Showing posts with label orvr. Show all posts
Showing posts with label orvr. Show all posts

Monday, 23 March 2009

On my command, unleash waaaaaghhh!

You know, I was trying to find a nice trailer or some sort of cinematic clip on YouTube with some siege warfare on a castle but really couldn't find anything, but never mind, all it takes is a bit of thinking to get in the mood.

So sieges or keeps and forts. Staring at the enemy as the ram goes up, oil boils and is poured onto the defenders as they burn and scream (well OK, burn). The cannons and ballistas are built up, ready to rain untold destruction on the defenders, except they don't. How pathetic are the siege weapons in WAR? Seriously, anytime a cannon hits me I might fall over and get a tickle from the 200 damage I take but that's it.

There's no fear in standing in the range of siege weapons other than the boiling oil over a keep door (and even that's not a huge worry), it's the bloody AoE stacking that defends keeps and forts. There's a lot of untapped potential in the siege weapons and possibly a few balance fixes at the same time. So lets look at the two main weak points for siege weaponry in WAR.

DAMAGE
It's crap. Honestly, absolutely pathetic. There is NO point in sitting with a catapult, flinging rocks at the enemy when the damage is so pointless it does nothing more than a scratch.

RANGE
Righto, so I have the inclination to setup some siege equipment since as a tank I'm pretty much limited in my siege taking abilities (apparently a ram isn't a siege weapon anymore either...). So out of boredom I set one up to tickle a few defenders on the walls. Except they're out of range.. Every single person on the walls is out of range of a giant bow and arrow, unless you happen to be standing on one corner of the walls, which is miles away from the action. Waste of time, money and effort.

So how would I go about making the art of siege more interesting, while at the same time discovering a cure for world poverty and possibly making some toast at the same time?

I'd leave the existing siege weapons as they are.

Wot? You gone off yer noggin dere Lokax?

Nearly, but not quite.

Instead we add a new trade skill to the game Siege craft (nicked the name from DAoC). Siege crafters would be able to make improved versions of the weapons which would increase the range, damage, give unique looks and also give special siege weapons for each faction.

Gathering profession
The skill would be linked to Cultivating and Salvaging. from cultivating you can grow trees that once harvested would provide wood, from Salvaging you would be able to refine items to get metal (in addition to your normal goodies). The higher types of siege weapons would require higher levels of wood and metal.

Using Siege craft on the field of battle
I don't think any profession should be chucked on an alt and left to rot while you send mats back and forth, I like the idea of each profession having a place on the battlefield. So what can you do to get people to take Siege craft on mains? One simple way, and one more complicated but involving. The first is to grant a straight range and damage bonus for a siege craft using a siege weapon. +5% damage and +10% range bonus (for rams, +2% damage bonus for each siege crafter using it). The second one would be to make Siege crafters the only ones to 'activate' the siege pads on the ground (keep the oil and ram pads active for anyone). A siege crafter would need to right click on the pad to activate it to allow people to build on them (imagine it as clearing away the ground and setting it ready for a siege engine). Add more pads to the area around keeps and even a few inside them (requires higher levels of skill to activate a pad in the higher tiers and forts)

Da weapons!
Now the fun bit. Each type of weapon you can buy from the Quartermaster would have an improved crafting version which as said, does significantly more damage and has a much larger range, one which will make any tower defenders think twice about showing face on the walls rather than standing there immune to everything. Of course, allow siege weapons to be used on the doors (though increase the damage that doors can take) . Rams can be upgraded to say 6 man versions, doing more damage and giving a buff to everyone who uses it mitigating incoming damage by 50% (a concerted effort should still break down people, but you're mean to to be hidden under the canopy really, even if your character is at the side on the screen). Of course, give oil a larger area of affect, longer lasting burns and possibly up the damage a bit. Make them meaner, siege weapons should make people scared when they see 10 cannons appear in front of the keep. Remember, siege weapons are on both sides, so no one side would have an advantage.

New weapons
OK, little fun idea. I LOVE the Troll boulder thrower it just feels so damned orcy it's great. So how would you be able to add this into the game on a permanent basis?

Simple really ('onest guv). Add a special BoP seed for cultivators (Troll Fungus - da trollz luv it), upon growing it, they can harvest it and give the fungus to a siege crafter. Adding this as a 'special ingredient' in the siege crafting window would turn the weapon into a Troll boulder thrower (in affect, you've promised the troll more nibbly bits if he lobs more rocks at da stunties). This theme can be repeated for the other races. For example, poison/acid throwers for the Dark Elves (special apothecary potion), Demon Forged cannons for Chaos (uses a special salvaged part). And the same for Order (Ogre mercenary with the cannon on his arm for Empire with shinies from salvaging) , special oil from apothecary for the Goblin hewers for Dwarves and you could give the high elves some sort branch from cultivating to make a nasty bolt thrower (I didn't think that idea through entirely did I....)

In game effects
OK, so how would this change the game as it stands? My immediate thought is that it would address the AoE for the initial taking of forts and keeps. You wouldn't have everyone stacked in one place (the door) for them to be obliterated by mass AoE stacking, no need to change aoe damage that way or the mechanic. You can have siege weapons spread out, blasting the door from a distance and trying to pop off dangerous targets on the wall. The defenders can take out other siege weapons and players to keep healers aware and players from going afk while attacking. It gives melee classes something to do other than stare at the wall while the siege is going on, they can easily handle the war machines and feel as if they are contributing.

It opens a new possibility of the defenders sallying forth to take out a few siege weapons before retreating while under the cover of there own siege weapons from the keep. Gives a reason to push the attackers rather than just waiting for the inevitable final assault on the lord. Get out there and break down some of the nice shiny weapons they have to give them something to curse you for.

It spreads the field of battle out, rather than being focused on one part (the door), hopefully giving rise to more tactics than AoE spam and zerging the door (seriously, huge iron door getting broken by witch elves with flimsy little daggers...)

Other random ideas...
You could expand the idea to defending BO's. Add pads to them which can be used for palisades, pit traps (imagine charging into a BO, only to find yourself snared or rooted as you 'fall' into a pit trap), or blown back as you stand on a mine. Caltrops could be used to cause damage to any attackers getting nearby as well. Gives something to the BO anyway.

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Bloody hell, that was a lot of writing, really not gone into too much detail since it's really only for fun and unless Mythic sends me an email I don't think I'll elaborate on it any further. It's all speculation on game balance etc as well, who knows what the true affect could be. I'm not a designer, nor will I ever claim to be but to me it's a fairly good idea though I am sure as with all ideas, the person who thinks it through doesn't always see each side.

Wednesday, 11 March 2009

Mmmmm Gud - review

Well time to appraise what I've been enjoying in WAR this last week or so. Things won't always change, there will be certain aspects I always enjoy so will always remain in the list, but I'll try to put a fresh perspective on them so as to avoid it being a copy/paste job each week.

1) Cultivation
I'm really enjoying this now. Prior to 1.2 I had a lowbie alt with 200 Cultivation (levelled without any repeatable quest seeds) but once he got to 200 I pretty much stopped doing anything with it due to lacking the time to invest in making sense of all my seeds. Now with the system streamlined it's much more accessible, you glace at your bags to see what you get from a special moment (would be great to get more than dye and an improved seed though, maybe a one shot special seed or spore? to give you a random effect, doesn't have to be a bonus to stats or skills, maybe something to make you glow, change your appearance or whatever). I've just been spending time in the game planting away even though I'm at 200, just chatting and making posts for the blog. Mmmmmm gud!

2) More fixes in 1.2.1
Nothing mentioned yet over than another 400 fixes. Thumbs up, never say no to getting the game smoothed out!

3) Easy PQ's
OK, really enjoying this as well, go into a t4 area and just smash some stunties over and over with influence, the chance of seeds (see Cultivation above). Being able to feel like I can read a story, while putting the boot in AND getting rewarded for it, either on my own or with a great friend while chatting away over Vent or spamming each other. Great on your own, better with a mate! Think I'll list my T4 favourite easy PQ's and see how they compare to others.

4) Continual open RvR in the lakes
Only happened once this week but still enjoy seeing ranks battle each other, shame it's not happening as often as I'd like it. There needs to be more incentive for armies to meet each other on the battlefield and not just zone hop once they have finished a clash. Increasing the renown for a pitch battle over time instead of making it slow down to single points as people die. hmm, I sense another post idea coming up.... *thinkz*

5) Exploring!
This week I found one of the new lairs and discovered a couple more tome unlocks for history and lore. Do yourself a favour and just read some of them. One of my favourites will become a basis of another post at some point. Just take a wander through a zone you didn't spend much time in... Your Choppa or Slayer will still be there when you get back. There's no rush...

So that was my top five things I've been enjoying or am looking forward to in WAR this week. WAR's Darkness Falls (I always forget what it's called) has dropped out the list for a reason, again this will be the basis for a post. Is it really going to be a good addition to WAR?

What's your top five?

Tuesday, 3 March 2009

Mmmmm Gud - review

Well onto my first review of the five things I really enjoy in WAR right now. These will change from week to week, though some might hold fond memories for a long time.

1) Fixes, tweaks and polishing in 1.2
ANY MMO that admits it has 500 bugs fixed in a patch is getting a thumbs up from me. These are the little things that just don't sit right with you, whether it's the horrible game breaking bugs (ermm... can't think of any) or the simple things that just annoy and make the game look like it's in beta (stuck animations). Anything that improves this game and establishes it firmly in the MMO world is a great start and worthy of a thank you for still polishing the game up for us rather than leaving it half broken at points.

2) WAR Darkness Falls
Now I did play DAoC for a while (Excalibur - Midgard (Savage, Thane and Bonedancer) but didn't do all that much in DF due to it being a quiet place when I was playing. But the actual concept is great, a dungeon based rvr lake with tokens to save for rewards, interesting monsters, good story lines and a back and forth mechanic. Question is, will this drag players from the ORvR lakes?

3) Continual open RvR in the lakes
A clash of arms. Destruction meeting Order in the fields of war, corpses lying, explosions going off and a stunty trying to bite yer kneecaps off as you kick him in the noggin'. Brilliant stuff. The battles featuring sides for an extended period is the stuff I live for in the game. Not RvBO or RvKeep. The proper battles that last in for hours as sides struggle to match each other and don't simply zone hop or log out when they start getting beaten back. That.. is WAR!

4) New potions in 1.2
An addition to crafting is always fun for me. I do enjoy just playing about with things when not in a particularly bashing mood or I have a bit of lag, so being able to make new potions (which last through death.. yippee!) and discover new things is good fun. Now to get them to allow us to discover new almost unique potions upon a critical success on a high end pot...

5) Exploring!
To be able to stand in places of lore, to look down upon a battle field, to just walk through a blizzard or squelch through the marshes. WAR is a great game for the explorer in you. Even better when you sometimes have to struggle past an enemy camp to see things on the other side. And of course, sometimes, you get that little ping as you unlock a new tome entry, made all the more satisfying when you do it without aid and just your own sense of exploration

So that's my top five MMmm Gud! for this week. What's yours?