Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Rubino

Pages: 1 ... 7 8 [9] 10
121
Warhammer Online / Game Down.. & Back again
« on: November 25, 2008, 06:37:09 PM »
All servers are down for an emergency fix - annoying as we had 2 WB's taking a destro keep at the time.
It looks like it'll be down for 3 hours - until about 10pm - reading the US Herald.

Edit: Quicker than expected. :)

122
Warhammer Online / ORvR - Coming changes
« on: November 25, 2008, 06:11:23 PM »
I guess you have all probably seen this but I thought I would link it anyway.
The proposed changes look damn good to me!

Link: http://herald.warhammeronline.com/warherald/NewsOverview.war

Content:

Quote
Folks,

   Over the last few months I’ve spoken about our continued focus on improving our open RvR systems.  While we have taken some major steps in the last month, we believe that there is much more we can do to encourage people to take part in oRvR throughout the entire evolution of their character(s).  Over the next few months we have some very exciting changes and additions taking place.  Please note that as always, this does not represent everything that either we are doing or thinking about doing, just what we, as of now, plan on adding to WAR.

   We have a number of major initiatives planned for oRvR in WAR.  Please keep in mind that these changes/systems apply to oRvR only and not to scenarios.  This is not all we are working on but these do reflect the majority of oRvR additions that we are currently working on/planning for the next few months.

   First, we have created an RvR Influence system.  This system is designed to reward our oRvR players with lots of new stuff that you can only get through oRvR.  This will be a complimentary system to our PQ Influence system.  This system is already implemented in 1.1 and is scheduled to go LIVE along with that version in December.   

   Second, we want to improve the visibility that players have into oRvR and make it easier for players to get involved in the action quickly and easily.   We have a number of wide-ranging changes going into our map and travel systems to allow players to better understand the state of oRvR in our game and also allow them to get to the action faster.  We have already taken one step with putting a Rally Master in each Warcamp but we will also add the ability for people to have a second bind point to make it even easier for players to move around the maps.  We will also make it easily for players to see where players from their Realm are engaging in oRvR, a Campaign HUD for all tiers and other improvements We will also improve Tier-wide messaging about what is going on in Battlefield Objectives and Keeps.  Other additions include changes to the UI, in-game manual improvements, map enhancements, and a few other changes.

   Third, we want to provide greater incentives to players to participate in oRvR.  In order to accomplish this we will be adding additional layers to the questing system of oRvR including the addition of Keep Quests, “Daily Event Quests”, Chained RvR Missions, improve the initial Tome Unlocks and other oRvR-oriented Events.  We will also improve our BO itemization.  Our goal is to provide players with even more incentive for participating in oRvR than we have already.

   Fourth, we want to encourage guilds to take and control keeps, and we will continue our work on adding better rewards for Guilds who own Keeps as well as the addition of a system of Keep upgrades. This system will be added to the game in several stages beginning in the late winter.

   Finally, we will begin work on a global oRvR “Fame” system that will be tied directly to the Tome of Knowledge which will provide more rewards, titles, experience, etc. for participating and being successful in oRvR.    This system will provide even more incentives for people to participate in oRvR than the current systems and one that fits nicely both with the ToK’s concept as “This is your life” as well as an additional advancement and reward system.

   Please keep in mind that these additions are subject to change and given the nature of these changes/improvements, they will not go LIVE until we have thoroughly tested them.  However, these are crucial improvements to WAR and are being treated as such by the team.

    Finally, I want to close this out with a brief explanation about the role that we believe that oRvR should play in WAR.  It’s really as simple as this, oRvR should be a major focus for leveling, item gain, etc. in WAR.  Some of the systems are already in place and in Tier 4, oRvR is alive and well.  On other Tiers, however, oRvR is not being engaged in as often as we had hoped when we launched WAR.  Our goal is to ensure that oRvR is the place where players can level the fastest, get the best items and overall, have a great time while doing it.  It is supposed to be riskier, more challenging but ultimately, more rewarding than any other place within WAR.  What is outlined in this letter are some of the ways we plan on making this happen over the next few months and beyond.

    As always, we thank you for your patronage and support.  We won’t let you down.

Mark Jacobs
VP/GM Mythic Entertainment

123
Warhammer Online / Lairs
« on: November 23, 2008, 04:31:37 PM »
I've been doing some research for War events I've been planning and stumbled over this:
http://www.warhammeralliance.com/forums/showthread.php?t=132580


124
Warhammer Online / Shadow Warrior - the Shadows bring nightmares
« on: November 19, 2008, 03:01:04 PM »
While much neglected, the Shadow Warriors have some great skills that they bring to groups. 

They're able to switch between Stances that effectively allow them to bring to the battlefield a variety of tools to harass Destruction. 
Early on you're mostly working from a distance - raining doom down upon hapless toons and generally working in the group well.  While generally you're static when you fire & dish out dmg - click&fire lag is about 2 seconds with a cooldown, so you can flow with the action. 

RvE is pretty much a grind - you'll have to switch stance a lot (with virtually every NPC you tackle).  You'll find yourself having more fun with groups and RvR - you'll also have to change stance less often.

While you'll find yourself working from a distance - our role is pretty much supporting the front-line and any incoming.  We don't hurt enough to really slow those heading towards the squishies.  In this situation the best approach is to use out abilities to reduce the attributes of the incoming and then use [spell]9092[/spell] to hold them for a few seconds and regain the distance.

[spell]9104[/spell] helps reduce the armour - not that effective against tanks but more effective against those with lighter amour.
[spell]9096[/spell] reduces their Init - which in turn is -evade and +crit.  Handy when you have a WH in your team.

Our stances pretty much define our approach to battle and early on it's best to focus on a single stance to the optimum dmg & skills. 
Stances with Shadow Warriors allow us to enter combat with long-range, medium range or close-quarters skills.  The Mastery tree for each of these trees provides Tactics, Skills and Morales.  Sticking with a mastery tree gives you optimum unlocks - but also glues you to a stance for much of your experience.

Switching stances involves both risk and cooldown.  Risk because changing stance doesn't always switch and there's a 5 sec cooldown.  5 secs is a lot in dynamic encounters.

In the late teens/early 20's you get a good group of skills for each stance.
With the Scout (distance) you get some nice AOE nothing too painful for them but something that affects clusters of destro, Skirmish (mid-range) brings some nice aliments for your foes and Assult (up-close and personal) has a mix of point & directional.  Assult brings extra dmg if targets are building abilities - essentially meaning you can harass squishies.

The biggest pain for Shadow Warriors is that each stance needs a different mentality - making it a hard class to play.
To be effective playing the class you need to apply the abilities that each stance gives you to the situation. 

While I started out with the Scout Mastery tree - I'm finding later in life that Skirmish offers the best balance of play and some really nice dmg for the stance. 

The class really kicks in at the late 20's - you have a good range of skills, abilities and EQ to make the difference.
Your AOE abilities come from Skirmish rather than Scout, with scout bringing more single targer dmg via DOT's.
Assult brings a nice disarm but the pain of switching stance means it's not used as often as it could or should be.
You'll get some nice tactics - with the optimum bing +crit for groups whenever you crit. 

At this stage in Scenarios you should be dishing out between 30-60k dmg.  Not great but pretty decent.
Defenisvely you're pretty messed up with armour - with bags & mix/match sets giving you the best options.

At this stage you're more use in protecting friendly squishies - generally place yourself within a few seconds walk of them - and you can dish out dmg, pin + disarm. fall-back and help finish-off against most (excl tanks).   With an in-bound tank keep your Rank 1 Morale handy.  It usually helps buy the squishy some time to heal you & debuff/ail the hostile.

Each stance not only bring abilities but affects your stats. 
Scout bring extra dps via Ballistic, Assult gives you extra armour and Skirmish boost your toughness and +crit. 

In RvE, the first few tiers you're stuck with attacking NPC's around your level.
In your 20's you can take on a couple of levels above and attack low level champs.  In your 30's you can take on champs in their low-mid 20's but you don't really make much cash until you're in your late 20's and early 30's.  This makes playing with Mastery Trees difficult and I've even unable to travel due to lack of funds.  Essentially you'll need to loot everything to make ends meet.

You'll find yourself dying a lot - esp at first which is a pain - it really reduces your dmg output but I prefer to throw myself in and pin to protect the softer friendlies if it gives them a little longer.  They apprechiate it and you'll find yourself with a rez more often than not.

125
Warhammer Online / GOA: Subscriptions
« on: November 16, 2008, 11:40:32 AM »
Just an FYI if you've used your CC to pay for your sub to War.
GOA have, once again, messed up and have automatically enabled renewal on, it appears, all accounts.

If you've suspended, cancelled or checked the "Don't auto-renew" option - check again.

Under the MOTO rules for Credit Cards (not debit cards) you can contact your CC company and get it revoked.
It doesn't apply to debit cards - so it hard or next to impossible to get the charge reversed.


126
Warhammer Online / Flying Dwarfs without Velcro!
« on: November 16, 2008, 09:50:25 AM »
I've been queuing for scenario groups recently in T4 to try out a few things - I can't remember if it's Logrin's Forge or Thunder Valley but it confused the hell out of me to start with.
Initially you run around - dominating the flags util you reach the center of the map with 4 flags.
Capturing the flags activates gyrocopters - which you can jump into and fly around bombing the other side.

Alas - I didn't get a chance to fly one - I think I idled for 30 seconds trying to comprehend what I was seeing.

Flying Dwarfs! (without being lobbed from a cannon)

127
Warhammer Online / Realm War Pages
« on: November 14, 2008, 05:52:04 PM »
They're up: http://www.war-europe.com/#/realmwarindex/?realmwar=Index.war&lang=en

These are our Guild Pages: http://realmwar.war-europe.com/realmwar/GuildInfo.war?id=54&server=13


I had problems getting Firefox to work and had to use IE to get to the Realm War Pages.

128
Warhammer Online / Some random info...
« on: November 14, 2008, 05:19:42 PM »
On the VN boards there was a conversation about Time To Kill and they said something that I found useful.

Quote
"Longevity is a combination of Mitigation and healing. 90% of the playerbase still ignores the mitigation component and expects healing to come from other people.

Willpower, initiative, resists and toughness.
All are needed, for EVERYONE. "

I don't have the reference or their name - I just know their title was DOAC_Team_Lead.


Found 'em - Rena Lanford - The Post is: http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109438593/p1/?14

130
Warhammer Online / Patch 1.0.5
« on: November 14, 2008, 01:36:20 PM »
Notes can be found: http://img.war-europe.com/syndic_img/news/patches/Patch105_EN.html

It looks like they are updating them now and then - I've already noticed a few changes from the original version they posted.

131
The Dog & Duck / Game Balance & the nerf & buff bat - a different take
« on: November 14, 2008, 10:47:49 AM »
A different perspective on things: http://www.youtube.com/watch?v=0p5vlfU_3Ds

132
Warhammer Online / Why did the chicken cross the road?
« on: November 13, 2008, 11:57:08 PM »
Chicken wins gold bad in keep siege..


The VN boards are a nightmare I know but this is funny: http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109424446/p1


133
Warhammer Online / Heavy Metal Event
« on: November 13, 2008, 02:32:31 PM »
So the Heavy Metal event is coming soon - Mon 17th Nov it's due to start.
For those that don't know - gaining Max Inf will allow you to roll the new char at the end of the event for a full week before they are available to the general population.
Generally they'll be available around the 7th December I think.

As part of the event - each day you'll have a quest to perform in addition to the other PQ's that will be happening around Reikland Factory in, umm, the T4 Reikland zone.
The Quests and factory will be available to all ranks and it sound like they have special instances based on rank going on - sort of like a cross-rank Gunbad from what I can image.

From what I've read Reikland may turn into a persistent dungeon some time after the event.

So what do you think? Gonna go for the top prize? Think it'll be fun?

135
Warhammer Online / For Runies
« on: November 08, 2008, 10:14:01 AM »
Devs must be doing double shifts (from the US War Server: http://herald.warhammeronline.com/warherald/NewsOverview.war ):

Rune Priest
    * Master Runes: Fixed an issue that sometimes caused Master Runes to impact performance in game.

Pages: 1 ... 7 8 [9] 10