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	<title>Killed in a Smiling Accident. &#187; war</title>
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	<link>http://www.kiasa.org</link>
	<description>Just these guys, you know.</description>
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		<title>Once I make up my mind, I&#8217;m full of indecision.</title>
		<link>http://www.kiasa.org/2010/07/16/once-i-make-up-my-mind-im-full-of-indecision/</link>
		<comments>http://www.kiasa.org/2010/07/16/once-i-make-up-my-mind-im-full-of-indecision/#comments</comments>
		<pubDate>Fri, 16 Jul 2010 11:10:31 +0000</pubDate>
		<dc:creator>Melmoth</dc:creator>
				<category><![CDATA[melmoth]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[war]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=4162</guid>
		<description><![CDATA[I should have known that I could never be free. My altitus is usually a constant companion, a non-combat vanity pet for my real world self, always at my side, bouncing up at me with a steady metronomic rhythm whenever I play an MMO, as though it had fallen on to a trampoline and didn&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p>I should have known that I could never be free. </p>
<p>My altitus is usually a constant companion, a non-combat vanity pet for my real world self, always at my side, bouncing up at me with a steady metronomic rhythm whenever I play an MMO, as though it had fallen on to a trampoline and didn&#8217;t quite know how to get off, all the while yipping at a frequency and intensity perfectly evolved to prevent any form of consistent continuous cogitation; and yet I hadn&#8217;t heard so much as a peep from it since I started playing Warhammer Online with the <a href="http://www.vanhemlock.com/">Van Hemlock crew&#8217;s</a> Monday night static group. I thought I&#8217;d escaped the attentions of my altitus: having settled on playing a Witch Elf I had spent several evenings getting a feel for the game again, and I knew I had found the class for me. I marvelled at the concept of the lithe elf wearing nothing but a thong and bra who dual-wields daggers and lurks in the shadows, waiting to pounce on the unwary healer or mage, stunning them momentarily as they process the fact that they seem to have drawn the attentions of an S&#038;M dungeon mistress and then desperately try to recollect the safe word that had been agreed upon so they can make the pain go away. I was happy, I had a sassy female assassin, a sassassin if you will, and I was certain that I couldn&#8217;t be swayed from the path, not when the sassassin&#8217;s swaying curves glided along that path, soft and supple, in stark contrast to the hard, sharp curves of the blades held against them at the ready.</p>
<p>I paused and listened, and for the first time in an age the altitus was silent.</p>
<p>The guild got bigger. From the initial six members of the Lord of the Rings Online Monday night static group, the guild grew in size until we were able to field a full warband, and as the four groups were organised within that warband it was observed that we were a little short on healers. </p>
<p>I held my breath and waited. </p>
<p>I waited for the altitus to roar forth from its den of temporary hibernation, metamorphosed from small yappy annoyance into a raging frenzied monster of claws and teeth that would tear my gaming sanity to shreds and lay waste to any chance of me settling down and enjoying one class for the long run to the end game. But nothing came, not even a whimper. I pinched myself, looked in the mirror, stuck out my tongue, pulled my lower eyelids down, and tapped myself on the chest. I did a small shuffling dance of joy. Such was the allure of the sassassin that I, Sir Mr Alititus, Lord High Chancellor of Healing Alts, had not felt even the slightest twinge of desire, no pinpricks of heat on the back of my neck and beads of sweat on my brow that indicate the onset of alt fever, nothing. I knew that if I had resisted the urge to re-roll a healer then I must be cured: my favourite class of character, the group support role had always been my downfall, it&#8217;s the style of play I most enjoy and something I could never normally resist if there was a need for it within a group. M&#8217;colleague and several others, having found a renewed enthusiasm for the game, rolled alts to play outside of the Monday night group. I rolled a Disciple of Khaine in order to join them; I knew that rolling a melee healer (possibly my favourite class of character) was giving my altitus another chance to rear-up and take a swipe at me with giant paws, but I needed to know for certain.</p>
<p>I had to face my One Ring. I wanted to resist its temptation and pass the test. Whereupon I would diminish and go into the West. Or more likely, go into the kitchen and grab a celebratory bite to eat. I played the Disciple of Khaine for no more than a level or two before I grew tired of it and deleted the character. My heart just wasn&#8217;t in it: I watched the Disciple swing her swords, clumsy and random compared to the civilised daggers of the Witch Elf, as I wondered how she managed to move at all under all those layers of robes that ran from head to foot and back again. Sure she survived in combat far longer than the Witch Elf, but her victories seemed slow and tiresome in comparison &#8211; inevitable and thus predictable. The Witch Elf, in contrast, was exciting, unpredictable, dangerous. Messy. Putting yourself in a PvP scenario with a Witch Elf is like putting your hand in a box with a frightened and injured feral cat: at the very best you can expect to come away severely bloodied and covered in urine. She would appear naked out of nowhere, a sudden angry explosion, a flurry of feminine feline fury, the banshee howl of the air as her dagger blades cut through it, the cries of her victims, the ecstatic scream of the sassassin as she rent her foe&#8217;s skin and sanity in equal measure. The Witch Elf isn&#8217;t sexy, she is part of sex itself: she rides the steady back-and-forth back-and-forth rhythm of the battle, patiently building up to the point where she can be contained no longer, bursting forth in a paroxysm of soul-humming intensity for a few seconds before fading away again.</p>
<p>The altitus, had it even bothered to emerge, had surely slunk back to its den to sulk quietly and sullenly lick itself in self pity.</p>
<p>I was free. Had to be. The off-night alters continued to play their alternative characters and I came up with a droll concept name for an Orc Choppa based on a model of helicopter (or chopper) nicknamed the Jolly Green Giant, so I rolled it up one night and joined them.</p>
<p>Where the Witch Elf is patient, watching and waiting for the right moment to unleash her fury, the Orc Choppa is all fury all the time. To start off with, things were just mildly amusing, the initial set of abilities being a single target attack, a single target DoT, a single target snare, and a finishing move that does more damage the more fury the Choppa has built. He was more resilient than the Witch Elf, but at these low levels that didn&#8217;t mean much as most mobs went down quicker than a fanboy in a room full of developers.</p>
<p>And then I got my first AoE abilities and joined a PvP scenario.</p>
<p>The irony was not lost on me when altitus snuck out of the shadows and backstabbed me with a crit so big it would have made a Witch Elf give up there and then and join a convent.</p>
<p>There is no describing the feeling when you charge solo into the midst of a group of five or six enemy players and start wailing away with your AoE abilities and they begin to run away. There is no explanation for it either. They outnumber you, and although the AoE output of a Choppa is quite high, and the Choppa is quite resilient, it is never a combination that is likely to finish any of them off before they bring you down. The only thing I can think is that it&#8217;s simply the shock of it, especially in open RvR, where two groups tend to stand off from one another, making rude gestures from a safe distance as the ranged characters nip forward to plink away at the nearest enemy who is then easily healed by the massed ranks of healers tucked away behind them. So when a big angry Orc simply ignores all that protocol and etiquette and charges headlong into the midst of a group that moments ago assumed that it was immune to serious threat through careful observance of the rules of oRvR  engagement, and when that big Orc starts doing enough damage to enough people that the more lightly armoured ones start to back away, it leaves the others exposed to not just the big green angry ball of muscle with a honking great axe grafted to it, but also his friends who have had their confidence bolstered and thus followed up with a charge of their own. Suddenly you have a rout, and although the Choppa inevitably perishes at some point in the initial skirmish, there is a brief moment when he is a green-skinned tusk-faced Poseidon, sweeping away all before him in a tidal wave of destructive force. It is a really curious phenomenon, the way players run away when they are under attack, invariably taking shots to the back all the time as they do so. Doubly so when you consider that it&#8217;s usually twenty seconds or less to run back to the fray should a player&#8217;s character die, and therefore death is nothing more than a minor inconvenience at worst, a convenient excuse for a drink or bio break otherwise. Clearly there is value in a tactical retreat when the enemy outnumber you, but when the enemy outnumber you and then *they* retreat when you press the attack there must surely be some other psychological effect at work, the observation of which is both fascinating and addictive. It&#8217;s not about winning or hurting others &#8211; I&#8217;m usually dead before more than one of the opposition is defeated &#8211; it&#8217;s the curious feeling of mania that it induces, that crazed frightening glee that comes over you, as though you&#8217;ve turned into the malevolent clown from children&#8217;s nightmares. It&#8217;s a feeling of primal power. Again though, the joy is focussed on the Choppa, not the enemy players it is intimidating. I realised that my pleasure came not directly from the reaction of the other players but from the way the Choppa worked to bring about such a reaction, when I remembered another MMO class that I played which also gave me the exact same feeling, but in a PvE setting: City of Villain&#8217;s Brute.</p>
<p>The Orc Choppa is a crude blunt-force instrument compared to the technical, precise scalpel of the Witch Elf, and although there&#8217;s appeal in both, with both having their part to play, it&#8217;s the Choppa&#8217;s ability to make a tangible psychological impact on the field of battle, in both my mind and the mind of other players, that makes it so incredibly appealing.</p>
<p>There&#8217;s a quote that comes to mind from William Gibson&#8217;s Johnny Mnemonic &#8220;If they think you&#8217;re crude, go technical; if they think you&#8217;re technical, go crude&#8221;. </p>
<p>Sometimes though, when they think you&#8217;re crude, it&#8217;s fun to show them that they&#8217;ve underestimated just how crude you are.</p>
<p>As my altitus decided to do for me, just the other day.</p>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>Dickens on Public Quests</title>
		<link>http://www.kiasa.org/2010/06/21/dickens-on-public-quests/</link>
		<comments>http://www.kiasa.org/2010/06/21/dickens-on-public-quests/#comments</comments>
		<pubDate>Mon, 21 Jun 2010 14:03:18 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[war]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://www.kiasa.org/?p=4010</guid>
		<description><![CDATA[&#8220;Annual income twenty pounds, annual expenditure nineteen nineteen and six, result happiness. Annual income twenty pounds, annual expenditure twenty pounds ought and six, result misery.&#8221; &#8211; Mr. Micawber in David Copperfield &#8220;Public quest designed for nine players, number participating five, result misery. Public quest designed for three players, number participating nineteen, result a different kind [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;Annual income twenty pounds, annual expenditure nineteen nineteen and six, result happiness. Annual income twenty pounds, annual expenditure twenty pounds ought and six, result misery.&#8221; &#8211; Mr. Micawber in David Copperfield</p>
<p>&#8220;Public quest designed for nine players, number participating five, result misery.  Public quest designed for three players, number participating nineteen, result a different kind of misery. Public quest designed for six, number participating six, result happiness.  Until someone else wins the loot roll.&#8221; &#8211; Nanettenewman the Black Orc in WAR</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Public (Quest) Convenience</title>
		<link>http://www.kiasa.org/2009/04/07/public-quest-convenience/</link>
		<comments>http://www.kiasa.org/2009/04/07/public-quest-convenience/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 07:33:27 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[war]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://kiasa.org/2009/04/07/public-quest-convenience/</guid>
		<description><![CDATA[With patch 1.2 in Warhammer Online tempting Melmoth back to try a Slayer, a few other people have also been returning to WAR. I rolled up a new character to hook up with them in the lower tiers; figuring the massed Slayer ranks would just about have DPS covered it was down to a tank [...]]]></description>
			<content:encoded><![CDATA[<p>With patch 1.2 in Warhammer Online tempting Melmoth back to try a Slayer, a few other people have also been returning to WAR.  I rolled up a new character to hook up with them in the lower tiers; figuring the massed Slayer ranks would just about have DPS covered it was down to a tank or healer, and though I imagine a healer would be very popular on our side, I had a bad feeling it would be equally popular with hordes of healer-targeting Choppas, so I went with the tank and started a Knight of the Blazing Sun.  I&#8217;m rather enjoying it so far, he definitely feels more robust than the ol&#8217; Bright Wizard (&#8220;Armoured Knight in &#8216;more robust than bloke in a dress&#8217; shocker&#8221;), able to round up and hold the aggro of a good 5-10 mobs, so long as they&#8217;re a level or two lower and I&#8217;ve got some backup to either keep my health topped up or nuke them down, and the damage isn&#8217;t too shabby either, especially wielding a two handed weapon.</p>
<p>When levelling up my Bright Wizard I spent much of my time in scenarios.  Unfortunately the server has got a bit quieter since then and scenarios don&#8217;t pop quite so frequently any more, which is a bit of a shame as they were <a href="http://kiasa.org/2008/09/16/second-draft-of-a-best-case-scenario/">perfect ad-hoc small-group content</a>.  As per that post, the usual MMO collection of &#8220;Go. Hunt. Kill boars.&#8221; quests are great when solo, but can be a right pain to co-ordinate in groups.  Group-wise, at least in WoW, LotRO, WAR and their ilk, you get group quests and instances (or group quests in instances); the trouble with these is they&#8217;re typically fixed for a certain size and composition of group.  This sort of ties in with a Tweet this morning from one of the WAR players we&#8217;ve been grouping with: &#8220;MMO Questions: Why a group size limit of 6?&#8221;, which I started to reply to, but had only made it as far as &#8220;It is incumbent upon us to investigate the historical aspects of social, and utilitarian, grouping in a number of contexts to fully apprecia&#8221; before the 140 character limit kicked in.</p>
<p>In pencil and paper games it&#8217;s down to the Dungeon Master to tweak encounters to suit, and he can adjust things for the number of players in a party and any particular strengths or weaknesses they may have, so a party of six containing three barbarians who all managed to roll 18 for Str, Dex and Con don&#8217;t have to face the same two kobolds (one with a slight limp) that might be more appropriate if the players had decided to roleplay a small party of pacifist academics.  MMOGs generally work the other way around, the encounters are fixed and you&#8217;re expected to bring a group of 1, 5, 6, 10, 24, 25 or whatever other lottery numbers seemed like a good idea at the time, with (in the aforementioned diku-style games) a suitable balance of yer Holy Trinity of tank, healer and DPS.  I suspect they&#8217;re done that way as it&#8217;s easier for designers; not &#8220;easy&#8221;, but at least it&#8217;s one less variable when you&#8217;re trying to pitch content for players of different levels, classes, character builds and gear.  It doesn&#8217;t have to be that way; City of Heroes, as I&#8217;m sure I&#8217;ve banged on about at tedious length before, scales encounters to suit parties of 1-8 by mixing the number, type and levels of the enemies you face, but then City of Heroes isn&#8217;t especially loot/achievement-centric and doesn&#8217;t tend to stand up terribly well to fierce mathematical min-max scrutiny.  It&#8217;s great fun for jumping into with any number of friends (so long as it&#8217;s eight or less) and beating up a bunch of thugs while dressed spandex, though.</p>
<p>Scenarios in WAR were a really great way of easily grouping up with varying numbers of friends, and running bite-sized chunks o&#8217; fun.  Public quests were always fun in busy zones and easy to drop in and out of, but as players thinned out across later tiers (and scenarios, and open RvR) they got a lot quieter.  A couple of tweaks since launch have made them a handy ad-hoc group alternative to scenarios: firstly they&#8217;ve added easy public quests, aimed at a group of two or three, so even if there&#8217;s just a couple of you there&#8217;s something to aim for.  Secondly, you can fly to any zone; that wasn&#8217;t always the case, and if you and a friend were stuck in the middle of different flight-master-less zones and wanted to group up, it would take literally quite a long time just to travel.  If you&#8217;re in a guild that has recall scrolls, you can now get to any zone for 30 copper and a couple of loading screens (although depending on the zone there may still be a sodding great RvR lake and enemy warcamp slap between you and a sensible destination, but still).  If there&#8217;s a couple of you, you can head for an easy PQ and give it a lash.  If it&#8217;s a bit too easy or hard, you move up or down a chapter; if another person or two joins in, you can move on to normal PQs.  It&#8217;s been a really handy way of jumping on and playing for the odd hour here and there.</p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Plus ça change.</title>
		<link>http://www.kiasa.org/2009/03/21/plus-ca-change/</link>
		<comments>http://www.kiasa.org/2009/03/21/plus-ca-change/#comments</comments>
		<pubDate>Sat, 21 Mar 2009 10:58:21 +0000</pubDate>
		<dc:creator>Melmoth</dc:creator>
				<category><![CDATA[melmoth]]></category>
		<category><![CDATA[rant]]></category>
		<category><![CDATA[war]]></category>

		<guid isPermaLink="false">http://kiasa.org/2009/03/21/plus-ca-change/</guid>
		<description><![CDATA[You know, Mythic, having come back to WAR to give it a second chance after the tempting lure of being able to play a Slayer, it&#8217;s hard for someone like me to stick around when, after all this time, your game STILL doesn&#8217;t remember the position of my chat windows, such that I have to [...]]]></description>
			<content:encoded><![CDATA[<p>You know, Mythic, having come back to WAR to give it a second chance after the tempting lure of being able to play a Slayer, it&#8217;s hard for someone like me to stick around when, after all this time, your game <b>STILL</b> doesn&#8217;t remember the position of my chat windows, such that I have to move them every time I log in.</p>
<p>Minor things like this make your game look disproportionately shoddy and unprofessional, because they&#8217;re in the user&#8217;s face, and they&#8217;re there every time that user logs in.</p>
<p>I should be playing your game and not sitting here contemplating writing an AddOn to fix such a stupid thing.</p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>Inevitability</title>
		<link>http://www.kiasa.org/2009/03/14/inevitability/</link>
		<comments>http://www.kiasa.org/2009/03/14/inevitability/#comments</comments>
		<pubDate>Sat, 14 Mar 2009 22:02:35 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[war]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://kiasa.org/2009/03/14/inevitability/</guid>
		<description><![CDATA[The Inevitable City is something of a disappointment, as tourist destinations go. Proving myself as hopeless at punditry as usual, after last week&#8217;s alarm clock siege Order have popped in for tea, biscuits and mass pillaging twice more; Destruction don&#8217;t seem to be putting up so much resistance in fortresses, whether they&#8217;re not so interested [...]]]></description>
			<content:encoded><![CDATA[<p>The Inevitable City is something of a disappointment, as tourist destinations go.  Proving myself as hopeless at punditry as usual, after last week&#8217;s alarm clock siege Order have popped in for tea, biscuits and mass pillaging twice more; Destruction don&#8217;t seem to be putting up so much resistance in fortresses, whether they&#8217;re not so interested with zone flips being more frequent, or whether it&#8217;s because there&#8217;s an awful lot of Choppas rampaging through tiers 1 and 2 I&#8217;m not sure.  Their cause isn&#8217;t particularly helped by the Chaos fortress lord frequently mtaking it upon himself to go for a bit of a wander, rather than staying in his well defended room, which was how we found ourselves taking The Maw surprisingly easily at prime time on a Friday night, and carrying on to the Inevitable City courtesy of a previously locked Elf fortress.</p>
<p>Same drill as last time: several instances of the City, up to 48 players per side in each.  A couple had heavy Destruction presence, a couple had almost none, and initially I ended up in one of the latter.  Two stage public quest: firstly kill 150 defenders (NPCs, if no players around), hold two objectives, set fire to 50 things (mostly by clicking glowing crates and tables).  Secondly, a Lord spawns accompanied by four Heroes, and you have eight minutes to kill them all.</p>
<p>With no player opposition the first stage of the PQ is trivially easy but tedious, it&#8217;s tempting to slack off and let everyone else do laps killing random mobs, but of course then it just takes longer.  The second stage requires a touch of co-ordination.  It&#8217;s imperative not to drag the Lord or any Hero too far, or they reset.  A debuff from the Lord prevents healers resurrecting other players, so you need to respawn and make the fairly short run if you die, rather than spamming chat channels begging for a rez.  Finally, everyone on our server is under strict instructions not to use taunt or detaunt powers, it&#8217;s suggested they cause the Lord to employ a particularly nasty AoE attack.  I don&#8217;t know for sure if that&#8217;s the case or if it&#8217;s one of those MMOmyths that spring up, but still.  With a co-ordinated warband it&#8217;s probably also fairly trivial, each mob is tanked, dps focus fire on a mob at a time, and Bob&#8217;s your chaotically mutated uncle.  With a PUG, with members covering a range of levels and varying levels of gear, it&#8217;s a bit more challenging, especially when it takes a good few minutes of sustained DPS just to bring the Lord down, so almost any reset after the first couple of minutes won&#8217;t leave you enough time.  Still, after two fairly close attempts, getting down to just the Lord on around 25% health as the final seconds agonisingly ticked away resetting everything back to the mob farming drudgery of stage one, everyone just about had the hang of not running away, and our instance took the Lord down, hurray!  Our reward (after distributing the bags)?  To do stage one all over again, hurray!  Wait, no, not hurray&#8230;  </p>
<p>Now bear in mind this is with almost no player opposition at all.  If you happen to get an instance with heavy defence, stage one of the PQ is much more interesting as the two sides have the same objectives.  Blood flows in the streets, objectives change hands in bitter assaults, it&#8217;s a little like a 48-a-side scenario on a grand scale.  That&#8217;s good.  Stage two of the PQ, though, is a bit tough.  If two pick-up warbands were *just* able to defeat the final boss within the time limit at the third attempt, imagine how much harder that would have been with a balanced party of Destruction joining in the fun, let alone anything approaching parity in numbers.</p>
<p>If you can &#8220;lock&#8221; the first part of the Inevitable City, I believe you progress to another public quest, with even tougher mobs at the end.  To lock the city, though, it seems you have to complete that first public quest again, and again, and again, and&#8230; well, you could also do the Inevitable City scenario.  If it popped.  Which it didn&#8217;t while I was there.</p>
<p>So in the excitement stakes, it&#8217;s somewhat lacking.  Never mind, though, MMOG players will do any old crap for hours on end so long as you dangle something shiny in front of them, and that&#8217;s the point of pillaging isn&#8217;t it?  Four successful fortress assaults and another four hours in the Inevitable City, I&#8217;d hired a wagons to haul all the lovely loot away, and cleared plenty of space in the bank vault to store it.  Net loot result from all that?<br />
- One level 36 green axe (dropped from a player, won via a Greed roll)<br />
- One level 40 green cloak, from a green bag for completing the IC public quest</p>
<p>And&#8230; that&#8217;s it.  Luckily the wagoneers took the axe in payment, or I would&#8217;ve been down on the whole deal.</p>
<p>OK, I exaggerate a touch.  While running between walls during a fortress attack, a Conqueror Keysash happened to drop from some random mob and I won a Need roll for it, but still; nothing from the Inevitable City itself.  It&#8217;s a subject considerably covered around the blag-u-spore (f&#8217;rexample at <a href="http://thegreenskin.com/2009/02/04/pve-gear-rvr-gear/">The</a> <a href="http://thegreenskin.com/2009/03/12/a-bright-idea/">Greenskin</a>), but worth reiterating, in terms of loot the WAR endgame can be most frustrating.  You&#8217;re either competing with anything from 20-100 people on the roll for a few decent bags, or going down the WoW route of running instances and hoping bosses drop something for your class.  Tokens have been mentioned for loot in the upcoming Land of the Dead zone which sounds a bit more hopeful, as with the Inevitable City not offering much in the way of fun or loot I&#8217;m going to need a new holiday destination.</p>
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		<slash:comments>2</slash:comments>
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		<title>Unlike the Murphys&#8230;</title>
		<link>http://www.kiasa.org/2009/03/09/unlike-the-murphys/</link>
		<comments>http://www.kiasa.org/2009/03/09/unlike-the-murphys/#comments</comments>
		<pubDate>Mon, 09 Mar 2009 22:45:24 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[war]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://kiasa.org/2009/03/09/unlike-the-murphys/</guid>
		<description><![CDATA[&#8230; I&#8217;m Seriously Bitter. At least according to my latest title, for completing all ten of the Bitter Rivals tasks in WAR. I&#8217;d predicted, based on complex scientific reasoning, that there would be a lot of grind involved in Bitter Rivals and I was almost right, apart from being totally wrong in every respect. Bitter [...]]]></description>
			<content:encoded><![CDATA[<p>&#8230; I&#8217;m Seriously Bitter.  At least according to my latest title, for completing all ten of the Bitter Rivals tasks in WAR.  I&#8217;d predicted, <a href="http://kiasa.org/2009/02/12/murd-er-i-hardly-know-er/">based on complex scientific reasoning</a>, that there would be a lot of grind involved in Bitter Rivals and I was almost right, apart from being totally wrong in every respect.  Bitter Rivals has involved almost no grind at all, a fairly familiar set of tasks (doing a PQ, killing a number of players, participating in the new Twisting Tower scenario and throwing a few pies there, /swearing at all the enemy careers etc.) being wrapped up in short order.  The Twisting Tower is a slightly confusing scenario, I still haven&#8217;t really got my bearings in it (maybe that&#8217;s the idea), but a change is as good as a rest and all that.  The event rewards aren&#8217;t wildly inspiring, a couple of titles and a new siege weapon, though of course there is the chance to roll a Choppa or Slayer a week early.  All in all a little on the lightweight side purely as an event, but with all the other patch 1.2 changes plenty to be going on with before Day of the Slayerchoppas.</p>
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		<title>Ce n&#8217;est pas magnifique, mais c&#8217;est la guerre</title>
		<link>http://www.kiasa.org/2009/03/08/ce-nest-pas-magnifique-mais-cest-la-guerre/</link>
		<comments>http://www.kiasa.org/2009/03/08/ce-nest-pas-magnifique-mais-cest-la-guerre/#comments</comments>
		<pubDate>Sun, 08 Mar 2009 17:59:04 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[war]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://kiasa.org/2009/03/08/ce-nest-pas-magnifique-mais-cest-la-guerre/</guid>
		<description><![CDATA[The gates of the Inevitable City have been breached. Before patch 1.2, the RvR campaign on Burlok was more or less at stalemate. Zones would sometimes flip, typically the Elf zones going back and forth, but the final push, to go from the last zone to a fortress, rarely succeeded. Either dedicated defenders would take [...]]]></description>
			<content:encoded><![CDATA[<p>The gates of the Inevitable City have been breached.</p>
<p>Before patch 1.2, the RvR campaign on Burlok was more or less at stalemate.  Zones would sometimes flip, typically the Elf zones going back and forth, but the final push, to go from the last zone to a fortress, rarely succeeded.  Either dedicated defenders would take a stand, or carefully orchestrated avoidance would deny the final few vital points needed to take the zone.</p>
<p>On the rare occasions one side would get to a fortress, killing the Lord was all but impossible.  I&#8217;m only aware of a single successful attempt, when I believe a bug prevented Destruction players directly reinforcing the fortress, and a server crash halted the attempt on a second fortress that might have lead to the Inevitable City.   The <a href="http://bookofgrudges.wordpress.com/2009/02/28/my-first-fortress-attempt/">Infamous Tank Wall of Doom</a> takes a heck of a beating, especially when backed up with a fortress lord and The Chaos Gods of Lag.</p>
<p>Patch 1.2 changed the zone control system so that holding the objectives and keeps in a zone for two hours is enough to take it, no faffing around with scenarios or public quests needed.  It&#8217;s not exactly a Sun Tzu-esque leap from seeing that to working out that an alarm clock raid is possible, starting an attack very late at night or very early in the morning to ensure minimal defence.  Some Order guilds got together and decided, 5am on Saturday, we&#8217;d make an attack.  I wasn&#8217;t planning to join in from the start, Saturday mornings are usually time for a lie-in.  As it turned out, I was having a weird dream, I think I was a substitute in some big rugby match, got called to go on the pitch, but I had to pull my jersey on, only the sleeves were incredibly long, and there weren&#8217;t any holes in the end, and I was madly flailing around, and&#8230; woke up.  At 5am.  I think my subconscious must&#8217;ve had plans&#8230;  Seeing I was awake, I staggered downstairs, made coffee, and logged in to find 40-50 Order players hanging around Black Crag, with about half an hour on the Keep timers until we took control of the zone.  It locked without incident, we took the fortress without too much trouble, and we carried on to Caledor for a repeat performance.  A couple of Destruction players had noticed what was going on but not enough for a tank wall, not even a tank speed bump, the second fortress fell, and the gates of the Inevitable City beckoned!  We had enough to get three instances of the City going (maximum of 48 per instance), and started on a public quest in there: a fair amount of preamble in Phase I, killing defenders, starting fires and holding a couple of control points, then in Phase II a Lord spawned, accompanied by four Heroes.  In one instance it sounded like a couple of organised warbands were getting on with it.  In a second, the few Destruction defenders had gathered, and though they couldn&#8217;t stop the us completing the first phase a couple of times the Lord and Heroes were more than enough of a handful, let alone with other players joining in, and their numbers were steadily growing until they reached parity, and started completing the first public quest stage themselves.  At that point a few of us switched to the third instance, where there were no defenders, but less than a single warband of attackers, and though completing the first public quest stage was no problem, the Lord and Heroes were too much again for our smaller numbers, without well-warded tanks.  Frustratingly we seemed to just about have the hang of the encounter (with a slow trickle of reinforcements helping) when the timer ticked  down on our last attempt, and the attack petered out before we could get sacking the city properly.</p>
<p>The attack certainly shook things up.  Firstly on the Warhammer Alliance forums, where, unsurprisingly, a full and frank exchange of views commenced.  Alarm clock raids are a bit of a contentious issue, plenty of people on both sides feeling they&#8217;re not particularly honourable (fair enough), that they&#8217;re not in the spirit of the game (more debatable), and that anyone who takes part is worse than Hitler (as, by page 2, the thread plummeted past reasonable debate into usual forum territory).  Actually I&#8217;m not sure Godwin&#8217;s Law actually kicked in, but someone really, genuinely invoked the war in Iraq.  More relevant in the game itself, Destruction struck back, and were within minutes of flipping Reikland and attacking the Empire fortress when the server crashed, though I believe they managed a second attempt when it came back up.    </p>
<p>Personally I&#8217;m not particularly proud of the attack, but unless something changes in fortresses I reckon it&#8217;s the only way either side will see a capital city, and if it&#8217;s shaken the campaign up slightly so much the better.  It&#8217;s not magnificent, but it&#8217;s WAR.</p>
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		<title>Phoney WAR</title>
		<link>http://www.kiasa.org/2009/03/03/phoney-war/</link>
		<comments>http://www.kiasa.org/2009/03/03/phoney-war/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 18:12:35 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[war]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://kiasa.org/2009/03/03/phoney-war/</guid>
		<description><![CDATA[Our Warhammer server seemed to have settled into something of a Phoney War in the run-up to Patch 1.2. It&#8217;s not a terribly populous server (there isn&#8217;t a giant hand from above that raises and flattens the landscape or a giant ankh that everyone gravitates towards), we get a decent turnout for big RvR pushes [...]]]></description>
			<content:encoded><![CDATA[<p>Our Warhammer server seemed to have settled into something of a Phoney War in the run-up to Patch 1.2.  It&#8217;s not a terribly populous server (there isn&#8217;t a giant hand from above that raises and flattens the landscape or a giant ankh that everyone gravitates towards), we get a decent turnout for big RvR pushes but it&#8217;s fairly quiet apart from that, and it seems to have been even quieter still over the last couple of weeks.  With all the goodies coming in 1.2 and shortly after I imagine some people are over on the test server, and others are waiting for the opportunity to roll up their Slayer or Choppa.  Personally I&#8217;ve been stockpiling cheap items to salvage, as gold dust (a component required in talisman making) has recently been like&#8230; er&#8230; something that&#8217;s unusual and desirable and difficult to get hold of, I&#8217;m sure there must be an appropriate simile.  Patch 1.2 includes a fairly major crafting overhaul, though, so I&#8217;m hoping to churn out a few more talismans after that.</p>
<p>The guild has also been quiet, to the point that in the last week we merged with another guild; it was a shame to hit the &#8220;Leave&#8221; button, Insult to Injury have been a great bunch, but as one door closes, another opens.  If you tie them together with a bit of string.  And they both open the right way; I mean, obviously if they both open inwards then it won&#8217;t work, and if they both open outwards then neither will open and you&#8217;ll be trapped, but, assuming one opens in, one opens out, and other conditions are met, then that second door definitely opens.  Or you&#8217;re going through an airlock!  That&#8217;s a better example.  Forget the string, as one door of the airlock closes, the other opens.  Well, slightly after, once the pressure has equalised and everything.  So long as HAL can&#8217;t lip read.  Anyway!  New guild is looking good, and busier, with a bit of luck we might be able to revisit the halcyon days of a full guild warband tromping around and smiting Destruction.</p>
<p>Speaking of Destruction, I guess they decided to hold a Last Day Of 1.1 party, as logging in last night for a quick auction check before bed found Dragonwake under heavy attack, Destruction locking the zone not long after I got there; for some reason, the carefully honed Order tactics of &#8220;rush out from the warcamp into overwhelming numbers of the enemy&#8221; failed to prevent zone capture (in fact they were probably instrumental in giving Destruction the final few VPs they needed), but it was rather fun.  Racing back to Eataine we all piled into a keep and mounted some magnificently spirited resistance, though they broke the doors down our tank wall held firm, Bright Wizard AoE spells being particularly  effective in the confined spaces.  All rather enjoyable and boding well for some Bitter Rivalry in today&#8217;s (or tomorrow&#8217;s, presuming we&#8217;re following the usual day-after-the-US timing) Bitter Rivals event.</p>
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		<title>Murd &#8216;er?  I hardly know &#8216;er!</title>
		<link>http://www.kiasa.org/2009/02/12/murd-er-i-hardly-know-er/</link>
		<comments>http://www.kiasa.org/2009/02/12/murd-er-i-hardly-know-er/#comments</comments>
		<pubDate>Thu, 12 Feb 2009 07:24:09 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[war]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://kiasa.org/2009/02/12/murd-er-i-hardly-know-er/</guid>
		<description><![CDATA[Warhammer Online events seem to be following something of a sine wave of grind. The first, Witching Night, was towards the grind-y peak, needing a fair bit of farming to fill the influence bar up. The second, Heavy Metal, involved minimal grind, a few rounds of the Reikland Factory scenario being sufficient for most of [...]]]></description>
			<content:encoded><![CDATA[<p>Warhammer Online events seem to be following something of a sine wave of grind.  The first, Witching Night, was towards the grind-y peak, needing a fair bit of farming to fill the influence bar up.  The second, Heavy Metal, involved minimal grind, a few rounds of the Reikland Factory scenario being sufficient for most of its tasks, then we ramped back up to max-o-grind for Keg End, which involved some fun /boast-ing and /toast-ing, but also vast swathes of event-mob-slaughtering if you wanted to fill the bar right up.  The current event, Night of Murder, plunges back towards the &#8220;yes, we have no grind&#8221; end of the scale; within the space of a couple of scenarios and some light open-RvR I&#8217;d filled two-thirds of the influence bar.  A couple of the tasks are going to be slightly problematic, though, primarily killing ten Keep Lords.  Ten?  I like a keep siege now and again, but either it&#8217;s a bloody war of attrition in the face of enemy heavy weapons and tank walls, in which case it&#8217;s really quite time consuming and there&#8217;s no guarantee you&#8217;ll succeed, or a pretty tedious affair if the enemy aren&#8217;t defending (attack door, attack door, attack door, run through door, attack door, attack door, attack door, run through door, attack keep lord, ???, profit!)  Either way, it&#8217;s not really something I&#8217;m desperate to do several times a night.  Still, another round or two of the &#8220;kill five marked players&#8221; quest should be enough to round out the influence bar for the jewellery reward, so I&#8217;ll only need to finish off the keep lords for the &#8220;Master Assassin&#8221; title.</p>
<p>Speaking of rewards, their usefulness is fortunately out of phase with the grind wave; final influence reward for Witching Night: a stat-less mask.  Heavy Metal: a stat-ful cloak, that also looks pretty spiffy (plus Knight/Blackguard early unlock).  Keg End: a tankard, with a limited number of uses to teleport to a pub in Altdorf (teleporting to a pub&#8217;s always good, but it&#8217;s a similar effect to a 30 copper guild recall scroll).  Night of Murder: a stat-ful piece of jewellery in a choice of four flavours (though I&#8217;m slightly annoyed, as two of the pieces give a 5% gold bonus that isn&#8217;t much use, what with their being very little to actually spend gold on, and two give a 5% renown boost that would be quite nice; as a Bright Wizard I&#8217;m trying to stack +Int for extra damage, and the only gem with +Int is one of the gold-boosting ones.  Hrm.  Guess I&#8217;ll just pick one of the others, as plenty of other stuff boosts Int.)</p>
<p>I believe the next event is due to be &#8220;Bitter Rivals&#8221;, building up to the introduction of the Slayer and Choppa, and if my theory holds and the Wave of Grind maintains its shape we&#8217;re heading for Grindcon Alpha.  Still, assuming one of the final rewards is the early unlock of the new classes, at least that might spread the forthcoming transformation of 74.96% of the population of WAR into melee DPS over a couple of weeks instead of it happening overnight&#8230;</p>
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		<title>We are going to have peace even if we have to fight for it</title>
		<link>http://www.kiasa.org/2009/02/09/we-are-going-to-have-peace-even-if-we-have-to-fight-for-it/</link>
		<comments>http://www.kiasa.org/2009/02/09/we-are-going-to-have-peace-even-if-we-have-to-fight-for-it/#comments</comments>
		<pubDate>Mon, 09 Feb 2009 08:31:46 +0000</pubDate>
		<dc:creator>Zoso</dc:creator>
				<category><![CDATA[war]]></category>
		<category><![CDATA[zoso]]></category>

		<guid isPermaLink="false">http://kiasa.org/2009/02/09/we-are-going-to-have-peace-even-if-we-have-to-fight-for-it/</guid>
		<description><![CDATA[When I was growing up I loved Commando comics and other similar Boy&#8217;s Own tales of military derring-do. From these, I learnt the average soldier&#8217;s day consisted of rushing around, killing Germans by the score (frequently with accompanying witticisms, often food based; &#8220;hey, sausage munchers, try these pineapples&#8221; a grenade hurling Tommy might exclaim), then [...]]]></description>
			<content:encoded><![CDATA[<p>When I was growing up I loved Commando comics and other similar Boy&#8217;s Own tales of military derring-do.   From these, I learnt the average soldier&#8217;s day consisted of rushing around, killing Germans by the score (frequently with accompanying witticisms, often food based; &#8220;hey, sausage munchers, try these pineapples&#8221; a grenade hurling Tommy might exclaim), then home in time for tea and medals.  I started to get an inkling these stories might be ever so slightly romanticised (possibly not the right word, god forbid any of our lantern jawed heroes should take time out from butchering Nazis, especially for anything so unpleasant as kissing girls, ugh) when, slightly older, I started reading real soldiers&#8217; memoirs.  The most surprising thing from my battle-hungry perspective was the tiny amount of time actually spent shooting Germans compared to training, marching around, digging holes, being shelled and the other day to day activities of the average soldier.  </p>
<p>Now, in games, there&#8217;s a similar sort of effect.  Most games give the Commando comic version of war, constant fighting, never ending waves of enemy for you to shoot, and a good thing too.  <i>Medal of Honour: Trudge Around For Several Days Then Get Blown Up By A Mortar Shell Without Even Seeing An Enemy Soldier</i>, not really an appealing prospect.  Another way you can tell that a World War II FPS isn&#8217;t the height of realism is a quick bit of arithmetic.  Over the course of Call of Duty 1, 2 and expansion packs, I&#8217;ve been personally responsible for wiping out approximately two and a half Axis infantry divisions, four armoured regiments and a few squadrons of dive bombers in the bits where you get hold of an anti-aircraft gun.  By these measures, the invasion and liberation of continental Europe would have required a total Allied force of twenty three people, and seven of those just to fill in when others had to go AFK for their tea.</p>
<p>Stepping up from FPSs to a more strategic level, you get a different sort of unreality in command and control, again obviously quite intentionally; especially in the pre-radio era, if you were commanding an army you&#8217;d draft an order based on what you could make of the battlefield from observation and sketchy reports, give it to a rider, hope he found the unit you intended to give the order to without getting lost or killed on the way, and that the commander of that unit interpreted the order the way you intended, at the right time, and wasn&#8217;t in a huff with the brother-in-law he was supposed to be supporting.  Though I understand a few games for real grognards do take this into account, for the most part in something like the Total War games, you order your cavalry to charge and they do, in the direction you intended.</p>
<p>I am struggling towards a point other than the frankly shocking revelation that computer games designed for entertainment aren&#8217;t highly accurate simulators of the horrific nature of war, honest.  It&#8217;s about the other WAR: Warhammer Online.  In the way the Warhammer campaign works, PvP-centric, capturing zones in order to attack fortresses and ultimately the enemy capital, it&#8217;s slightly more reminiscent of an actual war (only very slightly, of course, I&#8217;m already trivialising things in a quite disrespectful enough way as is).  You need to work together, in relatively large numbers, to capture zones.  If there&#8217;s more than token opposition you need organisation, people defending keeps and objectives, responding to threats as they arise, and as a grunt that can be a little dull if you&#8217;re standing around somewhere the enemy don&#8217;t attack.  I&#8217;ve just spent half an hour travelling across Dragonwake, then sitting, defending a battlefield objective (making a few notes for this very post in fact, but don&#8217;t worry, having the second screen back with the new graphics card meant I was keeping an eye on the game); when Destruction did turn up there were hundreds of the buggers, and we got steamrollered in short order (&#8220;short order&#8221; &#8211; that&#8217;ll be Dwarfs, I guess).  That seems to be a fairly representative sample of open RvR recently, travelling, waiting, and if you&#8217;re lucky a fight at the end of it; something like a &#8220;proper&#8221; war.  There are command and control issues as well; on the plus side, to co-ordinate your attacks, there&#8217;s instant, guaranteed communication between players with /tells and custom channels, but against that&#8230; there&#8217;s instant, guaranteed communication between all players, in the form of region wide channels.  Without a hierarchical structure, dictatorial leadership styles seldom going down terribly well, so you get all the associated fun debate around that.  I&#8217;m not so dedicated, or indeed masochistic, to try and get involved in organisation, though, so I&#8217;m happy enough to go where I&#8217;m told by our warband leader, and have a web browser up on the second screen so I&#8217;m not too tempted to read the regional channels during downtime.</p>
<p>Ultimately, this could all be a bit of an issue for me in WAR.  While on the &#8220;players controlling their destiny&#8221; scale it&#8217;s not up in EVE&#8217;s &#8220;<a href="http://www.eurogamer.net/articles/major-eve-alliance-disbanded-by-defector">holy crap, there goes the universe</a>&#8221; league, it does need a fairly significant investment in time to really get involved, and you&#8217;re at the mercy of the number of players online for either side and what they&#8217;re up to.  This weekend, cooped up with the heating on to avoid the sub-zero wilderness outside, I&#8217;ve had plenty of spare time, but with an odd hour here and there in the course of a week the PvE side of things isn&#8217;t terribly compelling, and scenarios can only keep me interested so long.  I&#8217;ll have to see how things go; maybe switching to an alt to play along with a forthcoming wave of Slayers might keep things fresh until the Land of the Dead later on, or maybe I&#8217;ll take a break.  Just now there&#8217;s Murder Night to be getting on with as well, more on that later.</p>
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