Wednesday, April 28, 2010
Saturday, April 24, 2010
google translate posted:
Original source : http://www.warhammeronline.com.tw/termination.html
Translated excerpt :
"Dear "Warhammer Online" players Hello
To uphold the principles of quality players the game better, "Warhammer Online" in Taiwan, Hong Kong, and Macau will be the agent operation June 17, 2010 termination, and information services, and transfer all the players to "Warhammer Online" North American server. To thank the players for your continued support, we will be open free of charge in the smooth operation of the last month of play, and delivery to the U.S. version of each account the number of days a month free offer. Here is "Warhammer Online" shift to the timetable and related measures of simple instructions:
Transfer services? ?U.S. Edition
Warhammer operations in Taiwan and the EA team will provide Taiwan, Hong Kong and Macao jointly role players account information and transfer services to the U.S. version, all who have registered "Warhammer Online" the game account of the players, as long as the 4 / 22 to 5 / 20 period, will transferred to the U.S. version of the role of pre-transfer server - Chinese Temple Mount, the system will be 5 / 20, the role of data automatically transferred to the U.S. version of the server and make an account integration. U.S. version of the new server is expected to open in early July.
Player Notes: U.S. version of "Warhammer Online" game to take all the English interface. For the transfer of players in Taiwan will be the sustainable use of the information server to June 17, free game can continue to use the account during the game. However, Taiwan version of the player's account information with the role of the lock will be on May 20, the U.S. version of the role of the state after the resumption of account will also be on May 20 shall prevail.
? ?Free game time
Operations team will also 5 / 20 after the stop point deduction to 6 / 16 games during free time, so that all who have registered "Warhammer Online" the game account of the old players free access to the "Warhammer Online" the game.
Player Notes: Free game time, game progress will not be transferred to the U.S. version. Account information and role players will be locked on May 20, restart the server account on the new role of the state after May 20 will also be subject to.
?Schedule? transfer service
* 04/22 open transfer all server roles
* 04/22 Warhammer goods shelves
* 05/06 to stop stored value
* 05/20 stop point deduction
* 05/24 points conversion applications open
* 06/17 All services offline
Finally thank you once again the player to "Warhammer Online" has long been supported also expect to continue in the U.S. version of your journey, thank you!
"Warhammer Online" Sincerely, trading team
Are we to see this same fate in the states? when will the dev team finally see what we are constantly telling them? If they want this game to survive, it needs to have an oRvR focus.
Thursday, April 22, 2010
New Cost as follows
Chest: 550 Officer / 175 Royal
Helm: 390 Officer / 125 Royal
Cloak: 450 Oficer / 150 Royal
Shoulders: 360 Officer / 100 Royal
Belt: 210 Officer / 25 Royal
Gem: 150 Offcier / 5 Royal
Boots: 330 Officer / 75 Royal
Gloves: 270 Officer / 50 Royal
Chest: 510 Officer / 95 Warlord
Helm: 450 Officer / 80 Warlord
Shoulders: 390 Officer / 65 Warlord
Belt: 210 Officer / 20 Warlord
Gem: 150 Offcier / 5 Warlord
Boots: 330 Officer / 50 Warlord
Gloves: 270 Officer / 35 Warlord
Chest: 335 Officer / 95 Invader
Helm: 295 Officer / 80 Invader
Shoulders: 255 Officer / 65 Invader
Belt: 120 Officer / 20 Invader
Boots: 215 Officer / 50 Invader
Gloves: 175 Officer / 35 Invader
Thursday, April 15, 2010
The introduction of the Scenario Focused Rewards has created negative outcome in the overall state of the game. Players are forced into a Grind to earn the Scenario Only insignia currency. Which creates rift in the RvR lakes that players just don’t have the incentive enough to close.
If we take a look back to Patch 1.1A that introduced Open RvR incentives. It added a system that encouraged and drove players to flood the RvR lakes in order to earn those rewards. The influence rewards at the time rewarded players for taking part in the open RvR lakes, until of course you filled your influence bar and the incentive was then removed.
Now we are left with multi incentive systems that yet again, don’t work hand in hand with each other, but instead draw players apart of each aspect of the game. Having to dedicate themselves to one over the other because one has a greater incentive then the other.
Warhammer needs define itself in what it’s content is. If it is indeed a RvR game, then it should reward RvR equally for taking part in RvR. Whether that be from killing players in the Open RvR lakes, to taking keeps and battlefield objectives from the opposing realm, or even from taking part in the PvP action in scenaros.
We need one system that unifies everything. And with that, I propose this idea.
A system that rewards the players for doing RvR.
How it works is pretty straight forward. The game currently already has an influence bar in each of it’s RvR lakes. However, each of those Influence Bars are all stand alone, they don’t really work with each other. They promote doing RvR only in that set zone, instead of just doing RvR in any zone, anywhere.
So we need to change influence to a currency. That connects all the RvR a player does, and rewards them for it. Giving Value and worth to the players that play the game.
Now, lets explore and improve the values of inf within the RvR world:
-Player Kills: 100 Inf (diminishing returns as well as divided based on the amount of players engaged on the target)
-Battle Field Objectives: 100Inf Points per BO Tick
-Keeps: Depending on the Keep Level and the amount of Defenders/Attackers determines the value of the inf reward.
-Level 0(unclaimed keep): 50inf
-Level 1(claimed keeps automatically get level1): 100inf
-Level 2: 200 inf
-Level 3: 300 inf
-Level 4: 400 inf
-Level 5: 500 inf
-Level 6: 600 inf
-Level 7: 700 inf
-Level 8: 800 inf
Then based on the amount of defenders/attackers at the keep, will determine the mulitplyer based on the amount of “Stars” on the keep. (attackers and defenders should see different stars. Defenders would see more stars if there are many attackers on the keep. Attackers would see more stars if there are many defenders in the keep)
-1 Star: x1
-2 Star: x2
-3 Star: x3
-4 Star: x4
-5 Star: x5
the RvR influence reward will take place when the keep is won. And the score will be based on
[Keep level] x [ star level] = Inf reward
So a level 6 keeps, that had 5 star defenders would reward the attackers:
[Level 6] x [5star] = 3000 influence Currency.
That gives the basic idea how RvR influence would work In the RvR lakes.
Next step would be to apply RvR influence into the games scenaros:
Currently, you are rewarded Insignias for taking part in scenarios, you get a random number for winning and for losing. And rewarded bonus random Insignias for some other random crap. No one really knows the exact values. We just know, it’s all random. We need to change that, You need to be rewarded for not only winning, but for your effort to putting some points on the board.
As stated before Player kills are still and always will be worth 100inf and divided based on how many attackers were engaged on the target. So keep that in mind when doing the scenario math. That is you work on killing players. You get rewarded for killing players.
And also, the final score your team has in the scenario will determine your realms overall Inf score per person. If your realm is the Winning realm, you will gain x2 your teams final SC score.
So if you are playing serpents passage and your realm loses the SC with a score of 350, everyone in the losing team will gain 350 Inf. If your team wins the SC with 460 score. Your realm will gain  x 2[Win multiplier] = 920 Influence per person.
Now that we have those base values out the way, lets adjust the currency cost for all the Scenario Weapons, and just called them RvR weapons.
1hander Weapon of RR34 currently cost 335 Officer insignias. With the adjusted influence system, this weapon will now cost 33500 Influence.
2hander Weapon of RR34 currently cost 670 Officer insignias. With the adjusted influence system, this weapon will now cost 67000 Influence.
1hander Weapon of RR45 currently cost 555 Officer Insignia, and 320 Conq Insignia. With the adjusted influence system, this weapon will now cost 87500 Influence. (adding up the officer and conq insignia cost together to determine the cost of the actual item.
With that solution in place for the RvR weapons, we can now apply the same solution for RvR Armor Sets.
Annihilator Armor current total cost of Officer Crest: 650 Officer Crest
-Boots: 90 Officer Crest
-Gloves: 50 Officer Crest
-Shoulders: 130 Officer Crest
-Helm: 170 Officer Crest
-Chest: 210 Officer Crest
Under the Influence reward system, we can see the price adjustment to follow
Annihilator Armor total cost: 65000 Influence
-Boots: 9000 Influence
-Gloves: 5000 Influence
-Shoulders: 13000 Influence
-Helm: 17000 Influence
-Chest: 21000 Influence
Conq Set would be as Follows
Conq Armor total cost: 123000 Influence
-Boots: 18000 Influence
-Gloves: 13000 Influence
-Shoulders: 23000 Influence
-Helm: 28000 Influence
-Chest: 33000 Influence
-Belt: 8000 Influence
This will help unify all the RvR rewards into an easy to understand system that will allow you the freedom as developers to easily add new gears and items at different rates based on the power of the item.
Now it’s all fine and good, what do we do about the current insignias and current crest in the game today? I also have a great solution for that.
Insignias no longer drop in the game. Ever. And all current insignias can be traded in for a rate (Officer Insignia as the baseline, everything below it gets adjusted accordingly) 100 Influence per insignia.
Crest however, will continue to drop in the game. And act as extra incentive to take part in the games content that officers these Crest. Player kills, Keeps, Forts, City Siege. The difference here, is that These crest retain their value in the Influence conversion.
-Officer Crest can be sold to the merchant for 100 Influence
-Conq Crest can be sold to the merchant for 500 Influence
-Invader Crest can be sold to the merchant for 2500 Influence
-Warlord Crest can be sold to the merchant for 12500 Influence
-Royal Crest can be sold to the merchant for 62500 Influence
These changes would be in my opinion a change that would unify all forms of RvR in the game, and allow players to enjoy all aspects of the game, and be rewarded properly for them.
So there you have it mythic, a completely thought out system that closes the rift in the game that much more.
Half Pig, Half Amazing
Tuesday, April 13, 2010
-Fix Horse Mounts: Footsteps are to strong of a sound effect, need to be adjusted
-Add More Mount Types, Have mounts be class specific instead of just race
-Remove Mounts from Scenarios (at least in tier 1 and 2, but i wouldn't mind if they are removed as a whole) Scenarios are supposed to be "balanced" matches. Mounts give an unfair advantage in reaching cap points.
-Server lines going directly through RvR Pools, This is possibly the worst placement, and a fix that will never happen. But can the serverlines be moved so that each RvR lake is in it's stand alone Area. And the serverline is just outside the RvR lakes(near the high walls).
-Map Interface: Allow players to add "point of interest" Or even, just any place that has a name on the map, which you discover, gets labeled on the map. a simple bullet point, with the name of that spot, is all that is needed.
-Fix Travel Between pairings/chapters/warcamps: Give us DAOC style pony rides from Chapter to chapter to warcamp. Traveling right now is the worst possible thing in this game.
-When grouped with someone not in your current zone, please label which zone they are in within their group icon
-Please Add new weapon style Graphics. Even if it's just taking graphics from another races weapon to add to your own. Every single 2handed Axe i use looks exactly the same.
-Make all merchants worth while: any craft items/weapons/armor sold to a merchant(s) should be able to be purchased by the player base from any merchant(sort of like a huge network of stores). This will also give Value to the now worthless Gold we all have.
-Add RvR Quest to Capture Objectives - That reward both XP and Renown
-Remove Siege Weapon NPCs from warcamps, and place them in Objectives. This will give reason to attack and defend objectives. And require objectives to be capped before a keep can "really" be attacked
-Ease up on the Respawn for Guards at all keeps: it's hard enough as is to take a keep, with an insanely hard hero, and a few defenders. Once the Doors are Cracked open, all outside guards should no longer spawn
-Reward the Realm for HOLDING a keep, Add a Merchant that Sells the Bags(or exact items) the Keep Lord would normally drop on death. These bags/items will only appear after a set amount of days/time as pasted.
-Fix the msg stating the Keep lord is under attack, when only 1 patroling guard was killed.
-Fix the map warning to only become active when the keep doors are damaged to 95%
-Please Keep Adding Quest throughout each chapter, more quest the better(this should be a constant thing most MMORPGS don't work on, which is adding more content to the previously created world)
-Fix the XP reward from those "traveling NPC" killing 25 wolfs, getting spider silk, killing a squig, etc etc.. they only reward 150xp. It's alot of bloody walking for just 150xp, you can discover a new location and get more xp then that. Xp should scale as you level for the reward
-Increase the XP for each mob killed(double it please)
-Give some Renown for any Mob killed in RvR lakes(objectives/keeps/random mobs)
-All Named Mobs to all Drop some form of worth while loot.
-Add a Small Scale PQ feature for those areas that are just far out and lonely for the solo exploring player (stage 1, kill 10 kittens, stage 2, kill 4 harder kittens, stage 3, kill the mother of all kittens! (she would be a champ mob, so still able to solo). A nice easy rewarding PQ that you don't need a quest for, and you can repeat it all day.
-All heros mobs to drop 4 Bags of various colors.
-Improve the Warhammeronline website to show more active ingame status, Make the website as indepth as the DAOC website was, with showing top players, top players of set class, top players of set class within set tier, etc etc. we want more details.
-Add Shared Vault between account
-Adjust the Backlash/combustion on the Sorc/bright to proc based on the damage dealt, instead of the theorical damage to be dealt. (so if combustion happens on a dot, % of dot damage per tick instead of doing one major damage at the cast of the dot. Combustion should only happen if damage is dealt and for a % of what is dealt (did i just repeat myself?)
-Add a "buddy list" window, that shows our friends, and also allows us to have seperate conversations with them in it's own window
-Give the option to unlock the character paper doll window. Heck, let all windows/bags be moveable througout the screen
-Change Quest icon colors based on level of quest according to the players level. from purple, red, green, white.
-Add Group Quest, and label them as such(or look below for a nice fix)
-Add Feature "Bonus kill" to All quest, which will require a near by NAMED Champ mob of the same type for certian quest to be killed aswell. This kill would be optional for the player/group. But if defeated, the player/group will gain double the XP reward when handing in the quest.
-Add Kill Collectors For Each type of Mob needed in for Stage 1 PQ's for that Chapter.
So if i have to kill 500 Zombies for Pq 10, there should be a nice Kill Collector XP reward waiting for me when i return to the camp.
-Ultima Online Rune book style Transportation/recall stones. Allow the player base to add "recall stones" to our tome. These stones can be transferred, passed, and sold to players. When you shift+click the stone, it will show you the map marker for where the stone is bounded to. Stones should not be able to be bound to RvR lakes.
-Remove the "loading" screen after death. It wasn't in the beta, so i don't understand why it's currently in the
release. The only reason there should be a loading screen is when going between zones/scenarios. Dying/telephoning within the same zone, should just instantly port over, OR Fade in and out to black.
-In the Temple of Marsh Scenario(tier 2) Please change the rules of engagement, that the points for holding the
relic is only scored as the relic remains held in the center region of the map (king of the hill style). Adjust the center building so that is has tunnel paths within it so it promotes more intense combat. Currently, each realm just runs back to their spawn points, so they get a constant influx of reinforcements. Not fun, nor balanced.
-The option to Hide armor parts (and have it be a global visible change). So i can for example, hide my left shoulder guard. So everyone just sees me as having 1 shoulder. or one boot, or one glove, or no glove visible.
-Shorten log out/quit timer when in a "safe" zone(anywhere you get rested from).
-Objectives: Fluff: cool factor, Please have objectives tie into seige.
example: Barak Varr (Dok Karaz) keep.
-Iron Clad: Has a large cannon, When the attacking realm controls the Iron Clad, the cannon will turn, and aim towards the keep
-Ligth House: Has a huge light beam. when the attacking realm controls the light house, the light beam will shine towards the keep.
When both of these objectives are under control of the attacking realm, They will point the light at the keep, as a target beacon. And the iron clad, will fire it's cannon at the keep. Bringing the door down to 25%, and all counter seige attached to the keep down to 25%.
When the defending realm controls both light house and iron clad. The cannon will fire AOE damage at all the seige pads on the floor. doing 25% damage each attack. The cannon would fire once every 5 mins.
-Allow us to still see our warband/group health status while running seige
-Allow us to still use/view the chat when on seige
-Change the way the Startup screen works, so that you can see All your characters per server instead of just the 1. It's a wasted Step in the login process, i might not want to play the LAST char i played, just show them all to me, with a quicker login method.
-improve logout/quit perfmance. If i want to quit, it should take 10 seconds max of "countdown timer" and it should quit. It shouldn't hang for another 45 seconds.
-Logout should take 10 seconds (5 seconds if in a safe zone).
-Navigation between Server Select Screen, Character Select Screen needs to have a better flow, right now, all those screens seem rushed. If you can laythings out better to lessen the ammount of steps needed to finally get to play would be helpful. Have the Server list, on the same screen as the Char select screen. Server list to the Lefthand side, you click on the server, it shows your characters on the right. You click one and play.
-Reduce the total server count by 50%. far to many servers. Increase server caps! Daoc was able to have like 3000 players per server.
-Add Renown Items for each level of Renown.
-kill collectors should collect player kills aswell. So you show up with 1000 player kills.. you get a nice nice chuck of xp from it.
-GROUPING XP, remove the XP reduction when joining a group. Allow players to retain full XP when killing a mob in a group. If a mob is worth 500xp, allow the player and each player in the group, to gain 500xp, instead of dividing the XP between the 6 group members, forcing them each to only gain 83xp. If you fix XP gains, you will have more players grouping, and more players actually taking part in PQ's. Players are avoiding PQ's because 1: you are reqired to have a group to complete it. 2: you get less XP when in a group. 3: famring 150 mobs solo is not fun.
So if you just remove the XP block more players will group, more players will do PQ's more players will enjoy the game. Currently this game feels very much like a solo MMORPG.
Monday, April 12, 2010
Sunday, April 11, 2010
Monday, April 5, 2010
BIND ON PICKUP:
We need reason to lock zones, and we need to see results for the realm. In each tier. The campaign needs to be tied together, so the players don’t feel a constant disconnect. However, there needs to be a major independence of each teir.. t4 should not rely on t3, however, t3 can help t4. Why bother locking a zone in t1? What does it do for your realm? What does it do to the opposing realm? The answer… nothing. Same can be said for any zone that locks in any tier. A realm needs to see a reason.
Bop and Boe/ Loot / lockout timers
-Dungeon that is able to complete with just 6 players
-Dungeon that scales from 6-24 players based on how many groups enter the instance together
-Dungeon that is fast pace, not 100 slow epic encounter pulls
-Dungeon that has no level restrictions
-Dungeon that has no need for Wards
-Dungeon that the mobs levels increase the deeper you go in.. from 40-50(60?)
-Dungeon that lets you REZ during boss fights
-Dungeon that the bosses do not "instant" kill you for not playing "perfect"(by design)
-Dungeon that gives the same level gear as Hunters Vale
-Dungeon that has no lockout timer
-Dungeon that is fun
-Dungeon that is Designed from the Cities that did not make it into the game (4 dungeons themed after each city)
-Dunegon that has it's gear and items and graphic armor sets designed to make the theme of the dungeon
-Dungeon that the only way to enter.. is via control over the New Fortress