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[WAR] Oh yeah. Slob those Knobs.

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Posts

  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    Living in Michigan, and not being able to find a job after graduating FOR THE LAST YEAR - it's started to get to me. Not appropriate for this thread though.

    jkylefulton on
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  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    Accualt wrote: »
    I'm bored at work and just sort of rambling here: What I don't understand is why do BW/Sorcs get a PBAE root? They do evil damage, so I feel they should get a snare instead of a root. Eng/Mag getting a PBAE root makes sense...they are more utility or at least DoT than pure burst damage. Mostly I think I'm just angry because at 22 my Zealot still doesn't have a root/snare/knockback.
    Who all ends up getting non-moral snares/roots?

    The root doesn't matter in T4 ORVR. It might matter in scenarios, but that's not really my scene.

    jkylefulton on
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  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    Also, I agree that they should have taken large amounts of the DAoC keep seige mechanics and put them into WAR. In fact, I wouldn't be surprised if most of those things are part of the incoming MJ post.

    jkylefulton on
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  • MorskittarMorskittar Lord Warlock Engineer SeattleRegistered User regular
    edited November 2008
    Accualt wrote: »
    I'm bored at work and just sort of rambling here: What I don't understand is why do BW/Sorcs get a PBAE root? They do evil damage, so I feel they should get a snare instead of a root. Eng/Mag getting a PBAE root makes sense...they are more utility or at least DoT than pure burst damage. Mostly I think I'm just angry because at 22 my Zealot still doesn't have a root/snare/knockback.
    Who all ends up getting non-moral snares/roots?

    The root doesn't matter in T4 ORVR. It might matter in scenarios, but that's not really my scene.

    You should see if Mythic needs a communications manager.

    I find the roots to be pretty irrelevant in T3 Open and Scenarios too.

    Morskittar on
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  • DogDog Registered User, Administrator, Vanilla Staff admin
    edited November 2008
    Man the last thing a class that can blow you to bits before you even reach them needs is a snare.

    Unknown User on
  • SaammielSaammiel Registered User regular
    edited November 2008
    Also, I agree that they should have taken large amounts of the DAoC keep seige mechanics and put them into WAR. In fact, I wouldn't be surprised if most of those things are part of the incoming MJ post.

    I would have liked a modified DAOC crafting system too over the WAR loot spiral. But I guess I am just being wistful. I really enjoy more constrained system where choice has a large impact and there is scarcity that goes beyond just being able to sink more time into something.

    For the record, in DAOC (sans ToA which was an abortion), a lot of the end game gear was custom crafted by various crafting professions. So you would have say a chestpiece that had 5 gem slots and something like a max of 40 'crafting points' for lack of a better term. Better gems (IE a 19 strength gem compared to a 13 point one) would cost more of the crafting points in a slightly exponential fashion. So you have to balance filling all the gem slots with the power level of the gems being slotted and your desired slots. In addition there were caps as to how much of a given stat you could add. So you couldn't just try and add all strength, you have to blend stats to some degree.

    Saammiel on
  • ZzuluZzulu Registered User regular
    edited November 2008
    Accualt wrote: »
    I'm bored at work and just sort of rambling here: What I don't understand is why do BW/Sorcs get a PBAE root? They do evil damage, so I feel they should get a snare instead of a root. Eng/Mag getting a PBAE root makes sense...they are more utility or at least DoT than pure burst damage. Mostly I think I'm just angry because at 22 my Zealot still doesn't have a root/snare/knockback.
    Who all ends up getting non-moral snares/roots?

    both sorcs and BW's get a snare as well

    Sorcs have to work a bit for theirs though, they need to dot someone up and then do a 2s cast (+ flighttime) to snare someone for 5 seconds. It's relatively decent for catching runners, but not really.

    BW's get a snare with one of their channeled spells

    Zzulu on
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  • AccualtAccualt Registered User regular
    edited November 2008
    Yes, I could certainly see them being rather unneeded in t4 ORvR. Thank god there aren't any ranged roots to speak of.

    I'd rather them get snares than roots, robot.

    Accualt on
  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    Saammiel wrote: »
    Also, I agree that they should have taken large amounts of the DAoC keep seige mechanics and put them into WAR. In fact, I wouldn't be surprised if most of those things are part of the incoming MJ post.

    I would have liked a modified DAOC crafting system too over the WAR loot spiral. But I guess I am just being wistful. I really enjoy more constrained system where choice has a large impact and there is scarcity that goes beyond just being able to sink more time into something.

    For the record, in DAOC (sans ToA which was an abortion), a lot of the end game gear was custom crafted by various crafting professions. So you would have say a chestpiece that had 5 gem slots and something like a max of 40 'crafting points' for lack of a better term. Better gems (IE a 19 strength gem compared to a 13 point one) would cost more of the crafting points in a slightly exponential fashion. So you have to balance filling all the gem slots with the power level of the gems being slotted and your desired slots. In addition there were caps as to how much of a given stat you could add. So you couldn't just try and add all strength, you have to blend stats to some degree.


    The post-SI pre-ToA DAoC player gear system was the best gear system I've experienced in an MMO. Quest out a few pieces, maybe hit some of the dungeons if you want a glowy weapon (or an elemental-based weapon), and player craft the rest with min-maxed stats of your choice.

    The best part? It was available to ANYONE. And it allowed you to focus on RVR, instead of PVE.

    jkylefulton on
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  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    I should have been more specific - the AoE BW root is worthless in ORVR because it usually breaks or fails. It certainly isn't going to save you from the 3-4 WE that just popped on your ass - at that point, it's all about blowing yourself up before they wittle you down (unless you have your rank 2 aoe stun morale up, and then all bets are off :P ).

    jkylefulton on
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  • A-PuckA-Puck Registered User regular
    edited November 2008
    Well thanks, Edgie and Saammiel, you've crushed my hopes and dreams. I hope you're happy.

    When you say an any time snar/root break, do you mean it has no cooldown?

    A-Puck on
    Soon... soon I will install you, my precious.
  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109545361/p1/?2
    Folks,

    Over the last few months I’ve spoken about our continued focus on improving our open RvR systems. While we have taken some major steps in the last month, we believe that there is much more we can do to encourage people to take part in oRvR throughout the entire evolution of their character(s). Over the next few months we have some very exciting changes and additions taking place. Please note that as always, this does not represent everything that either we are doing or thinking about doing, just what we, as of now, plan on adding to WAR.

    We have a number of major initiatives planned for oRvR in WAR. Please keep in mind that these changes/systems apply to oRvR only and not to scenarios. This is not all we are working on but these do reflect the majority of oRvR additions that we are currently working on/planning for the next few months.

    First, we have created an RvR Influence system. This system is designed to reward our oRvR players with lots of new stuff that you can only get through oRvR. This will be a complimentary system to our PQ Influence system. This system is already implemented in 1.1 and is scheduled to go LIVE along with that version in December.

    Second, we want to improve the visibility that players have into oRvR and make it easier for players to get involved in the action quickly and easily. We have a number of wide-ranging changes going into our map and travel systems to allow players to better understand the state of oRvR in our game and also allow them to get to the action faster. We have already taken one step with putting a Rally Master in each Warcamp but we will also add the ability for people to have a second bind point to make it even easier for players to move around the maps. We will also make it easily for players to see where players from their Realm are engaging in oRvR, a Campaign HUD for all tiers and other improvements We will also improve Tier-wide messaging about what is going on in Battlefield Objectives and Keeps. Other additions include changes to the UI, in-game manual improvements, map enhancements, and a few other changes.

    Third, we want to provide greater incentives to players to participate in oRvR. In order to accomplish this we will be adding additional layers to the questing system of oRvR including the addition of Keep Quests, “Daily Event Quests”, Chained RvR Missions, improve the initial Tome Unlocks and other oRvR-oriented Events. We will also improve our BO itemization. Our goal is to provide players with even more incentive for participating in oRvR than we have already.

    Fourth, we want to encourage guilds to take and control keeps, and we will continue our work on adding better rewards for Guilds who own Keeps as well as the addition of a system of Keep upgrades. This system will be added to the game in several stages beginning in the late winter.

    Finally, we will begin work on a global oRvR “Fame” system that will be tied directly to the Tome of Knowledge which will provide more rewards, titles, experience, etc. for participating and being successful in oRvR. This system will provide even more incentives for people to participate in oRvR than the current systems and one that fits nicely both with the ToK’s concept as “This is your life” as well as an additional advancement and reward system.

    Please keep in mind that these additions are subject to change and given the nature of these changes/improvements, they will not go LIVE until we have thoroughly tested them. However, these are crucial improvements to WAR and are being treated as such by the team.

    Finally, I want to close this out with a brief explanation about the role that we believe that oRvR should play in WAR. It’s really as simple as this, oRvR should be a major focus for leveling, item gain, etc. in WAR. Some of the systems are already in place and in Tier 4, oRvR is alive and well. On other Tiers, however, oRvR is not being engaged in as often as we had hoped when we launched WAR. Our goal is to ensure that oRvR is the place where players can level the fastest, get the best items and overall, have a great time while doing it. It is supposed to be riskier, more challenging but ultimately, more rewarding than any other place within WAR. What is outlined in this letter are some of the ways we plan on making this happen over the next few months and beyond.

    As always, we thank you for your patronage and support. We won’t let you down.

    Mark

    jkylefulton on
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  • MorskittarMorskittar Lord Warlock Engineer SeattleRegistered User regular
    edited November 2008
    ALL DICKS

    Morskittar on
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  • GlalGlal AiredaleRegistered User regular
    edited November 2008
    Accualt wrote: »
    Yes, I could certainly see them being rather unneeded in t4 ORvR. Thank god there aren't any ranged roots to speak of.

    I'd rather them get snares than roots, robot.
    Nuuuuuu! Snares are just roots you can't remove. :(

    [edit] I think. Does the level 18 root remove MDPS gets also remove snares?

    Glal on
  • JebuJebu Registered User regular
    edited November 2008
    Glal wrote: »
    Accualt wrote: »
    Yes, I could certainly see them being rather unneeded in t4 ORvR. Thank god there aren't any ranged roots to speak of.

    I'd rather them get snares than roots, robot.
    Nuuuuuu! Snares are just roots you can't remove. :(

    [edit] I think. Does the level 18 root remove MDPS gets also remove snares?

    It does.

    Jebu on
  • DogDog Registered User, Administrator, Vanilla Staff admin
    edited November 2008
    warhammer online: age of awkward
    open realm vs realm boners

    Unknown User on
  • GlalGlal AiredaleRegistered User regular
    edited November 2008
    Oooooooooohyeah. 8-)

    Glal on
  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    key words here are "over the next few months"

    Well, I think adding a new Influence System for oRvR in December is a pretty good start. :)

    Mark

    jkylefulton on
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  • MorskittarMorskittar Lord Warlock Engineer SeattleRegistered User regular
    edited November 2008
    I feel like I need a smoke now.

    Morskittar on
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  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    I'll update with more MJ stuff as he posts it.

    jkylefulton on
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  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    Folks,

    Hmmm, I thought when I talking about "Keep Quests" and encouraging guilds to hold keeps it was clear that we need to encourage/reward people for defending keeps. Of course that is part of the mix, without it the other keep stuff won't work as well. Sorry if I wasn't clear enough on that.

    Mark
    I think we also need a tier wide messaging system.

    Sucks to have to fly to each zone to see if anyone is actually defending or if it's just a single person aggroing.

    I agree, already part of the plan.

    Mark

    jkylefulton on
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  • HiravaxisHiravaxis Registered User regular
    edited November 2008
    I was hoping for a change in EXP/RPs for players in oRvR.

    Is there a grab bag or something that details how calculations are made?
    And how reductions are applied?

    Hiravaxis on
  • AccualtAccualt Registered User regular
    edited November 2008
    Jebu wrote: »
    Glal wrote: »
    Accualt wrote: »
    Yes, I could certainly see them being rather unneeded in t4 ORvR. Thank god there aren't any ranged roots to speak of.

    I'd rather them get snares than roots, robot.
    Nuuuuuu! Snares are just roots you can't remove. :(

    [edit] I think. Does the level 18 root remove MDPS gets also remove snares?

    It does.

    Snares just slow you down, roots hold you in place. So this is why I'd rather BW/Sorcs get snares than roots.

    Accualt on
  • GlalGlal AiredaleRegistered User regular
    edited November 2008
    Does Pounce work when snared?

    Glal on
  • AccualtAccualt Registered User regular
    edited November 2008
    No idea. I hate roots but snares only make me mildly angry because at least I can walk towards my death like a man (or crawl away from it) instead of standing their getting obliterated with no recourse available.
    Third, we want to provide greater incentives to players to participate in oRvR. In order to accomplish this we will be adding additional layers to the questing system of oRvR including the addition of Keep Quests, “Daily Event Quests”, Chained RvR Missions, improve the initial Tome Unlocks and other oRvR-oriented Events. We will also improve our BO itemization. Our goal is to provide players with even more incentive for participating in oRvR than we have already.

    Oh do go on, tell me all the juicy details.

    Accualt on
  • ProfessorPolycarpProfessorPolycarp Registered User regular
    edited November 2008
    Glal wrote: »
    Does Pounce work when snared?
    Yes, pounce works fine while snared. I've used it a # of times to get back to more support if I get outnumbered and snared.

    ProfessorPolycarp on
  • MorskittarMorskittar Lord Warlock Engineer SeattleRegistered User regular
    edited November 2008
    I will grind influence for every single zone if it involves RvR.

    Morskittar on
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  • A-PuckA-Puck Registered User regular
    edited November 2008
    Open RvR really is the most fun thing that goes on in this game. I hope these changes make it so that more people actually do so.

    I'd also like to see flightmasters in EACH zone, not just one of the pairing.

    A-Puck on
    Soon... soon I will install you, my precious.
  • MorskittarMorskittar Lord Warlock Engineer SeattleRegistered User regular
    edited November 2008
    It seems that Mythic is [strike]well[/strike] now aware that players are huge pussies and risk-averse unless there's lots of rewards available.

    Morskittar on
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  • YoshuaYoshua Registered User regular
    edited November 2008
    I'd like Open RvR more if my laptop was up to it. Most large battles like that lag me into oblivion though, so my enjoyment there is pretty low. Not to mention those fights mostly come down to who has the best organized assist train and thus can focus fire better than the other guy.

    Yoshua on
  • MorkathMorkath Registered User, __BANNED USERS regular
    edited November 2008
    Morskittar wrote: »
    It seems that Mythic is [strike]well[/strike] now aware that players are huge pussies and risk-averse unless there's lots of rewards available.

    They should have been aware of it from DAoC.

    Also I agree with Acc, they need to improve the actual keeps, one of my favorite memories of DAoC, was hitting a level 40 shadowblade is as my lvl 29 wizard for 1 dmg with the frost nova spell, and getting them ganked by guards as they tried to backstab me!

    They should implement ladders, which let certain classes(tanks, mdps, ldps) climb up onto the walls. Make them really low hps, so they are easy to destroy by defenders, but if no one is defending the walls, you can get your melee up there to wreck some havok.

    Morkath on
  • eelektrikeelektrik Southern CaliforniaRegistered User regular
    edited November 2008
    Test Server updated again. Chosen and KotBS Auras had their range for beneficial effects increased to 150 feet.

    eelektrik on
    (She/Her)
  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    Folks,

    Keep in mind that I was very clear in the letter that the stuff I've talked about there is only the major new stuff that we will be working on over the next few months. Things like a continued look at set pieces and other itemization, lag, issues with zone control are going to be continued to be worked on by the team during this time. I wanted my letter to deal with major changes and new initiatives that we are going to work on during this time and nothing more so we could keep the discussion focused. Also, as to details, more will be forthcoming as we get closer to release but everything in that letter is what we are working on and not "what we hope to work on, maybe" and if you look at everything in the letter, that's a lot of new stuff for the next few months along with all the other things that are going to be happening during that time and beyond.

    FYI, I think some of you are underestimating the fame system that I talked about as well. This is not a minor addition to the game by any stretch of the imagination. :)

    Mark
    alexcey wrote:
    I must say I'm disappointed. I was looking forward to this state of the game but ... I was hoping to find answers to these issues:

    1. Server lag.
    2. Population imbalance. Character models for Order.
    3. Incentive to play in a group rather than soloing.
    4. Incentive to defend keeps. (XP and renown rewards)
    5. Open RvR variety.
    6. Itemization.

    That's why my letter wasn't a "State of the Game" and I never said it was. :)

    Mark
    earwax6 wrote:
    "That's why my letter wasn't a "State of the Game" and I never said it was.

    Mark"

    you got an A in pyschology didn't ya. [face_wink]

    LOL, actually no, it was the lowest grade I ever got in college. That course and I didn't get along at all.

    Mark

    jkylefulton on
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  • ScreamlineScreamline Registered User regular
    edited November 2008
    Morskittar wrote: »
    It seems that Mythic is [strike]well[/strike] now aware that players are huge pussies and risk-averse unless there's lots of rewards available.

    I love the hell out of orvr and would do it all day if I could, but the return to time spent ratio is just fucked now.

    Screamline on
  • MorskittarMorskittar Lord Warlock Engineer SeattleRegistered User regular
    edited November 2008
    eelektrik wrote: »
    Test Server updated again. Chosen and KotBS Auras had their range for beneficial effects increased to 150 feet.

    I can add minimal Toughness to dudes 150 feet away now? Cool.

    Morskittar on
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  • WolveSightWolveSight Registered User regular
    edited November 2008
    it's not so much client performance, but server as well. I think this will be a big deal if they really want the large-scale battles to work how they've envisioned. Twice destro has knocked on the doors of the Empire's fortress recently, both times the server decided to go into seizures. Last night order gets to Chaos's fortress and the same thing. Granted, it was great fighting up to that point, but even the mainstreet fighting in pragg was suffering (outright combat lag, map indicators not working, events not updating, etc.). If they fix the crashing and performance issues, then, I believe, they'll have a great foundation with the rest of the game they've created.

    WolveSight on
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  • jkylefultonjkylefulton Squid...or Kid? NNID - majpellRegistered User regular
    edited November 2008
    I'm guessing that the rash of server maintenances lately (like the one today, from 1pm to 4pm EST) is to specifically address the fortress attack issues.

    jkylefulton on
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  • ProfessorPolycarpProfessorPolycarp Registered User regular
    edited November 2008
    Finally, I want to close this out with a brief explanation about the role that we believe that oRvR should play in WAR. It’s really as simple as this, oRvR should be a major focus for leveling, item gain, etc. in WAR. Some of the systems are already in place and in Tier 4, oRvR is alive and well.

    This is the one part of his quote I'm not so sure about. From what I experienced in Averheim T4 last night, T4 oRvR isn't so much alive and well as it's still got people participating. There are a lot of people who meet 'specs' for WAR that can't play effectively in the really massive battles. Even if your framerate is passable the view distance limit seems to be bad with really large #s. And then of course there's the lag/inevitable crash--a lot of people are starting to grumble it's not worth it because you can't currently take the forts.

    Assuming the lag and crashing can be fixed before this incentive system goes into place--and I haven't really seen anyone from Mythic talk about that problem yet, although I'm sure they're aware--getting things to scale for the kind of #s they need to make oRvR work is non trivial. Without both of those in place, the incentive system really won't help as much as they need it to.

    ProfessorPolycarp on
  • eelektrikeelektrik Southern CaliforniaRegistered User regular
    edited November 2008
    Morskittar wrote: »
    eelektrik wrote: »
    Test Server updated again. Chosen and KotBS Auras had their range for beneficial effects increased to 150 feet.

    I can add minimal Toughness to dudes 150 feet away now? Cool.

    They buffed some chosen auras, not sure by how much as the test server isn't up yet, but it says they increased the effectiveness of Dreadful Fear, Corrupting Wrath, and Discordant Instability.

    eelektrik on
    (She/Her)
  • MalkorMalkor Registered User regular
    edited November 2008
    eelektrik wrote: »
    Morskittar wrote: »
    eelektrik wrote: »
    Test Server updated again. Chosen and KotBS Auras had their range for beneficial effects increased to 150 feet.

    I can add minimal Toughness to dudes 150 feet away now? Cool.

    They buffed some chosen auras, not sure by how much as the test server isn't up yet, but it says they increased the effectiveness of Dreadful Fear, Corrupting Wrath, and Discordant Instability.

    Fuck. Yes.


    edit: Wait. None of those are Discordant Fluctuation or Dreadful Agony. Hell I'd be happy with Discordant Turbulance..

    meh.

    Malkor on
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This discussion has been closed.