Fuck EA Mythic Bioware & Games Workshop. Wrath of Heroes charging money for characters in beta then pulling the plug on it was the shadiest horseshit I've seen in games. Hopefully all those fuckers go hungry.
http://massively.joystiq.com/2013/09...december-18th/ Today is Warhammer Online's fifth anniversary, but instead of getting a celebration, the players are getting a pink slip from Mythic. The studio announced that it will be shutting WAR down as of December 18th because its licensing deal with Games Workshop has come to an end. The official statement gives the important details: "We here at Mythic have built an amazing relationship working with Games Workshop creating and running Warhammer Online: Age of Reckoning over the last 8 years. Unfortunately, as with all licensing deals they do eventually come to end and on December 18th, 2013 we will no longer be operating Warhammer Online. As such we will no longer be selling three-month game time codes or have the ability to auto renew your accounts for three months as of September 18th, 2013. From all of us here at Mythic we thank you again for your dedication and support over the last five years."
Ok mental note here never ever play a mmog using a licensed IP that can be pulled.
I wonder how many people are still playing this. I have not heard dick about this game in years so cant be that many.
Warhammer Online, the first game where I bought into the hype.
It's too bad. I feel like it had great potential and a really strong start. The tanking classes especially felt interesting in pvp, but somewhere in the mid-30s all of it's momentum just died completely and most people I knew quit.
If they opened a new server connecting all the lakes for pvp across all tiers, removed the pvp scenarios, and/or somehow open it up to more than two factions I wonder if a player base would return for one last dance.
There was also no endgame other than the keeps which were a massive zerg and lag fest. Did they even have any dungeons in this game? I cannot remember ever stepping foot in one.
Only game I ever bought the collectors edition for, it's right behind me on the shelf. What a fucking tragedy that whole affair was.
At least you'll still be able to purchase a month to month subscription after September 18th though.
Until December 18th.
It blows my mind that Horizons--a complete and utter abortion of not only an MMO but a game in general--is still running while bad-but-not-abysmal games like WAR and COH shut down.
The funny thing is a good chunk of this is from that Barnett dude, right? I think he was from GW. It's a shame they didn't make a really dark and gothic world in the spirit of Gotrek and Felix. They could've done so much with the Chaos angle in a sandbox universe.
The city raids were actually pretty awesome. The game rvr wise was spectacular. The grind was just too high.
Fuck that - the problem was they made PVP scenarios x1000 faster to earn points in than world PVP.
After Tor Anroc for the 100th time I knew they were clueless and had fucked the Warhammer IP royally.
Warhammer should never have been about tiny instanced PVP matches.
Ponytail and Smed need to cut a deal with GW now and we could see how they could make a Disney version of a hellcannon.
And I bet they would.
From someone who subscribed for more than 12 months. I can say that the reason this game died was because of Mythic, class imbalance and a horrible loot system for RvR raids.
1) Mythic did not communicate for the first 4 months of the game. NOTHING. Instead of fire control and dev updates we got NOTHING.
2) Some genius decided that every class should be totally unique. The three most OP classes in the game were on the order side. They learned from their mistakes and mirrored the classes in swtor.
3) The raid loot system at the time was totally fubar. You guild could take 2 hours to take a fort and the system would randomly give your awesome set gear to any random shithead without any possibility of trading.
Swtor is a product of warhammer. The only reason swtor is still making money is because of the star wars IP and because they corrected some of their past mistakes. The reason swtor was not a success despite their 200-300 million budget was because many of the people that worked on warhammer went on to make swtor.
Here is the line up:
Mark Jacobs (the general manager of the whole project. fired. backstabbed. not doing anything major nowadays)
Jeff Hickman (this guy was the king pin, he's the one that really threw the ball in the other direction. still employed working on swtor)
Eugene Evans (director of marketing behind war. later became a vp. never really produced anything successful and was eventually let go or moved on)
Rob Denton (This guy was the COO. eventually demoted to a manager. still employed)
Sanya Weathers (this woman WAS a great community manager. She also held a ridiculous ego and was removed. some felt she RQ and abandoned. never really picked up again after that. still working in the industry)
Paul Barnett (this man was the greatest bullshitter ever. he really fooled everyone and got away with it. still employed. after a few setbacks he finally succeeded with the Ultima Forever)
Didn't Lum the Mad get a job working for Mythic? Is he one of those people listed? If not, what happened to him?
Game was a goddamned Greek tragedy. On one hand the pvp was sublime and on the other, it was a steaming pile of shit.
I loved every second of it.
/pour one out
War hammer Online failed for the same reason every modern Mmorpg fails... They tried to be everything for everybody.
Warhammer online should have been strictly a RvR game with no pve, no levels, and no instanced pvp. It should have been nothing but an open world RvR game. They could have succeed with a purely RvR setup where it's open war fighting for land was the point of the game. Make crafting ultra important, so you want to control the land where your harvestors can get the resources your crafters needed to make armor, weapons and siege equipment. Throw out the God forsaken carnival prize booth bullshit where you collect tokens from doing pvp instances and trade them in for fucking equipment.
Yeah, pvping with the ole SZ crew in warhammer was the shit. Too bad the underlying loot mechanics were so bad and bugs everywhere. Had so much fun abusing the shit out of their ui mod system also. I still laugh thinking about how my ui mod deleted all of Grenig's weapons.
WAR was part of the first generation of MMORPGs that really fucked people over, along with AoC and a few other DOA titles. It was when the genre started to buckle and began its downward spiral. The game was so flawed and so amateurishly developed that it never stood a chance, and I missed out on WotLK's launch for this garbage. I'll forever hate WAR for that.
The developers, led by Mark Jacobs, were so arrogant and indifferent that the game's failure was simply guaranteed. It was clear that Jacobs believed he knew better than everyone else and wasn't capable of acknowledging that his ideas weren't perfect, so he completely ignored all the beta feedback. Mythic CSR were even banning people from the forum for saying anything negative about the game.
Then the game launched and the leveling experience wasn't actually that terrible. It was fairly average and the early PvP scenarios were fun because the stupid shit that comes later wasn't part of the classes yet. Then you hit level 40 and suddenly it was a retarded AoE-fest where you just got killed immediately by layers upon layers of Bright Wizard or Sorceress AoE, and if you tried to avoid it by moving to the edges of a fight, some Witch-Elf would pop out of stalth and burst you down in one and a half seconds. Just terrible, wildly unbalanced PvP combat.
Outside of instanced gameplay, the engine just couldn't handle any more than like 50 players being near eachother. Battles were a joke due to lag, zone crashes, 5+ second delays on abilities, spell effects and character models getting culled, and all the other shit that makes large-scale PvP unplayable. Just a complete disaster that was clearly never tested -- city sieges had been given one day of beta testing, most of which was wasted because people couldn't get in, so they just launched with an untested endgame. It turned out to be utter shit.
Then came all the little failures, like the fact that the best cape in the game was obtained from a 1-week event so that you could never get the BiS cape if you didn't get it then. The contribution-based loot system didn't work properly and some classes basically couldn't get loot because of it. Also the class balance was hilariously awful and they never even really tried to fix this. They'd also contracted GOA to handle the EU servers, which was such a catastrophic failure that they had to cancel the contract and move the EU servers elsewhere. Twist: Mythic had done the exact same fucking thing with DAoC, hiring GOA to handle their EU servers which they couldn't do properly.
And then came the scandals. Several different billing fuck-ups, one of which was so bad that it fucked people over in RL by billing them 30+ times in one go and emptying their bank accounts right up to a weekend. People stuck on vacation unable to get home, parents unable to buy food and diapers for their babies, banks closing accounts and charging people hundreds of dollars in overdraft fees, etc. I've never seen anything like it. And you couldn't remove your credit card information from their database. Eventually Mark Jacobs was fired and the game basically went to the retirement home and died.
RIP Warhammer Online, you were my first big MMORPG burn.
Last edited by axeman; 09-19-2013 at 07:47 AM.
This might have been the only game where I was really impressed by the artwork and the way the characters looked. Once you got over that, then there wasn't much left in the game.
However the fun I would have playing the game capped at level 10 was good for a weekend.
A quick google just now shows that hilariously he is now working for Mr Garriott on https://www.shroudoftheavatar.com/
As for Warhammer, wasn't this the shitpile that gave birth to "Mythic seconds" because their engine was too fucked up initially to be fast enough for their own combat design cooldowns etc?
The lesson for other developers should be, if you include PVP in your game, do not make one class strictly better than another. Sides or no sides.
Anyone with eyes to read the spell list could tell wizards were strictly superior to sorcerers, i was one of the unfortunate to be on the wrong side of that for way too long.
Eventually after months of no change i rerolled to BW like everyone else and had an easy time.. and then lost interrest.
As i remember it near launch the classes were essentially the same, except one had a stun, a heal debuff, slightly more damage and could cast while moving. The other one looked less gay.
Soo much failed balance in that game, but also fun the first month or two till you figured out how broken some classes were.
I will say the end game gear looked fucking incredible, and I've seen several of the items ripped off in other games.
WAR didnt close down because of class imbalance, it closed down because in the end, running in the same stupid rvr zones month after month, year after year, got really really really utter and really shit boring.
Everytime I went back, they game mechanics of the game has changed drastically also and why the fuck did they do land of the dead anyway? It was supposed to be a Rvr game, anything new to that game should have been pure Rvr zones, maybe adding
Dwarf and Elves capitols instead of only Altdorf and the Endless? City?
Skavens... Yeah, transforming into one and fighting as one on certain occassions was fun, not... It should have been a 3rd faction.
What amazes me is that the game has survived for so long?
This game died for me when they removed all servers with open Rvr, where the hardest battles actually took place in Tier 2 and 3...
No instanced pvp, are you people fucking serious? The world PVP was complete dogshit. Just a horde of idiots getting aoe'd into the ground or punted all over the place in an unplayable lagfest shitshow. It was AV bridge with many times more players. Running around in a big ball of stupid, fuck that shit. (but then, I hate that as a rule - it's why I avoided GW2. And seeing the huge battleground in Rift, holy fuck - HOW GODDAMN BORING is it to run around in a big zerg pile where you barely have time to target someone before they are blown up?)
Sure, we could take our group of 8 or so and find places where we wiped out dozens of players. But that was in lower populated areas, and away from the horrible siege zergfest crap that made up the main game. And it was entirely pointless. To get actual rewards meant throwing ourselves into the zerg pile (or taking out empty undefended keeps then standing there hoping someone comes by, oh fun)
No, by far the best part of Warhammer was the scenarios. Badly designed, not at all balanced - and that = fun when you are queuing as a group. Unfortunately once we crossed level 30 there was no one to play against. Probably because they were busy being jammed up in some zerg shitfest and getting nothing for it because the "contribution" system was just a random dice roll for being in the area.
The main lesson anyone should take from warhammer though is that overcomplex MMO mechanics just fuck up PVP. WoW it was a slower decline - but in Warhammer you could see it happen in each tier.
For me WAR was the most fun MMO I played second only to EQ. Think I will never find a character that plays just like my Bright Wizard.
IMHO WAR's biggest problem was the endgame (or the lack of it) the engine never held up the Capitol raids properly. I know you guys hate instanced PVP but a proper simple token-tiered system copy-pasted from WoW for PVE/PVP could've at least made this game compete with Warcraft at some level.
RIP WAR, godspeed.
So unfortunate. I always felt like this game was just a swing and a miss. It had great potential and I had a lot of fun until the end game. They couldn't get the RvR right either. People just flipped and it was an endless cycle. There was never a point to defend a keep. If the masses came, you slipped off to another keep and simply took it. There was never really an opposition. The game just was never thought through or noticed any key fixes in the future. The good times were short lived but oh well....
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Ah Warhammer online. One of the first "WoW killers".
This game wasn't bad, but I don't think I made it past the first month. The PVP was such dogshit, with the certain mirror classes being downright better than their counterparts.
RIP Squid Herder
The game was very bad. Remember mythic seconds?
Originally Posted by Curt Schilling
Killing a keep lord made SWTOR's Illum battles look smooth as butter. Didn't matter how high end of a machine you had , it was going to be a slideshow once you got to the top of those stairs.
Built using the Unity Game Engine, Shroud of the Avatar will support Win/Mac/Linux for official launch at the end of 2014. Backers gain early access at the end of 2013.
And RIP my 32 witch elf. I played too much beta.
Originally Posted by mkopec View Post
You told us about your personal life. Lets see, loser which plays internet games 15 hours a day and tokes bong hits, check. wife which does the same? Check. One thing is missing is some meth and the circle of life would be complete.
I hardly remember but some of the scenarios were actually pretty good ideas. Like king of the hill, or the one that had you hold on to that orb thing but it would damage you more and more the longer you held it. The one in the volcano was pretty cool, surrounded by lava you could punt people into. Also the king of the hill one stands out in my mind as well. Your group had to control that center ruins area while the other team kept trying to take over from all sides, flank, etc.... Good times. I played a bright wizzard, probably the most op class I ever played in an mmo. But damn it was fun while it lasted until they nerfed the shit out of it.
I also agree with Kreugen. Instanced PvP is where its at. Fuck zergs. Instances basically take the entire numbers out of the equation leaving behind only tactics and skill.
Last edited by mkopec; 09-19-2013 at 07:04 PM.
Was a big dissapointment back then, but the classes had some fun designs. Loved my ironbreaker. I wonder if GW has plans for the IP.
Objective based world PVP with real factions, real rewards, and real meaning is the holy grail of online MMO gaming for many PVP types. I'm not a PVP type but that's the type of game I'm pining for.
The main lesson from Warhammer is you play to your strengths. The same team that fucked up DAOC with Trials of Atlantis apparently did not learn their lesson with this game. This should have been a dark game aimed at an adult audience with a tag to the tons of GW Warhammer fans.
I had a massive love hate relationship with the game. My Marauder looked like a fucking awesome, blood-crazed viking. But had only one viable tree built around an exploit which reduced the tree to smashing one AE and press the AE stun on cooldown.
Not to mention bugged shit like the Runebreaker knock back on the map with the river/graveyards. Bastards just flinged the enemy team into river where you simply got stuck till the game ended.
Also, Blackguards were added way too late.
Wonder how long until this happens to AoC. Both of these games came out around the same time and I haven't heard anything about Conan for a very long time.
I liked AoC more than WAR, but thinking back I'm not sure why, both were pretty bad.
Oh yeah, aoc had fantastic music. Holy shit.
Last edited by Toxxulian; 09-20-2013 at 03:26 AM.
Originally Posted by Curt Schilling
Aoc was pretty terrible, I give it points for lettin me see my characters tittys
AoC was a bait and switch. Tortage was fucking awesome then after you leave it just falls apart.
WAR Class design was pretty good, except for a few broken mirror situations.
Scenario design was good except for a couple shitty ones.
Server code was dogshit. Client code was giant fucking elephant shit.
Macro-level zone capture mechanics were just so beyond terrible that there isn't a comparable shit-based analogy for them.
The free to play is there only to let subscribers twink up and kill you. That model was part of what finally killed the game I guess.
Did anyone manage to create a emu server for this?
AoC, the game where male and female characters had different attack speeds for months.
Working as intended, male heralds were supposed to do 25-50% more damage.
I'll find a beer to celebrate when it goes down. Yet another game with craptastic balance from launch till ghosttown.
Last edited by chantmaster; 09-20-2013 at 11:02 AM.
Thankyou for Public quests. That is all. Goodbye.
Class design was shit. Almost every mirror was broken in one way or another. As well as most of the scenarios, only one or two were actually fairly decent the rest has HUGE exploits, like Tor Anroc.
The server code and client code were crap, you are correct about that.
The real problem was the devs completely forgot what made DAoC a great PvP/RvR game and tried to make it WoW + RvR.
I blame both the devs and the beta testers for this horrid fiasco as I was a closed beta tester for over a year before launch. The beta testers because virtually NOBODY leveled out of the T1 areas. They just stayed at level 10 and did nothing but hang out in the Dwarf/Green Skin zone forever. Even after Empire/Chaos were added, everyone still fucking hung out in the Dwarf/Green Skin rvr area and camped each other’s entrance 24/7.
I leveled my Dwarf Engineer to almost 30 but it was rather boring because there was almost NOBODY with me at that level. How do devs find any bugs or fix anything if nobody is testing their shit? They finally had to implement a new type of beta testing where they would test different levels and scenarios by force leveling everyone. You can only test so much though when you’re only doing it for a weekend at a time.
The biggest issue though was for those of us who were leveling, the devs completely ignored real testers in favor of mass whiners. Good example, as I played a Dwarf Engineer in closed beta and anyone else who played then knew how OP they were. They were OP because of two abilities, Rapid Fire and Shrapnel Grenade. The grenade was a snare with a dot that was very good at CC. The problem though was their CC stacked. So if you could get off two grenades or you were with another Engineer instead of just snaring you’d have a 60% added onto another 60% snare which became an unbreakable root with two dots. Two Engineers could virtually take down a group fairly easily as they could just root everyone. People bitched and whined about how OP everyone was but it wasn’t the Engineer it was the fact that just like in DAoC with Healers being able to chain stun with no diminishing returns, Engineers could chain root the same way.
Instead of fixing that issue they completely nerfed and changed the Engineer and as we all know, at launch, CC was totally fucked up.
The other main issue was RvR was totally fucked up as well. In DAoC the original frontiers had some of the best PvE to level in. So people would come to kill everyone trying to PvE there. When they implemented the BG’s they made the PvE there more rewarding with higher xp than normal zones so people would go to the BG’s to PvE as well. Same with Darkness Falls.
Instead in WAR we are treated to huge wastelands of emptiness with virtually no reason to be in any of them other than to RvR. So you don’t get the fun small skirmishes you just get the huge giant zerg ball running from one sides entrance to the other then in T3/T4 doing nothing but swapping keeps.
Honestly, did nobody from original DAoC fucking work on WAR because it just looks like they decided not to use anything that worked from DAoC and instead just try to stick the WoW quest chain PvE formula into some craptastic RvR.
Last edited by Blackyce; 09-20-2013 at 03:16 PM.
This music gets you ready to fight. Rip gates of ekrund and rip nordenwatch. best low level pvp experience EVER
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Waiting for Shadow Bane Emu to finish
No pre nerf Bright Mage, no care.
The sad thing about this is the fact that the IP has so much potential, but it was never fully realized with Mythics implementation.
I can see this thread had an impact on you this week. My heart was also broken.
RIP Black Orc
Mashin 'umies waz da best
The best was within the group I was playing with we had 1 IB, 1 Engi and 3 bright wizards. The engineer had one move where he would pull everyone to him within a fairly large AoE, then the IB would drop an AoE stun while the 3 bright wizards nuked everybody down in a tight little pile. Was so hilarious and fun to do we could wipe out so many people by coordinating the engineer pull in move.
Had fun doing warzones in WAR I gotta say, but eventually grew old and the world PvP wasn't though out very well.
I never had as much fun playing an MMO as I did with this game. Granted most of it was because of my guild but I loved this game for 3-4 months until I did everything and people just kept flipping territories for bonuses and large scale battles ended. RIP Warhammer Online. I'm sorry Mythic was incompetent with you and dropped you for Wrath of Heroes which stole peoples' money and then never went live.
Order was OP for a while, I ended up being friends with a lot of people on the other side so I left my max level Archmage and started the evil version of it. I actually got like millions of renown points daily by sacrificing my Archmage over and over. Did you know that if you do 1 point of damage, then the guy dies from falling, you get full credit and no 'Player 1 kills Player 2' zonewide spam? Perfect way of cheat---err catching up. The funny thing is there was one guy who was doing this even *more* than I was, and always got the #1 statue spot in town. Too funny.
Witch elves were OP as fuck early on, melting fully armored dudes while invisible in under a second. Then for some reason they reversed that and the order version was even worse. Remember the white lion 10000 yard pull at release? Was funny to watch.
I had a lot of fun in WarHammer up untill the 1.2 patch (about 6 months after release). One of the few mmo's that I actually have fond memories of. A lot of lessons to be learned from it, good and bad.
I think if they had checked what people were doing right before quitting, most would be dead in lava in tor anroc. The rest were dead after being pulled through a keep door by that ability that didn't check LOS.
In WarHammer, dorf tosses YOU.
I was a lava punting machine.
I really, really want to post up a thesis on this game, it's the sole reason I bothered to actually register an account back on FoH that didn't get approved until just before the big shit show because it was the first time, in a very long time that at least someone didn't have the same experience/opinion as I had within 5 posts (I had lurked since 2000-2001).
Looks like another game I never played getting 86'd. Must have been total shit. Guess it's time to make some room for more shitty MMOs
The end is near, go back for free.
"To give Warhammer Online a proper sendoff we are opening the game to anyone free of charge that has or had an account in good standing starting October 31st, 2013. We will be adding new NPC’s to the game in order to power up your characters as well as other unique experiences for everyone to enjoy as we say goodbye to Warhammer Online over the next few weeks. So please join us and help say goodbye to Warhammer Online in one last big WAAAGH!"
Games Workshop abandons fantasy for plain speaking - Telegraph
Games Workshop, which makes and sells fantasy games such as Warhammer and Lord of the Rings and model figures with which to play them, posted pre-tax profits of £19.5m for the 53 weeks to June 3 2012. But royalty income from licences sold to computer games companies fell £2.5m to £1.0m.
“We expected a significant decline,” says Mr Kirby, who says the traditional computer games industry has been “changed utterly and permanently” by the arrival of smartphones and iPads.
“We switched as fast as we could,” he confesses. “But [we] were limited by the constraints of the deals we already had in place.”
So the iPhone killed the Dawn of War series? Never knew that THQ going down was because of Angry Birds.
Bliz ID: Fartbox#1837
I think GW turned their attention to tablets when they realized they can nickle and dime people there just like with their tabletop games. Any consumer will tell you that they want a 20-60$ game where they can build any army and battle against a friend, but it's exactly what they won't do, because that would kill their whole portfolio, just like WotC won't release another edition of the 97 (?) Magic game, because free deckbuilding.
At release, the destro classes were much better as a whole. Order had several classes that were completely worthless until like the second round of buffs. Shadow warrior, engineer, that dwarf priest one, archmage... frankly the only two order classes that weren't average or worse at launch were bright wizard and ironbreaker. The former was slightly better than its counterpart (sorceress) while the latter had no counterpart class at launch, it came out a few months later. Aside from those, basically every destruction class was significantly better than its order mirror.
It caused almost every server to start out completely dominated by destruction because their classes were simply so much better that they won most of the PvP. Out of the worst six classes at release, all were order except for squig herder. Destro had insanely broken shit like witch-elf instakills, unkillable black orcs, DoK which beat literally every class 1v1, and that magnet pull thing the magus could do which the engineer couldn't do until later on. The few cool things available to order classes were extremely situational, like the ironbreaker knockbacks which were good in one specific scenario because it had lava. Destro classes had all the group PvP synergies and the mechanics that worked well in the zergfest environment that was WAR PvP, such as the fact that the marauder pull was just basically death grip - instant and unavoidable - while the white lion pull required your pet to be alive and make it to the enemy lines which was nearly impossible because there were six layers of AoE plastered everywhere on the field, and then the skill missed like 30% of the time because it was a pet. The destro classes were just so much more complete.
This changed after a while, but the damage was done by then and there were like two servers where order weren't basically non-existent. Almost every EU server was 80% destro after the first month. This is why they overbuffed the order classes. My entire alliance disbanded because nearly every player who hadn't quit the game instead rerolled destro. Everyone who was remotely serious about PvP either started or rerolled as destruction, half the order classes were utterly worthless and the races also looked like shit and had useless racial abilities. The high elf ones were terrible for every high elf class.
Even the destro gear was better because the resists it gave were actually effective against the stronger order classes while the order gear gave resists against the weakest destro classes, like a piece being plastered with elemental resist which for order only worked against magus which was about as offensive a caster as Everquest's enchanter, while the equivalent destro piece was vastly better because order's elemental-based class was the bright wizard, its main nuker. Each side's gear sets had an emphasis on two resist types and the order gear often had half of its item budget wasted on the resist type that protected against the destro healers while the destro gear had resists against the classes you'd actually want it for. A lot of the order sets had spirit resist as the main stat which none of the destro offensive classes had as their main damage type while the destro sets had elemental resist which was crucial against the strongest order class. Order also had no dual-wielding class at release while destro had two. Witch hunter could use a sword and a pistol but couldn't attack with both at the same time, and shadow warrior could just use a one-handed sword and literally had no off-hand slot which was a huge loss of stats and DPS. There were so many little details like that which favored the destruction side.
Last edited by axeman; 11-05-2013 at 01:34 AM.
Sad to see it go. Despite it's faults, I loved the Warhammer setting and the gritty art style.
Kinda sad and nostalgic for my Warrior Priest (was in Ruin on the Open RVR server Dark Crag) so I checked out the forums. WTF is this sticky thread?
So the lead moderator quit, put up a sticky talking shit about the company, admits to removing mod powers from the game's lead developer, and that thread has been sitting in the general forum for a month? Truly nobody at Bioware gives 2 shits about Warhammer. Wow ...."I wanted to say some hurtful things about WAR's management right here. The fact is, though, they've never so much as laid a finger on the forums and certainly have only lied to me. Hey, they lied to all of us. My only request is that they not be set in an undeserved positive light by the gaming media over the coming days.
Note that Carrie may have posted a goodbye sticky on the forums, but I had her removed from the mod list months ago. She isn't part of the WAR project and should not be pretending that she is.
I'll see you all in-game over the final few months, I just wanted to make a point of what happens when you cross your lead moderator with no backup plans. "
The game had a lot of style to it and the whole notion of the Public Quest was pretty damn revolutionary at the time.
Too much of the world was predicated on assumptions that there would be a roughly steady state population of players of both factions throughout three parallel levelling paths. Their method of beta testing, whereby they would lock players into a certain level range and/or faction subset provided them with misleading notions as to how the game might work in terms of population balancing.
Axeman, you've got some massive blinders on in that write up. There's so much wrong with it, it would take me hours to write it all up, plus several more hours to find the links required to prove it.
Order classes at release where stronger than Destruction classes or at the very minimum their equals. The exception to this is Witch Elf vs. Witch Hunter in which (lol) the Witch Elf pretty much shat all over the Hunter.
The reason why Destruction dominated the WAR early game is all down to style. It's something that anyone that knows the Warhammer Universe could have told you. You had a choice between pansies and poofs with stupid hats, or badarse muthafuckers that eat babies. It's little wonder than Destruction outnumbered Order for the first few months.
I also have a hard time taking you seriously when you say that Black Guards were the same as Ironbreakers, but just released later.
Best part was making all the Order class variants be stronger than the Chaos variants because... Chaos outnumbered Order, so they needed an edge in RvR? Nevermind battlegrounds were even numbers of players. So when everyone rerolled Order and RvR swung massively back the other way, they rebalanced the classes right? Nope! Or most of the Order classes being shorties, so their knockback abilities were angled up and launched Chaos players 30 yards. Chaos knockbacks were angled down though, so you'd be lucky if you sent an Order player one foot. Great mechanic! Now lets give every single class knockbacks and throw them all in lava arenas with tiny bridges everywhere!
And sure Mythic Seconds were terrible, but even beyond that, your abilities were just super unresponsive. Though they tried to hide that even more by making your ability animations go off every single time you hit the button, regardless of anything actually happening. Whiff, whiff, whiff, whiff!
Tried so hard to like the game. Great game world, great art, lot of great new ideas. But centering the entire game around PvP where you're fucked no matter what you do because the control responsiveness blew and the sides were super unbalanced. By level 30 it was just aggravating as hell, and my whole crew gave up.
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