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The Warhammer Herald delves back into PvE dungeons

Filed under: Fantasy, Endgame, Warhammer Online, PvE


The trusty Herald for Warhammer Online: Age of Reckoning has once again delved back into the game's non-PvP content. Though WAR is built around the massive Realm vs. Realm systems developed by Mythic Entertainment, there are numerous Player vs. Environment options available to gamers who want something a little more traditional. This is actually the third of these guides to roll out to the Warhammer site. The first dealt with low-level treks like the Altdorf sewers and The Sacellum, while the second delved into mid-level dungeons probably very familiar to WAR veterans (Gunbad, Bastion Stair, etc.).

This newest entry, then, tackles some of the highest-level instances in the game. Most of these in turn are actually connected to the aforementioned Realm vs. Realm systems, and are only accessible from within captured Capital cities. The exception is the Elven Lost Vale, a six-man level 40 encounter off the coast of Avelorn's coast. Otherwise dungeon rundown number three tackles locales in the Capitals like The Elysium, the Screaming Cat Tavern, and the two massive palaces the dominate the player cities. Read on into the piece for full details on these encounters.

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MMOGology: Can Wrath keep us entertained?

Filed under: World of Warcraft, Culture, Expansions, Endgame, Opinion, MMOGology


My World of Warcraft guild is fairly casual - so why do we already have level 80s? Pre-Wrath of the Lich King we farmed Karazhan. Gruul's Lair and Zul'Aman were regular runs, but we never tackled Black Temple or Sunwell as a guild. We leveled alts, crafted, PvP'd and told bad jokes in guild chat. Despite our relatively casual nature, five of our members hit 80 just two weeks after Wrath of the Lich King's release. There's already talk of running Naxxramas in the not too distant future (perhaps next Sunday A.D.).

I know that's not record speed, but holy crap! If my guild of casual players is quickly level capping, a good percentage of WoW players must also be nearing the end game. There were at least forty of them on my server late last night. It took Blizzard nearly two years to release Wrath and it seems like a lot of people are already prepping for end-game raids. How in the world will this expansion hold players' attentions past Christmas, much less until the next expansion? How long before we hear cries of, "There's nothing to do!"?

Continue reading MMOGology: Can Wrath keep us entertained?


Behind the Curtain: Are we having fun?

Filed under: World of Warcraft, Fantasy, Sci-fi, EVE Online, Culture, Professions, Endgame, Opinion, Behind the Curtain, Casual

Well, it all kicked off over on WoW Insider the other day, didn't it? You couldn't move for all the handbags being thrown around in the comments! Who'd have thunk it? Don't worry, I kid because I care.

The thrust of the argument SLASH discussion was whether or not we should be tracking raid progression any more. It got me thinking. Not about raid progression exactly; about how different people approach MMOs and the content they offer; about how different people find 'fun' in different playstyles.

Here at Behind the Curtain, I've shared my opinions on the Hardcore vs. Casual issue previously. To recap, I'm of the opinion that the difference between the two states, if it even exists, is in the goals one sets for oneself.

Taking that line of thinking further, I began to think about fun. 'Fun' is a nebulous concept, difficult to pin down and pretty damned different for almost everyone in the world. Wikipedia currently defines fun as, "the expenditure of time in a manner designed for therapeutic refreshment of one's body or mind" which seems like a bit of a mouthful, to be honest.

Continue reading Behind the Curtain: Are we having fun?


World of Warcraft
Tabula Rasa introduces Epic instances

Filed under: Sci-fi, Events, in-game, Game mechanics, Endgame, Tabula Rasa


As announced in today's Feedback Friday, the Tabula Rasa team has been working on a way to present low-level instances in what could be considered a "hard mode" of sorts. The first of these is the Caves of Donn instance which now has an Epic version, accessible through the CELLAR Arena.

This Epic Caves of Donn instance has Epic versions of the Caretakers, Technicians, Soldiers and the brand new Ravagers and Seekers created for the Back-to-Earth campaign. This instance is repeatable, allowing players to eventually gain all rewards in addition to the XP, Prestige and Mimeomech. Admittedly, the developers report that the instance doesn't have as much polish as they'd like, but considering the circumstances, we understand.

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Warhammer Online's cities more than just a backdrop

Filed under: Fantasy, Endgame, Warhammer Online, Opinion, Races


Game journalist Alec Meer, well-known for his writing at Rock, Paper, Shotgun, recently contributed a Eurogamer piece on the "social and architectural heart" of Warhammer Online -- its cities. Meer looks beyond the RvR game mechanics, the classes, "man-slapping" and the other trappings that make Warhammer Online what it is, and focuses instead on the setting itself, as seen in The Inevitable City and Altdorf. When Meer looks at The Inevitable City, he points out how it's not just your normal MMO hive of activity and commerce, or a place to line up quests. "These are the reasons to visit it, but they're not its real purpose. What it really does is define what the Destruction races are, and what they're trying to turn the Warhammer world into... You only get an inkling of that in the main world," Meer writes.

Contrast this with Altdorf. Meer writes, "Cobbled streets, chunky stone buildings - very European. This is what Order are fighting for. Well, except it's really dirty. Altdorf is not a picture postcard - it's grim and crumbling, full of squalor and fear - as much because of the ongoing war as because of the despotism and aggression of the Empire's rulers," Meer states. Do you agree with Meer that the cities of Warhammer Online are more than just a backdrop for your activities? Do you think the look of WAR's capital cities accurately reflect the conflict between Destruction and Order to reshape the world, each according to their own opposing paradigm?
Warhammer Online Coverage Did you enjoy this? Make sure to check out our Warhammer guides: Massively's Character Creation Guide and our WoW Player's Guide to Warhammer. Plus, don't miss any of our ongoing coverage as Massively goes to WAR!

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Players the source of Warhammer's problems?

Filed under: Fantasy, Culture, Game mechanics, Endgame, Warhammer Online, Opinion

Hardcore Casual recently put out a very concise view of what is currently holding back a truly enjoyable game experience from Warhammer Online -- the players.

The post truly sums up what makes many of the features of Warhammer Online break -- the fact that players aren't playing the game in the way Mythic expected. Instead of enjoying the content and dabbling into all the intricate facets of the game, players are engaged in a grindtastic rush towards the endgame content with the misshapen belief that "the game truly begins at maximum level." As the post itself says, people aren't comfortable with a game that starts at level 1 and not the cap.

Continue reading Players the source of Warhammer's problems?


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WoW armory revamped to show achievements and more

Filed under: World of Warcraft, Fantasy, Game mechanics, MMO industry, Endgame, News items


World of Warcraft players finally have the moment they've been waiting for. Well, okay, one of the many moments they've been waiting for. The armory has finally been revamped into the updated form Blizzard promised some months ago that will allow players to off the achievements they've earned. The armory version of achievements also contains the same tracking bars and lists for in-progress achievements as are on the in-game interface. For the World of Warcraft player who really likes achievments, this armory update should prove to be a gold mine of things to poke around and plan during lunchtime. (You'd never consider wasting company or class time reading about MMOs, we're sure.)

Also added in this pipin' hot armory update is a series of statistics tracked on accounts since the 3.0.2 Echoes of Doom patch. Everything from how much gold your character has made to how many times you've wound up spending special cuddly time with the floor due to overaggro is there in black and white for you (and anyone else) to read. Additionally, there seems to be additional information in regards to overall World of Warcraft guilds. Whether or not any of this new information - like say, the achievements showing you've cleared certain endgame raid instances - will play into other things like guild recruitment or choosing guilds to join is unknown. With so much information openly available, we're going to hear more about this, we'd bet.

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Player Consequences: Slow and Steady

Filed under: World of Warcraft, Business models, Expansions, Endgame, Opinion, Player Consequences


Everyone seems to be talking about Wrath of the Lich King at the moment. It's busting sales records at the stores and seems to have attracted attention away from the other MMOs released this year. However, I'm sure most of Blizzard's competitors aren't that worried. After all World of Warcraft may be a monster, but it's one that only comes out to eat once every two years. Mythic was just unlucky enough that the schedule for Warhammer's release coincided with the monster coming up for dinner. Still even if Warhammer released further away from Wrath of the Lich King I have to wonder if the results would be any different. World of Warcraft seems to have the unusual ability to maintain a high subscription based even with a slow development cycle for its expansions. The subscription numbers do dip in between releases, but the game never really seems to lose its momentum.

I expect this can be partially explained by Blizzard's habit of holding back content from its expansions and then releasing it in later patches. This helps stretch out the expansion content over a wider time period and gives the development team a chance to work on brand new content. However, even this trick can't account for why World of Warcraft keeps its numbers in the face of multiple new MMO releases.

Continue reading Player Consequences: Slow and Steady


Natural selection applied to MMOs

Filed under: World of Warcraft, Fantasy, Sci-fi, EVE Online, Culture, Game mechanics, Guilds, MMO industry, PvP, Endgame, Opinion


There tend to be some fundamental differences between players of World of Warcraft and EVE Online, due in part to the contrast in rules and game mechanics, and the types of personalities each title attracts. This was mentioned in a recent Shut Up. We're Talking. podcast and provided some fuel for further discussion by Syncaine, from the Hardcore Casual blog.

He observes that "EVE players embrace scams, trickery, underhandedness, and generally resent any changes that would 'dumb down' EVE. In WoW that gets you quickly banned, and before that rivers swell from all the tears shed while players scream mommy." There's also a huge divide between the titles in terms of how 'hardcore' or PvP-centric the games are. "EVE is harsh on day one, and stays that way," Syncaine writes. "WoW holds your hand from 1-80, and makes sure you get a cookie regardless if you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place."

Continue reading Natural selection applied to MMOs


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Bringing WAR to the web

Filed under: Fantasy, Game mechanics, Guilds, PvP, Endgame, Warhammer Online, News items, Maps, Races


Any massively multiplayer online game built around the twin pillars of PvP and territorial control can't go wrong by providing realtime status updates of the struggle via the web. Warhammer Online has endeavored to do just that with the Realm War site, as addressed in a dev diary by the title's Web Development Lead, Scott Stricklin. The dev blog touches on what Mythic has accomplished thus far with bringing WAR to the web, and what they hope to accomplish in the future -- namely, podcasts, community news, and character and guild profiles. While they have no shortage of ideas about how to expand WAR outside of the client, their first objective has been to bring Realm vs. Realm data to the web. That goal has now been realized, and Stricklin walks the reader through the features of the newly revamped Realm War site.

Players now have access to updated information about the overall campaign and the status of each capital city, Stricklin writes. This information is also presented visually, with each capital city's look changing based on its status, ranging from peaceful to besieged. This can all be kept in a pop up box in your browser to provide continual updates for when the tide of battle turns. Further information is provided through selectors which represent a server's racial pairings, giving a snapshot of what's happening with each tier's zone control. An added bonus to this are influence maps for each zone, similar to the in-game maps, which show the status of the various RvR objectives and allow a player to mouse over keeps, seeing when it was last captured and by which guild. Have a look at Scott Stricklin's dev diary for more on the Realm War site, or better yet, just head over there and try it out for yourself.
Warhammer Online Coverage Did you enjoy this? Make sure to check out our Warhammer guides: Massively's Character Creation Guide and our WoW Player's Guide to Warhammer. Plus, don't miss any of our ongoing coverage as Massively goes to WAR!

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World of Warcraft
Tabula Rasa to shut down in February 2009

Filed under: Sci-fi, Events, real-world, Events, in-game, Endgame, Tabula Rasa


It's been a fairly good run for Tabula Rasa, but the inevitable has now been announced. As of February 28, 2009, Tabula Rasa will be shutting down its servers for good. We've feared an Auto-Assault-like fate for the game for a while now, but confirmation of this event truly saddens everyone in the MMO community.

According to the announcement, the folks at TR plan on going out in style, though. Not only will they continue to pump out some new, quality content in the remaining months, but the game will actually go free-to-play for its final month and a half. You can check out more of their upcoming final plans with the game, as well as the official announcement at their website.

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A detailed look back at raiding in World of Warcraft: The Burning Crusade

Filed under: World of Warcraft, Fantasy, Endgame


Jennie Lees is the hard-bitten raider over at WoW Insider who offers advice through the "Ready Check" article series. This week in advance of Wrath of the Lich King's launch she has a great look back at the enormous amount of laughter and tears experienced during The Burning Crusade. World of Warcraft's raiding endgame is a high watermark in the MMO industry, and reading back over the content offered by Blizzard's first expansion is like taking a trip through a family photo album.

Even casual players like this blogger has heard stories of Gruul and his growths, the horror of Vashj positioning, and problems with 'the ledge boss' in the Twins fight. It's a great read, designed to make every veteran reader smile and every casual player go "really?!?!". Make sure to keep your eyes peeled for all new raid information starting this week as Wrath takes its opening bow!
One of Azeroth's millions of citizens? Check out our ongoing coverage of the World of Warcraft, and be sure to touch base with our sister site WoW Insider for all your Lich King needs!

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EVE Community Spotlight: SirMolle

Filed under: Sci-fi, EVE Online, Game mechanics, Guilds, Interviews, PvP, Endgame, Massively Interviews

Alliance warfare in EVE Online is a defining aspect of the game. EVE's setting of New Eden is a sprawling galaxy of over 5000 solar systems, where players are free to build empires, establish vast enterprises, and do whatever is necessary to maintain dominance over their competitors -- be it financial, political, or military. All of that freedom to do what you choose eventually leads players, collectively, into one another's sphere of influence, triggering bitter and protracted warfare. That's the nature of EVE -- the setting provides potential, but it's largely the players who drive the game. In what has been aptly described as "the largest virtual conflict ever waged", the Band of Brothers Alliance (BoB) has stood at the forefront of that struggle for dominance in EVE Online for years.

As an alliance, their strength is undeniable. But the power they've gained has sparked a fiery resentment from the much larger non-BoB playerbase in EVE, polarizing the community into those who either love or hate them. In many cases, it's been the latter. After all, for some time, Band of Brothers' goal was to control all space in New Eden, beginning in the lawless frontier of 0.0, where most alliance warfare rages, and eventually consolidating control over Empire space and its commerce. Band of Brothers set a goal for territorial control that's simply not possible in the game, however. The times have changed, and now the old paradigm of territorial grabs characteristic of the epic conflict with The RedSwarm Federation has been replaced with the MAX campaign, and a different nemesis -- the Northern Coalition. As vendetta-turned-alliance policy, MAX is intended to be a wave of destruction that cuts through the hulls and holdings of their opposition.

The man behind the MAX campaign, and the Band of Brothers alliance, is SirMolle. Massively recently spoke with SirMolle about the pressures of leadership, the impact Band of Brothers has had on the game, and the endgame of control over New Eden.

Continue reading EVE Community Spotlight: SirMolle


EVE Community Spotlight: SirMolle Part 2

Filed under: Sci-fi, EVE Online, Game mechanics, Guilds, Interviews, PvP, Endgame, Massively Interviews


Band of Brothers fields the largest capital ship fleet in the game. Obviously this provides your alliance with an advantage, but how do you respond to what many players feel is a problem of capital ship proliferation? Do you miss the days before capital ships and POS warfare became the norm?

EVE is ever-changing. It has evolved since the early alpha and beta days to early release, to today's EVE. It will never stop changing, and the players have to evolve with it. You can always say "remember the good old days", but, that's just nostalgia. Evolve or die, adapt or be overcome.

I could say I miss ninja-mining, I could say I miss dura-Mallers, I could say I miss splash damage from torpedoes, I could say I miss the days before POS's were in the game. But all in all, EVE is a larger game, a larger world, a more complex world today than when it started. Changes are a part of your EVE-life. Embrace it.

The most important ship in EVE is not a capital ship; it's the battleship.

Continue reading EVE Community Spotlight: SirMolle Part 2


The fall of Altdorf, take two

Filed under: Fantasy, Culture, Events, in-game, Game mechanics, PvP, Endgame, Warhammer Online


Remember that one time, when Warhammer Online's Altdorf burned to the ground over on the EU server Karak Eight Peaks? And then, like, Mythic said wait no, that was a bug and we don't acknowledge it as real? Yeah, those were good times. Good times.

Well now it's actually official, and Mythic's Mark Jacobs has publicly acknowledged it himself as the first time that anyone has gotten this far legitimately (if the data checks out), even if others claim that this isn't technically right. Of course the blogosphere is ablaze with opinions on both sides of the fence, with some claiming that it only happened because it was done during off-peak hours, or that this only means bad news for WAR's endgame potential. We'd be curious to hear what the Massively readers think about this, so let us know in the comments below!

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