Warhammer Online: Age of Reckoning![]()
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Publisher: Electronic Arts Genre(s): MMORPG Home Page: http://www.warhammeronline.com/
PvE Beyond QuestingThere is also some PvE content beyond the normal questing and public quests, in the form of dungeons. Sadly the selection is limited. Each main city (Inevitable City and Altdorf) has a winged low level dungeon for level 10-20. Other areas contain two leveling dungeons - Mount Gunbad (22-33) and Bastion Stair (34-40). All these instances appear to be similar single-group instances with several small wings. Some trash, couple of bosses, some loot.
My own experiences are limited to the instances found in the Inevitable City (Sacellum), and while the bosses do exhibit some tricks that require some rudimentary tactics, overall the three wings of this dungeon felt simple and somewhat unpolished. Trash pulls often end up being harder than the actual bosses and the loot is disappointing. WAR also shows that PvE is the sideshow. There is no way to visually mark targets (only /assist works) and the automatic release after dying truly sucks - if you die early in a boss fight, you may end up auto-releasing before the fight is over and your friends could resurrect you. That also means you end up losing the rights to roll for the loot. There is supposed to be five maximum level instances in addition to these for level 40 players, but these instances require the players to first unlock the access by raising the City Rank of the capital by doing quests, PQs or by participating in the open RvR. Cities can also drop in rank when they are invaded, and endgame RvR is required to retain access to endgame PvE instances. Open RvR and Keep SiegesWhile scenarios are pretty normal stuff, open RvR is where Warhammer Online is supposed to be different. Players have always hoped for true world PvP, and while WAR still puts some limits to that on Core servers, RvR areas are large, and there are plenty of juicy objectives to go for at all level ranges.
Final capture is complete when the NPC Keep Lord is defeated. Bonus loot is distributed just like in a PQ. Keep sieges are very similar to the ones found in the frontiers of Dark Age of Camelot. Bash down a door (battering ram recommended), don't get burned by boiling oil or enemy players, rush in up the stairs killing any hostile players, whack down some NPCs and finally kill the NPC lord of the keep to claim it. Bring lots of friends - at least 20-30 or so. Anyone can participate, everyone gets rewards and guilds can even lay claim to keeps to display their banner for a bonus to the guild rank. Sieges do work pretty well, assuming your system can take the mass battles in the first place, but the ones I've seen appear simplified compared to the keep sieges of DAOC. Later keeps are supposed to be larger, with separate outer walls and inner keep. Siege engines also appear fairly weak and easy to destroy. Perhaps siege weaponry balancing is still a bit work-in-progress - at least they are cheap. PvP collision detection also causes some issues in sieges. In general, the PvP collision detection system is a great idea for realism - put those big ugly Orcs up front and let them spearhead the charge - it's easy to get killed simply because your retreat route is blocked by friendlies. It's not really a flaw, but something you have to adjust to. Too many years of running through everyone, I guess... In addition to keeps, there are additional smaller objectives - towers, camps etc. These are much simpler to capture - kill a handful of NPC guards and capture the flag. Unlike keep sieges, these are quite doable with a single group.
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