A few thoughts on Warhammer Online
Edit: Reports are coming out noting that WAR has 500,000 subscribers registered in just a week. The real test will be to see if those players like it enough to stay (I’ll be bailing out).
Playing this game reminded me how much I really enjoy playing MMOs, but made me realize how much time I don’t have to devote to them. I guess the only possible way to fix this craving is to find a MMO company to work for. But then the entire atmosphere and exploration element would be spoiled. Well, considering the size of these games, maybe not. It’s one thing to make these sort of games, but its something else to actually play them — I imagine.
If I had the time, I would probably invest it in this game… Actually, I would probably still be playing Age of Conan. There’s nothing really exciting about WAR for me. I do like PVP elements, but they really need to be mingled between several systems for it to work right. Players still need options.
But, EQ2 Shadow Odyssey is coming out pretty soon, and I rather not try to detail my love for the content that is being brought back to the world. Let’s just say, I f’n love Frogloks, I miss the Guk and I’ll be bringing my bad ass Templar back into the world.
Before reading too much into some of this stuff, mind you, I am only rank (level) 9 with a renown rank (pvp) of 7…The good thing about the game is that the levels progress slowly, and not blazingly fast.
Public Quests
I was somewhat confused when I first heard about these. Here is an example:
- You adventure into a Public Quest designated Area
- A quest like box comes up on your screen which tells you the current requirements needed
- Stage I: Kill x/100 of MOB Y (You could just solo this, easy)
- Stage II: Kill x/10 of MOB Z (You could still solo, hard)
- Stage III: Kill 0/1 of BOSS (You will need some help)
- Every kill, you begin filling an influence bar which eventually gains you specific rewards
- If all stages are cleared
- A window pops up with all of the names (of the people who are still in the area, helping) and computes a random number as a base value
- Adds into it a contribution number (shown as a gold, silver, bronze medal)
- If the player has lost out on a reward for a few rounds, they get a bonus added
- Players are rewarded a pouch (common, rare, depending on final winner placing), where they can choose a reward from (once taken, it won’t show in the pouch again)
So these can be pretty cool. The loot is actually pretty good, especially if you can manage to get a rare loot bag.
Crafting
?! Afterthought. I haven’t dove into it, because I haven’t been introduced to it. Not that there is a whole lot to even do… I haven’t ran into an NPC that said, “Hey! Come here! Want to learn how to craft?” And I’m not wasting my time running around looking like a goof trying to figure out how.
The Story
Once you begin, you are thrown into the story. You complete quests in the area that you are in, and then you work through toward a new area. Which, in itself isn’t bad, but it’s extremely linear for an MMO… Which is surprising. You go to camp A, work toward B, C, D, E, F… Clash with PVP at the end?
While the good and evil side have a home city, you’re not even introduced to the city right away. You have to find some specific NPC that flys you to it.
Achievements
I love reward systems, and they could be much MUCH better in MMOs. I’m still waiting for an MMO to do something that I’ve always wanted; Medals, ribbons – in a fantasy sense.
Now I LOVE achievements. But in an MMO, they really need to be a little challenging. I mean, it’s an MMO. You’re average gamer plays the game for much, much longer than the average 8 or so hour single player game. This is a great step, but the way it’s implemented makes them a bit goofy and irritating. I mean, in one realm versus realm battle, you might see 10 achievements unlocked, blinking all over your screen, because of the extremely basic nature of them. Like… Being killed 1 time by another race nets YOU a “You Suck” award.
Uh, what?
There’s a lot of other’s. Like dieing 10 times… 100 times… Clicked on yourself 100 times… Looted 10 times, destroyed 10 items. You can get more of an idea by checking out this list.
The Interface
Needs some mod work done to it. It’s got experience bars all over the place. This feels surprisingly daunting at first by making you realize that there are several layers to the game.
If I’m not in a PVP area, do I really need to see my renown rank experience bar? Granted, I know you gain some while you are not in a PVP area, but it’s not common enough to plaster it on my screen. If I’m not in a PVP area, make it go away. If I gain some, blink it on my screen once or twice.
Is there a reason to put my influence experience bar on the screen if I’m not doing anything related to influence? Like, nowhere close to being in a Public Quest area?
Why can’t I zoom in on my global map?
Why can’t the quests show more detail on the map without being so damn cluttered?
Why in the world do the icons in my bar do a mind warping fading affect when I hit one of the buttons? That’s surprisingly distracting, and makes my head hurt. Simple fade, fade in, blink one color to bring my attention to a button… There’s no reason to go nuts with it.
I could go on, but those are just a few off the cuff.
Guilds
The guild management tool is really decent for what they’ve got. I really, really like the in game calender for scheduling events. REALLY.
The PVP
As far as the basic mechanics of it all goes, it looks just fine. Reminds me of watching my friends play battlegrounds in World of Warcraft (Nope, I never played). I’m sure this gets really exciting later on. But all in all, once that later on arrives, that’ll be most of everything that exists for people to do. I’m not sure how that’ll be received by the people. You can jump into PVP whenever you want to do a little “battlegrounds” type of event, or you can try to take over areas in the PVE world that is contested.


