Warhammer: Age of Reckoning |
Warhammer: Age of Reckoning |
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![]() Pray for Mojo. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Paragon Caste Posts: 379 Joined: 25-June 04 Member No.: 165 ![]() |
With today's post of this tidbit. We have a release date of Sept 18th for WAR. As some are aware I was lucky enough to get in to closed beta about a month ago now. Keep watching this space as I am working on a massive writeup with lots of fancy screen shots and other goodies to post once the NDA is lifted. What I will say for now is that this is by far one of the best betas for an MMO I have been in and have loved every minute of it. If you like the PvP, this game is for you.
edit: based off info on pre-order stuff open beta is scheduled to start the 15th of this month. Coming soon: Leet infos. |
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#2
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![]() Pray for Mojo. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Paragon Caste Posts: 379 Joined: 25-June 04 Member No.: 165 ![]() |
1.7
Living Guilds For those of you not familiar with our Living Guild feature, we’ve gone above and beyond standard features like guild vaults, cloaks, and guild merchants with our guild system to fulfill much more than just your run-of-the-mill communication and grouping needs. Guilds gain experience and ranks just like players do, and not just for bragging rights. At each guild rank, guilds gain rewards that benefit the individual guild members as well as the guild as a whole. Some of the rewards even enhance their roles in PvE and RvR. 1.7.1 Guild Standards As a guild advances in rank, one of the important rewards they gain is the ability to carry Standards, bearing their guild-specific Heraldry proudly into battle. These Standards will not only put the fear of the gods into the hearts of your enemies when they see your colors flying towards them, they will also provide your nearby realm-mates with Morale boosts and Tactical advantages. Guild Standards are equip-able items that take the place of your other weaponry. They are only equip-able by members marked as “Standard Bearers” (of which the guild leader is always one) within the guild. Standard Bearers can be assigned via the right click context-sensitive menu inside the Guild Roster. With up to three Standards and seven “Standard Bearer” guild titles ultimately being unlocked, guilds now have the power to spread their fame (or infamy) across the realms. Now, while the Standards themselves provide a morale generation bonus for the party, additional area-wide bonuses can be applied to Standards through the use of guild Tactics. Guild Tactics can be purchased using guild Tactic points, which are earned as the guild reaches new guild ranks. A guild must also unlock Tactic slots on its Standards to be able to slot its Tactics onto them, with up to three Tactic slots eventually becoming available (per Standard). This provides each Guild with a variety of ways to customize the bonuses on their Standards to best suit the needs and play styles of their Guild members. Standards are available for purchase at the Guild store located in the Realm’s capital city and from Renown Merchants in Keeps. For testing purposes, guilds can purchase Standards at any rank, and are available from the weapon merchants in Warcamps as well. Standards can be carried to provide a party bonus, planted in the ground for an area- wide bonus, or planted in the Standard attachment of a keep to claim that keep in the name of your guild. Claiming a keep allows players within a much larger radius to benefit from the Tactical effects on the Standard, as well as give a steady stream of guild experience to the guild that claims it. And don't forget the prestige of flying your guild's banners over the walls of a conquered keep! Standards may be captured in RvR (Realm versus Realm) by opposing Realms by interacting with a planted Standard. If the enemy Standard Bearer hasn’t planted his Standard yet, killing him will plant it automatically and make it available for capture (or retrieval by the Standard Bearer’s group or guild). Here is a list of the Implemented Rewards (please only comment on implemented Rewards): Rank 3 Guild Calendar Rank 4 Entry to The Viper’s Pit/Sigmar’s Hammer Access Alliances Rank 5 Special Crafting Components – Components normally found only in PvE are available for purchase at the guild merchant Rank 6 2 Standard Bearer Titles Recruit’s/Warped Battle Standard Tactic Slot 1 Tactic Point Standard Post 1 Keep Claiming Rank 8 Tactic Point Rank 9 Custom Heraldry Reservation Custom Heraldry Reveal: Base Pattern Custom Heraldry Reveal: Base Color Rank 10 Recruit’s/Warped Battle Standard Tactic Slot 2 Tactic Point Rank 11 Special Crafting Containers Rank 12 Tactic Point Rank 13 Standard Ability: Slam Rank 14 Recruit’s/Warped Battle Standard Tactic Slot 3 Tactic Point Rank 16 Tactic Point Rank 18 2 Standard Bearer Titles Warrior’s/Bloodied Battle Standard Tactic Slot 1 Tactic Point Rank 19 Transit to The Viper’s Room/Sigmar’s Hammer Rank 20 Tactic Point Rank 21 Custom Heraldry Reveal: Emblem Rank 22 Warrior’s/Bloodied Battle Standard Tactic Slot 2 Tactic Point Rank 24 Standard Post 2 Tactic Point Rank 25 Standard Ability: Rally Rank 26 Warrior’s/Bloodied Battle Standard Tactic Slot 3 Tactic Point Rank 28 Tactic Point Rank 30 2 Standard Bearer Titles Campaigner’s/Corruptor’s War Standard Tactic Slot 1 Tactic Point Rank 31 Coming Soon Rank 32 Tactic Point Rank 33 Custom Heraldry Reveal: Shape Rank 34 Campaigner’s/Corruptor’s War Standard Tactic Slot 2 Tactic Point Rank 36 Standard Post 3 Tactic Point Rank 38 Campaigner’s/Corruptor’s War Standard Tactic Slot 3 Tactic Point Rank 40 Tactic Point 1.7.2 Standards As a guild advances in rank, one of the important rewards they gain is the ability to carry Standards, bearing their guild-specific Heraldry proudly into battle. These Standards will not only put the fear of the gods into the hearts of your enemies when they see your colors flying towards them, they will also provide your nearby realm-mates with Morale boosts and Tactical advantages. - Carried by members of the guild set as Standard Bearers (up to 6 members plus the guild leader). - They no longer require a party to activate - Grant a party based run speed bonus. - Grant a party based morale bonus on plant. - Give an AoE run speed bonus around the Standard Bearer. - Can have Tactics added which give AoE effects to enhance friendlies. - Tactics have been changed. Now, there are 3 kinds of guild tactics – Offensive, Defensive, and Stat Enhancement. Each Standard may contain one of each type of Tactic. - You will lose the Standard when it is captured in battle, and to summon a new one, you will need to purchase a new guild standard. - Summoning them will only take 10 seconds and can be done on the move. - They can be planted in the ground instantly when entering combat. - Once planted, it takes 15 seconds of interaction time for enemy players (or the owners) to pick one up. - It takes 10 seconds for the Standard Bearer to put it away and this can be done on the move as well. - To help the Standard Bearer get to the spot he wants to plant the Standard, he will get a temporary invulnerability buff. - You will get a steady flow of guild experience for maintaining control over your claimed keep. - You get to fly your colors over the walls of your vanquished foes' keep. - Possible Post and Pattern choices for your Standards have been increased. - Available now only at Guild merchants in the Taverns and at Keep Renown merchants. - Standards are now captured if you kill a Standard Bearer before he plants his Standard. - Standard Bearers no longer need to bring their Standards out after saving them because the Standard Bearer now picks up his Standard activated. 1.7.3 Calendar With the Calendar tab, your Guild can view, set up, and manage Guild and Alliance events. The Calendar makes things easy by providing features such as a sign-up list which allows Guild members to sign up for specific events, and provides an option to allow Guild members with the appropriate permissions to accept and decline sign-ups. - The Calendar provides a unified interface to organize and participate in large and small activities and events. - It allows players to quickly overview what’s happening with the guild and alliance to facilitate a more cohesive and active membership. - It allows people to sign up for activities they want to participate in. - It allows organizers to specify the requirements for participation as well as the ability to choose who will participate among the people who have shown interest. 1.8 Open Parties We are proud to introduce a groundbreaking new feature in WAR – Open Parties. An "open" party is a party which can be joined without having to be invited by (or referred to) the party leader. Here are the details: - By default, newly created parties are open. - Group leaders can close a party if desired. This option is available in the party options menu. - Using the open party UI, players can search zone-wide for existing open parties. They can view information on the party (names, careers, ranks, and area) and join immediately if desired. - Using the open party UI, players can flag themselves as interested in forming an open party. - Players not in a party or warband receive a brief notification when entering public quest areas and RvR lakes of nearby open parties and warbands. - To access the Open Party interface, as a solo player, click on the “3 skull” icon beneath your player portrait on the upper left hand corner of the screen. 1.9 PvE stuff 1.9.1 Lairs We also had a chance to take a peek at some of the lair areas that will be hidden throughout the game. These will be out-of-the-way areas where exceptionally powerful and rare foes hide out of plain sight and guard exceptionally powerful loot. We had a chance to see two such lairs; the first was hidden on the border of a competitive realm-versus-realm zone (where players from different factions can freely clash with each other) and was locked away behind a stone gate, outside of which were various shaped stones embedded into the earth just in front of the entrance. The door itself will be locked, and the flat, ground-level stones arranged in a ring around the entrance apparently represent a puzzle that you will need to solve to open the gate. Another lair was hidden in a remote corner of a misty river basin that seemed mostly deserted and was separated by a small set of foothills. However, persistent players who explore every inch of the area may discover the means to climb up the first set of foothills to discover that a set of fallen logs lead the way to a row of shattered tree stumps that can be crossed with well-placed jumps that lead to a final hidden path to the lair of a mighty and ancient foe who summons backup to defend its treasure. Yes, Warhammer Online will have a jumping puzzle. However, none of the game's lairs will have any kind of duplicate content or puzzles, so there will be no one-size-fits-all solution to unlock all of them. Though Mythic was gracious enough to show the entrances to two of these lairs, the studio was understandably reluctant to comment about the number and location of them in the game. There will, however, be "more than 20" lairs hidden throughout the world, and in addition to offering the opportunity to fight a unique enemy and win an exceptionally powerful weapon or item, finding lair locations will unlock sections of your "tome of knowledge," Warhammer Online's in-game journal. Players who enjoy exploring will definitely be rewarded for their troubles when they discover lairs, but the hidden enemies that lurk within will generally be exceptionally strong, and a stout group of adventurers will usually be required to conquer them. 1.9.2 Mounts Are you tired of running everywhere you go? Take a load off those aching feet and get to where you want to go faster with your personal mount. Ride a ferocious wolf with your Goblin, a powerful warhorse with your Priest of the Empire, or a personal Gyrocopter with your Dwarf. In fact, each race gets its own special mount, with a few surprises thrown into the mix. • Can purchase Mounts at the City Stables at rank 20. • Gain a significant speed increase. • Cannot use in buildings, caves, or other interiors. • Cannot use in deep water, or in some areas and zones. • Look at all of the pretty saddles everyone is mounted on – Even most of the NPC’s! • Use the mount item (right click on the item in your backpack or left click from hot bar) to summon the mount. • Cannot use any abilities or enter into combat while mounted. • You will be dismounted most of the time when you are attacked. 1.9.3 Crafting Three gathering skills are available for this beta: Butchering, Scavenging, and Cultivating. One crafting skill is available: Apothecary. Players can choose just one gathering skill and one crafting skill. 1.9.3.1 Apothecary This crafting skill allows players to create consumable items such as potions, lotions, and powders. The Apothecary skill can be learned from crafting trainers. There are trainers throughout the game world, including in each Chapter Two and each city. Once a player has learned the Apothecary, he or she gets access to an Apothecary button in his or her crafting tab. This button can be dragged to the hotbar. Clicking on this button brings up the Apothecary interface. Containers A container is required for each Apothecary attempt. Merchants sell basic containers. They can be easily identified since they have “Apothecary – Container” in their tooltips. Better containers usually have some beneficial effect, like adding stability or “power”. Containers have four slots. Containers have Apothecary skill-level requirements. A player will be able to use a container only if his or her Apothecary skill is sufficiently high. Each container’s skill-level requirement is shown in its tooltip. Main Ingredients These items determine what type of “potion” will be made. They can be easily identified since they have “Apothecary – Main Ingredient” in their tooltips. Each tooltip contains flavor text that gives a basic explanation of what that main ingredient does. Main Ingredients have skill-level requirements, the higher the skill-level requirement, the more powerful the main ingredient is. A player can only use a main ingredient with a high skill-level requirement if his or her skill is sufficiently high. Main ingredients are very unstable. Ingredients These items determine the overall effects of the “potion”. They are easily identified since they have “Apothecary – Ingredient” in their tooltips. Each Ingredient’s tooltip also contains flavor text that gives a basic explanation of what that ingredient does. Ingredients can have different properties. Some add stability; some make potions last longer, some increase the product yield. Ingredients have skill-level requirements, the higher the skill-level requirement, the more powerful the ingredient. A player can only use an ingredient with a high skill-level requirement if his or her skill is sufficiently high. Creating a “Potion” To begin creating a potion, a player must first drag a container into the Apothecary interface. Then the player must add a Main Ingredient. This determines what kind of potion will be made. Once a Main Ingredient has been added, the Un-Stabilityometer appears. This gauge gives information to the player about whether the current mix of ingredients is stable enough. Un-Stabilityometer This gauge tells the player how stable the current concoction is. The Un-Stabilityometer has a pointer that points to either the red (fail), green (success) or orange part of the gauge. If the pointer is in the red area, the potion will definitely fail – it’s not stable enough. If the pointer is in the green area, the potion will definitely succeed. If the pointer is in the orange area, the potion “might” succeed – it’s either just stable enough (success), or slightly unstable (fail). It’s too close to call. When the pointer is in the orange area, the overall stability of the concoction can’t be definitively determined. If a concoction is in the orange area, it “might succeed”. At this point, it’s usually a good idea to add an ingredient that will increase stability. However, players can take a chance that the concoction is stable enough and hit “BREW”. Note that if a brew attempt fails when the concoction “might succeed”, retrying with the same ingredients will never result in a success. There’s no randomness associated with “might succeed”. Adding Ingredients Once a Main Ingredient has been added, players can add other ingredients to make the concoction stable. Some ingredients can increase the duration of a potion’s effect; some can increase how many potions are made; some increase the stability of the concoction. Players can use different combinations of ingredients to create potions with different effects. By experimenting with ingredients, players can “design” potions that suit their play style. Failure If a concoction is unstable and the player presses BREW, the attempt will fail. Ingredients are not usually destroyed during a failure. However, some containers and ingredients (normally those bought from a merchant) can be destroyed during a failure. Stability The most important aspect of crafting potions is ensuring that the concoction is stable. Players make concoctions stable by adding ingredients that add stability. You can tell if an ingredient is a “stabilizer” by reading its flavor text. There is a “water” family of “stabilizer” ingredients. Basic waters can be bought from crafting merchants. Better waters can be found from humanoids, either from general loot or by scavenging them. Better waters add more stability to a concoction. If a player is experimenting with new and difficult ingredients, using better stabilizers will make a brew attempt more likely to succeed. When a player starts out in Apothecary, a good way to skill up is to make simple potions using one main ingredient, two cloudy waters, and one other ingredient. You can get all these items from crafting merchants. 1.9.4 Gathering Skills 1.9.4.1 Butchering This is a gathering skill that allows players to extract resources from non-sentient monsters throughout the world (Non-Sentient is a fancy way of saying dumb monsters). Players can learn this skill from trainers throughout the world. There is a Butchering trainer in every Chapter Two location. The items you can get are meat, bones, blood, leather, etc. Most butchered items are Apothecary ingredients. 1.9.4.2 Scavenging This is a gathering skill very similar to Butchering except it lets players extract resources from sentient monsters throughout the world (Sentient is a fancy way of saying 'monsters that can think). Players can learn this skill from trainers throughout the world. There is a Scavenging trainer in every Chapter Two location. The items you can get are gold teeth, possessions, lucky charms, etc. It's also the way of getting all the yucky stuff that might have attached itself to the monster, like leeches, ticks, and fleas. 1.9.4.3 Cultivation This is a gathering skill. Players can learn this skill from trainers throughout the world. There is a Cultivating trainer in every Chapter Two location. Players with the cultivation skill can grow their own weeds and fungi. Most weeds/fungi are Apothecary ingredients. Switching Skills You can switch your gathering skill by talking to a gathering trainer. If you switch gathering skills, all progress in your previous gathering skill is lost. 2.0 2.1 Skirmish and Battlefield RvR Skirmish RvR is the foundational system that all other RvR within WAR is built on. Skirmish is simply the rules governing basic RvR fighting, including entry rules, combat rules and rewards. Skirmish RvR offers open field battles between potentially unbalanced forces within a well defined, yet open RvR space located persistently within the game world. Battlefield RvR is a mechanism used to define hotspots and target areas within Skirmish RvR. These hotspots are areas that help to guide conflict within the Skirmish by giving objectives with rewards granted to the side that completes them. 2.2 RvR Scenarios Scenarios are timed score-based battles between opposing realms. Doing various things within the Scenarios will give your Realm points. The Realm with the most points at the end of the Scenario wins. Scenarios have a population cap. For this phase of beta, the ranges are 12-on-12 to 18-on-18. Within the Scenarios, Realms are represented by colors. Red is Destruction. Blue is order. White is neutral. Completing Scenarios, win or lose, grants you Renown depending on your Score in the Scenario. Winners also get Renown on top of the Renown granted from their Score. 2.3 Chicken What is the chicken? The Chicken is what happens if you are too high a Tier for the RvR area you are entering. Example, you are rank 40 and entiering T1 RvR, you turn into a chicken for your yellow cowardly attempt to pwn noobs who can't fight back, and instead you get pwnt. See below. You deal 1 damage, and have 1 hitpoint. Pretty much in a chicken on chicken match the first chicken to peck kills the other chicken. In a rank 1 vs a rank 30 match, the chicken kicks the bucket. Pass the biscuits. You get no armor, 1 hitpoint, no spells, no abilities, and no weapon but your burnt-off beak. 2.4 City Siege Once the Fortress has fallen, the City is open for capture. When the City goes into a contested state, it will become an instance. Players inside the City when this occurs will be given a message asking them to either stay and fight, or go to safe ground. Players that choose to stay are placed in the Warquarters of Altdorf. Players that choose to go to safety are placed in Reikwald (the Fortress Zone). Players not in the city enter the Contested version of Altdorf by going through the main gate or alternate gates. Once inside, players are in a safe spawn location behind three gates. They may right click the gate to be teleported to the other side and begin the assault or defense of the City’s Warquarters. Control over the City is determined by battling over seven objectives in the Warquarters of Altdorf. Gaining control over these objectives will work via population disparity mechanics. The more players in the area of a capture location, the faster the capture will be. Each Capture location will contribute points over time to a “Meta Pool”. The “Meta Pool” tallies points from across all instances of the City. Population ratios are in place to ensure that instances with possibly imbalanced numbers will contribute differently than instance with even numbers. Simply controlling over the seven objectives in your instance will not result in winning. Players must maintain control and continue feeding the “Meta Pool” until it reaches the predetermined amount of points. This results in winning control over the City. The Zone Control Bar will display how well your Realm is doing as a race towards the center of the Control Bar. If the forces of Order defend the City, the City will remain in its Contested state for two hours before resetting back to the standard Altdorf. The Campaign will then reset. If the forces of Destruction take the City, it will be open for pillaging! 2.5 Siege Weapons Keeps and surrounding areas will have several locations where Siege weapons can be deployed and used by players. Some siege weapons will simply work by interacting with them for a period of time to damage pre-determined targets (such as a door). There are three types of Siege Weapons: Rams are used against Keep Doors or other pre-selected targets. Ballistae are used against individual players or other Siege Weapons doing single target damage. Cannons/Trebuchets are aimed to fire at a selected location, doing splash damage to players or other Siege Weapons. Players who have a high armor rating will be able to withstand Siege weapon attacks better than players with little to no armor. Siege Weapons must be built on Siege Pads found in the world or on Keeps. These are the only locations players can create/deploy Siege Weapons. Furthermore, Siege Weapons cannot be moved once placed, although they can rotate. Siege weapons do not require a Trade-skill to build and can be deployed by anyone. They are purchased from the War Camps or from an NPC inside the Keeps. Once purchased, a siege weapon will take up a single inventory space. These items have no weight, and can be carried and traded by anyone. Players can carry as many siege weapons as they want, as long as they have space in their inventory. When a player deploys a siege weapon, the item will disappear from the player’s inventory. A siege weapon purchased in a higher Tier cannot be placed on a lower tier Siege Pad. Only one Siege Weapon can be on a Siege Pad. Siege Weapons decay to 0 hitpoints after 10 minutes if not repaired, or until destroyed once they are deployed. Siege “Pads” Siege Pads are pre-set location on which Siege Weapons can be deployed. They are physically represented in the world as large slabs of concrete, slate, or otherwise engraved pads. Keeps will have one Siege pad per destructible door for placing Rams (for the attackers) and several pads for Ballistae and Cannons/Trebuchets on the Bastions (for the defenders). The surrounding area of a keep will have several locations to place ranged weapons. The amount of Siege Pads placed will depend upon Game-play testing and terrain. To place a Siege Weapon on a Siege Pad, players simply right click on the pad to open an interface window. The window will display the siege weapons available to the player to be placed on the pad. Only one person can interact with the Siege Pad at a time. Only tier appropriate Siege Weapons can be deployed on Siege Pads. Tier One Siege Pads cannot house Tier Two, Three, or Four Siege Weapons. Players have the ability to destroy and repair Siege Pads. Siege Pads can only be destroyed by Ballista, Cannon/Catapult fire, or by beating on them with weapons and spells. Siege Pads have very few hit points but respawn after five minutes. Siege Weapon Control Gaining control of a Siege Weapon is done by right clicking on the Siege Weapon once it is built. Interacting with the Siege Weapon will give one player control of the Weapon. Releasing control of a Siege Weapon is done by moving away from the weapon, or simply closing the UI. Rams Rams are large siege engines used to batter down doors. Up to four players can be seated on a Ram. When players control a Ram, they are seated on the Ram itself and no longer have control of walking movement. To release control of the Ram a player may right click on it or click the Release button on the UI. If a player right clicks on the Ram and it has less than four players on it, the player will be put on the Ram. If the Ram already has four people on it, the player will receive the message “This Ram is full and cannot be operated by any more players”. The number of players on the Ram determines the damage dealt by the Ram. It is broken into 25% increments. If the Ram has one person, it does 25% of its maximum potential damage. If it has three people, it will do 75% of its maximum potential damage. Ballistae (Direct Fire) Ballistae are large bolt throwers used to skewer an enemy player or destroy Siege Weapons. They are mounted on rotating platforms on the Siege Pads to allow for precise aiming and inflict massive amounts of damage to a single target. When using the Ballista, players will go into a “sniper mode” screen that functions similar to a riflescope. Moving the mouse controls where the reticule aims (note that camera controls on the Y axis are inverted). When a legitimate target is available, the reticule will turn read and begin to draw inward. The closer the crosshairs are to the center, the more accurate (and more damage) the ballista shot will do. Moving the aiming reticule will cause the crosshairs to snap outward, reducing accuracy. Catapults and Cannons (Indirect fire) Catapults and Cannons are Siege Weapons use a very simple User Interface at this time for firing and aiming. One player controls the Siege Weapon and it is placed on a rotating platform so it can turn to face its relative target. Right clicking on a Catapult or Cannon will give the player control and bring up the User Interface to repair, fire, and aim. Clicking on the Fire button will bring up the AE fire mode which takes into account Wind (changes each time you fire) and velocity. Velocity is controlled by scrolling the mouse-wheel up or down. Yaw is handled by moving the mouse left or right. When you’re ready to fire, simply click the left mouse button. |
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![]() Monk Princess ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Paragon Caste Posts: 888 Joined: 29-December 02 Member No.: 11 ![]() |
who cares about pvp hows the pve in this game compared to ffxi? pve is the only reason i play mmo's. pvp is ok for a temporary distraction but thats it.
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![]() Soul Hunter ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Magister Posts: 2208 Joined: 10-April 03 From: NJ Member No.: 23 ![]() |
who cares about pvp hows the pve in this game compared to ffxi? pve is the only reason i play mmo's. pvp is ok for a temporary distraction but thats it. wtf dood? Ballista? It was pretty much the best part about FFXI. Getting to beat down all those fag dragoons and Dark Knights with Papa Roach Last Resort Macro's. -------------------- "Brotherhood asked for no friendship, only loyalty. They stood back to back as the galaxy burned - always brothers, never friends; traitors together unto the last." --an Excerpt from a Night Lords Novel Void Stalkers Chapter X: Revenge |
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#5
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![]() Pray for Mojo. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Paragon Caste Posts: 379 Joined: 25-June 04 Member No.: 165 ![]() |
As already stated, this is a PvP game. PvE is decent, however you will run out of stuff to do faster than any other PvE mmo. The entire endgame of WAR is taking the enemy capital, then sacking it. PvP to take it, PvE to an extent to sack it (killing the king etc). You can quest from 1-40. There are dungeons scattered around, however they are hidden, I am aware of 2 of the 30 or so. PQ are the greatest things ever in any mmo. Pretty much all of this is contained in my writeup earlier in this thread. I will state however you will get bored of this game or just flat out dislike it if you have no intention of PvPing.
edit: Just incase you were too lazy to go back and look, pve infos below. PQ: Waiting around or hunting down enough people to do a massive raid quest with is never fun. Having to bail out of the raid before completion is even worse (any gamer with kids has had this happen before). The former is time consuming and the latter is just plain annoying to both you and the group you're attached to. Wouldn't it be nice to be able to join a large quest without a set time for being there or if you did have to bail out early, still be able to get in on the rewards? Well fellow gamers, never fear because EA Mythic has heard your cries for help and they have come bearing tidings of joy in the form of a unique quest system called Public Quests. Public Quests are area based quests that you trigger by crossing over into an area where a Public Quest is taking place. Unlike most quests, it's not initiated by speaking with a specific NPC or finding/ looting a random item that has a quest attached to it. As you move into this zone a message flashes onto your screen. The message informs you that a Public Quest is taking place and what you would need to do to be a part of this quest. These quests have huge goals that would be daunting for even an average group to accomplish in the time frame provided. This is where the word "Public" comes into play. The quests are geared for everyone of the same army in that zone to participate in. So, as an example you may have a quest to kill 500 or so Squigs in a 5-10min period of time. Impossible for a few people, but very possible for a multitude of people involved. Public Quests, much like the other quests in Warhammer, are broken up into chapters. However, there are no one shot Public Quests. You start off in one area and when you're finished with the quest there, you move on into the next area. Each chapter of the quest moving a storyline forward until it usually culminates in a battle with a final boss type monster. One of the best things about Public Quests is that you can walk in on one at any time during the quest and still get involved. So even if the quest has been going on for 30min, you can just show up and start doing whatever it is that you're needed to do. No having to wait for the quest cycle to start over. No planning your schedule around the starting time of the quest. You just walk in and *BAM*, you're involved in the quest from that point on. Another aspect that I particularly like about the Public Quests is how it rewards for all levels of participation. Let's say you walk in on a Public Quest. It sounds like a lot of fun so you join in. Fifteen minutes into the quest, you friend calls and tells you that the band Lamb of God is playing a special one night showing at his house and afterwards you get to hang out with the band !( Ok, ok... so for a more realistic scenario replace "Lamb of God" with "Your kid(s)", "Playing a special one night showing" with "screaming in their rooms when they should be asleep", and "You get to hang with the band" with "Hanging out in front of the kid's room making sure they quit getting their butts outta bed and GO TO SLEEP!!"). Normally you'd have to abandon the quest and pick it up another time in order to finish but with Public Quests you're rewarded for any amount of participation in the form of influence, even if you can't stick around to finish it up. How awesome is that? However this totally destroys the age old "but honey, I'm already involved and people are counting on me to be here. I can't let them down" excuse you normally use to get out of visiting your mother in law on the weekends. Public Quests are great as they offer multiple levels of rewards. I just heard the $$ signs light up in everyone's eyes, so let me explain how this works. There's three different types of rewards. The first is experience, but this is pretty much standard in all MMOG's so that's nothing new. The second type of reward is influence. Each chapter has an NPC that acts as the hub for that Public Quest. As you progress through the quest you'll be gaining influence with that NPC hub for your participation in that chapter. At the end of the quest, you can use your influence gained to get rewards from the NPC hub. Obviously, the more influence you have, the better your rewards will be for that chapter. Since there are multiple chapters in a Public Quest, you'll have the opportunity to get multiple rewards. The last type of reward is Contribution. If you manage to stay all the way to the final completion of the public quest, you'll get an additional reward. What you get will be based on your level of contribution during the entire quest. So it won't have anything to do with how long you were in the quest, but how much you actually did during the quest. This is great because it keeps people from trying to cheat the system by being in a group but letting the one or two strongest people in that group do all the work while they just stand around. Worried that there may not be many Public Quests to participate in? Well, dry those tears Sally Sobsalot because EA Mythic has already stated that there are roughly 300 Public Quests to participate in, meaning that you could possibly just make an entire career out of doing Public Quests alone! What's even better is that they won't all be overland. They've placed some of the Public Quests in dungeons as well for all you dungeon crawlers out there. Public Quests. Bringing together the Forces of Order or the Forces of Destruction, for a better tomorrow through unrelenting havoc. Just the way the Warhammer-philes like it. Thanks EA Mythic. Lair (dungeons) A lair is a type of secret area in the Warhammer Online world. It could possibly be a cave, a dungeon, a mountaintop; somewhere in the zone that is far off the beaten path, and generally disregarded. What makes lairs special, is that there are no quests or directions leading you there, so they are stumbled upon by explorers who enjoy seeing every nook and cranny of the world. Lairs generally, even when discovered, require the player to solve a puzzle or figure out some indirect way of obtaining access to the lair - they also usually contain a powerful boss monster who is many times more powerful than is appropriate for the zone they are in (with a few exceptions of weaker boss monsters). Questing. Pretty standard fare here. More or less inline with what you'd expect if you were playing wow. Few misc things thrown in for fun like repeatable for xp, as well as 'kill collector' quests. Which is basicly an npc that rewards you x ammount of xp per certain type of mob you kill in an area. Chaos chapter 1 is for order npcs and its 20? xp per on top of what you get normally. The big thing to remember is any npcs you are killing for PQ or normal quest credit do not count. The kill collectors are more for those just wanting to grind. (floowing vid is closed beta of pq and lairs pve, probably a 3.x build so about 5 month old beta footage. player is an order sword master tank archtype) |
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Lo-Fi Version | Time is now: 17th June 2025 - 06:05 AM |