking forces will have a numeric advantage when attempting to wrest control of a Fortress from the opposing realm.”
“The purpose of this change is twofold: to improve server stability, and allow even more players to participate in, and benefit from, capital city sieges.”

Now I know some fans of the game and Mythic are trying to spin this into a good thing, but take a step back a moment and think about what is going on. This game was marketed as a massive RvR game. The servers are capable of holding thousands of players online at the same time. Did it not occur to anyone at Mythic during the design phase of Warhammer Online that most of a servers online population of several thousand players would be in Tier 4 at any given moment? It also seems they are prematurely stacking the population numbers in favor of the attackers. Can someone explain how capping the population levels will allow even more players to participate?
Mythic finally seems to be admitting what the rest of us knew all along. Their servers simply can’t handle massive amounts of people fighting in one area at the same time. Fortress sieges have often times led to the crashing of zones and servers leaving both side throwing their hands up in frustration. Just like the Contribution System debacle, they are sending out their PR monkeys to try and make their subscribers feel better about the fact that the game was launched fundamentally flawed.

The question going forward now is where is this going to end? Forums are stirring with speculation over whether or not instancing will be an inevitable step to stop the servers from crashing, or if Mythic can really do something on the hardware end of this problem to make their game work as advertised. Even if instancing does not happen, capping the population on participation in a siege will make Warhammer Online’s fortress sieges not much different than those found in Age of Conan (which is not a good thing).

The fact that they are trying to spin this by saying “to allow even more players to participate” by capping population in a given area only makes me feel better about pulling my guild out of this game. I’ll be waiting for the flames from Warhammer fans.
Paragus
Co-Leader of Inquisition
www.inqguild.com
Warhammer Woes at 60 Days
I feel compelled to do another installment here on how Warhammer online is progressing a little passed the 60 day mark of going live. Those of you who have followed my writing on MMORPG.com and MMOCrunch may remember that I wrote my review of the game right before launch, and at the 30 day mark I wrote about the Top 5 Issues with the game. Now past 60 days, Warhammer Online finds itself struggling due to what I believe are 3 main problems that need immediate fixing.
1) Itemization
This is the first issue that is crushing my motivation to play. This is one of the 5 points I touched on in my previous Warhammer article and it remains to be a major problem. The stats on most if not all of the high end gear is horrible. I am almost inclined to think the stats were picked by a Mythic Dev throwing darts, they make little to no sense for their respective classes and seem almost random in the stats and set bonuses.

This is a major problem because the high end gear is one of the primary motivators to play. Unlike DAOC which had interesting realm abilities to chose from, Warhammer uses RvR gear as the carrot at the end of the stick to keep you wanting to advance and participate in RvR. The fact that the stats are so poor on these items completely takes the wind out of the player’s sails to participate and chase the carrot. Unfortunately this problem is not only limited to the RvR gear. I was fortunate enough to get 4 of my Sentinel pieces for my Shadow Warrior in a single run through Sigmar’s Crypt. In any other game I would be elated to be this lucky, but the excitement was quickly diminished when I realized none of the items were an upgrade, and the set bonus was actually worse then a lower level Bloodlord set. This needs to be fixed immediately, and if not before the end of the billing cycle, then there will be a further bleeding of subscriptions.
2) Overworld RvR Mechanic
The overworld RvR mechanic simply is not working. In a recent patch, Mythic claimed they made changes to the “Victory Point” system which determines how and when a zone will flip to the control of one team or the other. The patch claimed it would make scenarios carry less weight, thus putting more weight on the overworld and making zones flip faster. Yesterday my guild had an ORvR day to make a real push on the Destruction territory. After taking all the keeps and battle objectives in all 3 pairings, I was shocked to see that we were only halfway to flipping in 1 zone, and even less in the other 2 zones. Nobody wants to be forced to run public quests, which offer terrible rewards and are tedious, in order to flip a zone. Scenarios other than Serpent’s Passage still are not popping as needed, and I play on Skull Throne which is widely viewed as the highest pop server in the game. This leads to all the objectives being taken and being unable to progress, so people log off or go run mindless scenarios.

Another problem is practice of keep trading that has been developing as of late. In a recent patch, Mythic decided to make all keep lords to drop 3 gold bags 100% of the time when defeated. Unfortunately, players will always take the path of least resistance when trying to get stronger. It has become a common practice to see an Order Army and a Destruction Army deliberately avoiding each other and attacking undefended keeps for the easy gold bags. If you are out for loot, why would you attacked a defended keep when you can attack an undefended one a lot easier and get the same reward? On the flip side, why defend a keep if there no tangible reward for doing so? It is actually better to let them take the keep so you can take it back later and get 3 more gold bags. Even if I did want to defend, the keeps are taken so fast that the battle would most likely be over by the time I arrive. This entire system needs to be looked at quickly.
3) Contribution System
In case you haven’t been reading various Warhammer related forums, someone seems to have come up with a theory about how contribution is calculated that I have been unable to disprove after testing with my guild extensively. The theory states in short, that whenever you zone into an area, you are given a randomly generated contribution number before you do anything. This randomly generated value will stay with you until you zone or relog. I can enter a zone and be given a value of 900 while my friend gets a value of 100. We can attack a keep together and if I do nothing while he does all the work, I will still beat him in contribution when the keep lord dies. If we move the second keep we see the same exact thing happen, but only if he relogs or zones will his contribution rating change.

After collecting data from my guild, I can conclude that this theory not only seems viable, but likely. Knowing this, it makes it hard for me to want to try and help anyone during a keep fight since my contribution rating has been predetermined no matter what my actions are. I wouldn’t expect Mythic to comment on this because if they admitted that this was how the system works, the outrage would be massive. Now as much as it pisses me off to think this is true, the blow is softened by the fact that the itemization is so bad that the rewards are often times worse then most of the green items I have of lesser level.
The Billing Cycle
Warhammer’s issues are starting to catch up. A week ago we crossed over into a new billing cycle for those of us who started at release. As I mentioned earlier, even on Skull Throne I am noticing some of the guilds disappearing, I looked up some of the biggest instigators of RvR on the opposing side, and a lot of them have large portions of their roster who hasn’t been on since the new billing cycle started. While I am sure some can be attributed to the Lich King, I can’t blame those who have decided to sit this out until the big patch.

If nothing changes during this cycle, this game is going to sustain serious damage to its subscriber base. Even if the diehards decide to ride it out, the premise of the game requires a lot of people to be playing and participating in RvR. The incentive to do so is not there with the 3 problems above. Mythic needs to prioritize issues that will drive people to quit. That new sound for the horn when I get on my mount is nice, but 4 of the classes are severely underpowered, the items are junk, the RvR system is flawed, and 2 new classes are not going to steer this away from the edge of the cliff.
Paragus
Co-Leader of Inquisition
www.inqguild.com
Warhammer Woes at 60 Days
I feel compelled to do another installment here on how Warhammer online is progressing a little passed the 60 day mark of going live. Those of you who have followed my writing on MMORPG.com and MMOCrunch may remember that I wrote my review of the game right before launch, and at the 30 day mark I wrote about the Top 5 Issues with the game. Now past 60 days, Warhammer Online finds itself struggling due to what I believe are 3 main problems that need immediate fixing.
1) Itemization
This is the first issue that is crushing my motivation to play. This is one of the 5 points I touched on in my previous Warhammer article and it remains to be a major problem. The stats on most if not all of the high end gear is horrible. I am almost inclined to think the stats were picked by a Mythic Dev throwing darts, they make little to no sense for their respective classes and seem almost random in the stats and set bonuses.

This is a major problem because the high end gear is one of the primary motivators to play. Unlike DAOC which had interesting realm abilities to chose from, Warhammer uses RvR gear as the carrot at the end of the stick to keep you wanting to advance and participate in RvR. The fact that the stats are so poor on these items completely takes the wind out of the player’s sails to participate and chase the carrot. Unfortunately this problem is not only limited to the RvR gear. I was fortunate enough to get 4 of my Sentinel pieces for my Shadow Warrior in a single run through Sigmar’s Crypt. In any other game I would be elated to be this lucky, but the excitement was quickly diminished when I realized none of the items were an upgrade, and the set bonus was actually worse then a lower level Bloodlord set. This needs to be fixed immediately, and if not before the end of the billing cycle, then there will be a further bleeding of subscriptions.
2) Overworld RvR Mechanic
The overworld RvR mechanic simply is not working. In a recent patch, Mythic claimed they made changes to the “Victory Point” system which determines how and when a zone will flip to the control of one team or the other. The patch claimed it would make scenarios carry less weight, thus putting more weight on the overworld and making zones flip faster. Yesterday my guild had an ORvR day to make a real push on the Destruction territory. After taking all the keeps and battle objectives in all 3 pairings, I was shocked to see that we were only halfway to flipping in 1 zone, and even less in the other 2 zones. Nobody wants to be forced to run public quests, which offer terrible rewards and are tedious, in order to flip a zone. Scenarios other than Serpent’s Passage still are not popping as needed, and I play on Skull Throne which is widely viewed as the highest pop server in the game. This leads to all the objectives being taken and being unable to progress, so people log off or go run mindless scenarios.

Another problem is practice of keep trading that has been developing as of late. In a recent patch, Mythic decided to make all keep lords to drop 3 gold bags 100% of the time when defeated. Unfortunately, players will always take the path of least resistance when trying to get stronger. It has become a common practice to see an Order Army and a Destruction Army deliberately avoiding each other and attacking undefended keeps for the easy gold bags. If you are out for loot, why would you attacked a defended keep when you can attack an undefended one a lot easier and get the same reward? On the flip side, why defend a keep if there no tangible reward for doing so? It is actually better to let them take the keep so you can take it back later and get 3 more gold bags. Even if I did want to defend, the keeps are taken so fast that the battle would most likely be over by the time I arrive. This entire system needs to be looked at quickly.
3) Contribution System
In case you haven’t been reading various Warhammer related forums, someone seems to have come up with a theory about how contribution is calculated that I have been unable to disprove after testing with my guild extensively. The theory states in short, that whenever you zone into an area, you are given a randomly generated contribution number before you do anything. This randomly generated value will stay with you until you zone or relog. I can enter a zone and be given a value of 900 while my friend gets a value of 100. We can attack a keep together and if I do nothing while he does all the work, I will still beat him in contribution when the keep lord dies. If we move the second keep we see the same exact thing happen, but only if he relogs or zones will his contribution rating change.

After collecting data from my guild, I can conclude that this theory not only seems viable, but likely. Knowing this, it makes it hard for me to want to try and help anyone during a keep fight since my contribution rating has been predetermined no matter what my actions are. I wouldn’t expect Mythic to comment on this because if they admitted that this was how the system works, the outrage would be massive. Now as much as it pisses me off to think this is true, the blow is softened by the fact that the itemization is so bad that the rewards are often times worse then most of the green items I have of lesser level.
The Billing Cycle
Warhammer’s issues are starting to catch up. A week ago we crossed over into a new billing cycle for those of us who started at release. As I mentioned earlier, even on Skull Throne I am noticing some of the guilds disappearing, I looked up some of the biggest instigators of RvR on the opposing side, and a lot of them have large portions of their roster who hasn’t been on since the new billing cycle started. While I am sure some can be attributed to the Lich King, I can’t blame those who have decided to sit this out until the big patch.

If nothing changes during this cycle, this game is going to sustain serious damage to its subscriber base. Even if the diehards decide to ride it out, the premise of the game requires a lot of people to be playing and participating in RvR. The incentive to do so is not there with the 3 problems above. Mythic needs to prioritize issues that will drive people to quit. That new sound for the horn when I get on my mount is nice, but 4 of the classes are severely underpowered, the items are junk, the RvR system is flawed, and 2 new classes are not going to steer this away from the edge of the cliff.
Paragus
Co-Leader of Inquisition
www.inqguild.com
Rant: RvR - Not One Step Back!
Rant: RvR - Not One Step Back!
Order 227 was issued by the Soviet High Command and Stalin during World War 2 to deal with cowards on the battlefield. Order 227 was read out to all troops in the Russian armed forces and here are the critical parts of the order…

“And so the time for retreating is over. Not one step back! That must now be our watchword.
Is there something we lack? We lack order and discipline. This is our main shortcoming. We must establish the strictest order and iron discipline in our army if we want to rescue the situation and defend our Motherland. Panickers and cowards will be eliminated on the spot. Commanders of companies, battalions, regiments and divisions, along with their commissars and political workers, will be considered traitors to the Motherland if they retreat without orders from above.”
I have been recently playing Warhammer Online and have been spending a fair amount of my time doing overworld RvR now that I am 40. The game is built around massive combat between the realms, so it has become more common to see giant bloodbaths in places like Praag. I have seen a behavior pattern that I find disturbing that I have seen in previous MMOs, and I am sure both realms are suffering from it.
Cowardice
You are in your warband marching into battle when you encounter an equal size warband of the enemy team. There is a moment where you see each other and time seems to slow to a halt as the realization hits you that a battle is imminent and unavoidable. In this moment of truth, someone from the other team finds his balls while your comrades are still feeling in there pockets trying to find their yambags, and they start charging forward towards you. For some unexplainable reason, this man inspires the fear of God into your team and they start to retreat!

What the hell is the logic behind this? You both have the same number of people. You both were looking for a fight. You both are facing each other head on. All things being equal, you had the same chance of winning as they did. Now your army will be ran down like animals and scattered into the wind.
Is it confidence that inspires fear? This is the same type of behavior we see nature between animals when one animal scares off an entire pack, or how a mouse can spook an elephant. As it turns out, elephants may not be scared of mice, but scared by sudden movements (depending on who you ask).

My Theory
I play a Shadow Warrior which is by most accounts a back row class. From my point of view, I will be traveling with my warband or group until we encounter a group. Often times I my initial reaction will be to calmly step to the back of the ranks to allow the tanks to receive the brunt of incoming attack like they are designed to do, and to give myself the range I need to be effective. Naturally other back row classes, specifically healers, are also inclined to position themselves at the rear of the warband to avoid being damaged so they can keep the front line classes alive.
I suspect what happens is that front line classes in the warband see half of their force backing up and think they are fleeing, when in actuality they are repositioning. The front liners start to freak out when they see the opposing side advancing and the rest of their team backing up. Panic sets in and they turn and run. The back row watches the front row flee, then they in turn start to flee. The next minute or two consists of you and all your friends being rounded up like cattle and put down.

We need RvR Order 227. No army ever wins an RvR fight in any MMO with their backs to the enemy. Now don’t get me wrong, there are times where you are faced with hopeless odds and running may be the best course of action. People who wander off on their own are likely to encounter superior numbers. When you have even a decent sized force, I’d wager you are more likely to get more kills by standing your ground, then try to flee and being killed anyways without any resistance. Regardless, this is something I see all the time from my experience so far in Warhammer and previous MMO’s I have played. I suspect there are many other out there like me who do a collective facepalm on a regular basis from being the victim of this phenomenon.
Paragus
Co-Leader of Inquisition
www.inqguild.com
Rant: RvR - Not One Step Back!
Rant: RvR - Not One Step Back!
Order 227 was issued by the Soviet High Command and Stalin during World War 2 to deal with cowards on the battlefield. Order 227 was read out to all troops in the Russian armed forces and here are the critical parts of the order…

“And so the time for retreating is over. Not one step back! That must now be our watchword.
Is there something we lack? We lack order and discipline. This is our main shortcoming. We must establish the strictest order and iron discipline in our army if we want to rescue the situation and defend our Motherland. Panickers and cowards will be eliminated on the spot. Commanders of companies, battalions, regiments and divisions, along with their commissars and political workers, will be considered traitors to the Motherland if they retreat without orders from above.”
I have been recently playing Warhammer Online and have been spending a fair amount of my time doing overworld RvR now that I am 40. The game is built around massive combat between the realms, so it has become more common to see giant bloodbaths in places like Praag. I have seen a behavior pattern that I find disturbing that I have seen in previous MMOs, and I am sure both realms are suffering from it.
Cowardice
You are in your warband marching into battle when you encounter an equal size warband of the enemy team. There is a moment where you see each other and time seems to slow to a halt as the realization hits you that a battle is imminent and unavoidable. In this moment of truth, someone from the other team finds his balls while your comrades are still feeling in there pockets trying to find their yambags, and they start charging forward towards you. For some unexplainable reason, this man inspires the fear of God into your team and they start to retreat!

What the hell is the logic behind this? You both have the same number of people. You both were looking for a fight. You both are facing each other head on. All things being equal, you had the same chance of winning as they did. Now your army will be ran down like animals and scattered into the wind.
Is it confidence that inspires fear? This is the same type of behavior we see nature between animals when one animal scares off an entire pack, or how a mouse can spook an elephant. As it turns out, elephants may not be scared of mice, but scared by sudden movements (depending on who you ask).

My Theory
I play a Shadow Warrior which is by most accounts a back row class. From my point of view, I will be traveling with my warband or group until we encounter a group. Often times I my initial reaction will be to calmly step to the back of the ranks to allow the tanks to receive the brunt of incoming attack like they are designed to do, and to give myself the range I need to be effective. Naturally other back row classes, specifically healers, are also inclined to position themselves at the rear of the warband to avoid being damaged so they can keep the front line classes alive.
I suspect what happens is that front line classes in the warband see half of their force backing up and think they are fleeing, when in actuality they are repositioning. The front liners start to freak out when they see the opposing side advancing and the rest of their team backing up. Panic sets in and they turn and run. The back row watches the front row flee, then they in turn start to flee. The next minute or two consists of you and all your friends being rounded up like cattle and put down.

We need RvR Order 227. No army ever wins an RvR fight in any MMO with their backs to the enemy. Now don’t get me wrong, there are times where you are faced with hopeless odds and running may be the best course of action. People who wander off on their own are likely to encounter superior numbers. When you have even a decent sized force, I’d wager you are more likely to get more kills by standing your ground, then try to flee and being killed anyways without any resistance. Regardless, this is something I see all the time from my experience so far in Warhammer and previous MMO’s I have played. I suspect there are many other out there like me who do a collective facepalm on a regular basis from being the victim of this phenomenon.
Paragus
Co-Leader of Inquisition
www.inqguild.com
Review: Warhammer Preview Weekend
Review: Warhammer Preview Weekend
For this entry I am going to try something new and take a break from ranting about the usual MMO debacles. Instead, I am going to give my impressions of the Warhammer Preview Weekend from the perspective of an MMO veteran, guild leader, and a gamer coming off the of the AoC disaster.
As a guild leader, I and my members were recently burned badly by the Funcom bullshit. I approach Warhammer Online with heavy scrutiny while trying to recover from the burns Funcom gave me and my members.
Character creation is nothing to write home about honestly. I found it to be quite lackluster, and I could see where this could give people a negative first impression. I wasn’t thrilled about my option, but like most MMO’s, my armor covered me up after a few levels and it became a non-issue to me at least. I guess it could be justified that a lack of options helps performance in large scale PvP, I am not going to speculate to the validity of this theory, but after AoC’s performance I could see it having merit.
The user interface is probably one of most glaring similarities to World of Warcraft that will catch your eye. It literally shares an almost identical positioning and style to WoW, which could be viewed as a positive if you liked this interface. The good news is the user interface is fairly customizable, and Mythic has left the door open to 3rd party UI mods which will surely be in abundance.

As a guild leader, I am extremely thrilled to see a real Guild Interface akin to that of Everquest 2. Guild Functionality has always been important to me, and Age of Conan’s left a lot to be desired. The Warhammer Guild UI offers multiple tabs showing roster that is sortable, and gives me the ability to make notes next to each name to labels alts and such. It also gives me the ability to rename all my ranks, set their permissions, an unlockable calender, a log showing me recent events, and guild battle standard options. Guilds level up through the members PvPing and new functionality becomes unlocked.

The graphics in this game have been the subject of a lot of debate among the community. Obviously no one will contest that Age of Conan has far better graphics, but these graphics are a lot better then WoW IMO. Are they cutting edge? Not be any means, but they get the job done. Again I think some will argue that the games graphics will make it accessible to a wider audience, and help performance in RvR. I do think some people are giving this game a lot more heat than it deserves in this department, once I turned the resolution up, it looked good, and in large scale PvP I ran smooth as a baby’s ass.

Character Customization comes to you in a variety of ways. While I found the creation process lacking, as you progress through the game will you see that there are some ways for you to tweak your looks and skills to fit your playstyle. First you will be able to tailor your “Tactics Abilities” to suit your needs. These are basically passive abilities that you can put into the bottom right of the screen to enhance your character. They deliberately limit the number you can use at a given time to force you to decide what to best use in a situation. These can be changed at any time however, and I think you can cycle through layouts of these as easy as you cycle your hotbars depending on your situation.
There are also “Moral Abilities” which remind me of TP moves from FFXI. The longer you fight and stay alive, the more jacked up your character gets. He is able to then perform super moves that get stronger as he gets more moral built up. These can be interchanged again to fit your playstyle, and add another layer of tactics to the combat.
The RvR rewards come in the ways of both gear and points. The gear is strong enough to make it a viable alternative to gear earned through PvE, and better in some cases. The points are spent much like talent points or AA points. If you played DAOC, you are very familiar with their PvP reward system, which is fully functional and in the game unlike a certain rival game which still has yet to give an ETA on their system.

One other aspect of this game in regards to customizing your appearance in the use of armor Dyes. This was one of the better features of DAOC that I am shocked was never stolen by more recent MMOs. It gives you the ability to make yourself look a little different and it gives guilds a chance to add uniformity to their members. Changing your armor colors can be done very easily by visiting a merchant. A nice dressing room screen comes up where you will be able to see the colors before you buy them.

The PvE aspect of the game is pretty run of the mill from what we have seen in recent MMOs. The game follows the same lame quest format of collecting X amount of dingleberries, killing Y amount of orcs. Nothing to write home about honestly. The game does break Quest mold from recent games by adding public quests. Doing these will get you rep in that local area, and this rep can be used to claim rewards, which are usually very good if your rep gets maxed. Luckily, maxing out your rep in a given area does not seem to take very long at all, and the public quests are always fun as long as other people are there. They can be compared to the Besieged Mode found in FFXI where you are rewarded for your contribution, and acts a nice diversion from the collection quests. At the end of the day, the PvE is just a means to an end, and that end is the RvR.
The RvR is where this game really shines. Finally I feel like I am getting the RvR that World of Warcraft promised me but never delivered on. You can PvP from level 1. You get exp from PvP, and quests to kill people in PvP. This helps makes PvP a viable way of leveling if you so chose. The games does have a battleground type system called Scenarios, which honestly I am not a fan of being an overworld guy myself. To their credit though, they are well thought out and usually contain some sort of interesting twist instead of the makeshift deathmatches we got in AoC. I hope Mythic will make world PvP enticing enough to minimize the desire to play in these. On the flip side, if you play on a server where the population is imbalanced, these do provide a level playing field somewhat. If you are under leveled, the game gives you a buff to your level to help you remain useful, but a true level 10 is stronger than a buffed level 10 because he has better gear and new spells that a level 5 won’t have.
The castle sieges are very well done. Finally we have real capturable objectives to fight over, and they are meaningful in the struggle to push your enemy back to the city gates. Siege weapons are easy to get and funner to use. Giant cannons that put you in an FPS view with a crosshair to bark fire on the oceans of enemies inside the castle or outside. Rocks can be seen flying through the air from catapults, and it really adds a wildcard to the battle as well as making things a bit more chaotic in a good way. It also helps give melee something to do in situations where enemies are out of reach. After playing these sieges, I have no desire to go into the scenarios, and hopefully the population who plays will see it the same way.

Most of the PvP is group on group. Do not expect to be some WoW superhero 1 shotting people like a God. Combat in this game takes a bit longer, and as such I think a bit more skill. If I wanted to 1 shot everyone I would stick with Call of Duty 4. You feel like you are a unit in an RTS game, no one person is so superpowerful. This makes it a very team oriented game, and hopefully the Community will be good. Some have complained about the combat speed and a global cool down, but honestly it never occurred to me until I started reading whining on the forums. The combat to me felt interesting, tactical, and I was not spamming the same ability over and over like other games.
In conclusion, the game is fun even though it lacks major Innovation. First and foremost I think that fun is why we play. The game delivers on its promises. Mark Jacobs at Mythic has been honest about talking about flaws and problems with the game and I appreciate his straight talk. It upset a lot of us with AoC that they were in denial about the game’s missing features and short comings.
This game will live and die by the RvR and the endgame. The RvR looks amazing, the endgame we won’t know until we get there. If it is anything like DAOC, then hopefully we will have a good RvR MMO that will last us a long time, made by a company that seems to be honest and competent. I am hoping this game will help heal the burns Funcom gave me, my guild, and so many others like me. Only time will tell.
Paragus
Co-Leader of Inquisition
inqguild.dkpsystem.com
Review: Warhammer Preview Weekend
Review: Warhammer Preview Weekend
For this entry I am going to try something new and take a break from ranting about the usual MMO debacles. Instead, I am going to give my impressions of the Warhammer Preview Weekend from the perspective of an MMO veteran, guild leader, and a gamer coming off the of the AoC disaster.
As a guild leader, I and my members were recently burned badly by the Funcom bullshit. I approach Warhammer Online with heavy scrutiny while trying to recover from the burns Funcom gave me and my members.
Character creation is nothing to write home about honestly. I found it to be quite lackluster, and I could see where this could give people a negative first impression. I wasn’t thrilled about my option, but like most MMO’s, my armor covered me up after a few levels and it became a non-issue to me at least. I guess it could be justified that a lack of options helps performance in large scale PvP, I am not going to speculate to the validity of this theory, but after AoC’s performance I could see it having merit.
The user interface is probably one of most glaring similarities to World of Warcraft that will catch your eye. It literally shares an almost identical positioning and style to WoW, which could be viewed as a positive if you liked this interface. The good news is the user interface is fairly customizable, and Mythic has left the door open to 3rd party UI mods which will surely be in abundance.

As a guild leader, I am extremely thrilled to see a real Guild Interface akin to that of Everquest 2. Guild Functionality has always been important to me, and Age of Conan’s left a lot to be desired. The Warhammer Guild UI offers multiple tabs showing roster that is sortable, and gives me the ability to make notes next to each name to labels alts and such. It also gives me the ability to rename all my ranks, set their permissions, an unlockable calender, a log showing me recent events, and guild battle standard options. Guilds level up through the members PvPing and new functionality becomes unlocked.

The graphics in this game have been the subject of a lot of debate among the community. Obviously no one will contest that Age of Conan has far better graphics, but these graphics are a lot better then WoW IMO. Are they cutting edge? Not be any means, but they get the job done. Again I think some will argue that the games graphics will make it accessible to a wider audience, and help performance in RvR. I do think some people are giving this game a lot more heat than it deserves in this department, once I turned the resolution up, it looked good, and in large scale PvP I ran smooth as a baby’s ass.

Character Customization comes to you in a variety of ways. While I found the creation process lacking, as you progress through the game will you see that there are some ways for you to tweak your looks and skills to fit your playstyle. First you will be able to tailor your “Tactics Abilities” to suit your needs. These are basically passive abilities that you can put into the bottom right of the screen to enhance your character. They deliberately limit the number you can use at a given time to force you to decide what to best use in a situation. These can be changed at any time however, and I think you can cycle through layouts of these as easy as you cycle your hotbars depending on your situation.
There are also “Moral Abilities” which remind me of TP moves from FFXI. The longer you fight and stay alive, the more jacked up your character gets. He is able to then perform super moves that get stronger as he gets more moral built up. These can be interchanged again to fit your playstyle, and add another layer of tactics to the combat.
The RvR rewards come in the ways of both gear and points. The gear is strong enough to make it a viable alternative to gear earned through PvE, and better in some cases. The points are spent much like talent points or AA points. If you played DAOC, you are very familiar with their PvP reward system, which is fully functional and in the game unlike a certain rival game which still has yet to give an ETA on their system.

One other aspect of this game in regards to customizing your appearance in the use of armor Dyes. This was one of the better features of DAOC that I am shocked was never stolen by more recent MMOs. It gives you the ability to make yourself look a little different and it gives guilds a chance to add uniformity to their members. Changing your armor colors can be done very easily by visiting a merchant. A nice dressing room screen comes up where you will be able to see the colors before you buy them.

The PvE aspect of the game is pretty run of the mill from what we have seen in recent MMOs. The game follows the same lame quest format of collecting X amount of dingleberries, killing Y amount of orcs. Nothing to write home about honestly. The game does break Quest mold from recent games by adding public quests. Doing these will get you rep in that local area, and this rep can be used to claim rewards, which are usually very good if your rep gets maxed. Luckily, maxing out your rep in a given area does not seem to take very long at all, and the public quests are always fun as long as other people are there. They can be compared to the Besieged Mode found in FFXI where you are rewarded for your contribution, and acts a nice diversion from the collection quests. At the end of the day, the PvE is just a means to an end, and that end is the RvR.
The RvR is where this game really shines. Finally I feel like I am getting the RvR that World of Warcraft promised me but never delivered on. You can PvP from level 1. You get exp from PvP, and quests to kill people in PvP. This helps makes PvP a viable way of leveling if you so chose. The games does have a battleground type system called Scenarios, which honestly I am not a fan of being an overworld guy myself. To their credit though, they are well thought out and usually contain some sort of interesting twist instead of the makeshift deathmatches we got in AoC. I hope Mythic will make world PvP enticing enough to minimize the desire to play in these. On the flip side, if you play on a server where the population is imbalanced, these do provide a level playing field somewhat. If you are under leveled, the game gives you a buff to your level to help you remain useful, but a true level 10 is stronger than a buffed level 10 because he has better gear and new spells that a level 5 won’t have.
The castle sieges are very well done. Finally we have real capturable objectives to fight over, and they are meaningful in the struggle to push your enemy back to the city gates. Siege weapons are easy to get and funner to use. Giant cannons that put you in an FPS view with a crosshair to bark fire on the oceans of enemies inside the castle or outside. Rocks can be seen flying through the air from catapults, and it really adds a wildcard to the battle as well as making things a bit more chaotic in a good way. It also helps give melee something to do in situations where enemies are out of reach. After playing these sieges, I have no desire to go into the scenarios, and hopefully the population who plays will see it the same way.

Most of the PvP is group on group. Do not expect to be some WoW superhero 1 shotting people like a God. Combat in this game takes a bit longer, and as such I think a bit more skill. If I wanted to 1 shot everyone I would stick with Call of Duty 4. You feel like you are a unit in an RTS game, no one person is so superpowerful. This makes it a very team oriented game, and hopefully the Community will be good. Some have complained about the combat speed and a global cool down, but honestly it never occurred to me until I started reading whining on the forums. The combat to me felt interesting, tactical, and I was not spamming the same ability over and over like other games.
In conclusion, the game is fun even though it lacks major Innovation. First and foremost I think that fun is why we play. The game delivers on its promises. Mark Jacobs at Mythic has been honest about talking about flaws and problems with the game and I appreciate his straight talk. It upset a lot of us with AoC that they were in denial about the game’s missing features and short comings.
This game will live and die by the RvR and the endgame. The RvR looks amazing, the endgame we won’t know until we get there. If it is anything like DAOC, then hopefully we will have a good RvR MMO that will last us a long time, made by a company that seems to be honest and competent. I am hoping this game will help heal the burns Funcom gave me, my guild, and so many others like me. Only time will tell.
Paragus
Co-Leader of Inquisition
inqguild.dkpsystem.com
