.

Промоакции для игроков не только в шутерах — воспользуйся промокодом Vavada от наших партнеров и получи бонусы, которые подарят азарт и атмосферу, сравнимую с игровыми победами.

.

Failure to Explain

While it’s against our policy to share exact formulas (in order to keep guilds from gaming the system), we do want to be sure and clarify these mechanics to the best of our ability for those guilds who are concerned about how guild leveling actually works.

The best of their ability is very poor. “It is a sound system involving a lot of math” does not tell us anything. “The system takes into account the characters’ level, and is balanced in a way to allow guilds of all sizes to level up at comparable (but not necessarily equal) rates.” This statement also translates to “we’re not going to tell you anything useful.” The best I can infer from the post is that completely inactive characters do not count against you, but mules and slightly active alts do. So Casualties of WAR was completely right about severely limiting alts, until we get a conflicting statement down the road.

The guild leveling system was obviously not part of any open testing. No one is allowed to know how it works, so we cannot tell if it is working properly. That is one way to keep the bug count down.

Conveniently, it does not matter in the long run. Every guild that sticks with the game will hit max level (or near enough) in several months. And what are the odds that anyone will quit because it took too long to get a guild emblem on their cloaks? Everyone will stick the guild leveling system in the “ignore” box soon and not think about it until someone looks at the code in two years.

: Zubon

Leveling Curve

Seriously Casual addresses the problem. First, there is not enough PvE to go around starting in the 20-ish range. I am fighting +3s and +4s regularly. Guildmates speak of completing all the PvE in all three areas without out-leveling the tier. For me, this has been a limited problem since I like leveling via scenarios, but if you are in long Destruction queues or a low-population server that doesn’t work. Even now, I am looking at a lot of scenarios before I am past the bolster point of tier 3. I do not feel the need to reach level 40 quickly, but I do not want to spend my RvR time feeding points to higher-level opponents. When players receive condolences in guild chat for reaching a new tier, that is a bad thing.

There are lots of games offering slow PvE grinds. That is not why we signed up for Warhammer. My buddy Cameron had the goods earlier, but then the ladies tell me he has always had the goods.

: Zubon

This? Changes little unless the numbers on that are large. Really, I can repeat one quest two to four times? That makes it much less grindy! That’s unfair: maybe it will help tier 2, but then I hit the wall in tier 3. Maybe I was already eating the tier 3 content in tier 2, so I did not notice. Maybe the later phases of “experience enhancements” will add up to more. I would gladly accept a retroactive boost to those quest rewards, if that is part of the plan. (Turbine can do that, nudge nudge.)

Update: oops, that is CHAPTERS 10-22, not LEVELS. Okay, that could make more of a difference. Again depending on the numbers, and again I could use that retroactively because I already did a chunk of that.

Update 2: having logged in, I can’t tell if it was retroactive. I forget how full that bar was. I scheduled this post before the Herald update, and I’m not sure how much is still relevant. Read Cameron anyway. I’m locking this down. Credit to Mythic for reacting to things quickly.

Holy crap, that was a big number. >3000 for a scenario completion. I must poke around and see what’s about.

Grind, Baked Right In

Farm status is a horror of gamerdom.

What is the point of grinding anything? Does Naxx get more fun the fifteenth time or something? It only makes sense as a business model that makes people play a long time to get to the end, so you keep them looped in for monthly fees, but then you are also selecting for an audience that has lots of time, and therefore will be logged in more. Maybe the cost of 40 hour/week players is not much worse than 10 hour/week players; there must be money in it.

I do not want to do anything more than three times. Once is an introduction, twice is learning, three times is demonstrating mastery. Past that, I am just repeating it because someone thought it would be funny to put the prize at the end of a treadmill. I am done with that.

Continue reading Grind, Baked Right In

Mourkain Your Face

Mourkain Temple is a Tier 2 Scenario (12v12) in Warhammer Online using the murderball mechanic – where one item is held for points but increasingly damages the player holding the item.  Mourkain seems to get a bit of flak, but I really like the fast pace of the map (especially compared to the other slower paced Tier 2 Scenarios) and the focused game mechanic. The map and game mechanic is most interesting in that it truly allows a better team to rub it in the loser’s face. I’ll explain.

A basic match goes like this: (a) players rush the murderball, (b) one team gets the ball and goes defensive, while the other team tries to kill the ball holder and his support on the offensive, (c) the ball gets dropped and someone else picks it up.  Points are made for picking up the ball, holding the ball, killing the player with the ball, and killing other players.  It’s a pretty simple concept.  In most games, the team with the murderball will fall back so as to get closer to their resurrection point. This has quite a few benefits because your healers don’t have to worry about rez’ing as much when you are standing next to your rez point, your newly rez’d players can jump right back in the fray, enemy players that rez at their point have to run for ~30 seconds to get back in the fray, and your ranged players can stand on top of a ridge gaining immunity from melee enemies. Seems like a good plan to fall back.

Going back to the psychological gamesmanship, it is quite a defeat when one team can “hedgehog” so as to impenetrably defend the murderball the entire match. I saw this tactic when I started playing Mourkain’s. Now, I am seeing a different “tactic” where a heavy tank (Black Orc or Ironbreaker) will pick up the murderball and push forward.  When I first saw this (and I am a Zealot healer, so it was all the worse) I could not believe the stupidity of the Black Orc I was following. “We have the ball, fall back, and make them come to us!” However, I kept dutifully healing, and my teammates did their jobs effectively. We then handedly defeated Order with the ball in our control on their turf.

It is an interesting strategy because it shakes up the “set” tactics an armchair general might bring to the table. The team without the ball should be on the offensive, but if they are getting pushed back things get muddled. Then the DPS are unsure of who to target, and get cut under in the confusion. Healers have to spread their healing around more.  And of greatest effect of all, in my humble opinion, is the psychological one where the losing team is told “you are getting beaten so bad, we won’t even let you go on the offensive like you should.” I cannot think of another MMO PvP map/mechanic where a similar effect could take place – where you can rub their noses in their loss through gamesmanship and skill.  That, or players could just be bored with hedgehogging and turtling tactics.
–Ravious

Negative Campaigning

Ardwulf claims to be for Order, but can we trust a man who lives a double life? Where was he when the forces of Chaos stormed Stonetroll Keep? Where was he when our Dwarf allies were routed at the Mourkain Temple? He was at Mount Bloodhorn, playing at being a Greenskin. When the call to war comes, will it be a Bright Wizard that answers, or a Black Orc?

Ardwulf is a friend to orcs. Is he a friend to the Emperor?

Paid for by Sigmarites for a Purer Ostland

: Zubon

Simply Epic Public Quests

I badgered a few friends to run back to some skipped Public Quests in Warhammer Online: Age of Reckoning last weekend, and we decided to try out the more difficult Public Quest for Chapter 4: Chaos called Salzenmund, aptly named for the walled town that the Raven Host is corrupting from within.  The Public Quest deals with the actual direct attack of the Raven Host on the town.
 
The Public Quest Salzenmund starts out with the objective to steal the supplies from the city, which requires players to dispatch one or two simple guards and then interact with a box of supplies (50 times).  At the second stage, you have to take out two of the city’s leaders who are both Champion level mobs.  The surrounding city becomes filled with fighting as Raven Host warriors rush in to contend with the remaining Empire defenders.  It feels like the whole area’s conflict escalated from the tunnel entrance of the city where one or two NPC battles occur to the whole town.  The (anti-)heroes are of course rushing to deal with the enemies that the lesser of the Host cannot deal with.
 
Once you defeat the Champions, a Hero Bright Wizard boss appears.  As he appears the entire city erupts in an inferno, and it truly feels like the war for Salzemund has erupted to another level.  Buildings are burning.  Raven Host NPCs are running around sacking everything.  And in the middle of the chaotic inferno you go toe to toe with a huge flame mage.  When the triumphant Chaos players win, the city continues to burn until the Public Quest resets.
 
I felt in this Public Quest that Mythic’s developers truly took the reigns to use their unique play mechanic as a story-driving device -  a simple epic story.  Quite a few Public Quests are rather boring escalations with no true story except ‘your killing ten rats has angered a bigger wolf/boar/rat/man-thing.’  However, there are some true gems like Salzemund.  Another thing to note is that this epic-feeling event takes place around level 10-12 (out of 40), so players do not have to go through to the so-called “end game” to feel like a hero… or killer of one in the Destruction sense.
 
Guild Wars and Lord of the Rings Online both have similar story telling devices (missions and instanced epic quests), but in neither instance did I feel the story was as world changing as some of Warhammer Online’s Public Quests. Only in Guild War’s case did I feel that the mission was readily available to do again.  Mythic has created a persistent, game-driven storytelling device, and I cannot wait to explore the Public Quests at the higher tiers of play.  I hope that there will be quite a few more that have me saying “cool” outloud.

Z-Axis

The game is shaky on it, particularly with respect to floors and ceilings. If you use an area-effect attack in a cave, everything on tunnels above and below you might come running for you. That is if you are lucky: they also might start hitting you through the ceiling. This is a fun way to discover when a building has a basement or a hill has a cave: attack enemies on the surface and see if invisible monsters start eating your ankles.

Did I mention that I have an AE-specialized character? Good times.

: Zubon

Honeypot

Have a normal but CSR-controlled character logged on at all times. Wait for the spam. Ban the account.

Park the character next to a mailbox so you can check that. If general chat spam is your problem, go wherever that is most common (say Bree-town). You do not even need to pay attention much: look every five minutes and do a round of bans. Internship opportunity! Some games must already be doing this, but I want to mention it since it would help with quick response to spammers.

: Zubon

Tier 3 Scenarios

About half the time, I am out-numbered in scenarios. In about half of those, the team will fill by the time we are down 100-200 points, but there is not a lot to be done by then. I have won one 10-on-12 scenario, but there is nothing to be done with 8-on-12. Why are scenarios starting under those conditions? Is Order queuing up and canceling at the last possible second? I expect to be outnumbered in open world RvR, but the point of scenarios is to have even numbers.

Is Tor Anroc asymmetrical? I have never seen Order get the bauble at the start, even when someone has a standard with a run-speed buff.

The mission for Doomfist Crater is broken (Order side).

: Zubon

Of Games and Glory

Given last week’s fun and games, I would like to hit the wayback machine to 2007.

If the game is irredeemable dreck, there is no point in discussing its problems.

Bugs, queues, and crashes are upsetting because they stand between us and the fun that we know to lie just beyond them.

Or as Rog puts it, “It’s because the game is good that makes it worth discussing and even bitching about the bugs, issues and design oversights. If it wasn’t good, who’d care?”

Or sometimes silence speaks louder than words.

: Zubon

Bonus points if you thought of Marit Larsen.