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All Posts by markoraos - 1353 found

1/01/09 7:05 PM
Viewed 471, Replies 13

Originally posted by Dicharek

I do not believe it is random. Like I said: I've finished so very low so many times it can't be random.

I also found an a site where a guy "proves" it isn't random rpthatway.wordpress.com/2008/12/03/contribution-no-thats-not-how-it-works/

 

Actually it is random at the moment. (the above guy is right - it assigns you random contribution when you enter a zone or log in or something).

Paul Barnett did admit so in one of the very recent podcasts of his. It is a bug - they had the code in beta but somehow it didn't get into the release... someone  forgot to copy-paste it or somesuch lol ...and they didn't notice it until recently (it takes some time to realize something is wrong with as complex a system as contribution is). Anyways, expect it to be fixed in one of the upcoming patches, if not the first full patch that happens along.

Sh*** happens. At least they had the decency and guts to admit they did a do-do.

Oh and PQ contribution system is ok - it is just the keep siege one that is screwy atm.

1/01/09 6:59 PM
Viewed 2800, Replies 115

Originally posted by daeandor

Chalk up 10 destro and 10 empire toons to one non-playing account here...

So, maybe I should do some fuzzy math:

There was nobody online back when I played, and that site you posted showed nearly 700k toons created.  So in the last 2 months, only 300k toons have been created compared to the 700k in the first 2 months, therefore there are even less people playing now.

 

How's that for idiot math?

 

The thingy is that this site tracks guilded characters only, if I'm not mistaken... And a lot of ambitious guilds do not allow alts, or just a very small number of them... (due to fuzzy and pretty much unknown way guild xp is calculated) so I'd imagine that the total number of players could be 1/2 of the number listed. But it's just a wild guess - like everything else really until we get some kind of official info.

12/31/08 8:06 PM
Viewed 471, Replies 12

Originally posted by popinjay

 


QFT

 

At the moment the end-game RvR is actually too complex rather than too simple. The vast majority of players don't even understand what it takes to actually lock a zone - if you think it's "zerg till you paint the map blue" then you have no idea about it.

IMO Mythic should seriously look into endgame RvR mechanics and, what is much more important imo, provide CLEAR INFO on how they work. There should at the very least be some kind of notification when you do something good for the realm. Some kind of scenario, PQ, open VP pool display would be most welcome as well. Players need to be clearly informed on what the situation in the game is and what their options are. The blue/red bar we currently have is more a source of confusion than information.

.. and obviously those keeps must start providing VPs with time - whether passive (as in trickle) or active (as in repeatable quests that reward VPs). Otherwise you'll have a situation where no one bothers with keeps and BOs until enough VPs are gained through other sources.


 

 

Hehe.. hey Mark


I just had a feeling, that when I saw someone post about 6 man groups and how much FUN it was, it wouldn't take you long to find that post^^ You've espressed, extremely well, your feelings on these smaller groups, zerging and how that plays into the endgame RvR battles and how Mythic wants people to play it.

One thing I DO know, and I agree with you fully, is that if more people catch onto this line of thinking (6 man squads running around having fun on their own) that Warhammer gameplay will definitely resemble more of a Wow flavor. Now while I do not think that is necessarily a bad thing, because smaller groups can be fantastic fun especially when you are short on time, I do know that Mythic did not plan for that. They do not want small elite squads running around and making up the RvR force. Mythic does want RvR to be more like "Guild X, you charge the King. Guild Y, you hold this front area. Guild Z, you decoy and draw them off."

With smaller squads, there won't be too much of that. No one wants to be the indians, only the chiefs. I don't think you'd have one guild want to just sit and be in charge of the front door, while the other guilds get the glory and charge the King. So you are going to probably get more groups like this coming in.. its fast, immediate fun without waiting around for a whole lot of instructions and WB assignments people don't like when they get.

This my friend, is probably the way Warhammer evolves to stay alive as a MMO.

 

 

Oh, I don't know... my guild is expressely created with "we're small but nasty" philosophy. We won't be taking keeps alone in T4 but we'll be there to support other, bigger guilds with taking BOs, making diversions and pwning scenarios. Since we're (mostly) mature folks we're not into all that global pwnage thing - helping out the realm and being the underdog heroes is what turns us on :).

As for 6-mans... it DOES depend on game design. Imo it would be in Mythic's interest to keep players spread around - prevent player congestion which overloads servers and clients etc...  There are ways of doing this - creating alternative entrances to keeps is obvious (lol thats the prime reason there are 3 fortress gates) and placing various hotspots around zones (say you need to hold at least 1 BO to take over the keep). Mythic would do well to place as much as possible 6-man content in open RvR zones - that would definitely reduce zerging.

 

 

 

12/31/08 5:13 PM
Viewed 179, Replies 7

Originally posted by banthis

 

There's 3 damn realms but everyone concentrates in the same place.   It makes me wonder if there's something seriously seriously wrong with the game for people to play the same territory over and over again. 

 

 

That's the thing - imo the game is not informative enough in terms what it takes to get to the capital siege. Actually you need 2 out of 3 fortresses to get the chance to siege the capital. On my server it is now widely known so there's action in all 3 pairings... however about a month ago even that was a big ?? and people did tend to RvR only in human pairing.

Different racial RvR influences do help a lot in lower tiers thats sure though - gives you a nice spread all around atm. Humans are still the most popular but dwarfs and elves are close behind.

12/31/08 2:01 PM
Viewed 179, Replies 7

Originally posted by MrVicchio

Now, I've been playing WAR since launch.  Due to a bit of a hiccup due to my original guild being a disaster I am behind the power curve I had intended, but I am finally streamed along well with my 27 BW and having a grand old time.   

 

There is however a serious problem that has cropped up, and a few minor issues I'd throw out here for some discussion:

 

1.  PVE PVP.   Yeah, last few nights out in T3 ORVR have been frustratingly lame.  We get all grouped up ina  warband, and go hit a keep.  Kewl right?   So we take the keep and move to the next, but wait.. what's this?  Destruction showed up?  THE HELLS MAN???    RUN AWAY!!! Go to BFP!   Keep em guessing!

If I wanted to do PVE PVP I'd still be playing AV in WoW.   Seriously.  That's a damned frustration that's driving me mad.  The FUN is taking on the big mass of Destruction, win lose or draw.  

 

How to fix this?   This is a tough one, because the mechanic isn't so much at fault as are the players.  Too many see Keep Taking as just a means to an ends, the PQ roll after the keep drops.  

I would like to see Mythic take a radical approach, like say make only one lake per day or week PVP , and you have to keep and hold it to lock it, and that opens up say Elves, then Empire.     This would force both defense AND RVR.  Not just "Grab and go" keep hopping.

 

2.  Gold Spam in-game Email:

REALLY just an irksome issue.  Let us delete more then one message at a time please?

 

Other then that, I'm really having a lot of fun with WAR. 

 

1. Hmm atm the keep defense gives you huge rewards in terms of xp,rp and inf - better than keep stealing by far. If the situation in open RvR is lively (and it usually is these days) I tend to pick a good tough defense rather than "steal a keep for a drop". It's a balancing act really - you need both to be succesful.

However the problem, as I see it, is that the keep npcs are too tough and the layout is such that defending is altogether too easy. While many are willing to defend, finding people for a determined assault on a well defended keep can be really hard. Imo they should do something about it - and I'm sure they will. The WAR forums are filled with well thought out solutions on how to make keeps easier to take and yet not as prone to stealing - making them unique PQs is my favorite one tbh.

Oh and in T4 the situation takes a radical turn - it becomes very important to take certain keeps in order to lock zones. It is not just "lets see which one is empty to steal." I've seen pretty epic fights around extremely well defended keeps needed to lock down zones - the strategic situation dictates which targets have priorities. That's quite different from lower tiers which are really nothing more than enjoyable training for the "real stuff" which is strategic play in T4.

2. Oh well, gold sellers are a plague but I find that there's much less of them around in WAR than what is the norm. Could be because gold isn't that important here or the anti-gold spamming stuff they got in really scared em off. Just report all them leeches and do your good deed for the day.

Cheers!

12/31/08 1:36 PM
Viewed 471, Replies 12

Originally posted by Zariath

The reality is that if your goal is to win the war (ie sack the other teams city) there is a lot more going into it than simply running around the RvR pools with 200 strong forces.  Sure, at the start this is what it might resort too until one side has claimed a certain number of objectives, but eventually those forces are going to have to sustain a RvR presence, a PQ presence, and be able to form groups capable of winning scenarios against the other teams elite (this task becoming much harder if the other team is focusing on keeping you away by picking their best for SCs).

This is war, and even in modern day combat if you want to occupy space, there is no substitute for boots on the ground. 

If you feel that all T4 is is one mindless zerg, then my recommendation is that you figure out who is in charge and get more involved with the play-by-play management of forces.

 

QFT

At the moment the end-game RvR is actually too complex rather than too simple. The vast majority of players don't even understand what it takes to actually lock a zone - if you think it's "zerg till you paint the map blue" then you have no idea about it.

IMO Mythic should seriously look into endgame RvR mechanics and, what is much more important imo, provide CLEAR INFO on how they work. There should at the very least be some kind of notification when you do something good for the realm. Some kind of scenario, PQ, open VP pool display would be most welcome as well. Players need to be clearly informed on what the situation in the game is and what their options are. The blue/red bar we currently have is more a source of confusion than information.

.. and obviously those keeps must start providing VPs with time - whether passive (as in trickle) or active (as in repeatable quests that reward VPs). Otherwise you'll have a situation where no one bothers with keeps and BOs until enough VPs are gained through other sources.

12/30/08 7:18 AM
Viewed 803, Replies 19

Originally posted by Elikal
Originally posted by gestalt11

Its not you.

 

The game is put together .... peculiarly.

 

Things hang together in a not quite right way.  Its both the most social and anti-social MMO ever created.  Its wierd.


 

100% agree.Its just an odd game.

 

I like odd.

12/30/08 7:13 AM
Viewed 385, Replies 8

Originally posted by Praor
Originally posted by skankyrart
Originally posted by Praor

Yup, after the 7 day trial, I went ahead and bought the retail box.  I'm just having to much fun with all the class's with Rune Priest and Maurader ( spelling ? )  being my favorites. Although I find some quests to be like Wtf ?  I have no idea where to go or what to do on a few of them in the T1 zones, otherwise just by walking around and killing this and that seems to be good without looking at google for help.

 

You've got to be kidding me? Hit M to display your map. The blood red spots indicate nearly the exact location you need to go for your quests.

I do use the map but for some reason I can't locate a few quests maybe it's a bug or something but I have gouged my eyes out looking at the map and roaming from here to there.

 

My biggest concern is playing a healer, not once have I been protected but I have been cussed at for not healing such and such person, when they need to realize I am the only healer and 2, I have witch elves all over me and it seems to be getting worse and support roles are my favorite to play.

 

Yes, people love to yell at healers. Not much you can do besides ignoring them. And people also love to attack healers - not much you can do except find a group and try to play with a strategy.

 

 


 

 

Hmm.. there are quests that take you into other racial pairings so you should check the other 2 maps for your tier. You have to fly there by taking a flight from a warcamp.

Also some of the quest givers don't have a stationary position - they wander across the map, usually down the main road - when you complete the quest you have to find them.

Hope this helps, cheers!

12/30/08 7:10 AM
Viewed 52, Replies 4

nope, say or just /s is very short range - just the people close to you can hear

regional chat is /1 and the game remembers the last channel you used so you don't have to type /1 before each sentence.

other channels you might find useful are:

/p - party

/wb - warband (thats big party)

/sc - scenario

/g - guild

/a - alliance

And oh btw when your party enters a scenario /p is for the party you originally came in scenario with, regardless of how you end up - very handy if you're questing or pq-ing and want to stick with people you know.  For scenario parties use /sp

enjoy!

12/29/08 11:22 PM
Viewed 124, Replies 4

Kill ogre hero mobs in open RvR lakes. I believe these would give most inf / time if you've maxed out all tasks. You might get jumped by enemy players but hey - that's the purpose of putting them there in the first place.

12/29/08 2:04 PM
Viewed 126, Replies 7

Originally posted by Deimar33

so for pve and orvr influence, there are 3 parts at each of the T1 - T4?

times 3 - each pairing/tier has its own influence. So there is dwarf T1 inf, human T1 inf etc.. If you spend most of your leveling time in open RvR you'll probably max out all influences there easily.

Do you have to max out the influence of all 3 parts of each tier or can you skip them?

You can pick and choose. You can concentrate on only one area till you max it out, or you can go where the action is to get those 1st level rewards fast.

Can you max out only the 3rd part of a tier to get the good reward and skip the first two parts?

 Nope - you collect influence and things unlock - 1,2,3.

Can you get orvr influence from doing scenarios? It seems that it woudl take forever to level that up with actual orvr as you are dependant on finding and killing enemy players?

Nope - can't get influence through scenarios, thank god. However, you can get influence from taking over battlefield objectives and keeps. If there is no opposition in open RvR (could be they took all there is to take ) start yelling if anyone is up for some BO taking. You need a good 5+ man group for that. I find that once you have a RvR group rolling people will start joining up on their own - once you have 15ish players you can try a keep.

At that point the opposition will wake up and try to retake one of the keeps you have just taken (and in keeps you get set chest pieces - the BEST gear in the game while leveling). This is the moment to start defending and keep defense gives you MASSIVE amounts of XP, RP and influence. 

 

12/29/08 1:54 PM
Viewed 126, Replies 7

Originally posted by Raiz1

In most cases you'll get xp towards our rank (level) no matter what.

Experience - Counts towards your class rank and you cap at 40

Renown - Counts towards your renown rank and you cap at 80. Renown allows you to increase your base stats as well as gain some tactics.

PVE Influence - You have PVE influence that you build on a per chapter basis. There are 3 tiers to each with the elite reward usually being something desireable.

PvP Influence - PvP influence is gained through ORvR areas only. It has a 3 tier system the same as PVE but the rewards are head an shoulders above msot anything you'll get from the PVE rewards.

 

You are really only "leveling" your class rank and renown rank. don't let it scare you tbh. As long as you pvp you gain all 3 in Orvr

 

Just a bit of correction..

You can get PvE set items in dungeons now - these are comparable to PvP sets which are hands-down the best gear in the game.

It seems that Mythic did boost those low tier dungeon rewards - in fact I got a T2 alt and I'll go check those Altdorf sewers this evening.

Atm the best gear possible when leveling is having a few pieces of a set (either PvP or PvE or the "combo" one) and combine it with open RvR inf purplaz.

12/28/08 3:39 PM
Viewed 1411, Replies 59

Look man, my Swordmaster can't kill sh*** in a normal RvR situation. I'm survivable but it isn't my job to kill people. What I do is I snare, knockback, debuff and generally interrupt opponents so my DPS mates can kill them.

I haven't played a healer above T2 (just entering T3 with my RP) so I can't really speak for the healers. What I do know, as a tank, is that if there are WEs around the only thing I need to do is knock back that WE when it materializes near my healer and it is DEAD. Its existence depends on whether I'm going to knock it back so my healer has the time to get away. If the healer does get away then the WE is DEAD - and it didn't do anything. Just wasted its life for nothing. And I'm telling this from a T4 tank perspecitive - if I'm close enough and I notice what's going on then I will save that healer, no question about it. The WE will die and we will win. If I make a mistake and the healer dies then I will die as well eventually.

You will have to agree that WE's life is a pretty precarious one to lead. WEs are very strong in DPS but they are extremely vulnerable - imo this is exactly what makes the game challenging and fun for me - classes have strong advantages and weaknesses so they NEED to work together. For example: I don't get satisfaction out of killing opponents - as a tank I consider my job well done when I foil all of enemies' plans - protect my healers and punch through their lines. If you want to play a high survivability class then you have to trade it off with something - in my case extremely weak dps and no healing.

 

12/28/08 3:26 PM
Viewed 349, Replies 12

Originally posted by LordSkaal

They nerfed BW? oh... what did they do? grrr!!! i didnt know it was OP..

So what is the recomendations to try out? i left because i was still playing EVE which i played since day 1 but ive given that up to find a MMO that i can play causually and have fun..

 

Hmm... since you rolled a BW I'd say that it is the insane burst DPS that turns you on.. Sadly at the moment there are no classes like that in Order - the only high DPS/ extreme squishy left is Witch Elves and I have this terrible feeling they're going to get nerfed (meaning turned boring) soon due to all the whining.

A good choice would be a Witch Hunter - not as much DPS as a WE but it can get out of a tight spot if need be. Another nice DPS class is engineer - good survivability and it can dish out a lot over time.

Sadly, it seems that "live fast die young" classes are on their way out. Damn those QQ-ers!

 

12/27/08 7:15 PM
Viewed 349, Replies 12

Originally posted by LordSkaal

After leaving EVE-Online i tried AoC and some what failed... but that is another story.. and no.. not the neverending story though that is a great film..

Should i return to WAR? I stopped playing around  the level you get a mount.. I was a Wizard on the ORDER side.. there is not much out to play and i do love the fact you can get XP doing PVP Instances..

But i have no played in a verrrrrrrry long time.. few months.. so should i come back? Has much changed? 

 

Thank you for your time

 

In short - the game is much more polished technically and there's non-stop open RvR all the time.

If this appeals to you then do come back. You might get turned off by the fact that they nerfed BWs pretty much to oblivion. I'd suggest you make a new character and if you were on one of the low pop servers I'd reccomend doing it on one of the reccomended ones because there's no point in playing on a low pop server at the moment.

12/27/08 7:11 PM
Viewed 1752, Replies 62

It's fun for me. More than any other mmo I played. Sometimes I think I must be hallucinating and playing some other game because when I read "PvE in upper tiers empty" I just reflect that I've just logged out of 2+ hrs of CH 22 Public Questing (that's rank 40) followed by a few scenarios (not Serpent's Passage lol) to top off the evening.

Dunno maybe I'm really insane... Maybe it's just this weird dream I have.. I keep making alts because the classes are all so interesting to play and I actually have no problem with open RvR. Dunno maybe I should get some professional help that'll make me understand what is obviously common knowledge here.

12/27/08 10:55 AM
Viewed 1411, Replies 59

Originally posted by Yamota
Originally posted by markoraos
Originally posted by Yamota
Originally posted by markoraos
Originally posted by brostyn

And after that WE has killed that one toon what happens to the poor WE? SPLAT! WAR should have stuck to its guns about no stealth. The WE and WH are horrible classes. They are pure gank classes with no survivability when it comes to RvR.

 

..  and this is exactly what makes them so fun to play and so special. Each engagement is basically a potential suicide mission - choose wisely your targets, it's the greater part of your player skill.

If you want to play an in-your-face assault melee DPS then roll a Marauder or White Lion... or wait for those last two missing classes.

WEs and WHs are great at what they're supposed to be - sneaky infiltrators waiting for the right moment to pounce, come what may. They kill off weaklings - squishies and low hp toons in general if they're dumb enough to loose their support. I wouldn't have them any other way.

 

Yeah, fun for WE/WH that can kill virtually anyone they want (short of tanks). It is not fun for us healers/nukers that can basically just give up if you decide to attack us because we die no matter what.

To have a class that has a "I win" button against any other class is a major design flaw. And for us having to surround us by body guards just to be able to survive a WE attack is ludicrous. What person in the right mind would want to hang around a healer/nuker all the time just in case a WE might attack them. How fun is that for them?

Witch Elves are fun for the ones playing them but a scourge for anyone else and I am sure alot of healers/nukers have stopped playing because they are being insta killed by them.

Let me tell you how a typical scenario with With Elves work for my Archmage right now: I heal, nuke and support my team as usual. A WE decide that it is my time to die, he attacks, I die no matter what. Even though I am close to my team I die because they kill me so fast that only a Rune Priest that can act quick enough can save me. They usually die afterwards but that does not help much. Our team lost a healer and will be suffering alot from it, they still have their healer.

PS: Granted this is at T2 but I heard that WE scale even more at higher Tiers so then they prolly can kill me even faster. Oh joy, isnt that fun?

 

Ok, I have a Runepriest in T2 and here's my experience with WEs.

If they're good and they jump me at an inopportune moment (I'm down on hp or I get a bit further away from the group) I don't have a chance in hell. On the other hand if I have enough hp to begin with and immediately start casting heals, bubbles detaunts and begin moving towards my group walking BACKWARDS so I never turn my back on the WE (DO NOT turn your back towards WE) I have a very good chance of surviving - not "winning" mind you, but surviving long enough for someone to take notice and deal with the threat.

No, as a healer or ranged dps you can't "win" against WE in close combat - and that's how it should be. What you can do is survive long enough for help to arrive - teamplay is 90% of this game. Personally I find tanks much much