I know what am I thinking? Since when does Wasdstomp gives props to someone in Warhammer Online? After playing Team Fortress 2 this last week I now understand why Carrie was trying to implement the game mechanics into Warhammer Online. The game is quite addicting, and I know she plays it alot.
Team Fortress 2 makes you have faction pride. All of the maps make sense. Each side is working towards either attacking, or defending. So why didn't it work for Warhammer Online? On paper it should have worked, but somehow it didn't.
In Team Fortress 2 you push your cart, and get to certain checkpoints to add time until you get to the final checkpoint. Warhammer Online had the same concept for cities now that I look at it, but what is the difference? Is it actually the visual of the cart?
Really I don't see much of a difference, but in Team Fortress 2 I want to keep doing it over, and over. After about five times in the city in Warhammer Online you hated it. I think maybe the fault was actually blowing up the cannons, and the goblin bomb guy. I think I would have done it a little differently.
What if you had to push your cannon all the way to the other end to blow open the city gate to get to the next stage with control points? It would be very similar to the way it is now, but the focus is on fighting other players, and not trying to burn down cannons that could be healed. I think that is where they messed up on the implementation.
Also another big thing in Team Fortress 2 is there is always three different ways to get somewhere. In Warhammer Online it just seemed like there was always choke points that made it impossible to break through. The fighting is spread out in Team Fortress 2, but everyone is still trying to push the cart.
In the Warlord stage of the city in Warhammer Online also reminds me of Team Fortress 2. Just imagine the Warlord as the cart. I think the problem was giving the Warlords health, and the ability to be killed. Why not make it a race to get your cart there first, and the more people near the Warlord the faster he goes.
In Team Fortress 2 this idea works. You still have people trying to stop the other team, while your team is trying to move the cart to the finish as fast as they can. I think if Warhammer Online just removed the ability to kill the Warlords it would be better.
What do you think about implementing these small changes? Would it make the city more about killing players?