I've enjoyed Warhammer Online (often called "WAR") for almost two
years now. I've also enjoyed playing lfp, uo, eq, eq2, doac, wow, and
others over the years. WAR has me hooked now, it's a great mmo
and getting better all the time.
The focus in Warhammer is on realm vs. realm (Called "RvR" which
is basically both solo and much more commonly team (party/warband)
PvP in an anti-ganking, RvR opt-in, we are all in this together, team-oriented
way. There is PvE content, some very well done, and the anyone-can-join
PQs are very well done, however, in the long run it's about the RvR.
Like watching the beginning of EQ, which I started playing on day
one, it has been fun watching the tweaks and changes and its
effects on gameplay and the economy.
They have been incrementally and on occasion greatly, improving
the game, overcoming some portion of the myriad of balance, RvR
mechanics, and content issues that crop up.
See the "Warhammer Upgrades!" link to see some of the big
improvements.
Examples:
- The new 10/2009 patch has resulted in many more big city battles.
- A recent patch that put in another ramp in the keeps has made keep
battles more fun, interesting, and strategic.
- The patch that made inner keep posterns lockable was a great fix.
- The big trade skills revamp from many months ago.
- LOTD added significant PvE content for those drawn to the PvE play
(the pure RvR folks could really care less if it wasn't fer the loot :)).
It's the same folks out in LOTD usually ... you either enjoy the flexible
diet that PvE offers in a RvR-heavy game or you don't. The loot can
be uber, but WAR loot is not make-or-break, rockage vs. suckage.
Dwooid's List of Warhammer Thingies
Here's mah partial list of some differences found in Warhammer Online,
perceived or real, that attract the players that are here. You'll notice this
does include some rarely mentioned differences that I think do make a
difference based on conversations.
I don't think Warhammer or any other mmo is the "best", I think they
all have a mix of characteristics that give them strengths and of course
weaknesses in the eyes of the beholder. For those that lean towards
Warhammer's unique aspects, surely it is likely to be their favorite.
Warhammer offers a combination of things that really stand out for those
looking for a different mmo experience than the usual EQ/WoW type
play, and enough in common to feel comfortable.
Okay, so let's look at Dwooid's List of Warhammer Thingies..
(1)
PvP/RvR Team Focus
This is a big one, I'll start by repeating what I described above:
The focus in Warhammer is on realm vs. realm (Called "RvR" which
is basically both solo and more commonly team (party/warband) PvP
in an anti-ganking, RvR opt-in, we are all in this together, team-oriented
way. There is some cool, pretty PvE content and the anyone-can-join
PQs (public quests) are there, however, in the long run it's about the RvR.
There's a first person shooter angle to this kind of PvP that appeals
to me. There's real skill involved often ... the adage that it's what's
behind the character that really counts is apt here. This is not about
some uber ranger in a tree up on a hill picking off noobies. While solo
skill is nice, working as a PvP/RvR team can make a huge difference.
There's PvE content that they try to diversify you into by dangling
goodies to draw you to lotd, lv, crypts, etc. But in the end, even that
is often about getting what you need to better go up against the
enemy elsewhere in team RvR.
While in the past I thought the new PvE content LOTD was a waste of
resources, it does allow the ole EQ-style dungeon stomping with some
problem-solving and RvR thrown in that I am enjoying as a break from
PvP now and then. As I got to know it, at this point I think LoTD is
possibly one of the best implemented zones in any mmo.
Unfortunately the focus on team RvR also means class balancing in
WAR is even more critical!
(2)
PvP/RvR with Honor
Warhammer aims to bring PvP/RvR to the masses by greatly lessening
or eliminating:
- The target-shooting ganking of lesser folks.
- The opportunities for "griefing", niggly ways people can mess with others
in dishonorable fashion.
- The camping of lower level areas by upper level killers found in uo, doac,
wow, and many other great games.
This mix has made me go from "PvP no-freakin-way" after experiences with
it in other games all the way back to uo sniper chokepoints, to appreciating
what it offers. Yes, if you are a level 32 bw voluntarily wandering into RvR
area and find a level 40, 80rr choppa within striking distance, you will likely
not survive, but the ganking is vastly reduced in WAR compared to many
other mmos over time.
As alluded to above, PvP is only allowed amongst those at least remotely
near your level. If you want to go into an area where PvP is allowed and
you are like 20 levels higher than usual for that tier, you will be turned
into a chicken that can easily be dispatched ... but you can watch the
keep battles, etc.
The new apprentice system allows the scaling of lower level players up
to higher levels so they can participate in higher level events now and then,
as well, a great chance to learn more about one's class and participate in
higher level events.
(3)
Semi-realistic look and feel
Some people are drawn to a comicy look or an anime look. Warhammer
goes for a realistic-ish look. Based on conversations in Warhammer, this
was a major determining factor for many, its look and feel.
(4)
Can Play Casually Easily
It is often very easy to pop on and off. Join a few scenarios for an hour.
Perhaps do an instance challenge for 1-3 hours. Join a PQ group, pop-off.
Run around with a warband in RvR for an hour. The sense of those 5-7
hour EQ-style guild grinds that you must get in from the start isn't a big
part of the end-game here.
Don't get me wrong, I enjoyed the ginormous guild runs in the day,
but I don't have that kind of time now. Frankly, in hindsight, I didn't
then. This is now part of the WAR culture just as a premium was
given to those who would stay to the extreme of "until the end" in
EQ was part of that culture that persists in its many mmo children.
(5)
Unique End-Game
Warhammer appears to have a type of end-game groove on that I have
fun with. The whole we are all in this together and what we do can
effect the entire realm, etc. thing really appeals to me. It is the very
nature of the concept of a game like this that, provided they continue
to work out balance, RvR mechanics, and content issues, Warhammer
can have a great end-game working with strategy, tactics, the fog of war,
teamwork, etc. that is cetainly much different than the computer-content
type of end game found in many mmo's over the years.
(6)
Ability to Respec Your Class
If yer spec was nerfed or you just want to play with the possiblities
you can respec within yer class in countless ways to test to your
hearts content. There is a small gold fee for this. This takes some
stress out of the process and levels the playing field among those
that "know" all the details of a class in advance and those who are
learning as they go. I find it much more fun to have all kinds of
reknown mastery and spec tree options to test.
If you have ideas for what you think are important qualities
that I have not included, let me know! Mah contact info
can be found at the link "Contact Dwooid" on the sidebar.
Best Regahds,
Dwooid of Caledor
Last Updated: March 22nd, 2010