Warhammer Producer Discusses Australian Launch, Game Details, and More 30
Josh Drescher, associate producer for the upcoming Warhammer Online, recently had a chance to chat with Gamespot about some of the recent changes on the horizon. Good news for Australian consumers who are slavering over EA's new title, it will not only be launched in Australia at the same time as the US and Europe but local servers will be set up to allow for better play. "From the very beginning the Australian fans were very vocal. One of the first strange packages that we got in the mail a couple of years ago was from an Australian fan who sent us a bunch of drop bear stuffed animals, and he attached fangs to them and there was blood all over their faces — and was basically threatening [producer] Jeff Hickman and letting him know that if there weren't Oceanic servers, that he would send a drop bear invasion to attack the developers physically."
stuffed animals lol (Score:3, Funny)
Proof (Score:2, Insightful)
prediction for Warhammer online (Score:4, Insightful)
Re:prediction for Warhammer online (Score:4, Funny)
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I don't know if planned obsoletion is a good idea especially for game balance. Look at the trouble WoW is running into - the gear difference between 60 and 70 is so enormous that lower levels start buying services from lvl 70s to run them thru instances, inadverdently creating a tertiary economy, unplanned by Blizzard and while-not-technically against the terms of service, defeating the spirit of the game via loopholes.
And then the introduction of new lands (outlands, northrend) causes the previous thrivin
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Unfortunately, no MMO out there so far really seems to aiming for v2.0 - Conan and WAR might be trying, but from what I've heard so far, at best they might make v1.5
The problem with trying to make an MMO v2.0, is that so much needs to be done differently to the current games, from scratch - and it doesn't seem like any company is going to take that opportunity - sorry - 'chance'.
So, what elements would make an MMO at v2?
The main one is
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Let's have an MMO which has some actual game to it, rather than just being a giant chatroom with a combat syst
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There's not a real technical limitation here - building new towns
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TBH - the only 'dynamic' MMO I've played so far - (and about the only MMO I'd go back to - (if I didn't have a crappy usage cap on my internet connection
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I disaggree (Score:4, Interesting)
1. EQ2 already tried the blatant commercialism route, where even single instances get sold as "adventure packs" if they aren't big enough for an expansion pack.
Heck, most of their expansion packs are the kind of micro-transactions that you seem to favour, only priced too much. Their _largest_ expansion pack, Echoes of Faydweyr, introduced... two races, their newbie-ish areas and capital cities. I.e., it was pretty much comparable in size to the Draenei and Blood Elves of Burning Crusade, including their two zones each. But without the whole Outlands, which made the meat of Burning Crusade. I.e., it was pathetically small compared to Blizzard's one EP.
I don't think it did much to bring new players. It did, however, leave a lot of people with a bad sensation of being fleeced, quartered and dimed by Sony.
2. More classes just create more confusion, and a bigger chaos trying to balance them all. Plus, since there are only so many types of actions that even make sense in a game, you either
A) end up with classes which are almost identical, and add nothing new except confusion. (Did we really need 6 f-ing kinds of priests, among which two almost identical druids, in EQ2? One is slightly better at healing, unless you put your talents in offense, and one is slightly better at offensive magic, unless you put your talents in healing. Or did we really need Brigand, Swashbuckler and Assassin as different _classes_ instead of Rogue specs? Seriously, wtf? One class and 3 talent trees would do the same job just fine.)
B) have to restrict what other classes can do, so they don't overlap. (E.g., to have a class whose specialty is healing over time, you have to not give others such spells, or a severely gimped choice of them. Or to make a sub-class of mage recognizable by its AOEs, you have to have a different one that's got none or very few/weak. See EQ2 again. Or better yet, see COH.) Unfortunately that also makes the class less interesting to play. One of the attraction points of WoW is that there's so much different stuff you can do, and combine in interesting ways. A class which mostly just does the same thing over and over again, is repetitive and ultimately boring. And that's what you get if you try too hard to slice classes too thin.
Even in miniature games, you have more than one kind of unit in your army, and can alternate what you take in your army. So you can have narrow-focus "classes", because the player can then just make a mix of several of them.
In a MMO you play exactly one character (at a time.) If that one character is pushed into a very narrow role, and just pushes the same few buttons over and over again, it becomes boring fast.
3. Unused instances don't require any CPU cycles, because they're, you know, not instanced. And it's fairly trivial to not update some NPCs if noone is within range. I don't know how Blizzard coded it, but I wouldn't be too surprised if they're not wasting much.
4. As someone who still plays lower level alts too, I can tell you that virtually no outdoors zones became baren Wastelands.
You can't do much in the Outlands until level 58. Technically you can get a portal there earlier (I had Shattrath as my home on one char as early as level 11), but it's not like you can even take any quests or do much there. So you'll still have to level up from 1 to 58 the old fashioned way. Other than a couple of level 55+ zones like Silithus or EPL, nothing was hit too hard by the expansion pack.
The former grind instances are pretty much the only ones which became wastelands. But let's be honest: that grind sucked to start with. That's why people dropped them as soon as they had half a choice.
5. The "boosting" market isn't that horrible a phenomenon. Sure, half the people do their low level instances by following a level 70, but you still can find others which do their instances the old fashioned way.
If anything, it's more of a problem of class than an
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A bigger cause of empty zones is they are hard coded for characters of a specific level. Elwynn Forest and Dun Morogh become just a path to get someplace else, an no one goes to Teldrassil unless forced to by a quest. As you advance through levels you abandon a tier at a time.
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They have bigger problems... (Score:1)
As the Australians say, "No worries" (Score:2)
I don't think it's a cause for concern. The bears would probably get lost on the flight between Australia and Los Angeles.
Rob
Blood bowl (Score:4, Interesting)
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Blood Bowl [wikipedia.org]
As a customer (Score:2)
At the moment the make-up of my guild is about:
30% aussies
55% americans
5% asians
10% europeans
What making all these segregated servers is going to do is break up one of the oldest and, imnsho, the best guilds in the history of their games.
Signed,
An Australian who doesn't send stupid fucking ideas to ga
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If, however, they force people to play on a specific regional server based on their location, you're right, this is a terrible idea.
But, of course, there's always the option of buying/registering your account from a different region and just ignoring what they want you to do.
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The problem is, if we chose a US server, the aussie players will have no one to group with (aussie peak will be dead) and vice versa if we chose an aussie server.
One server farm for whole world, we have learnt to put up with 300ms of lag.
Imho instead of servers why not pay for a
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Because the price of laying a cable across the world's widest body of water is going to be hundreds of millions, if not billions of dollars.
You probably can't afford that.
Even leasing dedicated space on the existing cables will run into millions per year (I worked with a company that leased a line to India, cost hundreds of thousands per year for a low quality line just e
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Still, the cost of several computing clusters, the people to admin them, the bandwidth to remote patch them...
Remember of course you only need the game data routed over them, the patching could go via regular paths.
And afaik there is still dark fiber on the east coast aus link, at least internode seem perfectly able to lease new ones when they find time to upgrade.
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- Frequent server crashes with no one to reboot the servers until Monday if it crashes Friday evening because they don't work weekends
- Servers getting hacked, random monsters spawned everywhere and summoned upon various players
- Passwor
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The only thing interesting about this (Score:1)
Good call! Blizz should learn (Score:2)