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	<title>Comments on: Warhammer Public Quests Problem</title>
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	<link>http://www.killtenrats.com/2008/09/11/warhammer-pq-problem/</link>
	<description>a group of adventurers on an epic quest</description>
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		<title>By: Klandall</title>
		<link>http://www.killtenrats.com/2008/09/11/warhammer-pq-problem/comment-page-1/#comment-28497</link>
		<dc:creator>Klandall</dc:creator>
		<pubDate>Thu, 06 Nov 2008 04:39:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1926#comment-28497</guid>
		<description>I&#039;m finding PQ&#039;s to be less and less populated, and fewer people using the open group system on top of that.  In T3 I can pull up the group listing and find nothing.  If I start a solo group I end up giving up after a half hour as I haven&#039;t even had a single player join in.  Add that to the fact order seems to only queue for the Tor Anroc scenario, while Destro avoids it like the plaque.  Not to mention RvR seems to be a scarce concept as well.  I sat with a group of people watching their warcamp, just waiting.  They essentially assembled a warband and STILL would not come away from the safety of their hero&#039;s to fight us.  Put it all together and you&#039;ve got a typical single player RPG with a small amount of online interaction.  I can&#039;t bear to play more than an hour a week at this point before getting bored.  I see this game getting pitched in the trash real quick if Mythic doesn&#039;t do something.</description>
		<content:encoded><![CDATA[<p>I&#8217;m finding PQ&#8217;s to be less and less populated, and fewer people using the open group system on top of that.  In T3 I can pull up the group listing and find nothing.  If I start a solo group I end up giving up after a half hour as I haven&#8217;t even had a single player join in.  Add that to the fact order seems to only queue for the Tor Anroc scenario, while Destro avoids it like the plaque.  Not to mention RvR seems to be a scarce concept as well.  I sat with a group of people watching their warcamp, just waiting.  They essentially assembled a warband and STILL would not come away from the safety of their hero&#8217;s to fight us.  Put it all together and you&#8217;ve got a typical single player RPG with a small amount of online interaction.  I can&#8217;t bear to play more than an hour a week at this point before getting bored.  I see this game getting pitched in the trash real quick if Mythic doesn&#8217;t do something.</p>
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		<title>By: Jeromai</title>
		<link>http://www.killtenrats.com/2008/09/11/warhammer-pq-problem/comment-page-1/#comment-27798</link>
		<dc:creator>Jeromai</dc:creator>
		<pubDate>Mon, 29 Sep 2008 03:55:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1926#comment-27798</guid>
		<description>/partynote apparently exists. I wouldn&#039;t know, haven&#039;t used it or seen anyone else using it. Which is probably part of the problem. :)

Dang operator error...</description>
		<content:encoded><![CDATA[<p>/partynote apparently exists. I wouldn&#8217;t know, haven&#8217;t used it or seen anyone else using it. Which is probably part of the problem. :)</p>
<p>Dang operator error&#8230;</p>
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		<title>By: Fredrik</title>
		<link>http://www.killtenrats.com/2008/09/11/warhammer-pq-problem/comment-page-1/#comment-27796</link>
		<dc:creator>Fredrik</dc:creator>
		<pubDate>Sun, 28 Sep 2008 17:39:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1926#comment-27796</guid>
		<description>One thing that I miss is when you look for &quot;open&quot; parties/groups in your area you cannot add some small info as to what you are pursuing or what you are after. Whould be great if I brought up (or created)open group with the short info &quot;PQ 2, Lumbermill&quot; ...or something</description>
		<content:encoded><![CDATA[<p>One thing that I miss is when you look for &#8220;open&#8221; parties/groups in your area you cannot add some small info as to what you are pursuing or what you are after. Whould be great if I brought up (or created)open group with the short info &#8220;PQ 2, Lumbermill&#8221; &#8230;or something</p>
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		<title>By: Tony</title>
		<link>http://www.killtenrats.com/2008/09/11/warhammer-pq-problem/comment-page-1/#comment-27593</link>
		<dc:creator>Tony</dc:creator>
		<pubDate>Fri, 12 Sep 2008 20:15:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1926#comment-27593</guid>
		<description>What quickly became a problem for me is that in some areas, the PQs almost seem too numerous. Everyone is focusing on the first couple and the others after that seem to get ignored.

I wonder if this will just change as more people play, but who is to say what would even happen a full year from now. I often just leave empty PQs because they&#039;re impossible otherwise. I have killed 50 or so enemies myself to progress to the next portion only to find myself unable to beat the boss with no other players in sight.

Oh well.</description>
		<content:encoded><![CDATA[<p>What quickly became a problem for me is that in some areas, the PQs almost seem too numerous. Everyone is focusing on the first couple and the others after that seem to get ignored.</p>
<p>I wonder if this will just change as more people play, but who is to say what would even happen a full year from now. I often just leave empty PQs because they&#8217;re impossible otherwise. I have killed 50 or so enemies myself to progress to the next portion only to find myself unable to beat the boss with no other players in sight.</p>
<p>Oh well.</p>
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		<title>By: lufia22</title>
		<link>http://www.killtenrats.com/2008/09/11/warhammer-pq-problem/comment-page-1/#comment-27590</link>
		<dc:creator>lufia22</dc:creator>
		<pubDate>Fri, 12 Sep 2008 19:49:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1926#comment-27590</guid>
		<description>I don&#039;t think people are missing the point, I think they are suggesting that you always have the option of forming a group as a last ditch effort.

Perhaps over time, if lowbie players begins to dry up, Mythic will do something like WoW did by making lowbie content easier (i.e. Blizzard removing elite enemies from lowbie group quests).

But who knows. I think only time will tell on this issue. Although, I do agree that WAR is more fun to grind through, thus possibly creating more frequent alts. This isn&#039;t a game where you power grind to the level cap so that you can start having fun. This is a game where the fun is interwoven throughout.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think people are missing the point, I think they are suggesting that you always have the option of forming a group as a last ditch effort.</p>
<p>Perhaps over time, if lowbie players begins to dry up, Mythic will do something like WoW did by making lowbie content easier (i.e. Blizzard removing elite enemies from lowbie group quests).</p>
<p>But who knows. I think only time will tell on this issue. Although, I do agree that WAR is more fun to grind through, thus possibly creating more frequent alts. This isn&#8217;t a game where you power grind to the level cap so that you can start having fun. This is a game where the fun is interwoven throughout.</p>
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		<title>By: Rog</title>
		<link>http://www.killtenrats.com/2008/09/11/warhammer-pq-problem/comment-page-1/#comment-27574</link>
		<dc:creator>Rog</dc:creator>
		<pubDate>Fri, 12 Sep 2008 05:35:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1926#comment-27574</guid>
		<description>Seems to me all of the replies that say more / less &quot;get a group&quot; are missing the point. I mean, wasn&#039;t the whole idea of a Public Quest that you could just jump in, even partway through and participate?

If I&#039;m assembling a group ahead of time, why not just put this stuff in a dungeon, or an ordinary group quest? By not having people already participating, Public Quests lose most of their charm IMHO.</description>
		<content:encoded><![CDATA[<p>Seems to me all of the replies that say more / less &#8220;get a group&#8221; are missing the point. I mean, wasn&#8217;t the whole idea of a Public Quest that you could just jump in, even partway through and participate?</p>
<p>If I&#8217;m assembling a group ahead of time, why not just put this stuff in a dungeon, or an ordinary group quest? By not having people already participating, Public Quests lose most of their charm IMHO.</p>
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		<title>By: Chris F</title>
		<link>http://www.killtenrats.com/2008/09/11/warhammer-pq-problem/comment-page-1/#comment-27572</link>
		<dc:creator>Chris F</dc:creator>
		<pubDate>Fri, 12 Sep 2008 01:46:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1926#comment-27572</guid>
		<description>@mega

That really is the beauty of it all. You can easily level all the way up to 40 is one pairing (mixing pve, rvr, pq&#039;s) Meaning you are basically getting three leveling games in one of you exclude other pairings in your adventures.</description>
		<content:encoded><![CDATA[<p>@mega</p>
<p>That really is the beauty of it all. You can easily level all the way up to 40 is one pairing (mixing pve, rvr, pq&#8217;s) Meaning you are basically getting three leveling games in one of you exclude other pairings in your adventures.</p>
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		<title>By: Cyndre</title>
		<link>http://www.killtenrats.com/2008/09/11/warhammer-pq-problem/comment-page-1/#comment-27570</link>
		<dc:creator>Cyndre</dc:creator>
		<pubDate>Fri, 12 Sep 2008 00:44:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1926#comment-27570</guid>
		<description>PQs that I have seen have had tuning issues that will be fixed over time.  Some are easy enough to solo, and some are rediculously hard with 10 people.

Its just a matter of tuning, and I&#039;d imagine the tougher ones will soon be reduced so that a decent group of 5-6 can finish it with proper coordination and effort.</description>
		<content:encoded><![CDATA[<p>PQs that I have seen have had tuning issues that will be fixed over time.  Some are easy enough to solo, and some are rediculously hard with 10 people.</p>
<p>Its just a matter of tuning, and I&#8217;d imagine the tougher ones will soon be reduced so that a decent group of 5-6 can finish it with proper coordination and effort.</p>
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		<title>By: mega</title>
		<link>http://www.killtenrats.com/2008/09/11/warhammer-pq-problem/comment-page-1/#comment-27569</link>
		<dc:creator>mega</dc:creator>
		<pubDate>Fri, 12 Sep 2008 00:36:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1926#comment-27569</guid>
		<description>Even when there aren&#039;t enough players to finish the PQ, I think they still add to the ambiance of the zones, the war that&#039;s going on -- and I don&#039;t think completing or not-completing them hurts the fun of the game that much. If you really want those influence rewards, you can grind them out when the PQ resets, but I mostly find that the influence rewards are worse than equipment drops or quest rewards I have by the time I win the PQ. There are so many ways to get loot in this game, and to level. Even if the public quests are sitting at partially completed stages and resetting, I still think it&#039;s a neat feature.

Also, it looks to me like WAR is going to be a fantastic game for alts. 40 ranks, a fast pace, ability to level and get loot in a number of ways, rvr scenario rank boosts -- this will all make leveling up your alts way more fun, and the number of classes, where even the most similar seem to have some big differences, not to mention graphically, promotes this. I&#039;m excited about it, at least, and I know some friends of mine are, too. Plus, the feeling of the starting zones -- a war going on, and you&#039;re a part of it; brisk movement from camp to town to camp to town and addition of quest goals etc. creating the feeling of a &quot;pace&quot; that, perhaps, based out of a larger hub wouldn&#039;t be there -- these things I think are more attractive to a new player entering later in the game&#039;s life, where there is at least NPC and implied movement and importance, rather than the airy, boring lowbie zones of other games.

My only fear is that WAR follows the same sort of path that most of these games do, bumping up numbers... I favor lateral expansion, and if there were never a level cap raise in WAR, I&#039;d be a happy player.</description>
		<content:encoded><![CDATA[<p>Even when there aren&#8217;t enough players to finish the PQ, I think they still add to the ambiance of the zones, the war that&#8217;s going on &#8212; and I don&#8217;t think completing or not-completing them hurts the fun of the game that much. If you really want those influence rewards, you can grind them out when the PQ resets, but I mostly find that the influence rewards are worse than equipment drops or quest rewards I have by the time I win the PQ. There are so many ways to get loot in this game, and to level. Even if the public quests are sitting at partially completed stages and resetting, I still think it&#8217;s a neat feature.</p>
<p>Also, it looks to me like WAR is going to be a fantastic game for alts. 40 ranks, a fast pace, ability to level and get loot in a number of ways, rvr scenario rank boosts &#8212; this will all make leveling up your alts way more fun, and the number of classes, where even the most similar seem to have some big differences, not to mention graphically, promotes this. I&#8217;m excited about it, at least, and I know some friends of mine are, too. Plus, the feeling of the starting zones &#8212; a war going on, and you&#8217;re a part of it; brisk movement from camp to town to camp to town and addition of quest goals etc. creating the feeling of a &#8220;pace&#8221; that, perhaps, based out of a larger hub wouldn&#8217;t be there &#8212; these things I think are more attractive to a new player entering later in the game&#8217;s life, where there is at least NPC and implied movement and importance, rather than the airy, boring lowbie zones of other games.</p>
<p>My only fear is that WAR follows the same sort of path that most of these games do, bumping up numbers&#8230; I favor lateral expansion, and if there were never a level cap raise in WAR, I&#8217;d be a happy player.</p>
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		<title>By: Sinnach</title>
		<link>http://www.killtenrats.com/2008/09/11/warhammer-pq-problem/comment-page-1/#comment-27568</link>
		<dc:creator>Sinnach</dc:creator>
		<pubDate>Thu, 11 Sep 2008 23:02:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1926#comment-27568</guid>
		<description>The main problem I have with the pq system is that they decided to implement like two or three per chapter, for the same level range.  Top that off with three different areas for different races, and you&#039;re looking at dividing the active players running these things into a tiny tiny fraction.  Usually theres like twenty players at the one closest to the beaten trail, but the one all in a corner away from civilization has like two people solo grinding the first part of the pq for influence.  It&#039;s great fun when it works, but I can&#039;t honestly think of a good solution that doesn&#039;t involve cutting the amount of content in the game or making them soloable and pushovers for more than a trio.</description>
		<content:encoded><![CDATA[<p>The main problem I have with the pq system is that they decided to implement like two or three per chapter, for the same level range.  Top that off with three different areas for different races, and you&#8217;re looking at dividing the active players running these things into a tiny tiny fraction.  Usually theres like twenty players at the one closest to the beaten trail, but the one all in a corner away from civilization has like two people solo grinding the first part of the pq for influence.  It&#8217;s great fun when it works, but I can&#8217;t honestly think of a good solution that doesn&#8217;t involve cutting the amount of content in the game or making them soloable and pushovers for more than a trio.</p>
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