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Archive for the ‘Online Gaming’ Category

all points bulletin systems applied to Warhammer Online

18 Jun

I just finished my review of All Points Bulletin, which you can find on the post just before this, but now I want to speculate on what systems Warhammer developers could take a look at from APB.

Sure they are very different, but use your imagination.

Mission System: This is perhaps the neatest and imo, has the most potential to be awesome in any MMO. It is a bit tricky to apply to WAR because of the combination of killable/non-killable targets. WAR does have pvp flags implemented though, so maybe it is not that far off.

Imagine a current pve zone. You group heads over there and a NPC shouts at you saying that scouts have seen a dirty bunch of Order heading for a farm on the other side of the map. You accept and start heading there. Of course the Order group had a similar start only their NPC asked them to burn down a farm house. Both groups receive buffs where other people cannot interfere with them while they are on this quest. No outside heals, no outside attacking etc..

You get to the farm and Order is completing the clickable objectives to burn it down. You attack them and clear them out. You now need to hold the farm for 5min to complete the quest etc..

You quest complete, get X rewards and the farmer asks you to escort his wife to a certain location. Your group is now charged with protecting her. Meanwhile an Order group gets dispatched to kill her. Because your group won their last 5 quests, they have a higher hidden skill ranking, and higher skill ranking order groups are paired against you for the quest.

Maybe a mix of these kind of quests and open PvP would be a great way to get people into the lakes. In between actual quests, general pvp and general objectives could be fought over. These special quests could add value to the campaign as well. Towers and question objective objects could be placed around the lakes.

I admit, I am a bit all over the map with some of these ideas, but just thinking about it brings up a lot of cool, creative ways you could use some of the systems in APB in a MMO like warhammer. The two above were the mission system and the skill matching system.

Cheers,
Tyanon

 

All Points Bulletin – Review

18 Jun

This week I jumped in the beta event for All Points Bulletin.

If you just imagine an online version of Grand Theft Auto, you will be pretty close to imagining this game. The game runs as instances of zones. 40 people from both Enforcers (loose moral police) and Criminals on each side in an instance.

The game graphics do not impress, but they are not too bad. Everything about your character, its clothes and its vehicles is customizable and the customization is actually quite impressive.

The gameplay is fun, especially when you have a few friends. Grouping with them is easy and missions get applied to your group. Level difference doesn’t matter, anyone can combine for groups. So you get your buddies in a group, jump in a car or two (1 driver, the rest in the car or hanging out the windows with their guns ready).

The mission system is great! Everything has stages and missions tie together. For example, a dispatcher comes up and it is a request for backup. You accept and you and your friends are suddenly brought in on another Enforcers mission. He is on stage 4 and needs to protect a building, but on the Criminal side, 4 criminals have been assigned to try to burn that building down. You get there, but the criminals wipe you. It flips to the next stage and the criminals are trying to escape. Now all the enforcers are trying to take them out before they escape.

It sounds complicated because in a way, it sort of is. People and groups get pulled into missions at various stages and both Enforcers and Criminals cross-paths almost the entire mission. There is almost no PvE aspects. When your playing, the complexity is not visible, you are just responding to dispatches and it is clear what you need to do.

The game does have some cons. At the very essence of the game, it is a fps. Unfortunately, it lacks the smoothness of a fps. After playing Battlefield BC2, it is frustrating to go to the clunkier GTA type interface for trying to fight players.

The other con is cost. From what I hear, it is $50 to purchase this game, $10 a month to play and you also buy currency from their website. Everyone I spoke to that tried the beta, enjoyed the beta and would love to try this game out for a month or so with friends, but the cost seemed wrong. It seems more like a free client type game where you pay per month or whatever. I would be surprised if the payment model does not turn into that within 6 months.

Gameplay seems like it would get old fast. Perhaps it was just the beta, but there seemed to only be a couple different mission types. The game just seems like it would have a limited replay amount compared to MMOs.

Summary: I don’t see me jumping in on this game at release, simply because of the cost. My assumption is that it will drop drastically in cost and at that point, if I can find some friends to ride shotgun while I rid the city of crime, I will consider it.

Cheers,
Tyanon.

 

i heart producer carrie – warhammer online

15 Jun

I have been meaning to weigh in on the couple changes announced in the producer letter.

The first is the armor graphic choices. While I don’t know exactly how this will be implemented, I have for a long time been suggesting that they should allow people to set the look of the armor pieces from items they have unlocked in their tome. Allowing players to have a unique look. For almost everyone, stats reign supreme and looks are always secondary. You pick your gear based on how well it will let you win your battles, not how amazing it looks. In a lot of cases these choices would be very different if you wanted your character to look how you would like. While this obviously isn’t game changing, it is a very cool nice to have thing for the game.

Now, Zealots:
It has been mentioned that the harbinger mechanic of the zealot will be changed to a toggle, toggling magic and healing. I could make assumptions about the specifics on how this will be implemented, but instead I will generalize on how the intention will affect it.

Zealots at the moment are either healing or dps. They are decent healers, but not a first or even second choice really for healing classes. I assume most groups would still aim for dok/shammy if they had a choice and skill was equal. For DPS, no group is going to try to seriously compete with a zealot DPS. There is just too many alternatives for dps that can actually spike damage better. Hybrid zealots tend to fail at both. They bring some utility, but they end up taking up a group spot that could be better filled by someone who fills a role to its full potential.

My expectation is that changes aiming at making a zealot a better hybrid class will make the Zealot more well rounded, complete and more enjoyable to play. At the same time, in my opinion, it will add very little effectiveness to the class. Healing focused zealots will still be dedicated to healing tasks in competitive battles until the tides turn, then they could switch to damage and have some fun, but really, the outcome was already decided before they switched. Who knows what any potential cast time, cooldown time etc.. on switching might be. I would assume you could not switch back and forth instantly, or why have a toggle at all, just have your stats share full time so you dont have to macro things.

The biggest problem from my perspective is, I want the class to be top healing class. In line with WP/Dok/AM/Sham and a in a lot ways, RP in terms of healing and survivability. However, in this case I am 100% wrong, Mythic has always wanted the zealot to be a true hybrid class and they are now getting around to to turning it into the class they envisioned. It really isn’t their fault I want it to be something else.

My hope is, in some sort of spell/skill swapping, zealots end up with Ancestors Echo and a reduced cooldown on our AE detaunt. RPs can have anything they like, I would pay money to give transference to Rune Priests, then start a count down until Order realizes that Rune Priests running around specced for transference is actually a nerf to order as a realm.

The information may not be as plentiful as I would like, but one thing is certain. I really like that Carrie and the communications team is sticking with the monthly producer letters. I can’t wait to find out more about what may be coming to Warhammer Online.

 

Patch Days

21 May

1.3.5 in all its cityness glory has rolled onto the live Warhammer online servers, but unfortunately with it, a few minor unexpected bugs. These issues caused a couple maintenance windows to be needed within the first 24hrs. The most complained about one being during primetime for a few hours on the first night.

I have a fairly decent history in MMOs and I feel Mythic has definately earned some small bumps on patch days. So far, every patch I can recall in Warhammer has been pretty flawless in being moved to the live servers. Thinking back to my days of WoW for example, my guild members would always try to plan and schedule raids for patch nights (usually because new content was coming in with most patches), but they would always be disapointed. Either the patching would be incredibly slow, the server would be unstable or the server would be unavailable completely for windows of time in the first couple days.

Also worth another note, when things go wrong like that, we as players lose a few hours of gaming time. The developers and staff in charge of fixing and communicating about the issues are stuck at work until it is fixed. Personally, I went and spent some time with my wife and caught up on some season finales on tv.

 

zomg, everything costs 5 times more after 1.3.5!

21 May

Step 1: Panic
Step 2: Check your currencies, your existing currencies above officer have had the word ancient prefixed to them. If you follow the tooltip for converting the ancients, it will break down into 5 of the actual currency. ie. Ancient Royal will turn into 5 royals.
Step 3: Kill players, token drops are now in bundles of 5.
Step 4: Panic

 

1.3.5 borked my squared, oh noes!

21 May

Step 1: Panic
Step 2: Download the new version of squared from curse
Step 3: Go into squared settings, go to textures and set all the “Plain” textures to “Plain (1.3.5)
Step 4: If it still doesnt work, grab the new version of libslash library from curse
Step 5: Win at Warhammer Online.

 

1.3.5 currency values -Warhammer Online

12 May

With the devalued currency, it appears Mythic is attempting to drastically reduce the rate at which Royal crests are obtained.

For a baseline, consider that right now on live since stage 2 was doable, a stage 2 king kill earns you 6 royal crests + multiple chances are Sovereign drops. 6 Royals on live are equal to 30 royal crests after the new patch.

After the patch, a full stage 1-3 clear after a city flip will earn you 5x crests without a loot timer, or 3x without. Remember, this is the new conversion, so thinking in terms of live, a full city win will give 1 royal crest or 0.6 of a royal crest if you have a loot lockout. A pretty drastic decrease?

A single Sovereign chest piece after the patch will cost 175 royal crests at the new value, or 35 (x5) stage 3 city wins, assuming you only go when your loot timer is clear.

Notes:
-A bag, of which ~6 drop per stage 3 contain 10 royal crests and golds contain a chance at a sov piece you may not have.

-Your realm mates can opt out of the city loot, giving you better odds at a bag. However, unless you are close with them all, the change to make all tokens = 1 officer token may decrease the likelyhood people will opt out. Also keep in mind that other crests are also being devalued making them much more in demand, so if 1 royal = 1 warlord = 1 invader = 1 conqueror. General population people are going to be grabbing at crests where ever they can.

Players drop royal crests in groups of 5. So while crest drop rate afaik has not been increased, you are more likely to win a royal crest from pvp, but you need to win a crest 5 times to equal 1 crest on live.

-Sovereign until changed is still not being used due to being less effective then other sets for many classes, which reduces the impact of the devalued crests.

-The new city is a lot of fun, so it will not seem as much of a grind as if this change was made in the old city.

Stage III
Winning Realm:
Without Reward Lockout Timer: 5x Royal Crests
With Reward Lockout Timer: 3x Royal Crests

Losing Realm:
0x Enemy Realm Champions Defeated: 1x Royal Crest
1x Enemy Realm Champion Defeated: 1x Royal Crest
2x Enemy Realm Champions Defeated: 2x Royal Crests
3x Enemy Realm Champions Defeated: 2x Royal Crests
4x Enemy Realm Champions Defeated: 3x Royal Crests
As a result of the changes to the City Public Quest reward structure we have adjusted the lockout timers for Stage 2 and 3 of the City Siege.

 

**Important 6v6 Change!

09 May

All teams need to have their captain or scheduler sign up on a very small scheduling forum I have created. http://6v6.backseatdev.com

Things have changed a bit, you still need to have an exhibition game to continue, but I am adding in a set date/time for a match now. On the scheduling forums, team captains have ~36hrs to post up blacklist day/times and suggested date/times for their match. I will do the best I can combining the two summarized schedule and set an official date/time. Teams may still do their match at any time, but if the official time is missed, I cannot promise anything for continued scheduling of the team that misses it.

Teams will need to be more flexible in both time, and in subbing people in to make this work.

 

1.3.5 City Seige Tidbit – Portal Flags!

07 May

Now, when you respawn after dying in the city seige, you can quickly port back to control points on your map by clicking the flags. The flags in this screenshot are a bit hard to see, but you should be able to see 4 of them. They have giant red blurs above them. If you highlight over each of them it will tell you what point they port to, then walking up to them and clicking on them takes you there. This lets you and your group/warband get back to where you need to as quick as possible. The pace in the city is fast! So get back asap!!

 

1.3.5 City Map changes with color!

07 May

Check out the new city map, colour coded directions. Maybe not a huge thing, but much nicer then before!