Tuesday, September 30, 2008

Secret to getting fast Renown

Last night Melf told me about a neat little trick he discovered on the forums for gaining Renown in WAR scenarios extremely quickly. All you have to do is change teams in the scenario so that you are alone or with the mates you want, and you will gain a stack more renown (the less in your team the better). The trick sounded very simple, so naturally Melf and I tried it for ourselves. Sure enough... it worked...


I used my Warrior Priest (Starmantle) and Melf used his Iron Breaker (Drogan) in the Troll Crossing scenario. We created our own little team in slot 10 and played as we normally do.

To change teams in a scenario you right click your character portrait and select 'Leave scenario team'. There will then be an option to join any other team you like. Just click the 'join' link at the bottom of a team slot in the team window.

Here are the results of the first match. Yup, Starmantle and Drogan top scored for Renown. Not bad for rank 17 and 18. The XP gained was nice as well:


Similar results in the second match (click images to enlarge):

This neat neat little trick isn't an exploit. The reason you get more renown than everyone else is that you don't split it with your team mates. In other words, you don't have slackers sapping the rewards for your hard work. The other advantage is that you always get the rewards from corpse looting (he he, no need to roll). The downside is that you miss out on all the buffs associated with being in a group.

Although it is great to finally get the renown I have worked for, I really hope Mythic fix this problem because it promotes solo play in scenarios, which can only lead to disaster.

Saturday, September 27, 2008

NEED, GREED, Pain in the ASS!

How many times have you been burnt by the annoying little game mechanic called 'Need, Greed, Pass' (NGP)? It's been one too many for me and frankly I'm pissed off. Back in the days when I played WoW, there was nothing worse than having some idiot clicking need on a item that they couldn't even use. Especially when I had been grinding for over a month to get the item. Unfortunately WAR has copied the NGP mechanic over from WoW and now I have to deal with it all over again!!!

NGP is a great example of bad game design. It relies on the trust and competency of gamers not to abuse it in order for it to function as intended. Works okay if you know the people you are playing with, but not so much in PUG groups. Did someone say 'open grouping'? Oh gee.. whoops.. I really hope Mythic saw that coming...

Until Mythic fix or remove NGP I will be joining the every growing group of people abusing this mechanic by always clicking 'Need'. Now why would I join the people I hate so much? Many reasons:
  1. No items I have encountered in WAR so far are 'bind on pickup', which means even if I can't use the item, I can sell it on Auction House and make money from it.
  2. Items I can't sell on Auction House can always be used for Magical Salvaging.
  3. There is a chance that I can give the item to an alternate character.
  4. In RvR or scenarios, I don't have time to determine if I need an item when I've got 3 Chaos Marauders on my ass. Pfft - 'Need'.
  5. If everyone clicks 'Need' then everyone has an equal and fair chance of getting the item.
  6. The more a broken mechanic is abused, the more chance there is of it being fixed.
Honestly, I don't care if the carebears hate me, they should be blaming Mythic for coping a mechanic without putting prior thought into what affect it would have in their new 'open grouping' dynamic.

Knockbacks are the best thing ever

I'm not sure if any game before WAR has ever featured knockbacks, but for me it's a brand new mechanic.

For those of you who haven't played the game or seen knockbacks, they are simply attacks that cause your target to go flyyyyying back quite a good distance over the battlefield. They go up in the air quite a nice way. Knockbacks are full of win because:

1) They are extremely fun to use. I lol every time I use one, usually making the weeeeee sounds as the other person flies through the air.

2) They are actually kind of fun to have them used on you! It's such a funny thing to all of a sudden be flying through the air, you can't help but laugh a bit. Of all the debuffs I've ever seen in an RPG, I actually don't mind being the victim of this, and that's an amazing thing.

3) They have great strategical use. Knocking people off cliffs won't hurt them (you take no damage from the fall when knocked back), but it can still put them at a serious positional disadvantage as they run back to scale the cliff. You can knock melee DPS away from your backline. You can knock enemy backline INTO your melee DPS. You can knock enemy healers away from the fray, allowing your team to score an easy kill on someone else. Etc.

4) It's a debuff that allows the person it's used upon to change their tactics a little to diminish the hurt. For example, you're a melee character pushing the enemy backline, when suddenly you're knocked away.... you land close to your own backline, giving you a nice opportunity to lineback some melee that are hurting your healers there. Or, you're knocked far enough away from the fray to make a retreat if you were looking for an opening to. Or you run off to capture another shrine instead of the one you were heading towards. Etc.

There are so many cool situations I've seen from limited use of this skill already.

Yesterday I was approaching a PQ area that takes place at the base of a cliff, which I was going to carefully scale to join in. When all of a sudden I stumbled across a shaman! I leaped to the fray and tried my best to take him down, but couldn't put him below half health. Except, he was standing kind of close to the edge of a cliff -> position myself -> *thwack* shaman goes flying down. Shaman lands in the middle of several enemies, who proceed to make mincemeat out of him, to my immense satisfaction (and maniacal cackling).

In Mourkain temple (tier 2 scenario) you want to try and take down the guy who's captured the relic thingy - he has a big glowing red column above his head. Often he's tough to kill because he's hiding in the backline. A couple of time I ran in there, got behind the lucky fellow, turned around and *thwack* knocked him out of the park (into my waiting team, who slaughtered him).

I heart knockbacks.

Tuesday, September 23, 2008

I'm so happy...

No way... they actually heard my plea:

http://herald.warhammeronline.com/warherald/NewsArticle.war?id=317

WAR Oceanic servers will now be updated at non prime time hours for the region. I'm so happy, that I feel like I'm going to cry. AU and NZ gamers will no longer be getting the ass for server downtime. No other MMO game I know does this. I didn't think anyone cared about Australian or New Zealand gamers... I was wrong... Mythic... I.. I.. I think I love you?

How to play WAR

Or, rather, how we've been playing WAR.

WAR has been promoted as a game where you can progress doing whatever you want - pure PvE, pure PvP (RvR), or a mixture. We've found it to be fairly effective, and fun, to mix it up, even if you are primarily a PvP player as we are. You CAN level purely in RvR, but you will get beaten pretty hard despite the level bumping due to lack of damage/skills/armor in the early levels.

Our basic strategy so far is:

1) Run around the starting areas in true powergamer style, solving 3-4 quests every time you enter a new area. This gets you a few levels.

2) At this point you'll stumble upon your first PQ. Do the PQ a few times and max out your influence for the chapter (be sure to figure out what exactly gives you influence at each stage, and selfishly acquire as much for yourself as you can, even if your team-mates are struggling with enemies... tee hee). Try not to die during the PQ, as it's often a 2 minute run back.... retreating from the enemy and healing up while others do some of the work will end up getting you more influence since you'll be able to re-enter the combat sooner.

Go and talk to the nearby Rally Master, and pick some nice gear. Take the quest that the Rally Master gives you (only available after you max out your influence) and follow it to get to the next Chapter. At this point you're about level 6.

Note that Chapters are not the same as Tiers - each Tier has multiple chapters. So don't be afraid that going to Chapter 2 is going to put you up against level 20 guys :)

3)Here's where my favourite part of WAR kicks in:

There's a little button at the top left of your minimap. Click on it, and you'll be able to enter a queue to go and do Scenario RvR (instanced team PvP - you can join as a group). This grants you mucho experience, decent money, and is heaps of fun, but more importantly it also gives you renown points.

Renown points are used to advance your renown rank, which is basically your PvP level. Whenever you gain a level, you can talk to NPC's in town that reward you with some really nice items and some minor additional skills. Be sure to talk to each of these guys as soon as you gain a level for maximum carnage. If you plan on levelling up a lot in RvR, you'll want the 5% extra XP tactic as soon as it's available.

The renown gear is usually roughly as good as the PQ gear of the same level, but they're often different specific items, so that you really need gear from both if you want to have a really powerful character. This is why it seems better to advance in both RvR and PQ's hand-in-hand, not one or the other. The renown gear will cost you a little cash, but not really that much - I was always able to afford whatever I needed. I really like the accessibility of gear in this game, you don't have to rely on lucky drops since you can pick all the best stuff as rewards from npc's, and the stuff you do have to pay for is fairly cheap. Hats off to Mythic for that.

One final important note on Scenarios: most towns have 1-2 quests that you can grab that can be completed in the Scenarios as part of your normal playing (one I think is to win the scenario, another is to kill X number of players). So while you're waiting for the scenario queue each time, you can go and talk to these npc's and you'll be truly raking in the XP.

4) Anyway, you don't have to do Scenarios exclusively while levelling up your renown rank. While waiting for the Scenario queue you can still run around completing quests etc. You probably won't have enough time to get a PQ in (Scenarios are getting played fairly frequently on our server, at least in the lower tiers), but you have the option of not joining the Scenario when you get the notification that the game's ready.

If you do go into a Scenario half way through a quest, don't stress, as you're teleported straight back to where you were, making it the perfect little diversion if you're a little over questing. This hand-in-hand PvE and PvP progression is heaps of fun and helps ensure you're never bored.

5) So, mix it up between Scenarios and the PQ for the next chapter. As soon as you've got your influence maxed, head on to the next chapter and go find the next PQ. Do regular quests along the way while waiting in the Scenario queue, but don't stress about doing every single one, as there are way way more quests than you could ever want to do. I frequently have to abandon quests because I reach a new area and my quest log is full (wtb extra pages for my tome of knowledge).

If you feel you're handling the PQ's pretty well, you can also run ahead a couple of chapters and try your hand at PQ's there. Much more rewarding, but also much more challenging.


Anyway, why am I still writing about levelling up in WAR? Time to go do some more of it!

Monday, September 22, 2008

WAR has solved the twinking problem?

One of the issues that I have always been on the fence about is 'twinking' in PVP. Some people love them and others despise them to the ends of the universe. A 'twink' is a low level char that has been geared up with the best available armour and weapons for their level, giving them a significant advantage over others in PvP. Twinking is not an easy process and often requires enormous amounts of time and gold to achieve. The players that put in the effort to twink are rewarded with the feeling of total PvP domination (it's a good feeling), but it comes at the expense of the enjoyment of other players. This was always a big problem with WoW and often turned people off playing low level PvP. Guild Wars solved the twinking problem with max level armour and weapons, and I was interested to see if WAR had managed to solve the problem given that their item system followed suit with WoW. It turns out they have... almost...

The solution was not to prevent twinking, but to make it less rewarding for the effort involved. WAR's PvP system rewards players with XP based on their contribution to the scenario. The more they contribute (ie. Twinkers), the more XP they receive and the faster they level. A level 11 twink in WAR is likely only able to play 10 PvP scenarios (or less) before they reach level 12, thus moving them up into the next tier of PvP scenarios. This means that for all the work involved in twinking a WAR char, the twinker only gets 10 games (or less) of PvP before they have to move on.

Some player's may think it's still worth the effort, others not so much. Either way, if you encounter a twink in WAR PvP scenarios, rest assured you wont be seeing much more of them.

Sunday, September 21, 2008

WAR gameplay impressions

I'm on a blogging spree! I've had lots to say over the last couple of days, but couldn't stop playing the game long enough to do it. Now I'm away from home on my laptop which can't run the game, so this is the next best thing :p

So, Crimson, myself and 2 friends all shipped our computers over to Crimson's place for the weekend. There we proceeded to consume large amount of pizza, diet coke, and most importantly, played a lot of Warhammer Online. Here are some thoughts:

1) Open vs Core Server: We chose an Open server for the thrill, and, let's face it, for the potential to return to low level areas and pwn noobs who have no chance against us ;)

We were happy with the decision, and did not get ganked much at times that we didn't want to. When we did get ganked, it was often a 1v1 with a similar level.

And the times that it was a significantly higher level it was quite fun. For example, a level 10 was chasing me and some others around while we were around level 5 trying to complete a PQ. We snared him and teamed up to beat the snot out of him a couple of times. Most fun.

One time I was standing near a town and a level 20 jumped me from a cliff (me level 10), only to splat to his death without me lifting a finger. Lol.

No experience with the chicken mechanic yet, as we haven't gone far enough in the game.

2. Order or Destruction:
Play whatever your friends are playing. I'm on the only Open oceanic server (Anlec or something I think it's called), and the scenarios and RvR are fairly 50:50.

I also don't feel as though there are any glaring imbalances between the 2 sides. I'm sure this is in large part due to the mirroring of each class on the other side.

3. UI and controls: Pretty easy to figure out how everything works from reading the tooltips, even if you haven't played WoW.

If you have played WoW, well, everything's pretty much identical in terms of UI and controls. In general, I hated WoW's controls, being a Guild Wars fanboy at heart.

In Guild Wars auto-attacking is a breeze and your character will automatically chase others if you tell it to melee. In WAR and of course WoW, you need to manually micro-manage your character to move every time. Don't get me wrong, this requires its own measure of skill, but I find the way that Guild Wars does it allows me to pay much more attention to what skills myself and my opponents are using. It also involves me pushing a lot less buttons, which makes me feel less frenzied and out of control in combat.

I guess one way is more the strategical player's way, and the other way is the reflex player's way. Both systems have their merits, it's just a matter of getting used to it.

One useful note is that players don't show up on the map or if they're hiding behind obstacles. This introduces a new level of tactics in terms of sneaking and ambushes, which we absolutely loved. Memorable moments include sneaking out behind hills with enemy RvR players ringing the town, stealth ganks to capture scenario objectives right behind the enemy, a seemingly impossible to destroy tank (due to the healer above us on the roof that we could barely see), etc.

Guild Wars is completely opposite, enemies can not sneak anywhere. I actually prefer the WAR way of doing things just for the extra tactical depth.

3. Starting areas: Quite well done, plenty of interesting quests. Just as you're getting the feel of the game, you'll likely end up in your first public quest. More on those below.

If you want to join with friends in a different faction, you need to find flight masters. These are located in all the starting hubs (and many other towns) and look like a blue and gold sphere on your mini map. Additionally, they're always located somewhere up relatively high, with a platform where you might imagine a little dwarf helicoptre thing would have room to land.

It took us several hours to find them, and it was only in chapter 2 that we managed to hook up to actually play with each other!

4. Finding NPC's: Kind of a pain. The issues with the flight masters as noted above extend to finding specific npc's such as career trainers, renown trainers, and renown merchants. Often we were able to find 2 of the 3, which was never the one we were looking for. The reason it's so hard is that, even though useful npc's have different icons to the other things on your map, the icons are so large in relation to the map that you can't see what's happening in many major hubs (or if a party member is standing on top of an npc).

They need to add more sorting options for the map (there are already quite a few which is a plus), or allow a zoom feature so that it's less of an issue.

4. Public quests. Lots of fun. Lots of problems and exploits. Interesting to see where Mythic take this, I hope they fix the problems. If they don't, I'm sure future MMO's will.

Basically, all PQ's work like this:

A) Several quests that you obtain in town will lead you to the vicinity of a PQ.

B) There's a separate status/goals display for the PQ which pops up.

C) Progressing each stage of the PQ earns you influence points. Talking to the Rally Master (located near the PQ, or in the nearest town) allows you to obtain gear based on the amount of influence you've accumulated for that chapter. There are 3 tiers of rewards, and once you reach a certain amount of influence, you get to pick 1 thing from the applicable tier.

The more you contribute, the more influence you earn. It's advisable to do a PQ 3 - 5 times (depending on how much you contributed) until you max out your influence for the chapter, to get the best gear.

D) PQ's are very repetitive in their formula. There are always 3 stages. Stage 1 is always untimed, and requires killing of LARGE numbers of easy enemies that can be sought out at your leisure. Completely possible to solo, but doesn't give a ton of influence. Feels kind of grindy unless you have a large group, but the influence to be gained keeps you going.

Stage 2 always involves a timer, in which you have to interact with a certain number of things in the game world. For example, lighting some barrels, or talking to some people to free them. These things are always guarded by monsters, which you must kill, but the monsters themselves don't give any influence. Gives fairly decent influence rewards.

BUT stage 2 is easy to exploit if you want to leech from people. Basically, let the others in your group kill/distract the enemy while you run around clicking on whatever you need to click on to gain influence. Your allies get NO influence for this stuff. I had this happen to me a few times, and then I started doing it as well (better me than them!). It made my influence gain a lot faster, and fails a LOT. Mythic need to fix this so that the influence is shared a little, or perhaps give influence for the monsters guarding the things as well (preferably both).

Stage 2 can often be completed with, say, 3-4 people (the groups can be sought out at your leisure, within the time limit).

Stage 3 always involves some uber boss and associated minions. The boss hits hard, and lots of people often die. Lots unless they're quite a high level. Preferably at least half a dozen people are needed, sometimes less for easier PQ's if you have a good group. The nearest res is usually a 2 minute run away, sometimes more, sometimes less. This can cause problems if you die right before the boss does. You'll still get the reward, but if you don't make it back within 2 minutes of the loot rolls, the PQ is reset and you can't reach the chest to get your loot.

I watched (and lol'd) as Crimson missed out on a nice bag of loot by literally a second or two due to this, after contributing heaps on the PQ. Definitely needs to be fixed.

In general, PQ's somewhat fail because you don't want a large group of people doing them, since it dilutes the influence too much. On the other hand, too small a group and you won't be able to finish the thing (especially the boss). The leeching (especially in part 2) is annoying. And the whole formula is quite repetitive (although the monsters fought and scenery etc looks sufficiently different to make them fun). I like PQ's much more than regular quests, but this stuff should be looked at.

E) According to how much influence you gained over the course of the PQ, you get a score. A roll is then made and the winners get loot of various degrees of goodness depending on where they placed. I get the impression that the faster the PQ is completed, the more rewards are available for more people. It's possible to contribute heaps and miss out on loot, but this only happens occasionally and doesn't feel to bad since you know "in your heart" that you rocked the PQ.

5. Scenarios: Scenarios are instanced team PvP. Anyone less than a certain level is boosted to almost the max for that tier (eg level 8 for the first tier, which allows levels 1-12). You can enter as a party, and will get formed into makeshift parties with other people that enter. The best thing of all is that you can queue up a scenario at any time. When enough people have queued, the scenario is started, and you teleport there. Once finished you teleport back to where you were. No running to a particular town and ruining whatever else you were doing. Full of win.

The queues can be longish at times, but often you want a bit more time to finish an RvR objective, or a PQ, so it's not a big deal. Usually I found the queues to be very fast, often instant.

The scenarios and real-world RvR both give you renown points. Renown gives you access to better gear than usually available, and some different skills. You definitely want to level up your renown rank along with your regular level.

Each scenario consists of some points to contend over, with the object being to do something at the point, ie capture it, to improve your group's score. First to 500 wins. I *think* kills contribute to this points score, but it's much more effective to actually capture points rather than kill the whole time.

Scenarios are way fun. They are often quite contingent on getting a healer who knows what they're doing. Crimson and our group were able to dominate fairly effectively since we always had 1 healer in the team, 1 tank, and some dps characters.

The unfortunate thing about scenarios is that even though your health/stats are boosted to a competitive level, your armor and weapons aren't, and you're still stuck with your regular crummy skills. Twinked out max level characters can steamroll scenarios pretty effectively, and a twinked out tank can often take 5 lesser players to take it down.

They should work to reduce this effect of twinking in my opinion. Again, I come from Guild Wars where everybody gets gear of the same power. You grind for looks/bragging rights. But then again compared to WoW, WAR seens to involve much less of a gear grind.

6. RvR: In each zone are a couple of control points, that allow you to advance the war effort. I'm sure these are tied into sieging of keeps etc, but I haven't seen this occur yet so can't say too much about it. The benefit I have noticed is that a lot of renown points come in when you advance the war effort far enough (even if you're standing somewhere in the general area and thought you hadn't contributed much!).

When enemies are around/capturing points, npc's in the town give out repeatable quests to put you out there doing things so that you're rewarded handsomely for beating back the invaders. It's fairly fun to run out and beat on some people while waiting for scenarios to queue. Definitely like the RvR so far.


That's it for now. Next post will give some strategies for levelling/always having the best gear you can, as well as a breakdown of the classes that we've had experience with so far.