Showing posts with label RvR. Show all posts
Showing posts with label RvR. Show all posts

April 9, 2009

Ragbag & Easter Eggs

No, I'm not already searching for Easter Eggs just yet... only have been rather busy IRL and quite frankly did not miss playing WAR that much. That's why there were not that many posts during the last days. No worries, this blog won't close, I'll keep on playing WAR at least until the Land of the Dead is released (if that's not delivering I might rethink) but so far I'm still into WAR and think its a good game.

Starting to get a little dampen by the feedback from Mythic and GOA tho. Looks like Mythic focuses on their own little US forum and not much else. I wrote about my zero-response from eg. Andy before. The first king capture/kill (EU) took a few days to make it into the herald news. You start to wonder what's going on over the pond. GOA seems busy as well: Two weeks ago i inquired about how exactly the communication between GOA & Mythic would happen and what role the WARforge - Idea Exchange would play. Also the US already uses their "Oracle program", while the "EU Veteran program" is MIA. Since i got no answer to my questions so far, i have to assume GOA does not know the answer yet. Regis "The Box" was spot on if you ask me - so far the communication seems to be more window-dressing then real, at least it looks like this for many EU players. If the two companies that run the game bother so little, why should i? Let's hope they work on fixing stuff... shall we talk about the Realm War Pages again? Better not.

Talking about the first king capture on K8P. Nice! Although from the dev response you can see the encounter was bugged and the CC should not happen on him. GOA posted some screenshots here from the encounter. At WHA (1,2) you find more screenshots from Emperor Karl Franz and the loot. In total the whole raid took around 14 hours (wtf?). There is also a video with a funny song from that night: Destruction in Altdorf, they PVE all night long. LOL

Did you read about the upcoming token system for RvR gear? Wizards & Wenches sums it up nicely and you can read the original dev post here.

If i feel like it, I'll jump on the PTS and check some stuff out... but the weather turned around nicely for spring activities outside.

March 12, 2009

Choppa Fire Sale in T1

Yesterday evening the servers came back up and everyone wanted to try out the Choppa & Slayer. Everyone? Holy Moly... everyone and their mother! T1 was insanely busy yesterday night. There were so many Choppas running around it was awesome. Downside was the mailsystem stopped working at all in T1 greenskin zone, i had to fly to the Inevitable City to take some stuff out - mailbox there was working properly. The first PQ behaved irratic as well with all the people standing around, the last bodyguards bugged out and were running around before you could attack them. Took a while but then they could be killed. Stuff died so fast: You're not eligible for loot. *lol*

We were running several groups for scenarios and luckily some guildies decided to create healer alts. BTW, we're in the process of a guild merger, but I'll write more about this some other time. Going back into the Ekrund scenario or Nordenwatch was really fun, has been a while for me. Doing the newbie quests, running scenarios and afterwards doing all the quests in the Inevitable City gave my Choppa, called Stuntystomper, enough XP for rank 9. And seriously, a minute after i took the screenshot i got shoulders. One thing i noticed, Mythic fixed a bunch of bugs and odd behaviour on the starter quests since i ran them with Thulf. For example when you have to bait a wolf in the woods and before people could attack him when he started running for you, but now he only becomes aggressive once he reaches that bait.

Funny to see are all the people that wear the promotional hats, masks and everything else you can put on your head. Until you're high rank enough to wear the first helmet with stats it doesn't matter. Looks great as people look so different. I also like the fact they enabled the "paint"-tattoos, which make the Choppas look like Savage Orcs. Although it seems to many watched Lord of the Rings and 50% of the Choppas are running around with their face painted white. Annoying was the spam in region chat. Sheesh... every second player was so excited he had to spam the chat how he'll chop some stunties or what a badass his Choppa is. I turned region chat off after 20 seconds into Mt. Bloodhorn. Overall it was a very fun evening and it seems to be a great time to level an alt.

Since the promotional Choppa/Slayer heads for EU are still MIA, I got another idea in my head. Maybe I'll find the time tonight to do it, we'll see... and yes, i will tell you about it once its done. ;) I hope i can chop some stunties together with Regis from Wizards & Wenches, as he rolled a Choppa on my server. Yes, its mine... i paid for it.

March 11, 2009

Fortress Fights & Zone Domination

With the recently introduced zone domination system (ZDS) slowly more and more people feel compelled to jump to their capitols rescue. One aspect of the system is to make it easier to flip zones if no defenders show up. In addition to me it looks like it makes it also easier for smaller forces to play a vitale role in defending a zone. Of course if you're getting steamrolled by a huuuge zerg, there is not much you can do against it. But walling yourself into a keep/fortress you can prevent a takeover for quite a while even with a smaller force, if done right. If you want to read a good sum-up for the ZDS, read How To: Zone Dominate at lagwar.

Part of the intended change was so there would be more capitol city raids and players could experience the "endgame content" (quotation marks as Mythic still needs to work hard on this) more often. Well.. this change did it, there are city sieges happening much more often. On Karak-Azgal they are happening more frequently as well now. But one major problem was not adressed by Mythic with the latest changes: What happens on the servers where there is a huge faction imbalance (talking about active RvR, not player numbers) due to whatever reason? With the capitols now losing city rank, some server factions are basicly locked out of the rank 40 city instances six days a week. The capitol needs rank 2 for guild tavern and lower of the two rank 40 dungeons (in IC thats BWE) and rank 3 for the higher rank 40 city dungeon. How would you feel if your capitol gets bombed back to Stone Age and the assaults keep coming so you can't rebuild it fast enough? Doing a lot of city PQs just to be able to get rank 3 again to enter the dungeon, next day your capitol was attacked again. Reads nice on paper, but try to imagine how you'd feel about that with only very few options to access proper dungeons for endgame content. This needs to be adressed. Every time a city is pushed into a contested state it loses a rank is a bit too much if the enemy is inside your city every night and the city dungeons are the only shot at Sentinel gear. My personal focus is Lost Vale, so I'm not bothered that much about it - but others are. Read: The Darker Side of Zone Domination at Knights of the Feathered Hats.

Interesting tidbit i found on the US forum: Victory Points from empty city siege instances are worth less to overall Zone Control. Reads to me like more power to small organized teams that beat the crap out of an instance full of n00bs. Question arises tho: With this change, what happens if no one would show to defend their own capitol, could the attackers gain zone control at all? The zone control system is another example at how Mythic fails to communicate such details to the players. I know people should read patchnotes & forums, but they don't. There needs to be a proper RvR guide at the official websites to spoon-feed peeps those important systems.

On Monday (?) evening we were defending the Inevitable City against a larger Order force. Not really the city, but the Maw fortress. Despite having much smaller numbers, we were able to fend the attackers off by walling ourself properly in, inside the fortress, and preventing another zone lock. While the whole thing was fun, there are a few things that are still not working like they should. The lag was awful again, seconds until your skills hit, sometimes attackers not rendering properly on your screen, etc. When my respawn timer went out it took a minute or longer until i did respawn. I know the EU servers had some trouble these days, so hopefully this was the cause and will improve fast, but others say their RvR performance went much worse with 1.2 patch. One more thing *very* annoying was that the fortress lord was constantly jumping between upper and lower floor. Mythic said they fixed the lord pulling down, but apparently they did not properly yet. If Order could pull him down by intention or his leash was just wacky, i can't say. In addition the guards he spawned behaved in a similar way, teleporting up & down and also were behaving pretty braindead, their AI was a major fail.

Like i wrote in another post already, I'm a bit disappointed to see many guilds only running certain combinations (3-4) of classes as they can use their skills together to a rather overpowered combination. IMO that's something Mythic should look into as well, feels weird not only from the immersion standpoint.

EDIT: Just saw a good recap at the US forum about some of the primary complains concerning AoE is out of control.

Because it fits the context somewhat, also read Things To Do and Not To Do in Scenarios at Wizard & Wenches if you haven't yet. Now read it again.

January 13, 2009

What I'm working on

Felt like i could make a short post about what's in the pipeline and what I've been working on. I really want to finish my follow up on the WAR: Age of Blogging. Our initiative has been very successful so far... we got a lot of coverage, even the latest US GrabBag was refering to it. Edit: The WAR EU website posted about it today here. More important tho, a large amount of blogs introduced themselves. Thats the reason I'm lacking behind, as i at least want to have a brief look at every single one of them. I should get it done these days tho. Then I've been toying around with my personal version of RvR setup. I bought a bunch of gear and talismans from the AH, threw away some, got some others. I'm too lazy to respecc all the time, so I'm working on my own best version of a tank setup for RvR. I'll keep you posted once i was able to test it more. I also have all the screenshots for my post about exploration in WAR laying around, just need to write the article.

One more thing I'm working on is a map for Lost Vale. As it's an outdoor instance, its not that easy to create a good map for that place. The basics are meanwhile done tho, only need to polish it and add the POIs and some waypoints to it. As this one was more work then the other ones, I'm thinking about creating a scavenger hunt for it, so readers of my blog will be able to do some tasks/exploration and finally unlock the map, resulting in it being posted. Once the map is done, I'll talk more about this project. Stay tuned.

On a sidenote, Denman, a guild mate of mine, created a great Black Orc RvR video. Fun to watch!

December 28, 2008

Karak-Azgal: Altdorf Ablaze - 1st City Siege

Friday night Destruction managed to lock down the Shining Way fortress, tho i heard some rumours about a door being missing. I was not online during that time, so no idea if its true. Afterwards we tried to lock down another fortress, but the server did not hold and the connected fortress T4 zones crashed repeatedly reseting the campaign back to the last zone before the assault. Our alliance decided to withdraw and try again after midnight, hoping that less people (and I'm not talking about defenders tbh) would be around and we can take the fortress before the zone crashes. When we attacked Reikwald fortress we moved rather straight on to the fortress lord. There still was a shitload of people around and when his health was going down, we were counting his last 15% health loud out on vent while expecting the zone to crash any second... surprisingly it didn't and we locked down the 2nd fortress. Altorf was open for an assult, the first capitol raid on Karak-Azgal! Once you take the 2nd fortress a timer starts and Altdorf will be contested for 6 hours (the timer does not show minutes and jumps immediately from 6 to 5). If you manage to accumulate enough victory points doing the PQ & scenario (doing quests seems not to yield any VPs) you'll lock down the city and the defenders can't enter anymore. If the defenders win the whole T4 campaign will reset.

One sad thing at the fortress raid was that we could see a few players doing nothing else then spamming standards and trying to lag/crash the zone on purpose.

The server stability during fortress fights is definately something Mythic/GOA needs to work on more. While large scale RvR performance indeed got better for many with the last patches its still not enough. Crashing zones while doing a fortress assault is not acceptable, the promised large scale RvR part of the game needs to work flawlessly for WAR to have a long term attraction to the players. It already does work much better then eg. in Age of Conan, but nontheless its not enough yet. I can't compare atm if its the network code from Mythic or the GOA servers that are causing the problems on the EU servers but maybe some folks from the US can enlighten us if they still got crashing zones during fortress raids. During the large scale RvR around the forts the performance seems to be okayish for most, its just that at some point the zone simply crashes and it might take more then one try to log back in. The question if Mythic/GOA can iron out those last technical problems will make or break the game as many more people approach T4. In a worst case scenario they need to close a zone if too many people are in there, preventing more to enter. This would cause balancing issues again, therefore i hope they can fix the existing system or use better servers.

Many warbands made their way towards Altdorf on Karak-Azgal that night. I don't know exactly how many people were there, as we were all too excited to be able to raid Altdorf. Once you reach the maingates of Altdorf you knock down the door and there is a large portal you can enter. I just assume the backdoor will have a portal as well. Best let your warband leader go in first and then the rest of the raid will zone into the same instance. If it applies to you, there is an instance selection screen to choose from - this screenshot is from 6:30am or such, therefore the few people. It looks like the city instances can take two warbands on each side, so the max amount is 48:48 per instance. Some people had the problem to be in a queue for a very long time. This seems to be a bug and one guild mate just relogged after being queued up for one hour or something and got in immediately. So it might be worth a try should that happen to you. From what i read on the forums it seems the siege inside the capitol is limited to six instances. Ergo only 576 players, 288 each side, can enter the capitol and the rest has to queue or try to fight in front of the gates preventing people to reach the portal. I've no idea if the game will open more instances under certain circumstances, but so far i never heard of more then six and read about people standing in front of the doors and being queued.

Edit - Clarification: Should your warband enter an Altdorf instance that's already full when you try to enter, you'll be placed in queue. Seems the queue system for city sieges is bugged and does not work properly - thats why you get stuck in queue for a long time. What you have to do is, leave the warband and approach the portal solo. Now you'll get the selection screen and you'll be able to see if the instance (your warband is in) is full still or if you can enter manually. If its still full (48 destro), either wait and retry every now and then or join another instance.

Once you enter Altdorf you'll zone into the Destruction "starting area". There is a healer and a bunch of NPCs that will hand out some quests to you. The quests are nothing special, you have to kill players or certain NPCs and also use a few orbs in specific places to solve them. One quest was on a timer of 1 hour. Some of the quests will yield Defender's Sign & Defender's Mark tokens. If people are interested i can write more in detail about the quests and what to do, just leave a comment. Should you die inside the city siege instance you'll respawn at the starter area. There is one large PQ going on inside the whole city. The advice: Destroy Altdorf. Take no prisoners. The first stage of the PQ Altdorf - Slaughter in the Streets! involves to take two battle objective type POIs (Temple of Sigmar & The Docks) inside the city, kill 150 Defenders and start 50 Fires. The fires are started by using tents, crates, barrels, bookpiles and everything else you can touch to burn. The 2nd part is on a 10m timer and involves killing four Ogre Bodyguards and General Leighton. The overall PQ is rather easy, were it not for the fact that Order has a mirror PQ and will try to kill attackers as well as trying to extinguish fires. I think their 2nd part involves killing some Destruction Corruptor with four Firewyrms. The contribution for those PQs is not fixed yet from the looks of it btw. I heared many people complain its still bugged and the same people getting the golden bag every time. This really need to be adressed. The loot bags yield some wierd rank 30+ loot (most of it was crap for a rank 40), but more importantly the gold bags yield Invader set pieces. I've only seen (did not win a gold bag myself) chest pieces from this PQ, no idea if you can get other pieces as well from the initial one.

Edit - Clarification: The initial quests you can take inside Altdorf, won't be repeatable even after another capture. So you really can only do them once.

The whole contested capitol content seems to have a few major flaws in my opinion: One major problem is instance balance. You can join an instance with zero attackers/defenders in it and kill spawning NPCs for the 150 attacker/defender part. My estimate (from what i hear about respawn times) is you could do around 4-5 PQs in one hour if you have enough people with you inside the instance. This is a double-edged sword, on the one hand you want all the people to stick around to enable the city siege content to as many people as possible, on the other hand it should not be possible to farm the PQs too easily. In my opinion this system needs to become smarter and more dynamic. Of course you need to enable people to do stuff on their own without any attackers/defenders in it. If the instances would just close down and collapse with too few people in them players will eventually leave the capitol as there is nothing to do for them... if 10min later another warband from the opposing side shows up, the other warband just left. To keep as many attackers/defenders interested there needs to be stuff they can do. The spawning NPCs should a) be stronger and b) use a dynamic system that "fills" empty instances with strong mercenary NPCs (an AI improvement could not hurt as well) that don't count for the PQ. If a full 48:0 instance can do 2-3 PQs in one hour that should be enough to keep people interested, but make it more difficult to farm (which defenders can do as well) the city siege without resistance. The initial PQ works but its to static, the General always spawns at the same place, add some more random factor to that. Like needed with normal RvR BOs i propose to make POIs more meaningful by giving them some purpose. The defenders are able to hold the Temple of Sigmar? Awesome, why not reward them with a group of Warrior Priests spawning every 15min to aid the fight? The attackers hold the Docks? Strategic advantage! Let some reinforcements arrive. The whole PQ & PvE content inside the capitol needs to support a more exciting RvR experience, that's what people want.

Another thing are those quests in there: I hear that the defenders can't do any quests beside the ongoing PQ... is that true? If so, that sucks and needs to be changed. Quests add more to the feeling you contribute something inside there. Let the defenders bandage some people, transport supplies, whatever. During the siege its very hectic/chaotic with all the fighting inside the streets so of course those quests can't be too complex and should move people around the city. The quests are not repeatable, but right now the work vs reward is pointless, why bother? The quests we could do inside Altdorf were rather boring. Kicking in doors is fun but two similar quests to use an object all over the city? *yawns* If Mythic wants to give the impression you pillage & plunder the enemy city, why don't the quests reflect that more? There are several small houses i can enter, why not let me steal valuables for a quest? Why not hand me some dynamite and let me blow up the safe inside the Altdorf bank? Create some supply/reinforcement quests that have a mirror part on the other side to support more places with constant RvR inside the city. When we were inside Altdorf the three major places to fight at where the two BOs and the market place. Create some more strategic points inside the city worth taking/holding and make those POIs actually do/trigger something. And talking about quests & rewards from there: Get someone on the quest rewards. Some quests were yielding nothing beside some XP and silver (and very low amounts) others gave the Defender's Sign (can get four from the quests) & Defender's Mark (can get two from the quests) tokens... Mythic, those are *worthless* at the moment. You took out the token system to buy armor but left those in the game. Let me buy something with them! I don't really care what it is as long as its unique and somewhat useful. I'll be very pissed if they just delete the stuff... you got the system, give it a purpose again. Right now it feels like a bad joke to get a "reward" thats of no use for you... big let down for the epic "endgame" feeling. Same goes for the armor models from the loot you get in there... same old crappy models all over again. This is supposed to be part of the endgame, make the stuff look different.

The fluff could be more again as well: While a full instance is fun and a lot of cool street skirmishes are happening there needs to be more stuff that makes it feel like a city under siege. Add some exploding barrels & windows to the streets. Create some more ambient NPCs that flee the streets in panic from time to time. When i plunder the enemy city i want souvenirs! Why not let me take some unique grey trash items? Make some of the "official working NPCs" like bankers, barkeepers, etc. drop unique looking (order models maybe?) clothes. Those can be total crap stat wise, just make them look cool. Also enemy Defenders could drop special loot inside the capitol fights.

Don't get me wrong, the city siege was a lot of fun... BUT parts of it were just too static so when we go back for the next city siege I'm afraid it could become boring to "grind" the city. One thing that added a nice flavour to exploring the city: You could unlock some of the history/lore tome unlocks inside the city. I had no time to really search for them, but there were some i found while running around. One or two achievment unlocks i found as well, like the grave of Konrad Hirtzel. In one cellar there was a "bookcase hidden door" with a small portal behind it, but we could not use it. Anyone knows where this leads? Or what is the deal with Jerue Zeinbach standing around in the burning city? Inside the bright wizard college there are a bunch of Aqshy cubes you can destroy, but it didn't look like this does anything at that stage. Maybe the college will only become active once you captured the city. Two PQs and the PvE dungeons (will those drop different loot then the own city dungeons for the other side?) will open up after a successful siege with a city capture. Once the two PQs are defeated the king encounter unlocks.

One more fun thing we discovered during the siege was the Screaming Cat tavern near the Docks. Inside the tavern were the two infamous heroes Gotrek Gurnisson and Felix Jaeger. They did put up a good bar fight, but were no match for us. Felix did drop special belts with three empty talisman slots. I don't want to spoil the fight by telling to much about it, but we found it had a nice wrinkle to it. By far the best item i won during the city siege is my new shield, the Insurrectionist Blocka, followed by the three talisman slot belt. I gathered some screenshots from loot we found here. On a sidenote, all the Insurrectionist jewelry is broken and lacks stats, making them absolutely useless epic trash items.

We did not manage to lock down and capture Altdorf, after the timer ran out the whole war campaign did reset. Was it the epic fight Mythic praised city sieges would be? Hmm... not yet. It was really exciting to siege the enemy capitol and we had a lot of fun, else we would not have stayed up until 7am and try to burn down Altdorf. Being part of the endgame i feel tho the city sieges need to be pimped more to provide fun even after you did siege the city a few times. More fluff that immerses you further into the pillage & plunder and the PQ plus the quests need to focus more on supporting the RvR inside the city with contrary goals and also add some strategy to the city fights. The flaw that BOs don't really have a meaningful/tactical purpose is a general one in WAR and will hopefully be adressed also for the city sieges.

Everything was very chaotic in the beginning of the Altdorf siege as not many had a clue what to do and where. So maybe this summary will help others when the time has come. Waaagh!

EDIT: Just got some more infos. Apparently after you manage to gather enough victory points to "lock" the first stage of the city siege, the 2nd stage unlocks. In Altdorf its two additional PQs (Bright Wizard College & Sigmar's Temple) which you have to beat while a timer of one hour runs. Only after you beat both PQs, the city instances and also the king encounter unlock, while the city becomes captured. Without any Invader/Darkpromise gear the PQ lords hit a tank in full Sentinel gear for about 20k damage. After the six hour timer runs out there starts a two hours city rebuild timer, which seems bugged atm. IMO its supposed to work like that no attackers can zone into the city anymore and when you die inside the city instance you would not respawn inside the city. After the two hours all attackers get teleported out of the city. But yday night apparently it was bugged and did not work like this, a CSR had to reset the zone to kick invaders out.

December 2, 2008

The Maw Fortress under attack on Karak-Azgal!

Yesterday evening came down a well planned attack from the Order forces who took two zones in a short time span and then moved over to the Maw. The good news is, zone locking works - we have been trading zones back and forth for some time now on Karak-Azgal. The way it works:
a) Take control over Battle Objectives & Keeps, b) Grind the PQs in that area, c) Have people win scenarios connected to that zone, d) Kill people in open RvR inside that zone

The zone control system is not working very well atm tho. Why do you have to grind PQs? I can cope with the scenarios as they offer a balanced environment, but PQs? c'mon... its also a problem right now if a) no enemies show up (no idea how long the victory points over time mechanism will take) or b) if you have some unorganized idiots from your realm feeding the attacking realm "free" kills. If the fight is very balanced it's a problem as well, you have a full evening of nice RvR, but nothing is happening in the end and you don't have the feeling of accomplishment. Should there be maybe a very small attacker advantage of some kind? At least there should be something happening... and be it some kind of big ass Commander spawning when you fight the zone for several hours - does not need to be too powerful but at least give you a show, if you know what i mean. RvR is fun, but after hours and hours of it and nothing happening... you will get bored.

The bad news: Right now the servers can't handle large scale RvR. That simple. My guess is we had around 250 players fighting in the same area yesterday and it resulted in a very instable server. The lag at times was immense, you could not use your mount or any skills as the delay was around 20secs. There was a bunch of players standing in front of the Fortress door, as the lag prevented us to use it. One time i was alone and de-synced from the server... could run around wherever i want but not interact anymore. Frequent crashes were there and when you tried to log back into the battle zone the game kicked you back to the character selection screen - not once, but like 10 times in a row. Also the campaign was acting a bit crazy, resetting zones back and forth and also resetting the defense timer. Mark Jacobs announced Mythic will try to implement some fixes that should help with the Fortress fights and large scale RvR. Well, they better deliver and not just talk about it. If Mythic won't be able to fix these issue during the upcoming month, IMO many more will quit WAR. It's a crucial part of the game - worst case scenario, if they can't fix their server/software to handle it, they'll need to instance those fights. But let's hope their technicians were able to find some solution... a few people from beta say it was running better back then. So maybe its not due to limitations of the game and can be adjusted.

Especially for tanks/melees a lag zerg fest is not much fun at all. Beside all the "ghost" players (they are not there anymore but the server still renders them at their old position) you try to attack, if you charge the enemy often the enemy player rendering kicks in again and what you thought were just a few Order standing there ends up being a full warband - with you right in the middle of it. It's a trap! Overall i have to say Order did very well on the attack and without all the server problems they might have posed a real threat. As we had the shorter way into the battle zone and got organized quickly we could utilize that due to crashes and such their warbands got split up. We made a large excursion when we saw our chance and it worked, we annihilated their attacking forces in the end. But kudos for that attack, very well done!

Our alliance had a bunch of warbands going and beside some minor communication flaws defense worked very well. Once the Maw went under attack and the call to arms went out people did abandon *everything* they were doing and came to help - even the lower level ones to eg. pour some oil and such. It was quite cool to see the guild chat/system messages... once the situation went serious everyone jumped on their mains and were riding into battle. The atmosphere really felt like something big is going down and everyone was eager to participate. That's the feeling Mythic need to capture for those large scale events. Thirst created a warband together with our friends from Rigor Mortis and we had a lot of fun during the evening. We laughed a lot on vent and in the end, when the fight cooled down we started some tactical training to run in an arrow formation and charge the Order warcamp, like you can see on the picture. We also tried to write Order some messages, but did not have enough people to write in a way that could be seen. ;)

November 20, 2008

Heavy Metal Firefox

I had no real expectations for the new live event Heavy Metal, figured the rewards would be rather pointless again. To my surprise the rank 35 cloak you can gain from the advanced influence is very nice for tanks. While atm using the initiative cloak from the renown vendor i already have the crit reduction, but the rest is a bonus and the on-use ability could prove useful in some boss fights... beside looking cool. Therefore I'd suggest you participate at the daily tasks (apparently they don't change at midnight but rather around noon). It looks like you'll still be able to finish the influence bar when you miss out on some, but no one can tell that for sure yet. A player named Xaxas posted screenshots from the test server, where apparently you could already see all the tasks awaiting you (1,2) and the info has been compiled into this thread at WHA. The new cloak will go nicely with my new boots, as i got Sentinel Feetsplate in Bloodwrought Enclave yesterday. Bummer i can't dye the secondary color... joy!

To bring more clarity to the players concerning zone control and captitol raids Mythic/GOA posted a write-up on their homepage. Better go to the US site and read it over there, as GOA only pasted it but did not fix the errors in the text yet. The changes to the campaign don't seem that dramatic... on Karak-Azgal we had a lot of RvR going on but no zone has been locked yet. There is a macro you can use to get control point values:
/script EA_ChatWindow.Print(towstring(GetCampaignZoneData( GameData.Player.zone).controlPoints[GameData.Player.realm]), SystemData.ChatLogFilters.CHANNEL_9)


Since the Realm War pages went online in EU as well (go and fix them bugs already GOA!) i thought it should be useful to add it to my search engine list in Firefox (like you can do with WarDB), so i can look up that guy who is talking in chat channel right now. If you want to add it yourself as well, follow these instructions. If you mess it up, don't blame it on me. I use the Web Search Pro plugin, could be that the config file looks a bit different for you - I'm too lazy to deinstall it and see how it looks then. ;)

How to add EU Realm War character search for your server to Firefox:
Beforehand you'll need to find out your server ID. Head over to the EU Realm War and select character search, type in your character name, select your server from the dropdown menu and search. Then hover over (or open in new window) the column headers (see pic). Inside that string you should see a part like server=12 - that number is your server ID. Now:

1. Go to the address about:config (type it where you would normally enter a website address)
2. In the "Filter" box, type: mmsearch
3. Double click on extensions.mmsearch.mmsearch-freesearchengines to edit the value.
4. move to the end and paste in (change server ID and name [bold parts])
f_ewarf_vWarhammer Online KA charf_vhttp://realmwar.war-europe.com/realmwar/CharacterSearch.war?server=12&realm=0&race=0&career=0&characterKeyword=f_votherf_vhttp://realmwar.war-europe.com/realmwar/_site_files/favicon.ico

Now press OK to save and restart Firefox. enjoy.

September 29, 2008

Attack on Keep "Stoneclaw Castle"

Yesterday night a larger warband from Thirst members plus some randoms gathered in Hellfang Ridge to assault the RvR zone in High Pass. As we did not have many healers with us, after a small visit to Stoneclaw Castle, we decided to take Battle Objectives first. Usually those are guarded by one Hero and a bunch of other NPCs, which are not hard to take down with a larger group. I don't know if it changes with different ranks/renown, but i got 400RP for capturing battle objectives. Once we started taking over objectives we were opposed by a large group mainly from BOON Control and Vengeance. Fun!

The best battle was in and around Ogrund's Tavern, which has one small entrance with a door you can open/close. Due to the collision together with some skills this makes for a very fun combat experience, trying to break in or hold a building like this. If you don't have enough healing power its very hard to take over such an object tho, when you got skilled players holding the doorway. Even with a squad of Black Orcs using Raze and Hold The Line! The battle went back and forth, we took this battle objective, they took that. Some great open RvR action.

In the end we wanted to assault the keep despite our lack of healers. This is when the strange stuff started to happen: Some of us, including me, could not see the keep anymore. We saw only a few walls or parts of the towers and the rest was gone. The funny part was we could just run inside, as there were no walls for us. If "inside" most NPCs and players were "out of range", only maybe 20% could be attacked. I can only imagine how this must have looked for the players inside the keep, using a knockback and send someone flying through the wall. Butler was hit by the bug as well, think he frapsed it - so i might post a vid should i get one. This bug (probably due to server lag?) was really annoying and due to queues you did not really want to restart the client. First time i have encountered something major like this.

On a sidenote, phunqe on Karak-Azgal used the search function some during prime time and came up with estimated server population caps: Refering to his thread it looks like the population caps are 1500 players per side, 3000 players per server at any time. Feels about right, tho i can't say that all the zones on my server feel populated, sometimes you can walk for quite a while until you meet someone.

Tip of the Day: Did you know the sergeants at battle objectives will give you a 30min buff, when you talk to them? The type of buff you get differs per objective and you can see those in the "small print" when you mouse-over the battle objective on the map.