January 14, 2009

WAR: Age of Blogging II

Like i mentioned earlier, the WAR: Age of Blogging initiative is going very well. A larger amount of people started new blogs and in addition we were able to draw more blogs into the blogger forum we use. It's nice to have a place to be able to put the heads together with other bloggers and especially for blog-newbies, this can be very helpful. The motivation for people to blog is different, but we all share the interest for the game. If you want to read some brief statements why people blog, head over to the Garrision of War, the blog did a few one question interviews with some of us bloggers.

The main reasons i started blogging were two: I started back in 2005 while playing WoW. I was playing on a roleplay server and part of a small guild. There were not many groups that were running the end-game content initially, so it was hard to get a spot for a tank if it was not your guild running the show. So i was searching for ways to heighten my character profile on my server and get to know more players. I've been involved in writing articles before and always been interested in blogging. Therefore i thought those two things are a great match and started my own blog. As I'm involved with marketing IRL it also gives me the possibility to try out new things like search engine optimization, etc. and play around with blog possibilities. Since I've always been curious and explored a lot of content, i realized there is more then enough topics to talk about. In addition i really like to discuss certain aspects of the game that interest me and its easier to get your message across on a blog then in a forum, where all the different threads are a pain to track. Although it takes quite a while until you get enough readers that come forward and discuss with you inside the comments. Overall it does take some time, but it can be a lot of fun.



So how about you start your own blog today? WAR: Age of Blogging is still running. ;)

There has been an awesome influx of new blogs... if you need something to do, while stuck at work, check them out here:

Alt Much?
Asuryan's Flames
Blame the Healer
Bootae's Bloody Blog
Bow & Stab
Bugmans Best
Cabal of WAR
Casual Chaos
Da Bloggy Tingy
Doodz Wherez my Blog
From The Forging of Fire and Ice
Grumble and Mutter
Healer at Heart
High Magic
High on Chaos
Incoming Pull
Laughing Lion Tavern
Live for the Ding!
My personal WAR
Nerf the Cat
One side of the fence
Rainbow MMO
RP That Way ===>
Schlotzky's
Skurmish
Sneaky Gitz
That's Skar With A K
The Rant
Tome of Gonna
WAAR Stories!
Warhammer Addons Reviewed
WAR! for Casuals
WAR Roleplaying for Dummies
Yitus Warhammer Blog (German)

I looked at all of them and will keep following their development over the next weeks. Only those centric around WAR are listed. Check blogwarhammer.net for even more. Some blogs seem very promising. Keep up the good work guys!

New Blogger Tip of the Day:
Use paragraphs. Seriously, use paragraphs when it fits the content. This will make it much easier to read instead of a wall of text critting you for 30.000 spiritual damage. If you talk about different topics in one post, highlight keywords to guide readers faster through the text. Also use some pictures to break up the text and make it visually more attractive. Best would be to use ingame screenshots (fitting the content if possible), but even a creative use of Google Imagesearch is better then nothing.

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!

January 12, 2009

Since the EU CSR has no clue...

maybe one of you guys encountered this as well and has a solution for it. Ever since our first or second Altdorf city siege the Empire warstory in my Tome has gone "missing". All pages are blank and only show ??? for the different entries, while nearly all of it was populated before. The single entries i eg. can access via the RvR influence bar are still there and also my inf shows as well. The CSR answer to the first ticket said i should try /reloadui while having the page open. Did not work. The second answer i got today reads:
Thank you for your report. We have investigated the issue and what you have described is perfectly normal as long as you haven't flown to empire and taken quests in that area. If you have completed quests in the empire area then you should see more information instead of the ??? depending on the quest you have done.

I'm rank 40 and traveled the world for Gork's sake! So far CSRs have been useless in most games I've played, why do i even bother? I can't really approve their investigation skills. Anyone had this as well and was able to fix it somehow?

January 9, 2009

Ragbag

Last update has been a few days ago, as i was busy creating a new space for our guild alliance Inevitable Destruction. But now that's done, lets check what happened over the last days...

Major news from Mythic on the fortress fight front. They'll cap fortress fights and teleport players out that can't get in anymore. The cap is a dynamic one and will raise the needed player rank in steps. Lower rank players that are at the fight from the start won't get ported out as it will only affect players trying to enter the area, as clarified by Andy. I think i speak for many if i say the player base hopes its only a temporary fix and the code/hardware will be adjusted further in the future. While i don't think its the best way to go, at least Mythic works on making the fortress fights more stable. A hotfix on the US servers apparently also fixed the bugged city siege PQ contribution, where the same people did win the gold bags every time. The contribution system did build on the contrib you gained during the first PQ done and did not reset - so now we have a few lucky people run around with nearly full Invader gear they gained in one night. EU should hopefully get the fix tomorrow then.

BTW, you got a Wii? Well, looks like there are some folks that try to play WAR with the Wii-Mote. While i doubt its very effective playwise, maybe something fun to try if you're bored.

There has been some buzz of blogging (1,2,3, etc.) about the WAR ward system recently. Some initial misinformation shows that Mythic/GOA should inform players better about the ward system and how it works, *inside* the game. If even some of the regular bloggers don't know 100% how it works, how should the average gamer? Why not have a special tome unlock, explaining in detail how it works and where to find stuff, once you gain your first piece with a ward? This would close the info gap many players have. Of course it's annoying to have to obtain certain gear items to progress, but then again so far no MMO i played was able to abandon a certain gear grind at the endgame, as else players will get bored with the content faster and there is no need to run certain dungeons over and over, resulting in a huge unsatisfaction about content. I'm not saying i enjoy the gear grind, but some sort of endgame grind is necessary i think as else the content will run dry rather quick. I DO think Mythic needs to adress the dungeon drops to create a better system via tokens or such. And NO, i don't think you need to be able to use ALL the drops, but running eg. Lost Vale and not being able to use any drops at all is frustrating. I had to run the city dungeons a gazillion times to finally get my Sentinel chest piece and i know others are in the same boat. Of course dungeons per se are faster in WAR then in many other MMOs, so once you mastered the content its not such a pain as running Molten Core all over again. As far as i recall city dungeons usually take us between 35min and one hour, depending on group and speed approach.

There is a lot of critique about the ward system, but IMO people tend to forget one thing: The ward system enables Mythic to make the high-end set pieces not to overpowered in RvR while still create a PvE content progression in "power". In other games the high-end sets are so powerful, those wearing them will trash everyone with only high-rank blues. This is not the case in WAR. While i do think there is not much variety gear-wise and Mythic needs to adjust eg. the droprate in Lost Vale (only one piece per wing boss, should IMO be two at least) of course they could have achieved the ward system also by means of extra slots like talismans for all high level gear - that way you could have at least used more variety depending on play style. In some departments the itemization is still lacking (eg. no "real" tanking weapons) and like i mentioned before, the new Bastion & city dungeon drops are way better then most things in Lost Vale.

On a sidenote, i catched another person "borrowing" a map from me, editing it and posting it as their own. A site called PlayerQuest used my Bilerot Burrow map and just deleted all the other info stuff from my map and threw together their own version. How can i know? Well, especially the BB map needed some editing due to the different levels and i had to use some editing tricks to make it look properly. The impudent part is they have a Creative Commons License on their blog as well. If they know what that really means, they should have realized they are breaking mine in not giving credit and using a different license. Ah well, i left a comment asking them to at least point to the original. Like i mentioned before, I'm very relaxed in letting people use my stuff, but if people just take your work, don't ask you and post it as theirs, it annoys me big time.

January 5, 2009

I touched Darkpromise Feetsplate for a few Seconds

...but then they were gone. What happened was this: We went back into Lost Vale yesterday. The start of our trip was already a bit unlucky, but the climax was our fight against Dralel the Whitefire Matron. We kill the boss, we loot the boss... sweet! Darkpromise Feetsplate (WarDB info on those is wrong btw, check set bonus etc. here) for me. Like 30 secs later the zone crashes, we find ourselves outside at the boat (with a bunch of other people) and realise there has been a short rollback.. Loot from the boss fight is gone and the instance had a softreset, trash back and boss alive again. yay! Guess what the spider dropped this time? Black Guard boots no one could use... supernice. Of course CSR was useless in this matter - nothing they could do to exchange boots, who would have guessed. I'm just happy the instance crash did not happen earlier, as i was lucky enough to get my hands on the Blocka o' da Doombull, which is (beside the Blocka of the Watcher) the best tanking shield for an Orc in game. And it looks like the header of my blog, how cool is that? ;)

I updated the Altdorf City Siege post with some more clarifications, as Destruction was able to capture two fortresses again on Karak-Azgal last night around midnight. I only went in briefly, as it was late already... but it was only my second time and it already started to get boring. Why? While in the beginning there were some nice fights inside Altdorf, rather quickly the instances did split up... Destruction farming Invader in their instance and Order in another. Yawn. Most people won't be able to wear Invader gear for a longer time anyway. Inbetween people met inside the Warquarters scenario, which is not that much fun compared to other scenarios i have to say. PQ Contribution is definately bugged, i tried it out and it does not really matter if you do anything at all in there, its just random. The quests are not repeatable, even not at another siege. Mythic needs to get back on the endgame quickly to make it more fun and fix the flaws with the city instances. If you have a 48:48 instance its a lot of cool fights, but if the instance is nearly empty for one side its boring as hell.

With the bad Darkpromise droprate in Lost Vale (wing bosses only drop one piece, city dungeons at least have a chance to drop more) i assume those people that grind the renown will be better off farming invader, hoping for a high contribution number and winning several bags then. That might be a faster way to gear up for king fights. Until contribution is fixed, i wonder why Mythic doesn't pull the plug on the contribution system and make it entirely random numbers. At least then you won't see the same player grab the gold bags all of the time.

January 3, 2009

Lost Vale Impressions & Info

Like i reported before our guild Thirst runs two groups into Lost Vale (called Gaen Vale by the elves) now. The instance is currently the hardest available PvE dungeon (not talking about king fights), its designed for six players (rank 40) and on a five day lockout. You reach the instance with a boat from Avelorn (its a landmark at the west coast). We cleared Lost Vale and killed every boss in there on our first serious journey with enough wards. As far as i know on our server we're the second guild that cleared the Vale and we were the first after the Chosen fix. We used two Black Orc tanks with 5/5 and 4/5 wards. Overall i have to say the instance is the most fun one in WAR so far. The zone design is very atmospheric and some boss fights are a lot of fun, despite some bugs in there still.

Since its the hardest instance IMO Mythic should have a close look at the loot tables again tho, after the introduction of the new city dungeon drops and the new influence rewards the risk/work vs. reward in Lost Vale is a tad off balance if you ask me. Some items are really good, but others you don't even bother to roll on as the shard is more useful. I don't know how it is for other classes, but the Black Orc Darkpromise set is a joke (stat & set bonus wise) compared to Sentinel and how hard it is to get the set from Lost Vale. So if you take the long lockout into account and the work it takes to get that stuff, Mythic really needs to rework the stats/bonuses... and as its a PvE set, shouldn't it be more focused on tanking when it comes to the set bonuses?

Before you enter Lost Vale, make sure you pick up the Blood of the Vale quest from inside the Eternal Citadel in the Inevitable City. Every group member needs to be on this quest as it will allow you to bypass the traps/barriers to advance into the other wings. One more good idea is to tell people to clean up their quest inventory as you'll need to collect some stuff inside the instance. Advancing the quest through the dungeon will grant you special items to bypass the barriers in the other wings (wing 2 has nasty Sprite traps and wing 3 a wind-swirl barrier) and also grant you some jewelry after killing the last boss in each wing: The Whitefire Stone, Root of the Worldbearer and Eye of N'kari - the three pieces are a jewelry set btw.

The instance has three wings again:
All bosses have a chance to drop the Darkpromise belt (BoE) or gloves.



Wing 1 (left): Thornvale Wilds
Ahzranok (Lizard)
Malghor Greathorn (Bestigor)
Horgulul (Chaos Breed Demon)
Dralel the Whitefire Matron (Giant Spider, Wing boss drops Darkpromise Boots)




Important to know: The quest to advance further in wing 1 is sometimes bugged and the quest description is not very intuitive. It does not matter if the quest triggered as complete before, but after you killed Horgulul, your group needs to use 10x Menhir Shards (you collect through the wing) at the large column where you fight her. Who uses the shards is not relevant, after using ten shards the quest giver will spawn and even if you completed the quest by a bug before all need to talk to her to gain the Torch of Lileath. You need the torch to fight the wing boss properly.



Wing 2 (right): Blackwillow Forest
Chul Earthkeeper (Yhetee)
Larg the Devourer (Gorger)
Butcher Gutbeater (Ogre with Gnoblar pet)
Gorak the Ancient (Dragon Ogre)
Sarthain the Worldbearer (Giant Treeman, Wing Boss drops Darkpromise Shoulders)






Wing 3 (middle): Palace Gardens & Alarielle's Palace
Zaar the Painseeker (Chaos Breed Flayer)
The Darkpromise Beast (giant plant from the starter area)
Sechar, the Darkpromise Chieftain (Chaos Humanoid, drops Darkpromise Helmet)
N'Kari, Keeper of Secrets (Daemonette of Slaanesh, Wing Boss drops Darkpromise Chest)

Important to know: You need to talk to Alarielle the Everqueen after you killed N'Kari. She will despawn after a short amount of time, so make sure people talk to her after the fight is over. Some people say if you missed her you can go back into the instance after a softreset and still finish the quest. But its easier to be aware of her short despawn timer and tell people to talk to her.

Two things i seriously have to complain about to Mythic: The long walks of shame after a wipe on a boss, especially the wing end bosses. You fight the boss for 5min and have to run 10min to get back there? WTF?!? This is really annoying and takes away a lot of the fun. It's an outdoor instance, why not let people use their mounts in there? Or create some kind of secret passage or teleporting device you can activate once you reach the last boss. To run around for such long times just sucks. Fortunately we did not wipe that much as we one- or two-shot most bosses, but to run back to N'Kari in wing 3 takes freakin' forever. If you then get the standard/banner bug where your banner turns into a Firewyrm and your char becomes bugged so you can't take out any banners anymore, the walk starts to get very annoying.

The other things is the dungeon lockouts. With the long lockout timer you're screwed when one group member gets sick, does not show by whatever reason, his internet goes down, etc. In addition if someone disconnects while you kill a boss, your whole group is screwed as that person will be locked out. The dungeon lockout IDs need to be fixed in a way that you can exchange party members to go on. Just give a "new person" the instance ID of the group leader, but only if that person does not have a lockout timer yet for that instance to prevent abuse. The only problem you can have then is that someone is "stealing" your instance, but who would PUG eg. Lost Vale? All the other instances you finish in one evening anyway. The problem would be less annoying then being locked out for 5 days and not being able to go on because you can't substitute people.

I also did wonder why there are no Tome unlocks in dungeons like Lost Vale? It's really cool to explore these places, why not be able to discover some lore unlocks for them? Overall Lost Vale is by far the coolest dungeon, if only Mythic fixes the long walks and dungeon lockout problems.

January 2, 2009

GOA Homework and Server Upgrade Rumours

With the beginning of the new year i feel it's time to point the finger at GOA again and ask them to quickly do their homework when it comes to certain things the EU is still lacking in service compared to the US. When it comes to implementing new features, you wonder if GOA and Mythic talk enough about it in advance and not doing so is a reason GOA is behind schedule or if it's because GOA fails to plan their projects with a proper timeframe. Many players lost trust in GOA after the epic fail of the open beta and because some already had mixed feelings due to bad DAoC experience. Like i wrote before, nice words - especially the word soon™ - won't cut it for many players. We want results, and quick. I know its unfair to point fingers at the beta fail again and again, but so far GOA did not do anything to astonish the player base which resulted in a /bravo well done. Here is my master list of things GOA should work on...

The EU Realmwar pages are still in beta and don't work properly. There are many items missing in their database and don't show any icon or stats. The stat calculation seems to be off as well if i compare what the game shows me and what's on the website. Maybe due to some item & set bonuses not being counted properly. Very annoying is the messed up localization of the Realmwar pages. I use a German browser and for me all the items show with German names. Either take the language selection from the mainpage into account or at least get the & lang=en flag working properly. I want to read the names in the same language i play the game in! Guild experience calculation is not showing properly. The guild search needs a selection for realm side (both, O, D) as well so i can compare guilds better. The paperdoll does not reflect my character at all. And when will we get all the cool features the US has to follow the WAR campaign for our server out of the game? The EU Realmwar pages were announced on the 14th of November 2008 and since then they stayed in the same beta version stage - that's 50 days and counting to get it working.

Player Statues in the capitols are not working for EU. Those were announced with patch 1.1a also for the EU and one month later those are still not working inside the EU capitols. BTW GOA your main website news archive doesn't show the whole month (eg. for Dec2008 it ends with the Dec 13), you might want to fix that as else there is not much point for a news archive.

I had a brief chat with Nic from GOA about those issues and he told me the main problem is still the localization issue for the different EU versions and that's why the Realmwar page is not working properly yet. If the Realmwar pages are fixed, the player statues will work as well, the problem is connected like i assumed when i wrote about it earlier. According to GOA its the top priority for the website/database team atm. Let's hope the guys had relaxed holidays and will get crackin' now. As IMO it's really annoying they need so much longer time to implement features they even publicly announced as being in game. Maybe don't just copy/paste patch notes if the stuff is not working yet, but announce it properly.

Many EU players asked about the Recruit a Friend program the US is running. You can hand out an invite to a friend who can play one week for free to test the game. Apparently we might get something like this for the EU as well, so your friends can try out the game, but no ETA on this. Like with the xmas EU online buy option discount we had, the marketing vehicles GOA & Mythic use will probably never be the same and depend on the situation. IMO that's fine in general as that's pure marketing strategy and its two different companies. Only sad thing is when it involves ingame items the EU customers will probably never get their hands on, like the Signet of the Cursed Company i discovered recently, which was a reward from the US Road to War program.

One last thing I'd like to mention are rumours about some super-duper server hardware upgrades the US got and that fortress assaults and large scale RvR is no problem for the US servers anymore. I heard a lot of stuff about this but have to say that i could not find any proof for that claim. If you read the forums like WHA the US players still have similar problems then the EU players with fortress sieges when too many players are around. They also still have crashing zones or have to work around 1-5 FPS during those fights. GOA states their servers are exactly the same configuration then the ones the US uses and should upgrades be necessary ('cause the US does them) those will be done immediately for us as well. They work closely together with Mythic on the server/fortress issues. And until someone can prove different, I'd say innocent until proven guilty as especially those problems will make or break the game, i doubt they'll slack on this. If anyone has knowledge about the claims for the US servers upgrades and no problems anymore for fortress fights, feel free to share with us. But please no additional rumours, more concrete information is appreciated.

January 1, 2009

WAR: Age of Blogging


Every MMO improves a lot with the activity level of its community. If you're playing and chatting with good & fun people your personal fun factor will increase a lot. The Warhammer community consists of a lot of active folks, a bunch maintain blogs like Stunty Stomper to tell the tales of their journeys or discuss game mechanics with fellow gamers. Over the last months some of the larger blogs stopped updating, some stopped playing WAR, some started to work on other projects, the reasons are many. A bunch of us "active bloggers" from the Warhammer community put our heads together and started the WAR: Age of Blogging initiative.
We want YOU to start your own blog and post about your adventures and ideas in Warhammer Online. Discuss what you like and dislike, tell us about your conquests.

Should you start your own blog during January 2009, the participating blogs will feature links to your "new" blog while we discuss the ongoing event. Getting traffic routed from the major blogs will bring a bunch of people to your blog right from the start. Not only will we try to promote your blog, but we also offer you advice & tips at our small blog community blogwarhammer. Getting started with your own blog is pretty easy if you use eg. Blogger or WordPress. Should you search for more guides or have questions, head over to blogwarhammer and we'll try to help you out.

To participate you only need to set up your own blog and start writing. Once you have a few posts & content up for all to see, introduce your blog and refer to the initiative.

Blogs that support WAR: Age of Blogging are
Stunty Stomper
waaagh!
The Greenskin
Wizards & Wenches
Way of the Chosen
Werit
RP That Way
Lagwar
Reroller
Tome of Knowledge
Fires of War
Obsessive Focus
Blame the Healer
Echoes of Nonsense
Metro Gamer
Warhammeronline.tv
Lucky Number 2D6
Skurmish

We're looking forward to hear some strong, fresh and new voices coming from the community itself. Start your own blog today!

December 31, 2008

Chaos Black Dye

Since all the rare dyes can drop inside the city dungeons as well meanwhile, i kept wondering what the Chaos Black Dye would look like. I know the Skull White Dye is white and the Ulgu Grey Dye is a kind of silver metallic. But with all the strangely washed out colors in Warhammer, how dark is black? I thought my readers would like to know as well, so i bought a flask of chaos black from the AH for 90g to check it out. I tried it on a few items (see pic) and have to tell you it's more of a dark anthracite then black. Check out the pics, maybe it will avert frustration about a color you spend a lot of gold on.

My best wishes to all my readers for 2009! I'm off for some serious partying now... ;)

December 30, 2008

Thulf the Sentinel

I went back into Bilerot Burrow yesterday, still hoping for my last Sentinel piece that eluded me for quite some time now. Lo and behold, finally the Sentinel Bodyplate piece droped for me! Yay! Now we have two tanks with 5/5 wards in our guild and have a third only lacking the chest as well. To celebrate the ward (and since we were able to recruit some healers recently) we started off with running two groups into Lost Vale. I took the tourist & sightseeing group (none of the guys had been deeper into LV) and we did very well. Killed all bosses up to the Butcher without much problems... we'll go back and should be fine. It's great to see we got the people now to run two groups into Lost Vale, which is (beside the annoying running) by far the most fun instance in WAR.

Since i have six Sentinel pieces now, i did some tests with the six piece set bonus: Preservation - On Being Hit: 10% chance to increase Wounds by 80 for 20 seconds. While the tooltip of the proc is wrong (says it reduces wounds) and it does not show in your combat log, the proc itself is not as good as i thought it would be. The "on being hit" does not trigger if you block or parry. The increase in wounds does not stack with the Da Toughest! and the proc also does not heal you, but only increases the max. amount of hitpoints you have. Being a tank i block & parry a lot, making the proc even less useful for me. After some testing IMO that set bonus is a joke and you're better off using another belt. Maybe if i get another Darkpromise piece I'll use the belt from that set, but as most Darkpromise pieces are rather weak compared to the Sentinel - as the single item bonuses are better for tanking - you're better off using Enervating Gutstrap (Gutstrap of Maiming) or the Black Orc Ransacker's Gird (with wounds talismans) depending on the situation. It's a pitty that a green belt is better then any blue/epic you can find. The Black Orc belts and also the Darkpromise set really should be looked at again.

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 20, 2008

Ragbag

Did you ever wondered what would happen if you kill the chaos giant Friderax inside the Sacellum arena during the PQ? Me too.. when it started i went in for the kill and fought the big boy. While he hits like a schoolgirl, nothing special happens. The PQ "fails" and you don't get any shiny loot from him. I was only able to claim his smelly pants for me - maybe I'll sell them on the auction house, some people like used panties. If you look at my UI screenshot and wonder what the new unit frames are i use, the addon is called Pure. The addon is still in alpha stage, so don't use it if you're not willing to deal with bugs. The configuration is very cumbersome atm as well. But for me it serves well more or less out of the box. The unit frames are similar looking to agUF if you recall those. If you use the addon, help wikki (author) with bugs and such. Looking forward to the release version, this is the best looking unit frames addon so far.

If you want to see how the epic Keg End backpack looks on an Orc, check here. The tier 1 version looks rather powerful for a rank 5 cloak. Meanwhile i got the Bottomless Stein trophy, it looks better then the trophy from the last event. You can have the mug at shoulders or belt.

I still wonder what the deal with the UpToWar (DevTracker) WHA newscrawler is. Apparently the WHA team did not work together with them yet to solve that problem. As i like to have one devtracker, i hope this gets resolved soon.

I recently stumbled over the CotCast Podcast. A bunch of folks from the guild Circle of Trust (Ostermark server) have their own round table podcast. If you like alcoholic beverages, Justin Timberlake, playing the flute and are not afraid of explicit language, this one is for you. ;) They mainly talk about WAR related topics of course. While they did not directly feature Stunty Stomper they refer to my news. So as apparently they read my website, a friendly waaagh! to the CotCast team, cool show... reminds me a bit about our own vent server at times.

On a sidenote we went back into Lost Vale yesterday night, so i might post some screenshots from there once i looked through them.

PS: Because i was asked about my "texture fix"... the manual edit of the settings only solved the blurry texture issue for me. I still see the green surfaces every now and there.

Tip of the day: Enable "monster emotes" in your chat filter for your main chat window, else you'll not only miss important infos during boss fights, but also info from gadgets around the world when you use/click them.

December 18, 2008

Brew that puts hair on yer chest

I'm still working on two longer posts to write, one about exploration in WAR and the other about my personal view about the state of the game. For the exploration one I'm still deciding about how much in depth i want to go, as i don't really want to post my secret traveling routes across zones but on the other hand want to give my readers at least one or two smaller things to explore themselves. I have tons of screenshots for that one tho. The state of the game writeup is getting longer and longer. Right now I'm tending towards just taking parts out of it and write about certain aspects/features from time to time, as i think a complete writeup will result in a wall of text no one will read.

The patch 1.1c notes state there have been some improvements for the blurry textures issue. Hmm... for many the issue just recently surfaced, what is so hard to check the code before and after to find out what got messed up? The patch fixed the ground texture flipping in IC for me, but not the NPC/Player textures or from the doodads. Luckily i found this thread and the advice seems to fix it for me. Basicly you change the \Warhammer Online\user\UserSettings.xml by yourself (change it to texture_Cache="1.00") via text editor and then make the file read-only so WAR can't mess it up again. This works for me, maybe it helps some of you as well. Don't forget that you can't change/save any options as long as the file is read-only. Apparently the "messy" patch can't decide properly about the RAM for some gfx-cards and that causes the problem. Seriously Mythic, you must be kidding me... i still hope one day we'll get proper advanced video/graphic settings for WAR.

The Keg End event started today. Again a lot of tasks & things to do. All over the land are camps with Brew-Thirsty Ogres & Drunken Gnoblars and beer kegs. After the intial bonus a full camp will yield 90inf (10 per mob and 5 per keg). Be careful not to use AoE skills while fighting close to the barrels. While you can't target them initially, you can still destroy them very easily with AoE damage. Once you killed all the mobs you can drink the kegs. There are also camps of Explosive Snotlings around the world. Once you tagged the Snotlings it does not matter if they explode, you still gain the 10inf and can loot them. Inside the RvR lakes (close to the keep entrances) you'll find lvl 38 heros: Massive Ogre Butcher & Massive Ogre Irongut (those take away morale, nasty). They yield solo 600inf and drop 3-6 of the event items. They have a massive amount of HP tho, takes me around 10min to solo one. The Keg End mobs drop Dwarf Beer Keg (need 100 for event task and each yields 5inf), Common Firework (screenshot, random color), Impressive Firework (screenshot) and Magnificent Firework (screenshot). IMO the event is a bit too much Stunty focused, but heh.. what better reason to stomp an extra stunty along the way. If you want to check out more possible events according to the warhammer lore, check here.

Basic reward is the title "The Drunkard", if you complete all tasks you'll gain the title "Keg Slayer". There is a rare world drop as well: Battle Brew Backpack. While i don't have one (yet), i found the above screenshot of the stats from the T4 version (there are again 4 different cloaks, pending on tier dropped) and it looks pretty decent. Again, if you want to check out the event go to the US website, as GOA didn't even manage to link all screenshots right. They really should start to pay some proper people to update their website... and while they're at it fix the Realmwar Pages. Did i mention the player statues inside the capitol cities are not working for EU either? GOA still adds one fail to the next, if it was GOA developing the game i would have canceled my subscription already.

Some of the new loot from the city dungeons and bastion stair looks really good. Especially some jewelry from the city dungeons looks appealing to me. We found a few pices during our latest dungeon crawls... it will be interesting what more there is to discover. Trash mobs inside the dungeons have a small chance to drop those as well from what we discovered.

City Dungeons
of the Warden
of the Watcher

Bastion Stair
of the Bloodborne
of the Bloodcry

As a last note: We had server transfers towards Karak-Azgal from three different servers. The influx of new players is very welcome. Finally the Inevitable City feels alive again and as the "new players" with their guilds & alliances are out to try making a name for themselves, open RvR activity has greatly increased. A warm welcome to all those who recently joined our server! Oh and btw, Thirst is still recruiting, should you search for a new home. ;)

December 13, 2008

Bloodwrought Enclave Info & Map

We did a quick Bloodwrought Enclave run yesterday and as we checked the mini-bosses for new loot i was able to create a complete map from Enclave, maybe it helps the orientation for starters. The dungeon is for six rank 40 characters and is located in the far SE of the Inevitable City. It's pretty straight forward as well and when you have a good group and know the dungeon you can just completely ignore the right wing, speeding up the dungeon a lot. It's the easier of the two city dungeons and you can get away with less wards on gear.

There are two (main) bosses inside the dungeon:
Korthuk the Raging (Sentinel boots & belt)
Barakus the Godslayer (Sentinel helmet & belt)

Since Patch 1.1a all mini bosses inside the city dungeons can drop the belt (now BoE) as well.

Bloodwrought Enclave MAP v1.0

December 12, 2008

Patch 1.1a quick Aftermath

Well, the new patch hit today. Like i posted earlier, the annoying muddy texture messup ofc made it from PTS to live servers. Textures, especially in the Inevitable City, look awful! :( In addition the settings don't seem to remember the texture memory cache setting, every time i login i have to adjust it. If i remember right when the textures were messed up before i could reset the setting by going from far to near and back. Does not work anymore. Textures are messed up and look like crap. Fortunately its not as much outside the capitol. I use a Nvidia GeForce 8800 GTS with 640MB Ram, never had that much bad visuals before in WAR. In addition some textures are "green" now. Some trees (we call them disco trees as for some guildies they change colors all the time) are green and also some walls, etc. Overall i wonder how such a mess can bypass QA. Yes i know hardware is always complicated to take into account, but to mess it up for a bunch of people while it was fine before... sheesh.

The next major annoyance (at least for me, i know others love it) are the new actionbar animations. The "radial" global cooldown animation and the upgoing flash.. brought me close to an epileptic seizure. Luckily i was pointed to NAMBLA and once you edited the NAMBLA.lua its gone. If you want to get rid of the stuff: Install the addon, then edit the above lua file in a text editor, search for "piewipe", then change the SetAlpha to 0.0 and you're rid of all the flashy new stuff. The lua code is actually very well documented and its easy to find the rest of the things you can adjust - for my taste the text was too bold and i changed both lines back to default. I can't understand why Mythic did not make the "new" actionbar anims optional, so you can turn them off if you want. If you experience weird behaviour of buffs i suggest you go through your interface folder and clean it up, several buff related addons can be deleted or have to be updated.

As a last quick note, we visited the two new lairs with guildies today (i might post some screenshots on our guild website later) and that was fun. The lairs are not as easy to get into as most of the caves you just stumble into. They required some more searching/thinking, which was cool. Respawn on the trash mobs in the Saphery one is insta-bugged, but well. IMO lair bosses could have some more unique/difficult abilities, but i guess its for casual players as well. So far for the quick note on 1.1a - there is much more to come but i was asked to post about the actionbar fix by some, so here you go.

December 10, 2008

EU: Free ingame Item from MMOZine Magazine

I just stumbled over this thread: The MMOZine Magazine hands out a free ingame item to those that send an email in. The item is similar to the rings you got with pre-ordering the game, they just changed the name: Vanquisher's Emerald Band. The ring will be registered with every char and will show up in the mailbox once you login. While it's not interesting for high level characters, when you start a new char every bit helps to speed up the progress. To grab a code for that item click on the ad (see pic) on the frontpage from that PDF and you'll be taken to the page with the form (Acrobat will try to access the internet via the flash form). Just enter your details (with the checkboxes to the right you sign up for newsletters, maybe disable those) and you'll get a code in your mail you can register in your account profile. I just tried it and got the code/register without any trouble. This is EU only afaik. Enjoy.

European Test Server

So more or less silently with not much flourish the EU Test Server Shifting Isles went online. Cool! i thought, let's check out the latest changes. You can copy existing characters (rank 10+) over to the test server. Log into your account management and scroll down to the very bottom, there you choose Character Server Copy and NOT Character Transfer. So far so good... bummer tho that GOA messed up the character copy for chars that exist on servers that were cloned a while ago. The only character i could initially copy over was my rank 20 Blorc from Zhufbar. I had to delete that char to be able to copy over my rank 40 main from Karak-Azgal. I'd say thats a F- for database management by GOA on this one. I did not play my clone char, so i just deleted him and was able to copy Thulf over. Of course before i used the copy function i robbed the guild bank to copy over as much coin as possible, you never know what you need it for. ;) Chill guys, i gave it all back. *grin* Your character will copy over with your full inventory and bank, mailbox won't.

The good news on using the PTS: You don't need two separate installs of the game. If you want to access the test server, just start testpatch.exe if you want to play the "normal game" you start warpatch.exe. The patcher will adjust pending on the version you want to access. First: Be excited, all the UI changes will make it necessary to adjust your complete UI once again. Not fun, but if the changes deliver what they promise its well worth it. Test Servers are also very good for addon developers, as some UI changes of patch 1.1 will make it necessary to adjust. The first thing i noticed on PTS is that apparently Mythics attempts to adjust performance screwed up the texture caching for my machine. Inevitable City looked *horrible*, low/muddy textures everywhere. This problem was there for some time right after launch, but was fixed. As things on the test server are subject to change, etc. i really hope this won't go live. The chat filters for more separated system message filtering looks promising. The item linking did not work on PTS (at least not in /say when i tried). In addition all stats on the gear are missing, paper doll says it works but they don't show. I slapped together a compilation of the changed Black Orc set bonuses for your convenience.

EDIT: The set bonuses changed on the PTS since yesterday. HERE is the latest version.

Since we had some open RvR planned from our alliance i did not spend that much time on PTS, but traveled to the open RvR area quickly to check out some of the RvR inf goodies. For each inf step there are two different items in blue (req rr31) quality and two in epic (req rr38) quality. As stats did not show i can only guess, but the epic ones look very good. The weapons (see pic) all have procs, which already made players complain on the forums that those weapons are better then the loot you can get from Lost Vale and Mythic should at least give those items procs as well. Looking at the procs i have to agree and this should be adjusted. I'll go back and try to test some more, should anyone want to give the city dungeons on test server a go, poke me.

PS: Should you have experienced a performance drop/change since the latest patch/hotfixes check your gfx settings. I realized mine were reset/changed and that's why i experienced stuttering in the live game recently.