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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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Categories: Uncategorized
  1. Lisnar
    June 22, 2011 at 9:37 AM

    Very excited to see what you have been up to. This is Lisnar btw…good luck, god bless, and show mythic there is no need to randomly come up with ideas by writing letters on paper putting them in a hat, drawing them out and making patch notes.

  2. Dilek
    June 22, 2011 at 12:49 PM

    @Lisnar, you made me LoL. =)

  3. June 22, 2011 at 3:12 PM

    I’ve been looking forward to this! Go forth and conquer, Eka! 😀

  4. June 22, 2011 at 4:49 PM

    I see what he’s doing! He’s doing what Mythic is doing saying he has something great for the future, now he’s gonna give us a Thanquol’s Incursion.

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