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Old 10-22-2009, 07:58 AM   #1
PhoenixRed
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Mythic Taking Feedback, Concerns on 1.3.2

Just after the release of 1.3.2, Mythic has already received a ton of feedback about the patch. In order to consolidate feedback, Mythic has created a new thread summarizing concerns on their official forums:

Quote:
Our goal is to provide players a steady stream of information regarding these concerns in the coming weeks. This information may come in the form of our future/immediate plans for these concerns or informative posts/articles to help educate the community on what was changed and why we did it.
  • Tier 4 Campaign: We understand that the frequency of City Invasion is a primary concern for the community. We're accutely aware that the amount of times that cities are being cracked right now is, to put it bluntly, high. This was not an unexpected result of the removal of Fortresses, and there are positives to this, the least of which is exposing more players to WAR's endgame. That being said, we plan on having more details about the much anticipated Underdog System soon. Also, please be assured that we understand that these concerns go hand in hand with population balance concerns in general.
  • State of the City Siege experience: We hear the players concerns about the city siege experience. There's number of concerns about parts of the City Siege ranging from the Stage 1 Lord encounters to players becoming disinterested after the first hour of the City. We're actively investigating solutions to this and want to have more information to you soon.

    We've also been looking into player concerns about the City Siege VP, and yes, we did find some issues making the transition from Stage 1 to Stage 2 more difficult than it should be. We should have some fixes for these issues very soon.
  • AP Regen: We understand that many players right now are having a difficult time adjusting to the recent changes to AP regen. Over the coming days we plan on giving the community greater insight as to why we made this change and how we feel it will effect gameplay moving forward. For the immediate (coming weeks) future, our plan regarding these changes is to observe, report, analyze and react.

    We are not making any immediate changesnor will we make knee jerk reactions. As has been our approach with all of our recent Combat and Careers changes, we have a set plan of attack and we are sticking to it. So far, player reaction to this change has been mixed, skewing more towards a positive reception than otherwise.

    Again, please watch the forums and the Herald for more information and educational posts regarding this change.
  • Chosen Aura Bug: Watch the Herald tonight for some Hot Fix notes that include the following:

    "Fixed a bug which could occasionally prevent Chosen auras from toggling off."
  • Client crashes and data corruption amongst Trial Client users: We have identified the cause of this issue and it has been addressed on our internal test servers. This means it should be live soon, if it isn't already .
Source

The official forums are closed to participation to those subscribed to the game, so if you can, feel free to post there. But if you can't, follow the formatting of the post as seen there and post your thoughts here as well. I'm sure that Mythic is interested in hearing from those that cannot post on those forums and we'll be letting them know to watch this thread as well.
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Old 10-22-2009, 08:07 AM   #2
zetruz
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First and foremost, I salute Mythic for finally making progress in the performance area. It's basically restored my faith in Mythic, and I believe yet again that WAR can be saved (and is indeed going in that direction).

Also, why not change it so you need to lock all three pairings to get to the capital cities? Simple fix, I'd say.
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Old 10-22-2009, 08:20 AM   #3
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The underdog system has to come - and it has to come quick.

It has to be build around every tier since atm it is scaring MOst of the ppl away from even doing T2 when one faction is dominating that tier. And it has to work both ways. If order is dominating it should be dealt with just like when Destruction is dominating. Atm I get the feeling that Mythic wants order to dominate somwhere just so they are able to say that the game isn't as unbalanced as ppl say it is. Well - the game is very much unbalanced based on population and something has to be done about it right away. It should have been done months ago.
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Old 10-22-2009, 08:47 AM   #4
Gaugamela
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I would say one of the main problems with the constant city sieging is that it locks all the other scenarios and RvR areas. It locks people out of the rest of the game content.
In my opinion this should be changed with 1.3.3.
If you already introduce the new fortress system please make it open while cities are being sieged and have all Tier 4 scenarios available for people that are in those areas! Open up the game a little bit pleae and break some of the access limitations to content in this game.
Also make the Fortress system impact the factions by giving some kind of buff to who holds it more.

It's really frustrating that you have lockouts in dungeons, can only access some scenarios in Tier 4 corresponding to the open areas and when city sieges are ocurring, every other PvP content is blocked.
People shouldn't be forced to do that content. The constant city siegeing right now aggravates this issue.

If you guys do this and bring the Underdog system in the next patch the game will be in a great shape!

Last edited by Gaugamela; 10-22-2009 at 08:54 AM..
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Old 10-22-2009, 08:55 AM   #5
Marsares
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No forts + prior tier control making speedlocks easy to achieve for dominating side + no underdog system = too many city instances, and to be honest they are incredibly boring.

What happens when people will get bored of city sieges and start logging off? It's not too far off.... already most people can't live through another city siege.
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Old 10-22-2009, 09:23 AM   #6
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There´s no post about it yet in the european forums, so I´m feedbacking here if that´s ok.

  • Tier 4 Campaign/City Siege: The removal of fortresses came in a bad time for our server, the underdog realm is mass alt-ing on another server now, especially when the city is attacked. You identified and named the issues players are having with the city sieges themselves, my input would be: Either you have your solution fast, or hotfix an interim solution. Flag an event for a sc, open the city sc for T4, shorten the duration of the timers...Can´t tell about other servers, but on ours most people would actually prefer doing scs over a city siege where the underdog is heavily outnumbered or doesn´t even appear. Two hours guarding the flag from no-one should not need to happen no matter what. I´m positive you´re aware of that, anyways
  • AP Regen: While a good change overall, players are concerned if the classes are balanced against the bugged or the non-bugged regen. For example there´ve been AP consumption increasing changes for SH/SW, or the fix for dsu proccing the AP reggen tactic decreasing the overall viability of single target healing vs. group healing again. The Dok/WP should "benefit" from other healers having less AP etc. I´m sure you´re aware of those things too, so let me finish with this one: Don´t forget to reevaluate morale abilities. Personally I found (the group affecting ones of) them too easy-to-obtain/powerful even before, but now if a group "pumps up" their morale before a fight, it concludes in even heavier domination on impact, doesn´t it? Take a look at the relative power between ap (regen) and morale buildup post-AP fix, would be my wish you haven´t mentioned anyways.
Altogether, 1.3.2 was a very good one imo (excluding the fortress removal where most of us wonder why you didn´t wait with that until the underdog system is ready), what´s said is promising if it comes in time. Finally, I applaude the approach to put up such a thread after a patch. I hope to see that more often.

Last edited by Wothor; 10-22-2009 at 09:29 AM..
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Old 10-22-2009, 02:35 PM   #7
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Can't post on official forums because, as per usual, there is nothing on the European forums which is maybe why few people use them.

Although the underdog system is badly needed I think there should be dynamic balancing so that if a patch or career changes impact one side or the other the game will, to a certain extent, be self-correcting.

For example:

If Destro take Altdorf then on reset 1 extra zone (Praag/TM/DW) should flip straight to Order control. And if Destro continue to take Altdorf again yet another zone should flip straight to Order control until we reach the stage where all zones except 2 flip straight to Order meaning they would only need to take one zone to get to IC. If Destro continue to get to Altdorf after this then all order keeps should get a buff which increases for each time Destro take Altdorf (more and tougher guards, more door hit points etc). Should Order then get to IC one zone or buff should revert back.
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Old 10-22-2009, 10:15 PM   #8
Abyssia
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Underdog system wont fix Azgal, since too many destru zergs only will make it worse, put back forts AND make all scenarios playable during city sieges or make some special LoTD scenarios that you can do... just not contribution to any domination in the lockdown..

The AP nerf have been overly, as most "fixes" its hard to play, without spamming get more AP abilities now.. nothing wrong with that, its just boring as hell.
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Old 10-23-2009, 08:23 PM   #9
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Now, it works like it should be and I really love all the changes... the Age of Spaming is over ... instead of spaming you've to use your brain and get AP Gain/Drain skills

I think the underdog system comes a bit too late, but I think it will recover some servers like Azgal.
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Old 10-24-2009, 03:36 AM   #10
Mjalnir
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Making it so that you need to lock all three pairings, not just two, to get to Altdorf/IC would be a very, very good start. As it is now, you can just lock one and attempt another. If the attempt fails, you can just move on to the third pairing and speed-lock that one. If all three become required, the final zone will herd players from both sides to the same map, leading to increased action and effort it takes to get to the enemy capital.
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Old 10-24-2009, 06:48 AM   #11
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Quote:
Originally Posted by Mjalnir View Post
Making it so that you need to lock all three pairings, not just two, to get to Altdorf/IC would be a very, very good start. As it is now, you can just lock one and attempt another. If the attempt fails, you can just move on to the third pairing and speed-lock that one. If all three become required, the final zone will herd players from both sides to the same map, leading to increased action and effort it takes to get to the enemy capital.
With the forts gone this is BY FAR the best option.
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Old 10-24-2009, 07:36 AM   #12
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As above - the EU forums are a bit of a waste.

Generally the patch is excellent - some good ideas - the start experience and help are a lot better, the graphics make a nice difference; all up hi and no lag , the AP is more meaningful, the advice channel is a good idea but it got filtered out after a few minutes

Now the downside - the end game is pants - what is the point of the city seige? Warhammer is all about strategy and tactics - the city fights are a tedious run around with nothing to fight for.
We should be able to erect barricades to funnel the attackers into kill zones and they should be able to put up a meaningful attack.
If one side is pushed back and can't advance for say 15mins then the fight moves to the palace or the attackers are kicked out.

Bring back the fortresses and make them a full scale seige experience with proper seige engines that do some meaningful damage and towers for wall scaling.
Stop defenders running through the gate when it's being attacked - it's so dumb.

Karl Franz can sort his own problems out - I'll go back to T1/2/3 - more rewarding.

Afterthought - How about allowing the attackers to use the sewers to come up behind the defenders?
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Last edited by Imaginos; 10-25-2009 at 03:28 AM..
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Old 10-24-2009, 08:19 PM   #13
Torgin
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This post is feedback for the combat and careers developers, and it's the patch from the perspective of a WL.
For the love of all that is sacred and good, please give the white lion an in-depth look and revamp on the level of the marauders. Months of ninja nerfs and brand new bugs are leaving this lion's morale flagging. It will be hard for anyone to honestly dispute the fact that we are now the weakest class of the weakest archetype in the game. I'm still effective, but that's because I'm RR 72 and in high-end gear. I can't imagine what it's like for the lower RRs.
Some issues-
-AP costs are once again an issue, and our abilities continue to be some of the most costly in the game. I spend most of the fight trying to pace myself so that I don't have all my abilities greyed in seconds.
-the change to Fang and Claw in the trained to kill stance is a HORRIBLE idea. A 3 second channel that roots the lion in place during? With odjira and runspeed buffs flying around like they are, avoiding being kited is becoming a more and more futile task.
-lion is still incapable of catching up to moving targets. Seriously, what would be wrong with a lion running as fast as an actual lion? We are a melee class, can you please let us get in melee range so that we can do damage? Make speed training innate.
-our CC continues to be terrible, especially in combination with fang and claw taking priority on the lion's action queue. The purpose of CC is to time it with your burst damage, but having it tied to a slow and unresponsive pet makes every fight a gamble. I agree that DPS classes shouldn't have as much CC as tanks, but our crowd control abilities were a joke, and now they are even worse. Few other classes have to deal with their CC having a random chance of going off sometime in the next 20 seconds. 20 seconds is an eternity during a fight.
-pounce continues to be unreliable at landing on moving targets. Again very frustrating when dealing with ranged classes.

I hope someone in a position to do something reads this, and takes it into consideration.
~WL of Phoenix Throne
EDIT: Overall I think the patch was excellent. Removing forts was a step in the right direction, and client performance has improved. However, it does get annoying and disheartening to be ignored patch after patch, and a lot of people in the WL community are getting fed up with it.
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Old 10-24-2009, 11:44 PM   #14
Negatempest
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AP regen

What could help for the game isn't necessarily to add the bugged AP regen, but maybe to add AP tactic/ability regen early in the game. Maybe at tier 2 the earliest.
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Old 10-25-2009, 03:13 AM   #15
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Looking forward to the Under-dog system as Altdorf on Karak Azgal is under constant siege and it's becoming very frustrating. Not only because the City Siege game is dire, it needs a massive performance boost, it must be equally frustrating for Destruction players. You've got all the way to Altdorf and all of a sudden you can't get any further because the lag in making the game unplayable.
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