| Username | Paragus1 |
| Real Name | Phil |
| Rank | Hard Core Member |
| Joined | June 29, 2006 |
| Gender | Male |
| Age | 30 |
| Location | Philadelphia, PA, United States |
| Last Visit | December 2, 2008 |
| Post Count | 727 |
| Biography | Veteran of: EQ, AC1, AC2, DAOC, PS, AO, FFXI, RF, WoW, AoC MMOCrunch.com Writer |
| Quote | Co-Leader of Inquisition |
Warhammer Woes at 60 Days
I feel compelled to do another installment here on how Warhammer online is progressing a little past the 60 day mark of going live. Those of you who have followed my writing on MMORPG.com and MMOCrunch may remember that I wrote my review of the game right before launch, and at the 30 day mark I wrote about the Top 5 Issues with the game. Now past 60 days, Warhammer Online finds itself struggling due to what I believe are 3 main problems that need immediate fixing.
1) Itemization
This is the first issue that is crushing my motivation to play. This is one of the 5 points I touched on in my previous Warhammer article and it remains to be a major problem. The stats on most if not all of the high end gear are horrible. I am almost inclined to think the stats were picked by a Mythic Dev throwing darts, they make little to no sense for their respective classes and seem almost random in the stats and set bonuses.

This is a major problem because the high end gear is one of the primary motivators to play. Unlike DAOC which had interesting realm abilities to chose from, Warhammer uses RvR gear as the carrot at the end of the stick to keep you wanting to advance and participate in RvR. The fact that the stats are so poor on these items completely takes the wind out of the player's sails to participate and chase the carrot. Unfortunately this problem is not only limited to the RvR gear. I was fortunate enough to get 4 of my Sentinel pieces for my Shadow Warrior in a single run through Sigmar's Crypt. In any other game I would be elated to be this lucky, but the excitement was quickly diminished when I realized none of the items were an upgrade, and the set bonus was actually worse then a lower level Bloodlord set. This needs to be fixed immediately, and if not before the end of the billing cycle, then there will be a further bleeding of subscriptions.
2) Overworld RvR Mechanic
The overworld RvR mechanic simply is not working. In a recent patch, Mythic claimed they made changes to the "Victory Point" system which determines how and when a zone will flip to the control of one team or the other. The patch claimed it would make scenarios carry less weight, thus putting more weight on the overworld and making zones flip faster. Yesterday my guild had an ORvR day to make a real push on the Destruction territory. After taking all the keeps and battle objectives in all 3 pairings, I was shocked to see that we were only halfway to flipping in 1 zone, and even less in the other 2 zones. Nobody wants to be forced to run public quests, which offer terrible rewards and are tedious, in order to flip a zone. Scenarios other than Serpent's Passage still are not popping as needed, and I play on Skull Throne which is widely viewed as the highest pop server in the game. This leads to all the objectives being taken and being unable to progress, so people log off or go run mindless scenarios.

Another problem is practice of keep trading that has been developing as of late. In a recent patch, Mythic decided to make all keep lords to drop 3 gold bags 100% of the time when defeated. Unfortunately, players will always take the path of least resistance when trying to get stronger. It has become a common practice to see an Order Army and a Destruction Army deliberately avoiding each other and attacking undefended keeps for the easy gold bags. If you are out for loot, why would you attacked a defended keep when you can attack an undefended one a lot easier and get the same reward? On the flip side, why defend a keep if there no tangible reward for doing so? It is actually better to let them take the keep so you can take it back later and get 3 more gold bags. Even if I did want to defend, the keeps are taken so fast that the battle would most likely be over by the time I arrive. This entire system needs to be looked at quickly.
3) Contribution System
In case you haven't been reading various Warhammer related forums, someone seems to have come up with a theory about how contribution is calculated that I have been unable to disprove after testing with my guild extensively. The theory states in short, that whenever you zone into an area, you are given a randomly generated contribution number before you do anything. This randomly generated value will stay with you until you zone or relog. I can enter a zone and be given a value of 900 while my friend gets a value of 100. We can attack a keep together and if I do nothing while he does all the work, I will still beat him in contribution when the keep lord dies. If we move the second keep we see the same exact thing happen, but only if he relogs or zones will his contribution rating change.

After collecting data from my guild, I can conclude that this theory not only seems viable, but likely. Knowing this, it makes it hard for me to want to try and help anyone during a keep fight since my contribution rating has been predetermined no matter what my actions are. I wouldn't expect Mythic to comment on this because if they admitted that this was how the system works, the outrage would be massive. Now as much as it pisses me off to think this is true, the blow is softened by the fact that the itemization is so bad that the rewards are often times worse then most of the green items I have of lesser level.
The Billing Cycle
Warhammer's issues are starting to catch up. A week ago we crossed over into a new billing cycle for those of us who started at release. As I mentioned earlier, even on Skull Throne I am noticing some of the guilds disappearing, I looked up some of the biggest instigators of RvR on the opposing side, and a lot of them have large portions of their roster who hasn't been on since the new billing cycle started. While I am sure some can be attributed to the Lich King, I can't blame those who have decided to sit this out until the big patch.

If nothing changes during this cycle, this game is going to sustain serious damage to its subscriber base. Even if the diehards decide to ride it out, the premise of the game requires a lot of people to be playing and participating in RvR. The incentive to do so is not there with the 3 problems above. Mythic needs to prioritize issues that will drive people to quit. That new sound for the horn when I get on my mount is nice, but 4 of the classes are severely underpowered, the items are junk, the RvR system is flawed, and 2 new classes are not going to steer this away from the edge of the cliff.
Paragus
Co-Leader of Inquisition
www.inqguild.com
Originally posted by Ngeldu5t
When I told my guild that I will not resub due to the various reasons that have been mentioned in this thread and others and that I will watch the game and give it a 3-4 months period to be fully implemented.They simply accepted my decision because they also know that there are various things not working as intended.
Unfortunately not everyone can accept this state of thing and most of the time you`ll be flamed to death with such a statement.This game need time to mature and after the 6 months of release we will be able to say if we love or don`t care about it anymore.
Actually I have to say that on all the websites this article has been put on, the flaming has been to a minimum. I think most intellectually honest people know that there is something wrong with the system Mythic is using at the moment, and that there is a reason that numbers are undenyably dropping. I have no doubt that Mythic will turn this around and make it into the game we all want it to be. My concern is how quickly they can make it happen, and if people will be willing to give this a second look in a few months if the population is considerably lower at that time.
Originally posted by Magter
You made some good points but you did only mention the negative comments.
I have already hashed over the games positive points in the first article I wrote which was a review of the game right around release. This article was written because the game is in serious danger of going the way of Age of Conan. The game merits, no matter how good they are, are not relevent right now because they are being overshadowed by certain issues which are driving people away in droves. I love this genre, and I like the idea of the game. This genre can't keep taking more debacles, and I genuinely want to seethis game work. I am fortunate enough to be in a position where my writings appear on multiple web sites where they have a higher likelyhood of being read by people with the power to change the games course. I can't be objective and honest with myself if I only focus on all the good things and write my articles about all the sunshine and lollipops in WAR, because it would ruin my credibility as a writer.
I don't think perfect balance is what people are asking for, it's more about reasonable balance. I think a lot of the classes were being billed as things that were misleading. Calling a class range DPS when it was more of a range utility had a lot of people upset when they hit 40. I'm ok with how I am, but like I said, I have the benefit of extremely good gear being the guild leader and only shadow warrior on my roster.
At the end of the day, class balance is not really one of the major things at this point sinking the ship. We know it needs work, but we also know there is a large patch coming. I think they would have done themsleves a large favor in pushing out the changes that were ok instead of holding everyone up for 1 class. The RvR mechanic and the contribution are broken. Imagine doing a king fight knowing the contribution system is as silly as it is. Imagine a guy showing up for the last 3% of the king fight and winning the loot. It will infuriate people.
I think this article better explains it, but then again I might be biased....
As a shadow warrior I will admit that I can do some pretty good damage. I will also admit that my character is extremely well geared with my ballistic skill peaking at 1021 with the right configuration. Sadly, most shadow warriors are not the guild leader of a guild that is able to clear end game instances and have the entire resources of a guild behind them giving them gear (I am the only active shadow warrior in my guild!).
The problem does stem to what he was saying. Anything I can do, the bright Wizard can do better. Most of my utility is not as good as some of the other classes, and I can be killed easily one on one by a character 7 levels lower then me once they close range. So in a situation where you have to make a choice between the SW and a BW, theres no reason to pick a SW. I know when I am with my guild trying to solve the end game encounters, my presence is actually hurting their chances of success because a BW could be in my spot.
What is your favourite Mage archetype class in Age of Conan?