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Archive for September, 2010

Reducing the dreaded spawn camp scenerio – warhammer online

08 Sep

Spawn camping has been an annoyance since day one and can happen in any game where two sides collide and skill, numbers and class balance factor in.

Spawn camped scenerios are unenjoyable for both sides. People being pinned in feel frustrated because they have no room to move out in a lot of cases. Your forced to go forward into a gauntlet of positioned opposition.

People doing the spawn camping have generally boring time too. Some groups try to hang back more but unless you have communication and influence over the second group, your risk them getting run over if you pull back. If you stay up with them, you risk them pulling guards and wiping a bunch of your force.

I have in the past posted up discussion threads on ways spawn camping could be reduced by minor or major changes to scenerio layout, mechanics etc..

At this point in time, I think most development is being spent (properly) on the new rvr pack and major patch changes. Existing scenerios will probably not be changed to accomodate complicated ideas and scenerio redesigns such as auras around the warcamp that up damage/healing or alternate exists/portals.

A simple way to aid in reducing spawn camping in existing scenerios that would -hopefully- involve little to no coding would be to increase the damage on the camp seige weaponry by large amount. Maybe even have this player controlled seige weaponry kill people in a single shot if they are silly enough to go into range of a warcamp/spawn location and get hit by the weapon.

People would quickly learn and adapt to the new range and more breathing room outside of your spawn area would be allowed. You would also be more in control of clearing the campers out, instead of pinning your hopes on unreliable guards which seem at times to do nothing at all.

Obviously this does not solve the root causes of spawn camping, nor is it meant to. This is simply an idea for a quick fix to give more breathing room outside of a spawn location in a scenerio and move the fight more to the middle of the scenerio. In the same swipe, it should help remove NPCs from being a factor in scenerios.

 

News: Korea drops Warhammer Online

08 Sep

It has been reported that NHN will no longer be servicing Warhammer Online in Korea as of the end of September 2010, which will mean the end of Warhammer in Korea.

“We had no choice but canceling the service because we have been informed that no longer proper support for developing from EA is expected”

Who knows what this means for EU and NA Warhammer, but with RvR packs coming out in a couple months, lets hope they go well and at least a small amount of development resources remain to continue to build on Warhammer.

Source: http://www.thisisgame.com/go/?p=1911

 

time to change tactics? warhammer online

01 Sep

Recently, a friend and fellow blogger Going Rancid interviewed Nate from Bioware|Mythic and one of the questions asked was regarding tactics, the response was as follows:


“Our general goal for tactics is that we want players to agonize over their loadouts and have to make tough choices between several desirable options and end up with a loadout that they’re happy with once the choice has been made. Additionally, we want players to be using different loadouts for different situations, and tactics to be less “set and forget” – hence the multiple loadout sets built into the basic UI. It’s pretty common knowledge that there are some tactics which are viewed as “must-haves”, and we see from our metrics that players don’t frequently change tactics. Broadly speaking, our approach to improving tactics is to take one or two of the least-used and consider what improvements can be made to them; in most cases, we’d rather make bring up under-performing tactic options and make them as desirable as the most-used tactics.”

This got me thinking about tactics and how I think Nate is spot on in his thoughts on people picking a load out and just sticking with that.
On my Zealot I have the 4 I feel are the best and unless I go and do some PvE, those tactics do not change.
On my Choppa I actually have 3 tactic sets, each a varying degree on survivability from running solo to being in a solid group with guard. Really though, I would switch tactics maybe once per scenerio at most or just when I join a group.

The biggest thing preventing people from switching tactics based on the situation they are in is the restriction from switching while in combat. If this was lifted, you could further improve smooth transitions by allowing macros/hotkeys for tactic sets and linking tactics to stances/mechanics (eg. the new Zealot/RP mechanic for healing and damage modes). A cooldown may be required however.

This would add some interesting new group vs group dynamics as whole groups could have alternate strategies and flip to them on the fly.

It also just makes sense for ORVR as you often cannot get out of combat and you really do not know what you will encounter next. At the moment it creates an experience that promotes the most generic set it and forget it setup to ensure you will not be hand-cuffed with more specialized tactics.

What do you guys think? Aside from people that complain that there is mystery to their opponents, what other things could go horribly wrong?

Read the full interview by Going Rancid: http://goingrancid.wordpress.com/2010/08/30/war-qa-with-cc-developer-nate-levy/