![]() After unintentionally causing blog, forum and podcast riots last week with my candid first response to Warhammer Online, I spent much of the week bouncing back and forth from one site to another absorbing the support, the abuse, the retorts and the analysis that the MMO community was lobbing back at me. Truth be told, a quarter agreed in one way or another, a quarter disagreed intelligently and a full half either didn't/can't read or are blinded by fanboy rage, but that's all good - it spawned some awesome discussion. That is what we're all looking for right? Many of you may have heard the candid discussion of my position on Gax's Waaagh Podcast Episode 2 hosted by the MOG guys, Gary and Ryan. If you haven't, check it out. All of that discussion led me to retract one promise I made in last week's post - the part about me not playing WAR anymore. Given the passionate response, I feel I somehow owe it to the WAR community to see this thing through a bit longer, either to build further supporting details for my position, or to find those bits of fun that have eluded me throughout the beta. And with that, here's a few observations I made during the preview weekend during which I logged somewhere between 6 and 8 hours of playtime. The Patcher During earlier phases of beta I spent long periods of time cursing the infantile patcher program which tended to not work very well and frequently forced me to patch enormous files on a daily basis. Additionally, it provided zero information on the status of the beta itself, instead requiring me to search the forums and follow long winded sets of instructions in order to get the game going again. In one case, the patcher was dispatched in favor of a torrent download which seemed to indicate that the patcher was worthless junk. Fortunately, in more recent incarnations the patcher has been performing well and even has some beta notes included on screen. Much better than before. The Newbie Experience Warhammer Online continues to have massive disparities in quality and enjoyment across the various newbie zones. Some are uninspired and dull (High Elf), others are inspired and dull (Dark Elf) while others are inspired and somewhat fun (Empire.) Yes, most of them are riddled with kill ten rats quests, but the cannon shooting, civilian rescue and support garnering quests offered in some areas do support the lore well and build a solid foundation for the battles that will follow. Surprisingly, I had some trouble completing a number of the newbie quests in each area. This could be good, or it could be bad. If we assume that the quests are in fact solvable (unconfirmed in a few cases) we can also assume that at least one or two newbie quests in each area are in fact (gasp) challenging to complete even if that is only due to the fact that the objective is well hidden. Some would view this as a failure to make level 1-5 quests easy enough for a noob, while others (me) may at least make an appreciative nod to the challenge presented by the game designers. The World, the Engine and the Animations In the Waaagh Podcast I mentioned that the landscapes and architecture of the world is beautiful and I think all would agree that the world designers on WAR did some work to be proud of. While I'd argue that the entire thing is a little to grit-free to be a Warhammer title, they do look nice. The problems I have with the world engine itself are mostly mechanical. At the moment NPC pathing is atrocious. I don't remember it being as bad in earlier versions of the beta, but its current state frequently results in mobs getting stuck in terrain (yay for ranged DPS), running away to never return, or simply standing still without response. At first glance this could be seen as an AI problem, but based on the herky-jerky terrain traversal of the player character, I have a hunch it might be a terrain problem. The avatars themselves frequently get stuck on minuscule ground litter, fences/bushes/trees often cause that oh-so-unpolished vibrating player character effect, and player characters seems to randomly spin in unwanted directions during combat. For a game so heavily PvP-focused, the player character controls are unresponsive and ungraceful, on par or worse than other modern day MMOs - a primary reason that PvP works so poorly in massive titles, but more on that later. I continue to be disillusioned by the lack of polish around virtually every aspect of the player character animations. Melee combat actions are boring, idle animations are awkward, feet/hands/hair/weapons tend to stick through objects or even the player's own body in dramatically obvious ways. The animations and the underlying engine seems to be a far cry short of the polish one might expect in this title. Public QuestsPublic quests are a brilliant and perfect addition to the MMO genre and I can find no flaw. They're fun, rewarding on many levels and encourage team work. In addition to that, some of the later sequences include impressive raid-style bosses that are fun to fight if for no other reason than they are enormous and cool looking. Well done, and as others have said: all MMOs should have this. The Classes This is the paragraph where you might find me using the words 'uninspired', 'not fun' and 'boooooring'. I've played a half-dozen of the classes and not been drawn into any of them. This weekend I tried the Bright Wizard, which was 'ok' in PvE and better than the others I've played in RvR due to the fact that I didn't have to "chase the guy with the red name". Instead, I could simply "stand still and mash 1-2-3 while targeting the guy with the red name." To be honest, this resulted in more success and was somewhat more fun that chasing, but in the end, my success in blasting the beejezus out of someone, or alternatively my failure when stormed by a beefcake with a big axe meant little. RvR Death in WAR is meaningless aside from a the time wasted in rejoining battle. When defeat is meaningless, it also means the war is meaningless to a large extent. I was pleased at the ability to level up a bit in RvR, but the XP definitely came much slower even when accompanied by "kill the guys with the red names" quests that appeared to be repeatable. My primary issue with the RvR is that after a short time (5 to 10 deaths) the open field RvR battles felt like an empty grind that was going nowhere. More disheartening was the sheer randomness of the personal victory or loss conditions. With the Bright Wizard I was frequently able to stand at a distance and burn down someone that wasn't directly engaging me. Sometimes I'd get several enemy foes in a row using this tactic. There was a glimmer of ego boost when I succeeded, but in truth, I was simply standing still pressing 1-2-3. Likewise, enemies that stormed a group of squishies and singled me out took me down toe-to-toe easily enough. Did either victory prove the skill of the player? Nope. Just proved we had some timing. MMOs are games that grew out of a desire to be the hero and I don't see much opportunity to be a hero in Warhammer Online. I see myself being a cannon, a meatshield, an insignificant participant in a pointless bar brawl. I'm hoping that battles between guilds that have more significantly defined objectives will change this feeling of apathy present in general RvR battle. There is one thing I truly liked about the RvR areas. There are quests in RvR areas that do not directly entail the slaying of one's foes, but instead have more traditional PvE style objectives contained within the RvR areas. These are great because there is a distinct tension that is experienced when pursuing these quests that no straight-up PvE content is able to achieve. In these situations: I did have fun. No doubt about it. Conclusion As those who witnessed my Skype-borne rumblings over the weekend will attest, I'm far from a cheery WAR player. I was bored out of my mind much of the time, frustrated with the grind of RvR at others and unimpressed with the technical and artistic execution for much of the weekend, but there were brief moments of fun that gave me pause. I took note, there's some things to like, but the question is, is there enough? I continue to be very skeptical, but likewise, I will continue to put my grumbling aside and see how it shakes out. In particular, I'll be making great efforts to participate in group and guild play at launch as there are at least two large groups of net-friends who will be chasing red names around. The companionship is sure to turn the tide toward fun, but if we have to make our own fun in order to tolerate the game, does it spell success? - Brent |
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