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Cao Ni Ma
May 25, 2010

Down with the Illuminati Scum
www.thesecretworld.com


You are over simplifying it. IB had more damage, more defense, more utility over BG. (Comparing the best tank character to the worst) WH had much more range, damage and survivability than WE. (One of the best dps to one of the worst, It would be the worst if Magus wasnt such utter trash) Black Orc has more survivability and hit harder on squishier targets than SM but SM could bypass defense and ether dance could melt even the tankiest characters. WP were much better than DoK where it mattered, they pumped out more healing, had amazing group utility plus had more survivability. Chosen were good at dealing damage and being tanky and you wouldn't see many complaining cause they were still much better than most of the other classes in destro side. KoTBS had better group utility. Engis were at least functional while Magus were always useless. Bright Wizard aoe damage was much better than the Sorcs and they also had more survivability. Rune Priest was much better than the destro equivalent since its class gimmick wasn't a buggy piece of trash. Slayer and chopper were pretty comparable. SW and SH were pretty drat bad until a patch buffed SH for some reason. WL and Mara were pretty bad but at least WL was better, it was later buffed and became much better than Mara.

The only real classes were I could say that Destro had an objective favor over Order was Shaman v AM since AM always sucked. In every other instance Order was just objectively better, all you had to do was look at their trees and skills.

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HandsomeBen
Nov 23, 2006

There is no greater calling than to serve your fellow men. There is no greater contribution than to help the weak. There is no greater satisfaction than to have done it well


Cao Ni Ma posted:

The only real classes were I could say that Destro had an objective favor over Order was Shaman v AM since AM always sucked. In every other instance Order was just objectively better, all you had to do was look at their trees and skills.
Shaman was better at running away. AM did everything else better.

Archonex
May 2, 2012

MY OPINION IS DOGSHIT IGNORE MY BRAIN DAMAGED RAMBLINGS


I remember getting into a huge warband in one of the lakes, and literally half of it dying in maybe ten seconds to BW AOE spam. They were most definitely far more powerful than the Chaos side. A lot of the Order side classes were, in fact. With maybe only the Chosen (If you specced as a tank.) and the DPS Orc class coming out ahead.

A tank specced Chosen that used Twister (A mod to the game that let you keep multiple auras up.) was hilarious to see in action. Upwards of five DPS could pile onto you, and you'd be so buffed up/debuffing them so hard, they'd inevitably run away after thirty seconds. Or you'd slaughter half of them before they turned tail and ran.


It's pretty obvious the developers had no idea how to actually design or balance the game, though. The game launched with a ton of poo poo missing, like the NPC balancing for population issues. The class disparity in particular is probably why TOR has the exact same skills between sides. Along with why Ilum, the only ordered faction vs faction area, was literally removed from the game after it crashed and burned horribly on release.

I might of given the game a second shot again if they hadn't of released literal P2W DLC during the last stages of the "milk this game for as much cash as possible" phase. If I recall, if you buy it it increases your level cap and leveling rate for PVP and PVE to higher levels. It also adds in overpowered gear you can get at the highest level, that will let you curb stomp anyone that doesn't have it.

It's basically the equivalent of forcing people to pay for an expansion, only without the content that'd normally go with it. The end result is that people who didn't want to pay for the bullshit pack got screwed over by the people who shelled out cash for it. This lead to pretty much everyone else ragequitting.


Coincidentally, they're doing a similar thing with TOR. Only, it seems they're trying to avoid the mistakes that sent what was left of the playerbase skittering away from Warhammer Online.

For the price of $20 (Technically $24, if you're subbed. It's $20 if you're not, and $9.99 if you are subbed.), you can get a single planet and it's accompanying storyline and a few instances. It also includes a level cap increase (Which you won't be able to easily take advantage of unless you get the new content.) and new gear tiers.

It's basically what'd be a normal content update in any other MMO. And the structure of it reeks like a modified version of the "progression pack" from Warhammer Online, only with some actual content to try and placate anyone that might scream about it.


Edit: A quick look on google also reveals that after they released the P2W pack, they kept releasing more stuff to give people who paid more money an edge. Like a companion that gives you a straight five percent stat boost even in PVP combat.

Archonex fucked around with this message at Mar 1, 2013 around 20:02

trashcangammy
Jul 31, 2012


Archonex posted:

Edit: A quick look on google also reveals that after they released the P2W pack, they kept releasing more stuff to give people who paid more money an edge. Like a companion that gives you a straight five percent stat boost even in PVP combat.

I apologise at how inappropriate this is, but are you saying 47 gave players a 5% stat boost? When was this introduced?

To contribute something to the thread, the best thing WHO did was PvP. You could have fun fights in scenarios that were more varied and interesting than WoW could offer at the time. The RvR however consisted of pressing 421134421134 for 20 minutes while a red bar decreased by 1% every 20 or so seconds. This was, without exception, the worst excuse for gameplay I have ever experienced. My experience dates back to the Spectrum.

Edit: by those calculations it would decrease by 1% every 12 seconds. It just felt like 20.

trashcangammy fucked around with this message at Mar 1, 2013 around 20:25

Firstborn
Oct 14, 2012


My KotBS used twister, and autoscript (although this was illegal) to just automatically cycle auras when I pressed tilde. Good times.
It completely freed up my actions to be able to actually play the game.

E- Honestly this talk is making me want to resub. I really loved KotBS and miss my elaborate helmet feathers.

Firstborn fucked around with this message at Mar 1, 2013 around 21:07

Archonex
May 2, 2012

MY OPINION IS DOGSHIT IGNORE MY BRAIN DAMAGED RAMBLINGS


trashcangammy posted:

I apologise at how inappropriate this is, but are you saying 47 gave players a 5% stat boost? When was this introduced?

Apparently they released a number of Korean MMO style "helper" pets. They ranged from straight buffs to your character, to giving more gold per pick-up, to an out and out inherent speed boost over other players.

Not sure what you mean by 47. Though, I might actually pay to get a Warhammer themed Hitman companion, if that's what you mean. That would be hilarious, and awesome.


For reference, here's a few of the P2W things I dug up in about five minutes of googling.

The full "progression" pack content, along with the personality pack content. Has a ton of stuff that basically gives you an edge over someone else that doesn't have it. This version of what's on offer also tacks on a bit of cosmetic content to try and sweeten the deal, too.

http://store.origin.com/store/ea/en...uctID.221617200


I believe this is one of the stat boosting pets. Even says it in the description. It may actually be the speed boost pet, though i'm not going to go out of my way to pay the cash to find out.

http://store.origin.com/store/ea/en...uctID.218812600


More stuff that was separated from the "personality" content.

http://store.origin.com/store/ea/en...uctID.218812400


And another pet that gives you more gold from looting enemies.

http://store.origin.com/store/ea/en...uctID.228086400


Suffice to say that at the very least one of the packs is required if you want to be competitive in PVP. The others can gently caress you over in different ways, depending on the class and whether you have it out yourself.

Archonex fucked around with this message at Mar 1, 2013 around 21:58

trashcangammy
Jul 31, 2012


Archonex posted:

Apparently they released a number of Korean MMO style "helper" pets. They ranged from straight buffs to your character, to giving more gold per pick-up, to an out and out inherent speed boost over other players.

Not sure what you mean by 47. Though, i'd probably actually pay to get a Warhammer themed Hitman companion, if that's what you mean. That would be hilarious, and awesome.


For reference, here's a few of the P2W things I dug up in about five minutes of googling.

The full "progression" pack content, along with the personality pack content. Has a ton of stuff that basically gives you an edge over someone else that doesn't have it. This version of what's on offer also tacks on a bit of cosmetic content too.

http://store.origin.com/store/ea/en...uctID.221617200


I believe this is one of the stat boosting pets. Even says it in the description. It may be the speed boost pet.

http://store.origin.com/store/ea/en...uctID.218812600


More stuff that was separated from the "personality" content.

http://store.origin.com/store/ea/en...uctID.218812400


And another pet that gives you more gold on pick-up.

http://store.origin.com/store/ea/en...uctID.228086400


Suffice to say that at the very least one of the packs is required if you want to be competitive in PVP. The others can gently caress you over in different ways, depending on the class and whether you have it out yourself.

I meant HK47 sorry if you weren't familiar with that. The stat boosting pet link doesn't work, it boosts main stat/ endurance by 5% though? When was it brought in? I haven't played in about 2-3 months. 5% main stat/ end is basically essential.

Archonex
May 2, 2012

MY OPINION IS DOGSHIT IGNORE MY BRAIN DAMAGED RAMBLINGS


trashcangammy posted:

I meant HK47 sorry if you weren't familiar with that. The stat boosting pet link doesn't work, it boosts main stat/ endurance by 5% though? When was it brought in? I haven't played in about 2-3 months. 5% main stat/ end is basically essential.

You're misunderstanding my post. I was referring to Warhammer Online and the habit that the devs have of releasing P2W packs that give an edge over other people.

The TOR paragraph was just pointing out that the upcoming mini-expansion is basically a prettied up version of the original progression pack content. Only it has a bit of story content tacked on to keep people from being as pissed off about it.

Archonex fucked around with this message at Mar 1, 2013 around 22:08

trashcangammy
Jul 31, 2012


Archonex posted:

You're misunderstanding my post. I was referring to Warhammer Online and the habit that the devs have of releasing P2W packs that give an edge over other people.

The TOR paragraph was just pointing out that the upcoming mini-expansion is basically a prettied up version of the original progression pack content. Only it has a bit of story content tacked on to keep people from being as pissed off about it.

Ah, maybe a reshuffle is in order.

THE PWNER
Sep 7, 2006

Come daddy, I'll show you the end-game!


Archonex posted:

I remember getting into a huge warband in one of the lakes, and literally half of it dying in maybe ten seconds to BW AOE spam. They were most definitely far more powerful than the Chaos side. A lot of the Order side classes were, in fact. With maybe only the Chosen (If you specced as a tank.) and the DPS Orc class coming out ahead.

A tank specced Chosen that used Twister (A mod to the game that let you keep multiple auras up.) was hilarious to see in action. Upwards of five DPS could pile onto you, and you'd be so buffed up/debuffing them so hard, they'd inevitably run away after thirty seconds. Or you'd slaughter half of them before they turned tail and ran.

When I played this a ton back in 09, I played with a guild that exclusively ran single groups against zergs and killed way more than our number pretty often. 6v30+ happened daily. We were destro for this, and we utilized stacked Sorcs, with a group comp usually consisting of Choppa/Sorc/Sorc/Chosen/DoK/DoK.

There was certainly massive class imbalance in the game, but not really faction imbalance. The "big" classes on each side (DoK/WP Sorc/BW Slayer/Choppa Chosen/KOTBS/Ironbreaker) were pretty balanced with eachother. Ten seconds of sorc AoE spam would wipe out an entire group that wasn't being healed just fine, too. The game was all about AoE healing and AoE damage for both factions and both factions had the tools to do those things - you just had to have not been unfortunate enough to roll the wrong class for the job.

Also, "Tank" specced tanks were useless - It was the Toughness stat that made the tank classes hard to kill, not the shield, so you generally would stack up that stat and then get a huge 2 hander and spam AOE to do tons of damage, you could still guard people just fine and take a huge beating.

This game was really loving fun for me, mostly because no other MMORPG will ever have the balls to give players the tools to kill far bigger groups ever again. Even if the way it turned out in Warhammer was entirely by accident - I really doubt the devs had that in mind. It took lots of gear, lots of rerolling, lots of build min/maxing, lots of coordination and a good amount of skill to pull of, but that it was even possible is certainly a point for the game.

The game as it is now pretty much sounds like EA milking it for all its worth rather than giving it the shut down that it probably deserves.

THE PWNER fucked around with this message at Mar 1, 2013 around 22:18

Archonex
May 2, 2012

MY OPINION IS DOGSHIT IGNORE MY BRAIN DAMAGED RAMBLINGS


THE PWNER posted:

Also, "Tank" specced tanks were useless - It was the Toughness stat that made the tank classes hard to kill, not the shield, so you generally would stack up that stat and then get a huge 2 hander and spam AOE to do tons of damage, you could still guard people just fine and take a huge beating.

Tank specced tanks were definitely a thing. The shield had a few shield only maneuvers to it. Like the "gently caress you" move where you could basically become immune to damage. I also believe it was possible for the shield to "proc" lower damage turnouts. Though it was years ago, so I may be mistaken.

Either way, the greatest ability Chosen had was their channeled defensive maneuver. It required a shield and utterly hosed over overly aggressive DPS players who liked to fire off their main damagers all at once. Coincidentally, the way it worked meant it was also great for loving over entire raids.

Before they changed forts, it used to be that many of them only had one path up to the top level. This was great for coordinated defenders. And it was especially great for Chosen, who could chain auras off of each other with a modicum of attention being paid between them. And that's before you got into the rage a group of Chosen could generate when on defense.

Said rage was because Warhammer Online was one of the early (re)adoptors of collision detection in MMO's. This meant that if you had a raid that was coordinated enough, you could have your tanks actually play defensively, doing their best "300" impersonation at the top of the stairway up to the keep lord.

How this often worked was that a few Chosen would stand shoulder to shoulder at the top of the stairs. The tanks would block constantly and swap out to heal up when one was dangerously injured. Meanwhile, the healers would stand off to the side healing while AOE/ranged overlooked the stairway. This created a situation where the tanks became an unstoppable living barricade that allowed the squishier characters to rain death and misery upon on the poor bastards on the first floor.


Of course, this displayed a sense of coordination and tactics, which didn't sit well with some people. Making things worse, a lot of offensive raid leaders didn't want to figure out a counter to this trick outside of "Run up these stairs until some of them get bored and leave. No, don't argue with me, just loving do it or i'll kick you.".

So a lot of pubbie raids ended in screaming and random kickings when a coordinated group of Chosen got together. Doubly so, since I don't believe the Knights (The Order faction's version of the Chosen) were actually available on release.

So during the fort redesign the single stairway was pretty much patched out of any forts that had it. At which point defending the second level became a horrible crap-shoot without a numerical advantage. At which point the population dropped off again.

Archonex fucked around with this message at Mar 1, 2013 around 22:43

NeurosisHead
Jul 21, 2007
go ahead and tell yourself that they're not watching you. it won't make you right.

EA is smart enough to realize that serious Warhammer Fantasy grognards will pay any price for any WHF merchandise, including sub fees for a game that they hate and don't have fun playing. They're doing what Games Workshop has been doing for a decade, but in a digital format.

THE PWNER
Sep 7, 2006

Come daddy, I'll show you the end-game!


Archonex posted:

Tank specced tanks were definitely a thing. The shield had a few shield only maneuvers to it. Like the "gently caress you" move where you could basically become immune to damage. I also believe it was possible for the shield to "proc" lower damage turnouts, though it was years ago, so I may be mistaken.

Either way, the greatest ability Chosen had was their channeled defensive maneuver. It required a shield, and utterly hosed over overly aggressive DPS players who liked to fire off their main damagers all at once. Coincidentally, the way it worked meant it was also great for loving over entire raids.

Before they changed forts it used to be that many of them only had one path up to the top level. This was great for defenders, and especially tanks like the Chosen.

This is because Warhammer Online was one of the early (re)adoptors of collision detection in MMO's. This meant that if you had a raid that was coordinated enough, you could have your tanks actually play defensively doing their best "300" impersonation at the top of the stairway up to the keep lord.

How this often worked was that a few Chosen would stand shoulder to shoulder at the top of the stairs. The tanks would block constantly, and swap out when one was dangerously injured. Meanwhile, the healers would stand off to the side healing while AOE/ranged overlooked the stairway. This created a situation where the tanks became an unstoppable barricade that allowed the squishier characters to rain death and misery upon on the poor bastards on the first floor.


Of course, this displayed a sense of coordination and tactics, which didn't sit well with some people. Making things worse, a lot of offensive raid leaders didn't want to figure out a counter to this trick outside of "Run up these stairs until some of them get bored and leave. No, don't argue with me, just loving do it or i'll kick you.".

So during the fort redesign the single stairway was pretty much patched out of any forts that had it. At which point defending the second level became a horrible crap-shoot without a numerical advantage when defending. At which point the population dropped off again.

They were certainly a thing, but they were a thing that shouldn't have been a thing. Everything they did, DPS tanks could do while doing 10x the damage. Hold the Line is the ability you're talking about, and yeah, it was useful for fort defenses, but you could just toss on a shield and use it while DPS spec just as well.

Not that arguing over builds in one of the biggest MMORPG flops ever that died 4 years ago means anything, mind you. But I do like talking about this game, as it's the one I disliked the least out of any other that's been released since WoW. You described a good amount of what made the game fun perfectly - the sieges actually felt like sieges. There were multiple lines of defense that you'd fall back to one after the other as they were lost, and this was because the keeps and forts were well designed (mapping wise, at least), the "tank" Archetype actually worked, AoE healing was strong, and because of collision.

In a fort, you'd first defend the outer walls, ranged classes on the walls tossing out aoe's, tanks guarding them, healers healing them, tanks and melee poking out the front door and going back in, etc. When the door fell, you'd fall back to the inner walls where the same thing would occur. When you were pushed back again, you'd start defending the stairs up to the general. And if you wanted to rout the defenders, you had to make a REAL coordinated push, because you could res people in combat. And if the push failed, YOU would get wiped out by the counterpush on your healers and your siege would pretty much be over.

And before that siege, there would be hours of skirmishing in the open areas before you fell back to the actual defensive structures. Apart from DAOC, which i've never had the privilege of experiencing, I don't know of any other game that's actually made an rvr system that was fun and worked as it was supposed to.

I never really understood the complaints people had about how AoE-Centric the game was. A game based around massive battles SHOULD be AoE centric! After I left, I heard that they finally nerfed AoE, rather than just giving every class good AoE.

THE PWNER fucked around with this message at Mar 1, 2013 around 22:46

Xae
Jan 19, 2005



Tank spec'ed tanks could do pretty well. There was a guy on Badlands who played a fully defensive Blackguard. He was referred to as "The Third keep door" because he wouldn't/couldn't die.

With the right talents his toughness made anything hit for double digits and he had something like a 50% block rate. He also had the AP drains spec'ed so he wasn't useless. He could just stick to a healer and shut them down and there was nothing in the game short of a 40 man zerg that could peel him off your healer.

Rorus Raz
Nov 13, 2011

Rambunctious Rocketeer


Lassitude posted:

They probably don't have any intention of ever reviving it and are just keeping it plugging along until the number of people subscribing to it drops enough that it isn't profitable. F2P is only for MMORPGs that the developers want to resurrect in some way.

That said, WAR was terrible. Sorry, it really was. Infinite healing made fights a boring slog. PvP in the game was about the worst I've ever played. The only exception was the low-level stuff, where healing wasn't yet strong enough to keep people alive indefinitely against multiple attackers and healers didn't just rez themselves the instant one of them managed to be focused down. For a game to make small scale PvP so boring and large scale PvP so dependent upon AOE damage is just laughable. And forget ever doing 1v1 unless you were the right class. The game seriously never stood a chance.
The thing about healing is that, from all the snakeoil promotional videos they put out, there was never supposed to be a "pure" healer and all healing would be reliant on dealing damage. So, while healers couldn't run dry, they had to expose themselves to enemy fire and spend some time dealing damage in order to heal effectively.

In reality, there was poo poo balance for healing and a lot of classes just spammed their AoE healing and only stopped to res somebody (seriously, why was the normal rez usable in combat!?)

THE PWNER
Sep 7, 2006

Come daddy, I'll show you the end-game!


Xae posted:

Tank spec'ed tanks could do pretty well. There was a guy on Badlands who played a fully defensive Blackguard. He was referred to as "The Third keep door" because he wouldn't/couldn't die.

With the right talents his toughness made anything hit for double digits and he had something like a 50% block rate. He also had the AP drains spec'ed so he wasn't useless. He could just stick to a healer and shut them down and there was nothing in the game short of a 40 man zerg that could peel him off your healer.


AP drains didn't work on DoK's/WoP's which were 99% of the healers due to the aforementioned huge class imbalances.

Rorus Raz posted:

The thing about healing is that, from all the snakeoil promotional videos they put out, there was never supposed to be a "pure" healer and all healing would be reliant on dealing damage. So, while healers couldn't run dry, they had to expose themselves to enemy fire and spend some time dealing damage in order to heal effectively.

In reality, there was poo poo balance for healing and a lot of classes just spammed their AoE healing and only stopped to res somebody (seriously, why was the normal rez usable in combat!?)


They probably forgot that they implemented chalices. Not surprising that devs don't know poo poo about their own game.

Archonex
May 2, 2012

MY OPINION IS DOGSHIT IGNORE MY BRAIN DAMAGED RAMBLINGS


Xae posted:

There was a guy on Badlands who played a fully defensive Blackguard. He was referred to as "The Third keep door" because he wouldn't/couldn't die.

Everything else aside, this is hilarious.


A friend and I managed to do something similar with our Chosen. We actually managed to guilt trip our raid into actually not cap trading, and helping us hold our fort when the gate went down.

When the raid leader wanted to cap trade, we (drunkenly) shouted over raid chat that Chosen are the motherfucking chosen of the dark gods, and planted ourselves in the gatehouse to take down all comers. Which as we quickly discovered as the gate went down, was a full blown raid. The only thing was, there was only so much room in the gatehouse, so they couldn't use their numbers against us as easily.

We then proceeded to just start piling enemy corpses in front of us with our shields and axes. And twisting. Lots of loving twisting. It was an aura twisting extravaganza, with auras and skills to be used being shouted over vent. It was as hell. Especially since Chosen are basically medieval space marines circa Warhammer 40K.

Then a healer (Who looked a bit like a mutated hillbilly if he was a mad doctor.) stumbled along and kept us alive until the raid decided to show up out of sheer guilt/embarassment at how bad we were making them look. Since the maybe half a dozen to a dozen defenders were laughing in raid chat about how much rear end we were kicking.

By the end of it we basically had the raid sitting out of range like we were a full blown raid ourselves. They did the "line up" thing raids sometimes do when they see each other, and no one wants to charge. Instead of pushing us constantly, they just started dropping ranged AOE's on us in an attempt to lure us out of the gatehouse.

Really, no game's done tanking in PVP as well since then. You were actually a threat by virtue of being an immovable brick wall. It was tough and required coordination since it wasn't just about stacking stats, but if you pulled it off you were basically the biggest badass around. I actually kind of miss that sort of tanking.

THE PWNER posted:

They were certainly a thing, but they were a thing that shouldn't have been a thing. Everything they did, DPS tanks could do while doing 10x the damage. Hold the Line is the ability you're talking about, and yeah, it was useful for fort defenses, but you could just toss on a shield and use it while DPS spec just as well.

Not that arguing over builds in one of the biggest MMORPG flops ever that died 4 years ago means anything, mind you. But I do like talking about this game, as it's the one I disliked the least out of any other that's been released since WoW.

We're going to have to agree to disagree, there. And yeah, the game had some good ideas that was marred due to a mix of incompetent developers and snake oil salesmen doing their thing. In a way, it was basically Age of Conan 2.0 in how they hosed it all up, and hyped it before release.


The problem with a DPSing Chosen was that while you gained more DPS, it wasn't on par with actual DPS classes that actually knew what they were doing. A Bright Wizard could still do insane AOE damage, for instance. And a Witch Hunter could out focus (and out range) you with his single target DPS.

You also lost that insane survivability that a well talented and played tank could get. Which was arguably the point (Outside of being a pretty boy tank, or a giant mutated mountain of meat and muscle.) of rolling one in the first place.


Though there were times when it was needed or useful.

The game made no distinction between classes and specs. And speccing heavily into a role made you somewhat useless in other roles. So if the game decided to gently caress your team over and give you no killing power in a match dependent on killing enemies, then it was time to slap on a GS and go to town on some Order members.

Also, using a GS when you were at the high end of a tier was hilarious. I believe the game implemented a very early version of bolstering. However, the bolstering was only maybe half-way up a given tier in terms of how much power it gave you for fighting other players.

So a GS wielding Chosen at one level off before the next tier could literally roll around smiting people with a giant fuckoff demonic sword. All he had to do is spend a bit of time prepping himself to be a twink.

This got even worse at the last tier. Last I played regularly, I noticed that they still hadn't separated people in the insanely high end PVP gear out from the people who just hit the first level of the last tier. Probably because it pushes people to buy the progression pack.

So you'd get some guy who could sunder a gate by himself, taking on the equivalent of a dinky little footman in crap gear. The results were explosive and bloody.

Archonex fucked around with this message at Mar 2, 2013 around 13:09

THE PWNER
Sep 7, 2006

Come daddy, I'll show you the end-game!


Archonex posted:


Also, using a GS when you were at the high end of a tier was hilarious. I believe the game implemented a very early version of bolstering. However, the bolstering was only maybe half-way up a given tier in terms of how much power it gave you for fighting other players.

2 hand tanks were still so hard to kill that it was pointless to target them though. Maybe it required lots of gear/RR (I think I was RR70 which was a lot of points in toughness with invader or some poo poo) but it was doable and you could still guard, taunt, challenge etc.

I think GW2 could've mimicked Warhammer tanking somewhat if they wanted to, except they went with the dumb "We have no healers we're so unique" thing, which doesn't exactly work well for an rvr game imo. Strong healing is pretty much a quick and easy way to create epic battles.

Stanley Pain
Jun 16, 2001

In humility and with no need for Divine Guidance, I make this pledge.


For all the wrong, stupid and imbalanced poo poo this game had it was a TON of fun and some of the most memorable PVP I've had in an MMO. Balance was actually really good for one reason alone. Both sides bitched about how much better their mirror was (except for engineers, Magus was pure poo poo).

Sydney Bottocks
Oct 15, 2004

Bottocks. Neither one thing nor the other.

Stanley Pain posted:

For all the wrong, stupid and imbalanced poo poo this game had it was a TON of fun and some of the most memorable PVP I've had in an MMO. Balance was actually really good for one reason alone. Both sides bitched about how much better their mirror was (except for engineers, Magus was pure poo poo).

There have been only three games I've regularly PvP'ed in: Star Wars Galaxies (it was always a blast to arrive at some base somewhere, find it under attack, and gleefully join in either defending or attacking it), Star Trek Online (because the ship-to-ship combat can legitimately be fun, if you have good players on both sides), and WAR. I've dabbled in PvP in other games, but those three were the only ones where I found it fun enough to join in on a regular basis.

I dunno why I found WAR's PvP to be so compelling; all's I know is I always had a blast running out and shooting down Chaos dudes with my Witch Hunter.

StrawmanUK
Aug 16, 2008


I really miss my little goblin shaman sometimes. I used to regularly lead raids in T3 (the online MMO ive done such a thing) and it was fun as hell. Was a great feeling to log on and immediately get a ton of tells asking if I was setting up a raid group that night. Then I graduated to the poo poo fest that was T4 and bright wizard spam :/

coconono
Aug 11, 2004

I bet against K-1


I never made it past T2 but the open world RvR was fun for what it was. Learning all the ninja backdoor tricks into keeps was awesome.

HandsomeBen
Nov 23, 2006

There is no greater calling than to serve your fellow men. There is no greater contribution than to help the weak. There is no greater satisfaction than to have done it well


coconono posted:

I never made it past T2 but the open world RvR was fun for what it was. Learning all the ninja backdoor tricks into keeps was awesome.
T2 is where my fondest memories are from. A small group of people from my old WoW guild go back and start playing WAR again a couple times a year or so. We usually get 3-4 characters through T3 and stop. We had some truly epic keep defenses in T2 during our last foray.

HandsomeBen fucked around with this message at Mar 5, 2013 around 16:03

coconono
Aug 11, 2004

I bet against K-1


yeah, I'd run scenarios and PVE stuff to get out of the T1 stuff. The T1 RvR would alternate between scrum and staring contest. Then I'd get into sweet sweet keep assaults and defenses of T2. Then I'd get bored with a character and roll a new one.

SlothBear
Jan 25, 2009



Such a massive missed opportunity. Making an mmo set in the war hammer ip should have been a license to print money. It's amazing mythic did such an awful job making the game.

With all the rich awesome lore of the world we got stuff like dwarves who turn into skaven and really weird gender restrictions with no basis in the lore at all.

Class balance was such a tragic mess it turned into a joke. They kept claiming it was for 24 v 24, I suspect because nobody ever did 24 v 24 so nobody could ever prove them wrong. Of course when a 24 v 24 instance actually got put in all it did was highlight how horribly balanced that was too.

The goblins were awesome though. Every game should have goblins like warhammers.

The reason it hasn't gone FTP is they aren't willing to spend the money on it the conversion process will take. It will run on as long as people are willing to pay for it.

The free moba game deserved to fail hard and I'm glad it did. It was atrociously unfun.

Sydney Bottocks
Oct 15, 2004

Bottocks. Neither one thing nor the other.

SlothBear posted:

Such a massive missed opportunity. Making an mmo set in the war hammer ip should have been a license to print money. It's amazing mythic did such an awful job making the game.

With all the rich awesome lore of the world we got stuff like dwarves who turn into skaven and really weird gender restrictions with no basis in the lore at all.

Class balance was such a tragic mess it turned into a joke. They kept claiming it was for 24 v 24, I suspect because nobody ever did 24 v 24 so nobody could ever prove them wrong. Of course when a 24 v 24 instance actually got put in all it did was highlight how horribly balanced that was too.

The goblins were awesome though. Every game should have goblins like warhammers.

The reason it hasn't gone FTP is they aren't willing to spend the money on it the conversion process will take. It will run on as long as people are willing to pay for it.

The free moba game deserved to fail hard and I'm glad it did. It was atrociously unfun.

It's even more amazing when you remember that this was the second try at a Warhammer MMO, after the first one admittedly sounded super awesome (one promised feature was the ability to take a character down the path of Chaos, with Chaos being a super-secret society rather than an army faction) but ended up being a lot of smoke and mirrors, consisting of a lot of promises that the developers simply couldn't deliver on in any realistic fashion.

Archonex
May 2, 2012

MY OPINION IS DOGSHIT IGNORE MY BRAIN DAMAGED RAMBLINGS


The original Warhammer MMO sounded badass. And really, what little content it apparently had in alpha was awesome. It looked like it was basically meant to be SWG without the shittiness. Unfortunately, the dev team lacked the talent and resources to actually pull off that kind of huge project.

That it ended up on Mythic's doorstep, and of all the teams to develop it, it got a bunch of snake oil salesmen proving that the Games Workshop curse is in fact real.

Archonex fucked around with this message at Mar 6, 2013 around 18:23

Sydney Bottocks
Oct 15, 2004

Bottocks. Neither one thing nor the other.

Archonex posted:

The original Warhammer MMO sounded badass. And really, what little content it apparently had in alpha was awesome. It looked like it was basically meant to be SWG without the shittiness. Unfortunately, the dev team lacked the talent and resources to actually pull off that kind of huge project.

That it ended up on Mythic's doorstep, and of all the teams to develop it, it got a bunch of snake oil salesmen proves that the Games Workshop curse is in fact real.

Exactly, I remember thinking it was going to be very SWG-like in that you could start your character as just an ordinary Joe Citizen of the Empire, and work your way up to whatever profession, and I believe they even had non-combat professions like blacksmith and so forth.

I remember the "turn your character to Chaos" thing was made a particularly big deal of (though more by the potential players of the game rather than the devs), because they were going to be "true to the lore" and were going to make turning to Chaos difficult, and not something you could go out and flaunt once it was done. Or rather, you could go out in public and flash your heresy for all to see, but unless your character was powerful enough to not give a poo poo, there would be consequences to pay for doing so (sort of like how, if you were properly flagged in SWG, certain NPCs would attack on sight depending on where you were and whether you were an Imperial or a Rebel, as well as allowing players of the opposing faction to join in on the fun).

Then it seemingly just went downhill from there. It's been ages since I read any articles on it, but I remember seeing one or two mentions of the game in WD back in the day, and even as much as it was glossed over there, I had the sinking feeling that it was steadily going down the Peter Molyneux path. And then after a bit, it was finally dead.

Yardbomb
Jul 11, 2011

The Voodoo


Stanley Pain posted:

For all the wrong, stupid and imbalanced poo poo this game had it was a TON of fun and some of the most memorable PVP I've had in an MMO.

That's pretty much all I can say about WHO nowadays. It had all sorts of atrocious balancing acts, some really janky design decisions, but it's still one of my most enjoyed MMOs I've ever played.

It bums me out that I wasn't on here to play with Goons when the game was still an actual thing, but I still had fun being the worst DPS Black Orc ever on Gorfang back in the day.

Yardbomb fucked around with this message at Mar 19, 2013 around 00:12

coconono
Aug 11, 2004

I bet against K-1


Oh hey, an interview:
http://www.mmorpg.com/gamelist.cfm/...ure/7222/page/1

quote:

MMORPG: Mythic’s always been pretty insistent that WAR would never become a F2P game. But with the success of EA’s F2P conversion for SWTOR, do you think you’ll ever revisit that notion? Why or why not?

KEAVEN: The dreaded F2P question. I know there is an ever growing group of people clamoring for WAR to make the switch. Of course, as has been said before, it is something we’ve actively investigated, and we’ve never written it off as a possibility, but there are numerous elements to WAR which make F2P conversion quite the delicate topic. While I don’t know exactly what higher-up machinations are at play with something like this, I can say that I’ve worked on a few different proposals outlining different ways we could make inroads into F2P territory with as little collateral damage as possible. What becomes of those proposals, however, has yet to be seen.

In the exact same interview he talks about how PVP games really need high player populations.

Stanley Pain
Jun 16, 2001

In humility and with no need for Divine Guidance, I make this pledge.


coconono posted:

Oh hey, an interview:
http://www.mmorpg.com/gamelist.cfm/...ure/7222/page/1


In the exact same interview he talks about how PVP games really need high player populations.

That quote basically reads EA wants this game to die. Thanks for playing.

vyst
Aug 25, 2009

Hoegaarden and Friendship.

This av/title brought to you by Vyst complaining about his old avatar.


They had two big problems.

1. They caved to the guilds that complained about server caps and opened way too many servers at launch thus spreading people out too far and thus not having people to actually work with and fight.
2. Their netcode for RvR was terrible - it got better as time went on but when you advertise rvr as your main feature and it's powerpoint presentations at endgame you have a problem.

They had two medium sized problems.

1. Way too many zones and realms. Given the server populations they should have managed traffic better. In theory the 3 war realms was a great idea but fell short on implementation.
2. The RvR areas were mostly too far off the beaten path. They were always "options to zones" rather than something you had to deal with in zones, at least until you got to endgame.

coconono
Aug 11, 2004

I bet against K-1


I like how they act like implementing F2P is a huge deal when they already had DLC packs implemented.

J3ng4
Nov 21, 2006
I wish I had ten bucks so I could be funny

WHO MMORPG Interview posted:

MMORPG: Let’s talk about some of the recent content updates. In January, the Fortresses returned to RVR. Let’s talk a bit about why they were gone in the first place, and what it took to get them back into the game.

KEAVEN: The number one reason Fortresses had to be removed before was lag. Huge concentrations of players would gather at a Fortress, and performance would drop – not only that, but the client would stop drawing random player avatars. We’ve had major upgrades since then, however; both hardware and software have been improved, and since it’s been something players have been asking for ever since they were removed, we felt we were in a good position to bring them back. With the addition of the Relics, and making the Fortresses Alliance-claimable, it has created a more dynamic Fortress battle than it was previously.

There were enough people playing to produce lag in the RvR Lakes because of Fortresses?

Saving grace of this game would be F2P expansion featuring playable Skaven.

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SlothBear
Jan 25, 2009



J3ng4 posted:

There were enough people playing to produce lag in the RvR Lakes because of Fortresses?

Oh absolutely, back in the day server pushes crashed the server every single time. They implemented a terrible mechanism that booted you from the zone if you weren't one of the first X number of people in, which in reality just made is so the people who released when they died in the lord room so that living people could push in never got their conqueror gear. I rage quit the game over that at least once.

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