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A Community AnalysisFollow

#1 Oct 06 2008 at 9:51 AM Rating: Excellent
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Warhammer Online - A Community Analysis
http://www.gamasutra.com/php-bin/news_index.php?story=20494

Some breakdown paragraphs for your quick reading pleasure:
Quote:

Because WAR gives you multiple paths to level your characters, there's no urgency to find someone you can rely on for a specific task—if a task is difficult, it is not an opportunity you regret skipping. Continuing to explore or saying “you know, I'd rather do something else instead, I don't want to wait around” give the journey a different flavor.


Quote:
The game never stops you; only you do. There aren't long flights or waits for boats to pick you up, either. The Auction House has few items, and there isn't very much to do in a city. Training for your abilities is located in almost any spot that has a cluster of NPCs. The crafting and economic system are minor and nothing close to the scale of those in EVE Online or WoW.


Quote:
And that is why WAR's community feels like it's in a premature, yet post-larval stage—because the game is too. One example of a hot issue right now is whether accepting alternate characters in the guild halts the progress of a guild's rank (guilds have their own levels in order to make them more stable). This has caused many guilds to hold a one-character-per-person policy, at least until they hear contrary evidence from EA or Mythic.


And more...
#2 Oct 06 2008 at 10:56 AM Rating: Decent
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I get the feeling that mythic is making some correct choices with how to start an MMO. They are starting us with a fairly low level cap that still takes a chunk of time to reach. only 2 crafts ect..

Plenty of classes to pick from though..

In a sense by doing things smaller scale at first and keeping goals realistic as possible is exasperating the feeling that the game is in its post-larval stage.

...

A few things I would like to see though

Mounted combat:
Make it so when you are on a mount you simply give up some stats and abilities and gain some others. For example if you are using a cold one mount you get a boost to your max hit points and get a couple more power attacks. However ranged weapons and magic do 50% more damage and if you are attacked from behind you take 75% more damage.

Finally a **** mmo where you can fight stuff on your mount.. I see the NPCs using the animations and such while on mounts already.. Currently though if something does 1 damage it dismounts you >.>... cmon dooo eeet...

Flight NPCs in all camps in the game allowing you to fly around the world much more easily cutting down on some running around.
#3 Oct 06 2008 at 11:23 AM Rating: Excellent
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Not sure if this falls under the same subject, perhaps I am mis-interpreting the issue hand but, I like the feel of the game (me being on a high pop server) where i can go to a public quest and if im the only one can sit there farming the low end stuff and once people see me out there they just FLOCK i love it... it makes people work together yea you get the few odd balls that try to make it less fun but i love the fact that this game is meant to be played with others... i feel like in the little time i have been on this game i have had a chance to play and interact with some really fun people. We all know why people do it, loot. But thats the brilliant part about it... the easy loot from doing a PQ pulls people together to make them work together and gives more chances for people to make future allies.

Edited, Oct 6th 2008 3:23pm by Grimmdh
#4 Oct 06 2008 at 11:28 AM Rating: Good
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Sorry, double post

Edited, Oct 6th 2008 3:22pm by Grimmdh
#5 Oct 06 2008 at 3:05 PM Rating: Excellent
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I find it kinda funny that people feel the need to anylyze the community of a game thats been release for 2 weeks. Of course its going to be in an infant stage....

But I digress.

Thorazinekizzez: I really can't see them increasing the max rank cap. The Warhammer Lore doesn't really allow them to add more tiers to the game, unless they really branch out and add whole new areas, which would spread out the population and wouldn't be so great for a PvP game unless the server population limits were increased. Also, the capital cities are already the most important things in the WAR world. It would completely rubbish the Lore to add some new town in a distant land and say "Hey, we know Altdorf is the Empires capital, but this city over here is way more important, come fight over it.

I guess they could possibly use the other capitals for that to an extent, and have harder content in the High Elf / Dark Elf capitals for example. I'd still think they would just be adding in a greater challenge to go with greater rewards, rather than adding to the max rank cap though.

I can see them adding more renown ranks maybe, or new combat styles (like mounted combat *crosses fingers*) or new ways to fight open RvR battles with a greater variety of war engines. I mean, who doesn't want to go to war with a steam tank beside them?

I can also see them adding new races to add to the replayability of the game. I'd love to see Skaven and Slann added.

All just my own opinion of course, I'll happily eat my own words if they come up with a way to do it without ruining 25 years of Lore.
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#6 Oct 06 2008 at 6:11 PM Rating: Good
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There was a Dev post a while back stating that alts in a guild do not in any way adversely affect how quickly a guild rises in rank. Coming from a guild with 2 people in it and 9 characters, I can vouch for this. We are leveling up guild-wise at an acceptable rate for a 2 person guild where our highest characters are only level 21's, and everything that any character does nets your guild exp, so the alts don't hurt it at all.
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#7 Oct 06 2008 at 6:24 PM Rating: Good
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The Dev post was actually in the grab bag #1.

The issue is, that they didn't answer the actual question that we have all been asking.

The offical word from EAMythic all during the beta was that guild leveling isn't affected by having additional characters in your guild, provided that they are all active members or something like that. Apologies for not having exact info but I got told about this from an Elder Tester.

What Mythic have never answered, is what constitutes an "active" or "inactive" member.

There is defineately something to having less characters in the guild though, the highest ranked guilds in the world right now on Realm War are all guilds with less than 25 members.

Who knows.......
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Morgrim - Ironclaw Server
Dwarf, Ironbreaker
Rank 40, Renown Rank 31
Immortal Guard Guild
--------------------------
Loaar - Retired
Galka, Pheonix, Serene LS
RDM 75 / PUP 75 / NIN 75





#8 Oct 06 2008 at 6:25 PM Rating: Decent
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Still alot of content for Mystic to explore.

Another continent. More races that, while do not need to be playable, can add much to the story. 3 other chaos gods, since this game focuses on Tzeentch. Chaos going to be **** to deal with if they ever introduce Khorne. I would like to see epic scenarios involving famous characters as well.

Much to add. Mystic has a good future with this game.
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#9 Oct 06 2008 at 6:31 PM Rating: Good
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I 110% agree with you, heaps of content to add from the Warhammer World. I just can't see it being higher than 40 rank cap.
____________________________
Morgrim - Ironclaw Server
Dwarf, Ironbreaker
Rank 40, Renown Rank 31
Immortal Guard Guild
--------------------------
Loaar - Retired
Galka, Pheonix, Serene LS
RDM 75 / PUP 75 / NIN 75





#10 Oct 06 2008 at 10:50 PM Rating: Decent
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If you look at the map of the world you can see that there is a massive amount of space they can expand the game out into - and it's not as if they have a lack of races / unit types / etc to use.

So yes, there is scope for a lot more.

As for the rank cap .. I agree that throwing in the capital cities all ready implies that they have hit their peak. However, there is space to throw in more rungs underneath so that the inter-city battle fields become, effectively, tier 5, 6 or ... whatever.

Rank caps are one of the biggest draws for expansions .. can you imagine they have no intention of using them ?
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#11 Oct 07 2008 at 12:16 AM Rating: Good
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i think guild rank is less reliant on the quantity of players and more on the amount of time they put into things (winning doesnt hurt either).

so if youve got a group of 10 people who play 8 hours a day, each covering one of the jobs (3 healers, 2 tanks, 5 dps) and they only play together and they succeed more often than not at what they set out to do, then i think their rank is going to be higher than a guild with 20+ people who play less.

thats the impression i get anyway.

also, of interesting note....thought id visit a tier 3 keep that was controlled by a destruction guild today. got ambushed by some order NPCs right outside the keep walls (almost in shooting distance) and then got killed after i got inside the keep by "gate keepers" that had the guild name. thing is, im destruction, and this keep was controlled by destruction, and the gate keepers that killed me were....dwarves.

confusion abounds.
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#12 Oct 07 2008 at 12:30 AM Rating: Decent
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i dont believe they ever will have to raise the rank, but they could raise the renown rank.

like the points you can get in EQ, and i think EQ2, you could both be the same level, but one could be alot more powerful because they have more points to spend.
#13 Oct 07 2008 at 2:11 AM Rating: Decent
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Ok, so "active" alts do not hurt guild leveling, but how does an "inactive" alt hurt? what occurs here, exactly?

Also, if anyone has followed DAOC, Mythic's first RvR MMO, they never raised the level cap. They just kept adding new ways to gain abilities, or adding more difficult content, as well as new races and classes.

Reknown wasn't in DAOC when it was released, but later it was implemented. Then came the Trials, which to many, ruined the game, because people became way too powerful, a mere few could destroy armies, or so I was told. Let us hope Mythic doesn't make this mistake again, but then came "champion" levels. A new form of exp, that gained alternate abilities.

Hopefully, if they haven't already put them in the game, they add RvR dungeons.
#14 Oct 07 2008 at 3:05 AM Rating: Decent
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mamuharu wrote:
Ok, so "active" alts do not hurt guild leveling, but how does an "inactive" alt hurt? what occurs here, exactly?


the only thing that should matter is active people, 2 guilds, one with 500 people, one with 10 people, if they both have 10 people going say, 24/7, they should stay around the same progress.
#15 Oct 07 2008 at 3:26 AM Rating: Decent
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I don't know about that not raising the rank cap thing..

I see level 55 mobs running around sometimes. I just checked out many of the high end PVP zones and a majority of the mobs in these locations are 40+.. I don't know though I suppose that since this is a PVP game then it makes sense to limit the cap to 40..

Thing is the mobs that are 55+ are NPCs playing the same classes that people can play.
Even in the first keep south of the inevitable city you have level 42+ chosen guards ect..

Its one thing if a dragon has a level that's far above the level cap for players. Its another thing entirely when you see an NPC playing the same class as you that's above the level cap though.. Just an observation.

Edited, Oct 7th 2008 7:22am by thorazinekizzez
#16 Oct 07 2008 at 6:15 AM Rating: Decent
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Those really high level NPC's serve more as "invisible walls" than anything else. I don't think they're meant to be interacted with. I made the mistake of accidently stumbling into a Dark Elf fortress when a very cleverly hidden rank 60 archer insta-killed me.

I think they could raise the level cap though without destroying the mythos. They'd obviously have to work very closely with Games Workshop to make it cohesive to the mythos, but it could work. Warhammer is a role-playing game which, like most role-playing games, offers a lot of flexibility. The books are merely guidelines that encourage creativity and expansion. Warhammer fantasy was my favorite table-top RPG with the exception of Paladium's Rifts.

My first thought is that, as the expansions occur, we'll see more cities and possibly some server consolidation to accomodate the added space.
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