Archive
Escalation of WAR – Battle for Karak Kadrin
Escalation – Kadrin Valley from E Kas.
The Greenskin hordes lay siege to the Slayer Keep, Karak Kadrin. Can the forces of Order arrive in time to save the stronghold?
Filmed and edited by Sakkura of Gorfang. Video choreographed and directed by myself, and songs chosen by me. This video is safe for work and is 6 minutes and 15 seconds long. Enjoy.
Escalation of WAR – Battle of the Lonely Tower
Escalation – Chaos Wastes from E Kas.
The forces of Order seek to tip the balance of the battle in the Chaos Wastes to their favor by mounting an attack on a solitary Chaos outpost in the wilderness of the Chaos Wastes. Can the forces of Destruction hold them at bay?
Filmed and edited by Sakkura of Gorfang. Video choreographed and directed by myself, and songs chosen by me. This video is safe for work and is 5 minutes and 34 seconds long. Enjoy.
Escalation of WAR – Battle of Avethir
Escalation – Caledor from E Kas.
The war over Caledor has escalated as the blood of the fallen spills across the lands. New locations play key roles in the coming struggle as the forces of Order and Destruction seek to shift the balance of war in their favor. The Dark Elves must not be allowed to conquer Avethir!
Filmed and edited by Sakkura of Gorfang. Video choreographed and directed by myself, and songs chosen by me. Special thanks go out to Developer Sean McNair for assisting with the production of this video. This video is safe for work and is 7 minutes and 7 seconds long. Enjoy.
Escalation of WAR Intro
Escalation Intro from E Kas. Video composed by Sakkura of Gorfang for the “Escalation of WAR”. The video is 4 minutes 29 seconds in length and is safe for work. The only contribution I had in this film was the music of choice. Enjoy.
WAR’s Reversal
As the war between Order and Destruction continues and the struggle over the capital cities becomes increasingly more the focus of Empire and Chaos generals, tactics take a new turn. The defenses of the Maw and Reikwald prove time and time again steadfast and sturdy. Headlong assaults, while still the primary strategy, have proven insufficient and must be supported by…. other means. The tide of war has turned back as the forces of Chaos and the Empire seek back-roads into the defenses protecting the enemy capital cities. Read more…
Spotlight on Fortresses
With 1.5.0b Fortresses have been re-introduced to Warhammer Online. In order to eliminate the population caps that existed in old fortresses, the mechanic of locking a fortress has slightly changed.
The population of a contested fortress now has incentive to split apart, this has been done by creating four battle-field objectives within the fortress map. In order to lock the fortress, the assailants need to hold three of four objectives. The key objective which the assaulting realm must hold to lock the zone is the fortress keep – the flag for this objective will only spawn once the fortress lord has been defeated. The remaining three objectives consist in two of the outer gates (the non-central gates) and the city gate. Additionally, both realms have their camps within the fortress map; the defenders by the city gate and the assailants by the zone entrance. Defender NPCs, defender siege weapons, and assailant siege weapons are proportional to the opposing population. The underdog realm will have more resources at its disposal. The fortress maps have also been expanded, but our cartographers are slow to update the maps. Let’s take a look at the location of the battle-field objectives. Read more…
WAR Anvil – Refining Warhammer Online ~ ORvR
v1.5.0b Patch Notes Read more…
WAR Anvil – Refining Warhammer Online ~ Class Balance
v1.5.0a Patch Notes Read more…
Setting Up
As I prepare to launch my project tomorrow, Wednesday, I just wanted to briefly mention with what mind-set I am approaching this project. For the duration of this project I will not be commenting on anything going on with Warhammer in terms of ‘current news’. Instead I will take on the role of a producer of Mythic who is in charge of publishing the good word of change. Thus every post I write will be with this frame of mind; however, to explain my thoughts and reasons (where I deem necessary) I will explain my thought process in the comments section.
I will try to follow my plan for progressive change as I proposed it yesterday, and in doing so I will present the entirety of my project in the form of patches which follow the typical patch cycle. It is important to note that what I write is purely wishful thinking, so please don’t go posting on the forums that you’ve found leaked patch notes of wonderful things – you’ll only give people sad droopy ears. With the mentality of the 2-3 month patch-cycle in mind, I begin my journey tomorrow with what is in my mind a clean slate – 1.5.0. The 1.4 patch cycle has left far too many bad impressions and mental scars among the player base, and in my opinion the sooner this numerical cycle is left behind, the better.
In my incredible odyssey into the realm of the possible, I will try to adhere to my own principles in fixing Warhammer. This means that the first steps/patches I will present are those meant to fix the past. The community and Mythic must understand that building new content on old bad content is not a good idea. The old must be fixed if the game is to improve – this will consist of the entirety of my 1.5.x patch cycle. Then I will begin to present what are in my opinion small changes – those that look at old content in a new light; changes which don’t add much new programming but add new experiences. If the player-base’s assumptions about Mythic’s resources are true, then small changes are the most reasonable thing we can expect. As my project will go on, it does so with the assumption that the aforementioned small changes will begin to lead to an increase in player confidence and in the player-base itself; with these increases Mythic can allocate more resources to growth and improvement. So, gradually bigger ideas are thrown out of larger content injections, and with more new content, the game revives and grows.
The final trend I want to quickly discuss is the cause-and-affect trend. In my mind the best way to usher in new ideas is through Live Events, Live Events which somehow drive realmmates to cooperate. Patches are nice, but one-time Live Events give players a sense of belonging to the past. One other key point I will stress is that the two realms are different – and because they are different they should be treated as such and awarded differently. There are plenty of seldom-used icons in the game for Mythic to implement different rewards for the two realms. Why would a High Elf want to use a Witch Elf cape as their event jewelry item? They’d sooner burn it on the shores of Anlec. Or a Dark Elf sporting a keg tap? Rewards can make sense, there is no reason they shouldn’t.
With that I conclude my introductory thoughts and look forward to tomorrow for the launch of my long awaited project.
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