Thursday, June 2, 2011

Warhammer Online - Age of Reckoning communicate

Mythic Entertainment is ready with their new Mmorpg. They are the habitancy behind Dark Age of Camelot, a game that became known for its Pvp, Player vs Player where all the players are complex in a war between the 3 breeds. This concept, known as Realm vs. Realm, matched by hand in glove with Warhammer Table Top game, in which separate races were in constant war with each other. So when Games Workshop decided to make an Mmorpg based on the beloved game series, it was obvious to select Mythic Entertainment to create it. They have now done it, and Realm vs.. Realm (Rvr) is an important part of Warhammer Online. "War is everywhere" promise Mythic in their advertisements, and after spending months in a small game, then I give them quite right. When you Logr into a War (Warhammer Age of Reckoning) server, you can not avoid being mixed up in the war between Order and Destruction.

When you start the game there are 6 races to select from. 3 on either side of the conflict. Dwarfs and Greenskins fighting on one front, the High Elves and Dark Elves are fighting for control of their homeland and habitancy trying to stop an invasion from Chaos. So there are 3 ways you can fight on, and what you start at is carefully by what race you select to play. Each race has its own professions, such as the Dwarf Iron Breaker or Chaos' magus. They are very different, although they essentially can be divided into some basic types that are known from this type of game. When you have chosen your character and found a look that fits, you are ready to eye this new world.

Warhammer

Quests are there of procedure plentifulness of and you must honestly make efforts to run out of them. It is normal institution for this type of game and works very well in War. Private quests are honestly the stereotypical kind, to find habitancy / things, or beat monsters to death, but there has been much work in history and it makes them honestly quite entertaining. You can sense that Mythic has been aware of this and they vary them quite well with small surprises in the pipeline. The first 10 levels used in the same beginning area, but as soon as you reach the first warcamp, the game opens up for the other races areas and this works honestly great, because there is nothing preventing you from completing quests in all three areas.

Public Quest
Besides the usual quests, Mythic has invented something they call the social Quest. It is a welcome innovation to the genre. The story of the game is driven by the social Quest (Pqs). When you run nearby and solve quests, you will encounter areas where a Pq going on. They often consist of 3 or more phases, which all have in common that they can not be completed alone, but require more habitancy working together. Once they encounter such a quests, you can begin to unblemished it. You don't need not be in a group with other habitancy who also are engaged in this quest, but it can often be an advantage. When a Pq is completed, ie all phases are solved, all those who contributed to finnish it is ranked according to how much they contributed. The one ranked top gets the best rewards. It is a brilliant way to meet new people, and as one of the main purposes of an online game is to play with others, then Pqs is a rather genius feature. Beyond the rewards you can win by completing a Pq you earn influence, which can be used to redeem rewards from obvious people, so even if you do not just win something, then your time spent in a Pq is far from lost .

Realm vs. Realm
As I said, war is an important part of Warhammer online. Fairly speedily after beginning a character, you are introduced to the Pvp aspect of the game. It can be approximately divided into two: Scenarios and Open Rvr. Scenarios are the first players notify themselves with. You sign up for a scenario, and when there are adequate players on both sides to start it up, it started. Then you get send to the area and must fight to unblemished the objectives before the enemy or before time expires (after 15 minutes). There are scenarios where you must fight for control points, scenarios where you have to steal your opponent's flag and make sure that your own flag is not stolen, and many others. There is good collection of scenarios. The good thing about these scenarios is that it is the side which works together as a team who commonly wins. It is not just a ask of being run nearby and turn the opponent to death, although the procedure is always a good thing. It is a matter of working together to solve the task, and there are no classes that can cope it themselves. Cooperation is the key to success. It is quite clever that you always can join a scenario, and once it is over is naturally sent back to where you were when it began. This makes it easy and quick to get complex in Pvp.

Open Rvr encounters also quite fast on. Once you find the first Warcamp you are at the batlefront, and once you move into the war zone you are doing Rvr. There are bases and carstles, which you should fight for. It takes place in battle against other players, and just as in the scenarios, there is collaboration the way forward. It is highly entertaining, and I amused myself with the cost of this aspect of the game, although I commonly do not Pvp. But the mythic belief of Pvp is brilliant way to avoid 'ganking' So that habitancy with low level becomes' ganket 'of habitancy with much higher level. Mainly because it is based on cooperation, one on one battles are rare, but also because the battle zones are divided into 4 tiers (layers) and do you tour into a field which is too low for your level, you come to be transformed into a chicken and can not conduce to victory in the area. You have to seek opponents at your own level. While it is nice to Pvp is restricted to obvious areas and it is thoroughly free for the player to settle when he want to Pvp. Are we not in the mood for it, then just hold off the Pvp areas.

Tome of Knowledge
Another new thing that Mythic like to make the player aware of is Tome of Knowledge. It is a book where all one's holdings are listed. It's honestly not so much an innovation as the same belief can be found in Lord of the Rings Online, but Mythic has extended it much and there is plentifulness of data in this book, which is helping to make this virtual world more credible. The first time you encounter a monster, Npc, or other you will find writing about it in the Tome of Knowledge, providing background knowledge. Games Workshop has released plentifulness of material for the Warhammer universe, and the Tome of Knowledge is a fine way to bring all this data into the game.

Conclusion
I could have written much more, because there are plentifulness of things to eye in this game. But I hope I listed the main thing that makes Warhammer: Age of Reckoning the time to come star on the Mmorpg heaven. Pve (Player vs. Environment) part is capability work that uses the well-known recipe of quest after quest. This is all just made eaven better with the social Quest, and a rich background story well anchored in the (few) well-known Warhammer world. Pvp (Player vs. Player) component are naturally not better in any Mmorpg. Even habitancy that not commonly bother with Pvp will be drawn into the war between Order and Destruction, and my bid is that even the most carefully opponent of Pvp could be persuaded to Pvp in Warhammer online. Still there is plentifulness to do in War even without Pvp. A announcement of a Mmorpg is always a snapshot, since they are enduringly under development. The image of War is a very good image right now, and if Mythic Entertainment continues in the same track, then it may be a success. It has at least deserved it!

Warhammer Online - Age of Reckoning communicate

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