Warhammer Online

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Malladine

Diamond Member
Mar 31, 2003
4,618
0
71
I just downloaded the game (well, in progress it keeps hanging) and meanwhile I checked my character list. I have 1 character on Badlands right now and he's only a lvl 4, and though I have free transfers available I can't transfer TO Badlands (does this mean I can't create new characters on badlands either?)

My warrior priest is lvl 24 and is on "Vortex". I have a 33 shaman on another server too, not Badlands.

How is Vortex for population? Actually, is there a reliable site to check server populations? There was one for WoW called warcraftrealms or something like that, haven't used it since before BC. It'd be nice to know exact numbers.
 

JoshGuru7

Golden Member
Aug 18, 2001
1,020
1
0
I thought WAR was alright, but what eventually caused me to move on was the fairly repetitive combat. WAR has a rock-paper-scissors class build which is good for large group PvP, but in small group or 1 on 1 you will usually know who will win just based on the classes they are playing.

What is fun in the first few tiers starts to get tedious in tier 4 when you realize that individual skill level is pretty quickly dwarfed by teamwork, which means that regardless of what class you are playing the strategy stays pretty much the same. I enjoyed my Zealot the most, but after about 75 runs through Serpent Passage I was ready for a new game.

I preferred the PvP system in Aion a lot more because the dimension of flight really gave you a chance to get kills individually instead of simply following the zerg around. Small group fights were also more balanced to the extent and I always felt like I had a chance against players my own level no matter what class they were.
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
I really enjoyed this until level 21-24 at which point my server was totally unpopulated. I may fire it up one of these days since LoL is getting old.
 

Arsinek

Senior member
Feb 9, 2010
599
0
0
I just downloaded the game (well, in progress it keeps hanging) and meanwhile I checked my character list. I have 1 character on Badlands right now and he's only a lvl 4, and though I have free transfers available I can't transfer TO Badlands (does this mean I can't create new characters on badlands either?)

My warrior priest is lvl 24 and is on "Vortex". I have a 33 shaman on another server too, not Badlands.

How is Vortex for population? Actually, is there a reliable site to check server populations? There was one for WoW called warcraftrealms or something like that, haven't used it since before BC. It'd be nice to know exact numbers.


There is just google Warhammer server population list, or something along those lines. I would strongly suggest just rolling a new character on Badlands.

I couldnt xfer my old character to Badlands either but they let me roll new ones.
 

GoodRevrnd

Diamond Member
Dec 27, 2001
6,801
581
126
I think they recently blocked transfers to Badlands due to overpopulation and them trying to help salvage the other servers. I know they transferred all the trial accounts OFF Badlands. Honestly though, I'd just roll up a new guy and play on Badlands.
 

Arsinek

Senior member
Feb 9, 2010
599
0
0
1.4 Patch Notes.....



RvR™ Packs
Timed to coincide with the release of 1.4.0 are two new booster packs that are available for digital download from the EA Store. These packs are broken down into the Progression Pack and the Personality Pack. The Progression Pack gives players an opportunity to advance through the Renown Ranks faster and advance their character up to Renown Rank 100! This includes access to all bonuses, items, and rewards that are gated by the expanded Renown Ranks. The Personality Pack offers a variety of items to personalize a character. Included in this pack are several vanity pets (in a choice of 4 colors), new heavy mounts (in a choice of 3 colors), access to Barber Surgeon tokens to allow characters to change their look, and access to new and unique dyes on the dyemasters. In the patch notes, there may be references to these packs (as appropriate) with details on how the pack or pack contents affect the feature or notes.


Open RVR
The mechanics of Zone Capture in Open RVR have been revamped. Gone are domination timers and waiting passively for a zone to flip. Gone are victory point pools to flip a zone. Instead, to take a zone, a realm simply needs to take the enemy keep. This is accomplished by capturing and holding battlefield objectives which will gather resources for the realm. These resources will level up the gathering realm's keep and allow access to the siege weapons needed to take the enemy keep. For a more detailed look at the changes and features, see the Open RVR patch notes section.


Renown Abilities
Due to the nature of the changes in this update, all careers have had their Mastery and Renown training refunded.
Renown abilities have been completely revamped in 1.4.0. There are no longer three tiered sets of abilities with purchase requirements before the next tier becomes available. Instead, all Passive Renown abilities are now available for purchase from the start. Players must now make the choice whether to invest in a particular ability at the start, or wait until they have enough points for some of the more expensive abilities. In addition to changing how the abilities are made available, a complete review of the abilities was done, resulting in a number of changes, the removal of some abilities, the removal of Renown Tactics, and addition of new active abilities. More information can be found on this feature in the Combat and Careers section of the patch notes.


Itemization
Game Update 1.4.0 introduces many changes to the game including new item sets available for players over Renown Rank 80. In an effort to ensure that item acquisition accommodates our new items and levels, we've made a number of changes to how items, item sets in particular, drop in the game. Generally speaking, players will now have more options and better gear available earlier in the game. As an example, Sovereign gear will now drop in stage I of the city siege versus Stage III. For a complete list of changes in itemization see the items section of the patch notes.


Barber Surgeon
Want to try out some of the new hairstyles introduced in Game Update 1.3.5? Well the Barber Surgeon is the solution! This handy NPC will allow existing characters to change any of their facial customization choices from the safety of the capital city. Utilizing the Barber Surgeon's talents will require that a token to purchase his services. These tokens can be found in the Personality Pack that is available separately via the EA Store.
Order may visit Seymour Skalp in the Market Square of Altdorf while the Realm of Destruction should pay a visit to Karven Nurfayc in the Apex to partake of these new services.
 

Arsinek

Senior member
Feb 9, 2010
599
0
0
RvR Tiers

We've adjusted the levels allowed within the RvR lakes at each tier. The following are the new values:
Tier 1: Level 1 -15
Tier 2: Level 12-26
Tier 3: Level 22-39
Tier 4: Level 32+
These values will govern the application of the 'coward's reward' buff that will chicken players if they are too high for a given lake. Bolsters have been adjusted to reflect these new values.
Scenarios brackets have also been adjusted to these new levels. Tier 1 scenarios will be from 1-15, Tier 2 will from 16-26, Tier 3 will be from 27-39, and Tier 4 will be for 32+.



Open World Campaign

Due to the changes made to the Open RVR zone capture mechanics, the campaign will be reset for all servers. This will allow both sides to start on even footing and ensure that the new mechanics start equally.


Tier 4 Campaign:

* Skaven Tunnels have been spotted throughout the Tier 4 campaign! Skaven forces have begun to take advantage of the fighting going on above them by emerging randomly during battles over contested zones and siphoning resources for themselves. When this occurs, qualified players from both realms will be able to enter the Skaven tunnels and fight to reclaim the resources, vanquish the Skaven bosses, and even find a means to employ Skaven forces towards their own victory in the contested zone. Note: Entrance to the Thanquol's Incursion Skaven RvR Dungeon is restricted to characters that are Renown Rank 65+.
* Players that assist in fighting back Thanquol's Incursion during a contested zone battle will be able to help take over Skaven troops and use them to assist in the zone battle when the Incursion has been repelled. Play as Skaven will be unlocked for all players 15 minutes following activation of Skaven by participants in 'Thanquol's Incursion."
* There will be a limited number of Skaven troops available within a lake. These slots are on a first-come, first-serve basis and limited to a set amount per battle. The available Skaven classes are: Gutter Runner, Engineer, Packmaster, and Rat Ogre. Each of these brings special abilities to the battle and complements each other.
* While controlling a Skaven troop, the player takes on the form, abilities, and stats of the Skaven. Access to inventory or character screens are disabled. Any loot gained while in possession of the Skaven will show up when the player resumes control of their own character again.


Zone Capture

The following changes have been made to the Zone Capture Mechanics for all Tiers. New features and mechanics will follow this section.
* When a zone becomes contested, it will now start with neutral battlefield objectives, one Order-owned keep, and one Destruction-owned keep. Note: This is a change for the Tier 4 contested zones that are closest to the cities as previously these zones would start with both keeps owned by the defending realm.
* There are no longer NPC Guards, Sergeants, or Lords at any of the Keeps or Battlefield Objectives. These have been replaced by a single flag capture mechanic.
* The lockout timer for all Battlefield Objectives has been reduced to 5 minutes.
* Keeps may no longer be claimed by guilds.
* Keep doors may now only be damaged by Rams and players currently controlling a Skaven Rat Ogre. Rams are now obtainable at Keep Rank 4. See the notes on Keep Leveling for more details.
* Zone Domination Timers have been removed.
* The Victory Point Pool as a victory condition has been removed.
* Siege pads have been removed. Siege is now obtainable starting at Keep Rank 3 with additional Siege becoming available as the Keep increases in Rank. Siege obtained in this manner, aside from the Ram, can now be placed anywhere in the RvR Lake. Please see the notes on Keep Leveling and Siege Mechanics for more information.
* Siege weaponry is not longer purchasable through Gold or Ordnance. Players now obtain Siege from their Realm's Keep once it reaches Keep Rank 3.
* The Underdog system will now work in relation to the new zone mechanics detailed below.


New Zone Mechanics:

* Battlefield Objectives have been modified in the following manners: - Capturing and holding a battlefield objective will now gather resources needed to level a keep. These resources are gathered over time and progress can be monitored on the map or new RVR tracker.
- Resources are generated via a formula that takes into account rate of generation and Resource Carrier travel times. As a result, the further a Battle Field Objective is from the Warcamp, the more Resources the Resource Carrier will deliver upon completing its mission.
- Once generated, the BO will spawn a Resource Carrier to take the Resources to either the Warcamp or the Keep of the owning Realm. Resources will not be credited to the realm until they arrive at either the Warcamp or Keep. If a Resource Carrier is killed by the enemy Realm before it can reach the Warcamp or Keep, the Resources will drop to the ground and either Realm can capture them for a reduced (25%) amount going to their resource pool.
- Resource Carriers are combat-unresponsive and will not deter from their mission, but they can be killed. Resource Carriers are upgraded at Keep Rank 1 (Armored Resource Carrier) and 2 (Mounted Resource Carrier).
- Resource Carriers for both Realms will show up on the map and mini-map tracker.
- Resource Carriers will deliver resources to the Warcamp or Keep when given order or two minutes after spawning, whichever comes first.

* Keeps have been modified in the following manners: - Players will now respawn inside their Keep. Once the inner Keep door has been destroyed, players will respawn at their Realm's Warcamp.
- Resurrection is prohibited for enemy forces in the area around the keep until the outer door has been destroyed. This only applies to Tier 3 and 4 zones.
- Claiming an enemy keep is now accomplished by successfully interacting with the enemy keep flag. This can only be accomplished once both the inner and outer Keep Doors have been destroyed.
- Keep Doors may now only be damaged by Rams and players currently controlling a Skaven Rate Ogre. Rams are available at Keep Rank 4. (see below)
- Leveling - Keeps will now level up based on Resource pools. As Resource Carriers successfully deliver Resources or enemy deliveries are intercepted, this pool will grow. The current progress of a Keep's Resource pool can be seen on the map and the new RVR Tracker. Once it reaches enough Resources, a Keep increase in Rank and new benefits will be made available. A list of benefits by Rank is as follows: - Rank 0 -Default level; Grants respawn at keep ability.
- Rank 1 - Resource Carriers are now armored.
- Rank 2 - Resource Carriers are now mounted.
- Rank 3 - 2 aerial bombers are available 1 single-target siege weapon is available, & 2 multi-target siege weapons are available.
- Rank 4 - Ram is available, 2 additional aerial bombers are available, 1 additional single target and 2 additional multi-target siege weapons are available.
- Rank 5 -1 additional single target and 2 additional multi-target siege weapons are available.

* Siege weapons are now available in limited quantity based on the Rank of the Keep. Siege weaponry will spawn at an upgraded Keep and may be carried and placed anywhere in the RvR Lake. Because of their limited nature and the need to place them by hand, these siege weapons are considerably more powerful than previous siege weapons.
* Rams operate similarly to siege weapons except they may only be deployed in front of the enemy keep door.
* Aerial Bombers are a new mechanic that will allow players to make a bombing run on the enemy keep. While on a bombing run, players will be granted two abilities. - Fire Bomb / Chaos Fire Bomb - Lobs a fire bomb to the targeted location creating a pit of flame for 10 seconds dealing damage every 1 second to enemies who come within 22.5 feet.

- Dismount - A swift dismount that will hurl you to the targeted location.


* There is now a Victory Point pool for each contested zone. Unlike its previous incarnation, Victory Points now refer to the pool of rewards that will be available to the winner and loser of a contested zone battle. This pool will begin with the winners gets the lion share of the rewards. As a battle wages on, the pool will push the winner and loser percentages closer together. There will always be an advantage for the winners in rewards, but if the losers hold out long enough they will be rewarded appropriately.
* The victory conditions for the Tier 1 RvR Lake has been changed so that it now only requires a Realm to capture and own all of the Battlefield Objectives. Due to the nature of Tier 1, Battlefield Objective NPC Guards and Sergeants remain when a Battle Field Objective has been locked.



Scenarios

* With the removal of the Victory Point Pool mechanic as a condition of zone capture, Scenarios will no longer contribute towards zone capture.



General

* Reload time of Rams has been reduced to 5 seconds.
* Reload time of Supa-Chuckas, Cannons, Hellcannons, and Ballistae have been reduced to 3 seconds.
* Ram damage has been revised and is now tied much closer to the power result.
* Supa-Chuckas, Cannons, Hellcannons, and Ballistae have had their damage increased.
* Organ Guns, Orcapults, Hellblasters, Ballistae have had their damage revised. Targets closer to ground zero of the impact site will take closer to maximum damage and targets further from ground zero will take a reduced amount based upon the distance.
* Achieving 100% for Ram damage will always result in a critical strike. Supa-Chuckas, Cannons, Hellcannons, and Ballistae can no longer critically strike if the aiming reticle is less than maximum. Achieving maximum aim will always result in a critical strike.
* Monsters that flag players for RvR when attacked will now also flag a pet's master when attacked by a player's pet.
* When calculating the Renown worth of a player the player's effective level will be used instead of their actual level.
* Action bars will now be disabled when players are using siege.
 
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GoodRevrnd

Diamond Member
Dec 27, 2001
6,801
581
126
bah, they got to get close to me first!

I played a Squig, they don't have to get close to you. You can kite them forever and they'll always outheal you and they can just spam their dumb ranged attack for 5 minutes until you're dead.
 

Arsinek

Senior member
Feb 9, 2010
599
0
0
Well then you just have to leave. You might not be able to kill him but he wont be able to kill you.