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#1 | |
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WAR Lord
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Games Day Baltimore - Land of the Dead Bullets
Those of you who are looking for a summary of all the great points and footage from Land of the Dead for this weekend's Games Day Baltimore can look no further than this thread!
If you think of any more you see from the videos or other coverage about the event, please let me know and I can add them! |
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#3 | |
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WAR Lord
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#4 | ||
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Developer VIP
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If you already own the gear sets (i.e.; Annihilator, Sentinel, Conqueror, etc...) you will be flagged as having the appropriate Sigil or Ward in the former term. The Sigil system is meant to be an alternate method of obtaining Wards for those who do not have the armor sets.
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#6 | |
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WAR Veteran
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Sounds good so far. I especially like the change to the ward/set-gear system.
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I'm looking for Warhammer fantasy or Battletech players in the Green River / Rock Springs, Wy area. PM if you are interested. I have everything for multiple people to play Battletech, I'm close to having multiple Warhammer armies together. Don't have to know how to play, and might be interested in trying other games as well. Just send me a PM. |
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#7 | |
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WAR Recruit
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I only have one question, and that's about how many enemies can invade an existing instance. If the lairs and Tomb of the Vulture Lord are likely designed for six players, then can only six enemies invade your instance, or can you have a full warband rushing in to overwhelm you?
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#8 | |
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WAR Soldier
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What are sigils? Is it something we have to acquire or is it instantly given once unlocked with the wards? Is it essentially a new armor slot that we "enchant/imbue" with all the wards we have? Is it like a talisman and added to gear directly? If so, is it removable? UPDATE: ok sigils are just on your ToK and there is nothing you need to do, which is awesome.
Now some questions on the Land of the Dead. What type of Zone Control are we talking about here? Locking a pairing completely, controlling 2 out of 3 zones in enemy territory (meaning for Destro for example, holding Reikland and Kadrin Valley), holding more control of t4 than your enemy? My worry about Land of the Dead seems more likely than before. As I've previously mentioned in a post what I expect to happen is something like this:
The only time I see the above not happening is when a side decides they want to push to forts/city rather than do Land of the Dead. However, seeing as the gear is as good as LV, if not slightly better, I think more people would rather take the easy route of getting into Land of the Dead. The handicap system screams carebear to me, but Mythic created a problem that shouldn't have existed by making only two factions. Is this going to be the next step Mythic takes for all ORvR vps? The smaller side in the zone gets more vps for Scenarios, Objectives, PvE, Skirmish? Last edited by Akkuma; 05-11-2009 at 11:44 AM.. |
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#9 | |
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WAR Soldier
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My prediction is that system will be highly abused once again leading to RvE or it will take so much time to flip a zone to LotD that the opposing side will do what they wanted to do 20 times until that will happen leading to simple PvE stuff all day long. It all sounds good on paper but knowing Warhammer Online population I believe it'll turn into some abomination.
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Kaiser Franz von Frankenland, Tra la la la la la la, Fiel in des Frundsbergs Hand, Lerman vor Pavia. |
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#10 | |
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WAR Soldier
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To all the nay-sayers about the system getting to LotD.
Remember, the "losing" sides contribution will pick up from last time. That means, that you can get to LotD pretty fast, compared to the other side, that have to start from scratch. And when you go to LotD, you can still kick and beat some order/destro. Of course, there will still be people left in T4. But I would rather have small-scale warfare/skirmishes with only 1 or 2 wb's, rather than all the zergs. If they improve the endgame/city-sieges, it will really force people to think. Should they go to LotD to get phat lewt and risk reducing their city to rank 1 or should they stay. Actually, its a quite clever move from Mythics side. |
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#11 | ||
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WAR Recruit
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Quote:
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I like to froth at the mouth on my blog, The Greenskin! |
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#12 | ||
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WAR General
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Quote:
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#13 | ||
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WAR Soldier
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Quote:
Yes, the losing side starts off where they last left off, but imagine this scenario. It takes 2 hours to hit 100% and the other side is sitting at 75% once it flipped. This means it would take about 1.2 minutes per percent for the winning side, and 1.6 minutes per percent for the losing side. The scenario above equates to about 70 minutes before the losing side can flip it over and gain access. As myself and Katzen stated, history has shown that players take the path of least resistance. This means they'd rather do the Land for whatever amount of time, wait 30 minutes, and then flip it back instead of get access to the Land, do it for 30, and then go back to try to flip it back to their control again. The reason for this is in their system. The scenario I presented above demonstrates this. I, a player, would rather not bother to try to relock Land if the other side is already sitting at 75% and we have been reset to 0. Clearly, the two sides are similarly matched enough that they'll be locking Land with a difference that large and I will have wasted my time trying to relock it when I could spend it in the zone. |
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#14 | |
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WAR Lord
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The x-factor is the handicap system. The prediction of how quick a zone will re-flip will be dependant on how the system determines that a faction just isn't getting to the cap because they are getting dominated in ORvR and Zones. We'll see.
If you're curious about "path of least resistance" playing, go look at the presentation videos if you haven't already, because I ask a question specifically about that. |
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#15 | |
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WAR Recruit
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Are Sigils primarily attained via PVE or RVR? Am I required to master a bunch of PVE instances in order to attain the wards I need?
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