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Showing posts with label Orvr. Show all posts
Showing posts with label Orvr. Show all posts

Sunday

RvE Is Back After Patch 1.4 Has Worn Off After Two Weeks

Yes.  You can say you heard it here first.   It wasn't too long ago that I wrote that after the newness of the Orvr changes wore off players would go back to their old ways.  Players aren't stupid, and will earn renown the easiest way possible. 

It is happening exactly how I predicted.  What did I predict?  I predicted that players from Destruction, and Order would avoid each other in different zones to maximize renown.  Every player knows that with diminishing returns that a keep defense or zone defense is worth little renown after you have killed everyone 2-3 times.

Any player knows that maximum renown is acquired by flipping zones.  Why bother defending when you can earn ten times as much renown with a flip? 

So what happened to all this great fighting in the zones again?  First players realized keep defenses and attacks are pretty boring now.  The Skaven are like new girlfriends.  After a week or two they are just like any other girlfriend.  The newness is gone, and it is just the same old stuff.

Players don't care about defending.  After all the crying about nerfed cities after sieges there is no penalty any longer if the other side wins.  No realm pride in the least bit.  Actually now in region chat you hear let them get to the city.  No one cares.  Everyone just wants there next three tiers of gear.

It is pretty sad to think we waited over two years for the RvR packs to breathe new life into RvR, and it lasted a whole two weeks.  What needs to be done to fix it?

I think really there is only one way to fix it.  Only one pairing unlocks at a time.  This ensures everyone is fighting in the same zone, and not Destruction in Dwarf, and Order in Empire.

As bad as it hurts there needs to be penalties for losing.  The problem in WAR is with two factions if one side always loses eventually everyone quits, and the server dies.  I know it is beating a dead horse, but a third faction needs to be implemented maybe into a Tier 5 zone.

Mailbox, and Keep camping are probably worse than before.  With all the resource ticks it is just too easy to hang out in either one, and collect renown without any fighting.

In Summary I think removing diminishing returns in Orvr will entice players to fight.  I would like to see the equal splitting of renown removed so if player a,b, and c kill a player they all receive full renown for that kill, and not 33% each.  The pairing lockdown I think also needs to happen.

What do you think about patch 1.4, and the RvR packs two weeks later?

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Monday

Warhammer Online Free Trial Experiment

The last week or two I have been playing around in Tier 1 with a free trial account.  I forgot how much fun Tier 1 is.  I just wanted to see how dominant I could be playing with all the restrictions put on free trial accounts.  I am amazed even with horrible gear how I am able to still kill lots of players.

The free trial is so easy.  It took no time at all to get to R10/RR10.  I have completed all my influence bars in PvE, and RvR.  I now just get to log in, and kill players all night long.  I mix it up a little bit with some Orvr, and scenarios.

So why am I enjoying it so much in Tier 1, but in Tier 4 I hate it so much?  It is pretty much the same thing.  I can't quite figure out why I have such different feelings for both parts of the game. 

So for now I am seeing how much gear I can acquire in Tier 1, and having fun killing players in the process.  Eventually I may cheat a little, and send my character some stuff from my other characters, but for now I just want to see how competitive a free trial account can get.


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Tuesday

Is Now Really A Good Time To Have A Re-Enlistment Campaign For Warhammer Online?


This re-enlistment campaign for Warhammer Online seems to be bad timing.  Why would you bring back players now before the big Orvr changes, and the RvR packs?



It only signals one thing in my mind.  Warhammer Online is bleeding subscriptions.  They keep saying the numbers are growing, but what is their definition of growth?

They are promoting all these things in there re-enlistment campaign to try to lure players back.  Of course none of it applies unless you haven't been subscribed for 90 days.

Lets look at all this more closely, and see why this campaign isn't going to bring any players back.  Most of the bullet selling points are over 90 days old.  This means most of the players have already experienced the new rvr city, the bloom, the apprenticeship, new starting journey in Empire, Underdog, War report, and Weekend Warfronts.

These players have already seen all this, and quit.  What a worthless marketing move by promoting old content as something new.  Why bring players back when you are just about to revamp the game?

Shouldn't this campaign be running after patch 1.4 goes into effect along with the RvR packs.  If you want to lure players back you have to offer them something that gets them excited about something new.  Anyone that has quit in the last 90 days has experienced all of it already most likely.

This should be their first clue that even after all these changes they are losing players.  You aren't getting these players back by offering the same old stuff.

Another laughable thing is they are promoting game performance, and stability.  They say it is fixed.  You don't have to be a rocket scientist to look on the Herald, and see Badlands issues almost every day.

They are also throwing in three in-game items.  Are they really worth it?  The signet turns you into a skeleton, but as soon as you take damage you return to normal.  The Libram of Insight is a CE rehash.  Basically you gain 15% to xp, renown, and influence for two hours with three charges.  The next is the arthritic hand.  It gives you 5 AP/sec regeneration for a whole 5 minutes with an hour cooldown.

All in all they aren't really offering much to entice players to come back, and I am sure it won't be very successful.

Would you be trying to bring players back before a big game changing patch, and rvr packs?


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Monday

I Refuse To Drink The Warhammer Online Kool-Aid

Not only am I refusing to drink the Warhammer Online Kool-Aid, but also wearing any rose colored glasses.  Quite a bit of more information came out about patch 1.4, and the RvR packs, but I still don't see these changes fixing the game, or make it any more exciting.

Okay the first thing is how they keep mentioning they are not going f2p, but instead they figured with all the Warhammer Online Fanbois they could keep the $15 a month sub, and add micro transactions on top of it. 

Do players really obsess that much on how their character looks?  Is it really worth $9.99 to change it.  It seems like a huge waste of money to me.

They keep talking about paid server transfers, but you can only go to servers that are low population.  What good is that going to be?  A transfer to Badlands maybe, but to pay $9.99 to move to another server whose population sucks just as much is just stupid.

Making vanity mounts equivalent to the starter mounts is pointless.  I guess maybe now more people will be hanging out in altdorf showing off their $10 horses.  I see no reason to buy one.

Vanity pets will have buffs.  Are you kidding me?  This is just the start of cash shop requirements to compete.

Who in their right mind is going to pay $10 for a War tract?  Basically one free level of xp for $10.  Obviously they don't read the powerleveling and gold spam in the advice channel.  I think they advertise 1-40 in 3 days for like $50, and they think someone is going to pay $10 for one free level.  Keep dreaming.

The new realm abilities announced sound very OP, and exploitable.What is going to keep a group from spamming Last Stand?  Be invulnerable for 47 seconds.  That is like an eternity in pvp.  So you die, and your other group member rezzes you.  Just get a core group rotating this, and see how much fun pvp will be when you can't kill anyone.  What if all the Bright Wizards exploit this during a keep defense when the other realm is trying to capture the flag.  Can you imagine the damage a Bright Wizard can invoke with a 47 second immunity?  Does that mean it protects it from blowing themselves up?  Who cares if you die 47 seconds later.  Just get 30 bright wizards doing it at the same time, and I guarantee there will be no destruction left standing, and than you just wait for your rez.

No name for this other one, but lets you use no AP for its whole duration.  I can already imagine the spamming of spells during this free spell frenzy.  You think you hate bright wizards, and Sorcs now just wait till some use this on you, and your faction.

The long awaited Orvr changes have been announced, and it didn't make me run to the account management page, and pay for a one year renewal.

Hypothetically this is going to open up the rvr, and spread it out throughout the zone.  Basically four bo's will supply resources to upgrade your keep.


Let's do some math.  With the excitement lets just say each faction has two warbands roaming in the lake.  One faction takes all four bo's.  This means at least a group will have to stay at each bo to protect it.  That leaves one warband left.  You will need at least one group per sapper from each bo. 

This will leave your two warbands spread out really thin.  The other faction just waits outside your warcamp with both warbands to kill off the 6 man groups, and sappers.  You end up never being able to get resources while the other faction does no work, and steals your resources.

You try another strat by just taking one bo, and protecting it with one warband, and the other warband escorts the sapper.  The other faction decides to take the other three bo's.  You than have to decide how you are going to stop them.

I see it becoming a real joke.  If multiple pairings are still open which it sounds like it won't change the game at all.  It will just be a race to see who can collect resources faster, and lock zones.  There still will be no pvp.  Order will be in Praag, and Destruction will be in Thunder Mountain.

Aerial bombing supposedly will be fun.  Do you remember Thunder Valley Scenario being fun?  You could bomb in that scenario, and everyone hated it, but now everyone acts like bombing is going to be so great.

Another fatal flaw I see is the spawning in the keep.  It is going to make it nearly impossible to take down the keep door when defenders will be able to respawn right back at the keep.  How about suicide defense?  You can be out collecting resources, and than suicide to help defend the keep.  How are you going to get the first door down with basically the other faction having an unlimited supply of defenders respawning?

Also once you get the keep doors down, and the CTF goes into effect I am going to laugh when it boils down to almost the same thing in the day of the forts.  Basically all the defenders pack into the flag room.  Spread your bright wizard aoe's around, everyone else spam your aoe's on flag.  How is anyone going to be able to capture the flag for thirty seconds.  Can you say goodbye to any zone flips if defended?  Can you say zone crashes?  Can you say slideshow?

The whole Skaven implementation sounds like a waste of resources.  I don't see myself getting excited about playing them whatsoever.

In Summary the game will still be broken.  It will still be two realms.  It will still be no pvp as each faction will just be in different pairings.  I am sure the first week or two there may be some action as people try out all the new stuff, but as soon as players once again realize that renown is better when you just go to a different zone to get zone flips we will be right back to square one.

Any Warhammer Online Fanbois want to try to prove me wrong?








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Sunday

Orvr Will Be Fun Finally

Sometimes baby steps are the answer. The most exciting thing at GamesCom 2010 for me was Mythic making the announcement that victory points, and timers are going away. I have been ranting about that on Wasdstomp forever it seems. It is nice to see that maybe they do read my blog, and take my ideas into consideration.

Most players are disappointed right now, but when I saw that they were removing the vp system, and timers I see it as the big announcement. At least for me just hearing that news was the big announcement.

Did I want to hear more juicy details? Of course I did. Who wouldn't? I really think the game is turning around. Did they intentionally keep things vague on purpose? I think they did. Guess what it enables them to do? It gives them the opportunity to read blogs, forums, and social media to see ideas that players think it is going to be like.

It lets them see what changes players want to see, and they can adapt, and change as they go. If they would have just made a full blown announcement than possibly they are spending more time back pedaling than creating content.

I personally think with the removal of victory points, and timers it is going to make Orvr wide open. Mix that in with Against All Odds, and it is just going to be the best pvp game out there.

It sounds like flipping renown will be gone, and they are introducing renown spikes which is way better. If renown spikes are like defense ticks currently I applaud it. This way you have to be out in the field killing to earn the ticks. No more watching timers on State of the Realm, and zone hopping to get zone flip renown.
I really hope they spread the campaign out to all the zones. I know I have read several great ideas before that would make Orvr fun. I can remember vaguely in DAOC it was always random on the keeps being taken, and what zones. I want Warhammer Online to be the same way.

Currently it is way to easy to know where your enemy is going next, and now it sounds like it won't be that way. I hope they rethink the War Report too. Make players figure things out. It is too easy now to run solo. You don't need a group of friends, or a guild to know where the fight is.

I solo alot myself because it is easy to do. I just use State of the Realm, and the War Report to know exactly where the fight is. I think the new changes will change all that.

I read somewhere that they wanted to make it similar to the way they changed the city. How would that work for Orvr?  I hope they have figured it out to where it will be fun.

I hope with all these changes that the whole loot system changes in Orvr.  Like I have stated before I would like the system to work more like the insignia, and emblem system than how it works currently.  The insignia and emblem system would keep everyone on the battlefield because no matter what they are bettering themselves. I suggest getting rid of crests, and medallions.   It also solves the players constantly crying about others opting out so they can get there annihilator gear.  It will be simple.  Everyone earns whatever current insignia or emblem ranking they are.  It would be a win-win for everyone.
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Wednesday

What Does Renown Rank 100 Mean?

Today Mythic announced an rvr pack, and that renown ranks are going up to 100.  Can someone stick a gun to my head, and pull the trigger?  Is it going to keep players in the game longer?

I hate the thought of another twenty levels to grind out of renown.  I also heard they are leveling out the renown curve which will be really nice.  Does this mean 100 levels will be equal to what 80 is now?  I think it may be smart to hold off on the renown grind if it may get easier.

The announcement makes you wonder about alot of stuff.  Are they adding more rvr sets of armor?  How are they going to incorporate more when supposedly killing the king is end game?  What is the point of multiple sets of sovereign if it won't be the best after this expansion?  Will they just possibly up the requirements to wear the rvr sets?  I think that wouldn't make sense either to do that.

Will the new RvR pack introduce a new Tier 5 zone where they can introduce the Skaven into the mix for a third faction without having to blow up the whole game?  Will Skaven be an unlock at Renown Rank 80 or 100 to keep players playing?  Would a Tier 5 revamp of the RvR zone be the answer to the boredom of Orvr currently?

Will raising the renown rank to 100 kill Tier 4 like the other lower tiers?  Will all that content almost become obsolete?

I hope the new RvR pack is the answer to Warhammer Online, and makes Orvr fun.  Otherwise grinding renown to 100 will drive most players to quit if they have to end up grinding keeps, and bo's for another year.

I know right now the news is kind of vague, but actually caught me by surprise on how much they really are working on making this game better.  Now it is just the waiting game to see how it all pans out.




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Why Orvr Sucks

I know how many times can I write about how Orvr sucks in Warhammer Online?  As many times as it takes before they actually fix it.  Every time I decide to venture out, and try it I remember why I hate it so much.

Today I went out with my archmage.  I zerged with the rest of Order.  It was a great turnout.  We had about three warbands roaming the rvr lakes.  It couldn't be better right?

It seemed like a city push was inevitable (no pun intended).  We pushed every zone to the last zone to get to the city.  I was ready to collect some great renown from some flips. 

Magically we got access back to Lotd.  Almost instantly the warbands started falling apart.  The next thing you know everyone is just gone. 

This is why city pushes need to slow down.  It means nothing to players now.  They can stop when they are minutes away from going to the city.  They either log off, go to the Lotd, get on alts, or whatever.  What happened to the days when you would be up all night trying to get to the city?

Anyways I am pretty pissed off that I ran around all these zones thinking I was going to benefit from all the zone flip bonus renown, and a couple rounds inside the city, and instead watch Destruction take every zone back at 9pm without a fight.

It is just sad to see that no one cares anymore.  No realm pride, no city pride, or anything.  I just don't see how Warhammer Online is going to keep players even with an expansion, added classes, a third realm, or whatever. 

Why do you think Orvr sucks in Warhammer Online?



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Friday

Blending Into Tier 4

The last week or so has been quite frustrating leveling up my Archmage.  I spent several nights not accomplishing anything.  It is like magically everyone left Tier 3.  I have really not seen any open rvr, or scenarios popping.  I am so close to Tier 4 I just want to do some pvp for xp.

It just isn't happening.  Tier 3 was halfway dead before, but now it is completely dead.  For around five hours I remained queued for scenarios, and no pops.  I see people asking about Orvr, and nothing.  I start doing a /who for tier 3.  It returns twelve players names.  No wonder nothing is happening.

I don't care how many plague rats spawn in High Pass, but twelve players in the lakes will still feel like a ghost town.  I am sorry, but changing the LOTD access to 32 isn't going to change much.  Do you really think there are that many players grinding there?

After this last week of frustration I decided to just go to tier 4.  I didn't want to pve grind 30-32, and even fall further behind in my renown rank.  It was already behind by almost five levels. 

Actually I blended in to Tier 4 just fine.  They had over two warbands running around.  I guess since I was healing no one was going to complain.  It is still pretty boring doing Orvr, but at least I was gaining some xp, and renown at a pretty good rate.  Even the zone flips helped.

I am getting close to rank 32, and will be soon able to queue up for tier 4 scenarios.  I really hope to rvr the rest of the way to 40, but I know it will be much slower than grinding out pve.






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