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Old 11-02-2009, 09:53 AM   #1
Andy_Mythic
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Re: 1.3.2 Player Concerns

Quote:
Originally Posted by Zosk
AP is a bug you fixed, and the game is much better for it.

If you need something to do, how about addressing CC some more. Basically, CC is still an unreliablejoke except for Stagger in very small fights. In anything large, there are too many classes and specs forced to use DoTs and AE to be fully effective and CC is unreliable for saving soft targets.

Would be a much better focus than "should we unfix this bug that made AP a non-issue" in my opinion.
We are not "unfixing" the AP Fix. That much is safe to say.


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Old 11-04-2009, 11:33 AM   #2
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City Siege Concerns - Short Term Changes

My post earlier in the week was an acknowledgement of some of the areas that we recognize as concerns for the players about the City siege changes. As was stated, we have been in "observe and report" mode for the last few weeks. So what's the short term results of all that observing and reporting?

Well, we are planning to make the following changes by the end of this week
  • Guild Hall access and functionality will no longer be tied to City rank. All priveleges granted by the Guild Halls will be available in a 1-Star City.
  • Cities will now start to recover rank more quickly. We have drastically sped up the effort required to rank your City back up.
  • Access to the Citadel and the Imperial Palace will no longer be tied to City Rank. You will now have permanant access to the quests and vendors that lie within.
  • We are retiring the two Scenarios formerly available when a City is under siege: The Undercroft and the Altdorf War Quarters. Ok, this is nothing new since 1.3.2, but this paves the way for...
  • During Stage 2 of the City siege there will now be two scenarios permanantly available for those of you who do not wish to participate in the City siege experience, depending on which City is being sieged: If Altdorf is under attack, then Reikland Factory is enabled. If The Inevitable City has fallen to the armies of Order, The Twisting Tower will be active.
    • These two scenarios will not contribute to the Victory Points of the City siege in any way however they will offer a 10% bonus to Renown and Experience gained.
    • Anyone from Tier 2, 3 or 4 may queue for these scenarios. For this Scenario only, everyone is Bolstered to 40 for some face smashing good times.
    • You may only queue for these Scenarios from outside of the City instance.
So wait, during Stage 2 only?

So that's 6 hours of Reikland Factory or Twisting Towers. Well, we've heard the players loud and clear on how long the City sieges last for. Which brings me to our next short term change, which we plan on implementing at some point next week after a Mass PTS Event hosted by yours truly and the WAR Dev Team:
  • We will be halving the duration of the City siege experience.
    • Stage 1 will now last only 1 hour.
    • Stage 2 will now last only 3 hours.
Obviously we had to redo the VP values for the city, hence the reason for a Mass PTS Event. Also, we felt like giving away some more Griffons and Enslaved Manticore mounts since we had so much fun doing it during the 1.3.2 PTS Phase. So be sure to watch the Herald and the offical Forums for more information about a PTS event next week!

So there you have it. Our short term plans for the City siege experience. Obviously there's much more information we'll have for you in the coming weeks, don't forget the planned Underdog System, and there are some more very cool improvements to the city that we have in mind for the long term, but it's important that all of you know that your concerns are important to the Dev team and we're working hard to make your experience in WAR a great one.

We'll see you on the battlefield!

WAAAGH!



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Old 11-04-2009, 11:55 AM   #3
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Re: City Siege Concerns - Short Term Changes

Quote:
Originally Posted by Liandel
...
However, with fewer and fewer things being tied to city rank, what is the motivation other than realm pride to keep the enemy out of one's city? I think there should be some negative enforcement for losing. I know I've been fighting a whole lot harder to prevent zone locks now that Altdorf is at 1 star because I don't want all that progress lost. I mean, it sucks having your city levelled to the ground, but that's kind of what war is like. Fight for it or lose it.
I'm just wondering what will be the negative penalties for a 1 star city and what the rewards will be for a 5 star city?
That's a sticky wicket, and one I'll leave to the likes of Jeff Skalski or Gersh to address, however with the current state of the community, we felt it was more important to give accessibility of these privledges than to deny them. There wasn't a good reason that we could use to justify further punishing the defeated realm.


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Old 11-04-2009, 12:47 PM   #4
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Re: City Siege Concerns - Short Term Changes

Quote:
Originally Posted by Liandel
...Even though I'm Order, I really want to crush my enemy, see them driven before me and hear the lamentations of their women...
Conan Approves

[i]

&n1ff8bsp;
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Old 11-04-2009, 12:48 PM   #5
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Re: City Siege Concerns - Short Term Changes

Quote:
Originally Posted by Neptun
Although I have to say as part of the winning faction I've had no major issues, it's really nice to see that you guys are listening to the feedback and reacting faster than usual here.

Great set of initial changes you cited here, but one things seems to be overlooked (or the post didn't mean to go into such details). What will happen to the successfull stage 1 pq completion taking 30 minutes off the stage 2 timer? That should be halved as well, and maybe it is but I want to make sure that it was considered since it has effects on how long we'll have for the king encounter and stage 2 PQ farming.
Again,

This is an initial set of changes. I will however bring this point to the attention of the dev team.


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Old 11-04-2009, 12:55 PM   #6
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Re: City Siege Concerns - Short Term Changes

Quote:
Originally Posted by Werit
Those are all good changes. I look forward to getting some time on my alt's in those scenarios.

The main issue still remains, population imbalances leading to constant city sieges. I'm just not sure how Victory Point changes will help when the underdog side cannot leave their warcamp.
Message Edited by Werit on 11-04-2009 07:51 PM
/wave Werit

The Underdog system should help alleviate some of this, to give the besieged realm a fighting chance to bring the fight back to their enemy.

As you've alluded too, Cities were not meant to be sieged as frequently as they are right now. We know this, and it's apparent that many players know this. Internally, we're making the needed steps to address this and will keep the community informed every step of the way, as we have been doing.

Edited by Andy on 11-04-2009 07:55 PM



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