Category Archives: war

Yes! We are all individuals!

Something I haven’t really talked about in WAR is gear. Not the benefits and stats (I haven’t seen enough of how the game pans out at the level cap to decide how the recently announced progressive gear sets will affect things), the important stuff: how it looks.

Both a strong selling point, and something of a limitation, for WAR is the Games Workshop IP. Other settings like Lord of the Rings Online and Age of Conan don’t really have fixed visual templates for characters; illustrations vary, films might inspire some styles, but need a bit of expansion unless you just have the one class of “barbarian”, all players as Schwarzenegger clones, and only two pieces of armour in the game: “leather posing pouch” and “a couple of leather straps”. In WAR, most of the classes are taken from the tabletop game, with a bit of tinkering to fit an MMO, and that gives you the appearance: a Warrior Priest looks like a Warrior Priest, a Witch Elf looks like a Witch Elf. With the inextricable link of race, class and appearance, your choices can be somewhat limited; if on the Order side you want to be a ranged healer with a bit of DPS, you have to be an Elf; if you want to be an Orc, you have to be a Black Orc, thus a tank, and each class has its own distinctive look (see also “how to recognise Destruction tanks”). Most MMOs have types of armour: light, medium, heavy, cloth, leather, plate, that sort of thing, usually with several classes sharing an armour type. There might be some class specific pieces, or gear with stat bonuses only useful for a particular class, but WAR is a little unusual in that almost everything (cloaks and jewellery apart) is only usable by a single class, reinforcing the distinctive looks from the tabletop game. In other games, a warrior could don some robes for a bit of a laugh, even if only a madman would do so for protection, in WAR there’s no way for a Chosen to dress like a Zealot.

One downside to this is no Hat News Now Today, I’m afraid. As a Bright Wizard, I can’t pop a Witch Hunter’s buckled hat on for a giggle, and the armour in my own head slot isn’t even a hat, it’s a high collar (probably a good thing, wizard’s hats can be a bit daft, and might mess up my mohawk). I suppose I could snap pictures of other people’s hats, but it wouldn’t be the same. Perhaps more widely than just odd people with a hat fetish, it limits roleplaying options a little, there don’t seem to be any casual options for kicking back in your capital city, but then WAR isn’t really a casual kicking-back sort of game.

The distinctiveness across classes does come at the cost of similarities within classes, you don’t have many ways to fundamentally differentiate yourself from others of the same class. As you level up, the gear gets slightly fancier, but the basics don’t really change, you keep that class look as you go; so far, at least, pictures of the high level gear sets look quite reasonable, nothing is ludicrously oversized. This could be a pretty serious issue, character customisation, making yourself stand out is definitely a factor for some MMO players (like me), but WAR treads a fine line; perhaps it’s a bit like the Uncanny Valley, the more similar two characters are, the more you notice the slight differences between them, but you’re not all clones. Again, the inspiration is from the tabletop game, where a unit is comprised of similar, but not identical, figures, which can be painted as desired, painting being reflected in WAR’s dye options. Dyeing seems like such an obvious system, oft-called for in games that don’t have it, but I suspect it’s a bit of a headache for artists and modellers to actually implement well, so it’s definitely nice to have. The painting theme carries into the names of the dyes, taken from Citadel’s paint range. Standard vendors offer a limited selection of dyes, with the more desirable colours (black, the more vivid reds and blues) found as drops from mobs, or possibly crafted by alchemists. These uncommon dyes are fetching high prices at auction on my server at least, emphasising the importance people place on appearance; ideally, I’d really like a wider selection of dyes available cheaply from vendors, but you can see why desirable colours are kept as drops, and the standard selection is enough to at least give yourself a coherent look.

Another way of customising your appearance is through trophies, little medals, emblems and the like that you can hang from your shoulder armour or belt. These are a nice touch; they aren’t terribly obvious, you have to look quite closely to see them, but any customisation options are welcome. I haven’t found too many so far, a fair few look to be linked to tome unlocks, so something to work towards.

Overall, then, WAR does pretty well for character appearances, especially for something soon after release, as new items and gear are nearly always added to games as they go. Certainly compared to Age of Conan, which was terribly bland and generic initially, I believe there are new armour sets being introduced there even as we speak. I’m certainly happy with my Bright Wizard.

Sometimes you’re the windshield

Tier 3 scenarios have been rather a mixed bag. For a while, when queuing for everything it seemed Tor Anroc popped 9 times out of 10, a Destruction Dude would always pick up The Thing, and you’d have to slog it all the way over to their base and fight your way up the hill under a withering barrage of fire in an oft-doomed bid to Kill The Dude With The Thing. Then different scenarios starting coming up more frequently, and Order were winning Tor Anroc more often than not, but losing most others. This was from a fair mix of the Temple of Isha, Doomfist Crater and High Pass Cemetery, an occasional Talabec Damn, and almost no Black Fire Basins. Conclusion: the best scenarios are those that involve Killing Dudes With Things, or Killing Dudes Standing Next To Things. Picking Up The Thing And Running To Another Place Without Being Killed, not so hot.

Last night, after a few days of general exploring, questing, dungeons and the like, I thought I’d go scenario crazy again, queued up five or six times in a row, and Order won everything, convincingly in most cases. It might’ve just been the luck of the queue, but glancing at the summaries at the end, Destruction’s levels seemed a bit lower on average than they had been. There are a couple of pretty dedicated Order guilds on our server, with several players who’ve been level 40 for a while now, probably more than Destruction (from anecdotal evidence), so I have a suspicion that Order players have tended to start on Tier 4 scenarios as soon as they can, whereas Destruction had been staying with Tier 3 as long as possible; I’d often see four or five level 30/31 Destruction players in a scenario, and very rarely see an Order player over level 28. Now it looks like a wave of Destruction players who were on that cusp have either outlevelled Tier 3 entirely or chosen to head for Tier 4, and coming up in their place are some lower level players, tilting the Tier 3 level advantage in Orders favour. Or I could be reading way too much into random scenario queue matches. Either way, it made for a nice haul of XP and renown, huzzah!

Fight Fiercely, Order

Fret not, gentle reader, if m’colleague Melmoth’s casual, barely considered dismissal of WAR has struck you like a slap in the face from a game developer (I could never develop games, my arm would get far too tired from all the slapping that’s apparently mandatory). I haven’t changed my mind since last week, I’m still enjoying WAR, clocking up scenarios, popping into public quests, storming the odd Keep or two; still annoyed by the limitations of the quest log (an impromptu Gunbad group formed up last night, so I dropped all the general world quests, flew to Gunbad, picked up all the Gunbad quests, did a wing, completed a few, dropped the rest of the Gunbad quests, flew back to High Pass, picked up all the world quests again…)

If, however, you seek WAR, the whole WAR and nothing but the WAR, KiaSA possibly isn’t the blog for you; while Warhammer is currently my main source of blogging inspiration, muses are lithesome and ephemeral things (the mythological muses, this is, not the band. Though Matt Bellamy could possibly do with eating a few more pies.) Even if I keep playing WAR for a while, there will be times when I just can’t think of much to write about it, or even MMOGs in general; I previously blogged at “MMOG Musings”, and one of the driving factors for moving here instead was going through a particularly non-MMOG-y time. Rather than rust into posting-immobility, I thought it was better to at least keep momentum going by writing about other things, hence at KiaSA we cover the whole gamut of human experience. MMORPGs, MMOFPSs, other MMOGs, online (but not massively multiplayer) games, offline games, generally offline games with an online component, generally online games but with an offline mode, you name it, every facet of life on the planet. Books (game novelisations, or books about gaming), television programmes (that ideally feature games), films (so long as someone plays a game at some point), music (why, the very post after this one is going to be all about music… possibly in games, admittedly), comedy (why did the chicken cross the road? Because it was a tier 3 player in a tier 1 zone and wanted to get to the other side, *badum tish*), I could go on. Though don’t ask me to.

Having said all that… scenarios, eh? Is it me, or are Order a bit slow to get off the mark sometimes? The scenario starts and there’s only six people there, and the rest sort of dawdle in over the next couple of minutes apologising for the delay, only the bus was late and they overslept and stuff, and they have a bit of a look around then amble off towards the objectives taking in the view. Destruction on the other hand are all spiky bundles of growling hatred and really jolly cross about all sorts of things, so what we need to counterbalance that is a rousing fight anthem. With apologies to Tom Lehrer I’d like to propose:

Fight fiercely, Order, fight, fight, fight!
Demonstrate to them our skill.
Albeit they possess the might,
Nonetheless we have the will.

How we will celebrate our victory,
We shall invite the whole team up for tea. (How jolly!)
Hurl that Chosen into the sea (of lava),
And fight, fight, fight!

Fight fiercely, Order, fight, fight, fight!
Impress them with our prowess, do!
Oh, fellas, do not let Sigmar down,
Be of stout heart and true.

Come on, chaps, fight for Order’s glorious name!
Won’t it be peachy if we win the game? (Oh, goody!)
Let’s try not to injure them,
But fight, fight, fight!
Let’s not be rough, though!
Fight, fight, fight!
And do fight fiercely!
Fight, fight, fight!

War torn.

I’ve decided not to continue my subscription to Warhammer Online. Or, to put it more accurately, I’ve decided not to subscribe at all, since GOA were not resourceful enough to demand my credit card details from the outset, and thus I never actually had any semblance of a subscription plan in the first place.

Now, all those fanlings out there who take joy at frothing and foaming at any slight to their game, no matter how small and no matter how irrelevant the instigator, can feel free to fire-up their email clients and compose stern letters in poorly spelled words of no more than two syllables telling me just how wrong I am. Rest assured I will print out every email and give each one the intimate attention it deserves; even if it means I have to wipe my bottom raw, I will make sure I cover each and every point you make.

So why am I not subscribing? I’m not having fun; this much is as irrefutable as the gravity on this beloved planet of ours. Why am I not having fun? If I could only tell you the reason, I would, but then I would also be able to tell Mr Jacobs, preferably on a contract salary with many, many zeros at the end of it, and to be brutally honest I’d much rather do that because, regardless of the monetary recompense, I wouldn’t have to wipe my bum sore on all the ranty opinionated drivel that was sent my way.

I simply don’t know why.

To put things in to context a little, then: I’ve tried numerous classes, on Order and Destruction, and have found nothing really wanting with them, they are all excellent takes on the classical classes, with unique twists and attempts to involve the player more; some work better than others, but they all work. I’ve played alongside some fabulous people in a guild that is both populous and active, and therefore have not simply tired of soloing a game that was never meant to be played solo other than by the hardcore grinder. I’ve probably had as many victories as I have had defeats in PvP, such that I have not been put off by the game’s heavy PvP bias; in fact, I’ve found that upon cracking open my sugar-coated carebear shell there was a soft, delicious chocolaty PVP centre within me. Warhamer Online has, if nothing else, opened my eyes to how good PvP can be. Guild Wars showed us that an MMO with a PvP focus could endure and remain fresh in the public consciousness, much like Everquest showed us that MMORPGs could work in an online world of FPSs and RTSs; and much as World of Warcraft brought MMORPGs to the masses, I believe Warhammer Online brings large scale PvP to the same. Make no mistake, World of Warcraft had the mass-market PvP first, but Warhammer made it compelling beyond a mere treadmill-like league of grinding phat loots, instead making it integral to the whole game experience, tying it inexorably to your character’s fundamental reason for being.

Still the question stands: why am I not having fun? There must be something tangible to grab on to, some tiny annoying loose thread that mars an otherwise immaculate dinner jacket of a game. Perhaps it’s not that I cannot find the thread, but that I fear to pull on it lest my entire view of MMOs unravels before my eyes, and I’m left wearing the rather tatty and dishevelled waistcoat of MMO disillusionment. Can we just accept that for some reason the game does not work for me on a basic primal level, and leave it at that? Look, I like Shakespeare’s works; I love to visit the Globe and be a groundling for an evening, or in times passed watch the RSC at the Barbican before they decided to turn into some sort of travelling troupe. Yet I know many, many people who don’t get it. They don’t enjoy it in any way shape or form, even if it’s cast in a Baz Luhrmann too-hip-to-be-cool mould. I never ask them as to why, though, for what sort of answer could one expect? It’s boring. It’s inaccessible. It’s outdated, maybe? To me these seem like crazy reasons, but that’s not because these people aren’t right, it’s just that they can’t really put their finger on why they don’t like it. They. Just. Don’t. I can’t argue with them for not liking it, you can’t say to someone “Well, if you just read all around the topic and studied it for a few years. Perhaps take to quoting sonnets until your brain can only form sentences structured in iambic pentameter. Then you’d probably enjoy it”, that’s not an argument for the joy to be found in Shakespeare, it’s an argument that says “You’re at fault and you should work hard to correct that”. No, no and thrice no. Enjoyment of pastimes is not a chore, it is a pleasure from the start or it is nothing at all. Yes you often have to work at an interest to experience all the enjoyment that it has to offer, but there has to be that base interest in the first place, that foundation of pleasure and enthusiasm to build upon, else you’re building something that will not stand even the lightest of pushes against it.

If pressed, if truly harangued by the torch-bearing, pitch-fork wielding horde of fanatical fans of the game, smashing at the doors of the KiaSA windmill while I stand above them on a balcony, cursing them for their lack of understanding and their heathen ways, I would perhaps offer a few vagaries in the hope that they would pause for a moment in contemplation and then leave me in peace. These would be thus:

The so good:

  • The character and world design is fantastic. Grittier than World of Warcraft and eschewing shoulder pads that rival the wingspan of 747 airliners and weapons that could be used to span the English channel and support multi-lane highway access to the continent, Warhammer’s characters are closer to the tabletop miniatures, they still have their comedy moments, but it is the refined surreal comedy of the Mighty Boosh as opposed to the gaudy over-the-top comedy of South Park.
  • The war. War is indeed good. We’re still not sure what it’s good for (huh), but we can agree that Mythic has certainly delivered on its promise to develop realm pride and to allow that pride to be represented (yo) on the field of battle.
  • The game is at least trying to do some things differently. Many of these things work and work well, others are great in concept but have lacked a little in their realisation.

The not so good:

  • The XP curve. Fixes have already begun to filter through for this, and if there’s anything most MMO players can cope with it’s a tedious repetitive grind, so I don’t imagine that this will be a problem for long.
  • There is still too often a tangible disconnect between what I do with the interface and what my character appears to do on the display. The effects work – the healing is delivered, the enemy is smote with damage – but my character appears to be doing something entirely different a lot of the time, playing the banjo or crafting origami badgers, it doesn’t matter, the fact is that I cannot easily tell if what I did had the desired effect without parsing the combat log or upgrading the floating combat numbers with an AddOn and then spending my entire time staring at text on the screen. Which I could do playing MUD1.
  • Huge parts of the game already feel like WoW’s 1-60 content: empty, abandoned and unused. I have visited so many public quests and out of the way areas and found nobody else around. On odd occasions I’ve found another lone soul and we’ve teamed-up in order to try to accomplish something, but mainly we just end-up standing and quietly holding one another, a forlorn attempt to affirm our connection to a world where one steps into a void as soon as one leaves the grind-filled ruts of the common levelling path.
  • Scenarios break public quests. Simply put, public quests should have been available on a queue system like scenarios are, or scenarios should not have been on a queue system but accessed from specific locations around the world map, with those locations preferably being close to public quests (which would have been rubbish, because instant fix PvP is one of the excellent design decisions Mythic made). Mythic came up with two excellent game systems that unfortunately aren’t terribly compatible in their current state. With scenarios having the greatest XP-per-effort/time ratio, they won out, as has been discussed by m’colleague and numerous others already.

There’s nothing game-breaking or truly awful in the above, they are just a few areas that help contribute to my lack of desire to play the game. They are not the reason for my lack of desire, however, this I wish to make abundantly clear; the game doesn’t work for me at a fundamental level, but it works for a vast number of others and I’m deeply happy for, and somewhat envious of, them. And if none of that helps to pacify the lynch mob, or at least confuse them long enough that I can make my escape by the back door, then I shall just have to play the Boris Karloff part to Zoso’s Frankenstein, lift him up before the crowds and present him as the sensible one, the brains of the operation, the one who is still playing WAR and enjoying it, and to entreat them not to destroy us with their flames just because they perceive me as a monster.

State of the WAR Nation

Is WAR the Next Big Thing, or just a passing phase (one of my bad days)? I’m still rather enjoying it, and I think I’ll stick with it a while longer yet. It doesn’t do anything wildly revolutionary, claiming it’s created a new genre or something is frankly bonkers; WAR and WoW and LotRO and EQ2 and Age of Conan and their Diku-inspired chums are all ice cream, just some have chocolate swirls, some have raspberry ripple, some have sprinkles on top, some are made by otters in carpet factories. Maybe you don’t really like the sprinkles but you’ll put up with them ‘cos the other varieties don’t have those lovely chocolate chips, or maybe the sprinkles are a showstopper (for every sprinkle I find, I SHALL KILL YOU!) So far, for me, Warhammer’s butter almond ice cream of PvP scenarios with the roasted hazelnuts of public quests and almonds of keep taking in the white fudge shell of World RvR are enough to compensate for the fairly average praline pecans of PvE. I’d better step away from the ice cream a moment before I get too hungry…

It’s the mix of options that really make WAR. If there’s nothing else particularly on, I gravitate towards scenarios. Hop on, hit the “Join Scenario” button, roam around doing anything else you fancy while waiting, then it’s off to a fearsome life or death struggle with XP and renown rewards at the end of it. Oddly enough this is very similar to how I played WoW for a while, queue up for a battleground, fly off and quest for a bit, and into the battleground when it pops. The main difference is that on my old WoW server 10 minutes was usually the minimum queue time, more often 15 minutes for Warsong or Arathi and 30 minutes or more for Alterac, whereas now they’ve added the ability to queue for all scenarios in a tier with a single click, something usually pops within a couple of minutes in WAR. Unless joining with a guild group, though, the increased frequency of PUG scenarios isn’t necessarily a good thing, and can merely speed the screen-punching results of repeated losses in wildly unbalanced teams (10 ranged DPS, 1 melee DPS and a tank, let’s go!) full of bozos, but that’s PUGs for you. Tier 2 was going fairly well, I think I had a winning record overall, but Tier 3 is a bit painful so far, possibly due to being comparatively under-level for now, and not helped by Tor Anroc being the most frequently popping scenario, in which Destruction manage to be The Dude With The Thing every single time.

Outside scenarios, world RvR has been quite fun too. It’s a bit hit and miss, obviously depending on who happens to be around, but our guild have stormed around en masse a few times taking a bunch of keeps in the process, and a few spontaneous rucks have developed around battlefield objectives. More often, though, it seems that large warbands eschew direct confrontation; a substantial number of human defenders make taking a keep a very difficult proposition, far easier, if you can manage to point everyone in generally the same direction, is to fly off to another zone and quickly storm an undefended keep; the attackers just need to shout “everyone to (zone name)!” in warband chat, and unless the other side has a pretty organised intelligence and communication network, they’ll have taken the keep before any serious opposition can be massed.

Public quests do seem to be suffering slightly from the popularity of scenarios, but I don’t think it’s because scenarios give better rewards necessarily (though the combination of renown points, experience points, and even money and loot from other players is a nice package), just that they’re much easier to get into. If the situation was reversed (ignoring the fact that it wouldn’t really work), if public quests were off in their own instances that you could queue for with the click of a button, and there were a couple of locations on the map you physically had to travel to for specific scenarios, I think more people would be in public quests much of the time. Scenarios only need to be slightly more popular for a positive feedback loop to kick in, you go to a public quest location, nobody else is there, so you join a scenario queue while plinking away at a few of the Stage 1 mobs; you get into a scenario, somebody else turns up for the public quest, nobody is there, they join a scenario queue… On the plus side, once you do get a group together, they still work very well; a guild group ran through all nine Elf public quests in chapters 10 – 12 last night, and had a rather splendid time.

Also in PvE-world are dungeons. I’ve only seen Gunbad, heading there a couple of times, and… it’s a dungeon. It’s not awful by any stretch, but it didn’t exactly leap out and perform an “I’m an amazing dungeon” tap dance while handing out free tickets to the wedding of its son. Perfectly functional, mosey on through taking on groups-of-three-Champion-mobs, a bit like yer bog standard WoW-type instance (one of the less interesting ones). Having public quests as you go is quite a nice touch, and it’s something to do as a group, nice for a bit of a change but not something I’d be queuing up for on a daily basis.

Finally, there’s general questing. Quests are the glue that binds everything together, and unfortunately for WAR, it’s more Pritt Stick than superglue. It starts off so very promisingly in your first zone, you have plenty of lovely quests. Quests to use siege weaponry so you get the hang of that, quests that reward you for taking part in a scenario, quests that overlap with public quests to nudge you gently in that direction, quests to kill mobs, quests to kill players, quests to scout the objectives in World RvR zones that encourage people in there for a bit of a rumble, quests that introduce you to and reward you for just about every aspect of the game. By Tier 2, though, and especially Tier 3, things start to come a little unstuck. M’colleague points out the problems in no uncertain terms, most fundamentally that the quest log (the otherwise concentratedly awesome Tome of Knowledge) is limited to 20 quests. The quests keep coming, and indeed multiply; you get quests that send you to the other racial zones, wherein there are more quests. There are quests to go to the Gunbad dungeon, and quests within the Gunbad dungeon, quests to capture Keeps…

Let’s say I’m merrily wandering around Empire lands, quest log stuffed to the gunwales with lovely quests in that zone, and I join a group for Gunbad. Flying over to the Marshes of Madness, I wonder if there might be some quests in the offing, and sure enough bright green “quest available” icons abound, the local Dwarfs more than keen to offload their petty chores onto you, what with being nailed to the floor and unable to move and everything. I start to grab them, but wait, quest log full, so I drop anything back in Empire lands (hoping I wasn’t halfway through anything particularly difficult to complete). A couple of the quests involve going to Gunbad, huzzah, and off we ride to the caves, where, in the pre-dungeon bar and grill (“would sir care for apéritif before plunging into the hellishly troll-infested bowels of the cave?”) a couple of the quests are completed, and another bunch are available, necessitating further quest dropping to fit them all in.

After a light and refreshing jaunt around pestilent nurglings and gaseous squigs, we finish a few quests, never get around to some others, pick up a couple of follow-up quests and call it a night. Next day is Guild Keep Storming Day, so we form up, and go and look for a Destruction keep or two to reclaim for the Emperor. Now a couple of weeks back I’d remembered to pick up the three quests to reclaim keeps, only Destruction weren’t playing that day, and everything was already in Order hands, so I’d since dropped those quests to fit others in, only tonight of course *everything* is in Destruction hands, but by the time I remember there’s a potential quest available it’s a bit late, I think it might be bad form to shout “wait, wait, I forgot the quest! Everybody stand on the ground floor, don’t worry Mr Keep Lord Sir, we’ll be up in a moment, I just need to nip back to Altdorf first…” (tanks stand around whistling, Witch Hunters adjust their hats for maximum jauntiness, the Bright Wizards stand on their own in a corner having a chat about the best way to treat burns and occasionally exploding).

Day three and a bunch of us decide to blast through some public quests, most of the others are over in the Elf zone so I fly and join them, and of course there’s another stackload of available quests, some of which probably overlap with the public quests and would provide nice bonus XP, cash and/or items, but it’s just too much of a pain to try and juggle everything.

Now this isn’t a terrible problem, it’s not something that makes me furious to the point of unsubscribing, but as Melmoth suggests, why do you need to talk to someone to start a quest? Just stick everything in the Tome of Knowledge automatically, tweak the interface a smidge so quests are divided up by zone, default view being the zone you’re in, track ’em all on the map with the nice red splodges, make the on-screen tracker a little more intelligent to only show relevant immediately local quests, and Bob is your proverbial uncle. Does it make sense? How would you know that Neville T. Arbitrary really needed a box of vital supplies that had been on a wagon that lost a wheel in a rogue hamster attack somewhere in the north east? You’ve already got “Wanted” posters in games that give kill-quests, is it such a stretch that villages extend the system with lost and found, domestic help wanted and assorted other small ads? One click on the notice board, you jot everything relevant down in the Tome of Knowledge (three good leads for quests, one opportunity to make easy £££ at home and a possible bargain if the L-reg Ford Fiesta really is in running condition), and from there it’s hardly a huge leap to just *assume* the click, and automagically populate the Tome as you wander around the world, it’s no more immersion-breaking than joining scenario queues and randomly teleporting off to fight them. Granted if you did that for *everything* it would rather take the mystery out of it, you wouldn’t want to totally eliminate fun for Explorers by labelling everything with a big red arrow, so leave a good sprinkling of conventional quests and items to find around the world (as WAR does, with various tome unlocks for mobs and items all around the place), but the basic nuts n’ bolts “do this scenario, scout this objective, go to this place” stuff, there’s just no need for it. The supreme irony in all this, of course, is that somebody has effectively pointed this out before. Some “Paul Barnett” bloke, something like that? He really ought to implement those ideas in a game, it’d be great[1]…

[1] This is irony, by the way. Kill Collectors are in the game, and they do work, but there’s one of them standing next to seventeen other people with glowing green “git yer lovely quests here” icons, which if anything makes it all the more annoying when one of *those* is to kill ten of something you’ve just been mowing through.

War has a momentum of its own

A month in to an MMO, the question is usually “do I want to start subscribing now?”; for Warhammer, though, I don’t really have to decide for the best part of another month (not that it’s stopped me, look out for a State of the WAR Nation soon). Thanks to the headstart, grace periods and bonus days, I seem to have a subscription until early November, and as the EU billing system has only just become available I haven’t needed to hand over any credit card details to be playing. I doubt we’ll get any detailed official figures, much less broken down by region, but I wouldn’t be surprised if this caused a higher than average drop in EU subscribers as the month-with-the-box draws to an end just from impetus, you have to go all the way to the account page and type stuff into boxes to keep playing, whereas usually you’d have to go all the way there and click a couple of boxes to unsubscribe. Even if it’s not outright laziness, it’s all too easy for it to be one of those “oh yeah, must remember to…” jobs that have a habit of slipping through the gaps, and if your timing’s slightly off you end up subscribed to Age of Conan for an extra month. I had a quick look at the account screen, just to check it was up and running and see how long I had left before having to hand over some cash, and something else that struck me was a little tick box labelled something like “Recurring subscription?” (or similar); without actually trying the process, I presume the default option is that you just pay for your 1/3/6 months, rather than the usual set-up (in every other MMO I can think of) of “we’ll keep taking money until you tell us to stop”. I’m not sure if this is a laudably ethical decision or some legal requirement, but again it seems like the path of least resistance might be to stop playing, rather than keep paying. Or perhaps I’m massively overestimating the number of people for whom going to a web page and clicking a couple of links is a bit too much effort.

Phoenix Gate Strategy Guide

Phoenix Gate is a “capture the flag” scenario. The goal is to “capture” a “flag”; as you spring down from the starting location you may see an unguarded flag right in front of you, and think “well that doesn’t present much of a challenge in the capturing department”, but there’s a twist. There are *two* flags, and you have to capture the *other* one. Off you go!

You wanted more, huh? Oh, all right. If you’re a highly trained elite MMOG-squad with voice comms and codenames and you shout stuff like “ECHO TWO TO RED SECTOR”, I’ve got nothing for you I’m afraid. I’m assuming you’re solo or in a casual group, got bored of Mourkain Temple and figured your side have a marginally better chance of working out what “capture the flag” means as opposed to “run up the big hill in the middle pick up the thing at the top and take it to the three shield-y things around the map”. Advice on group make up and team tactics is therefore pointless, though you’re very welcome to try and co-ordinate your side. Perhaps offer a suggestion in scenario chat like “follow me let’s get their flag”, though bear in mind people will pay about as much attention to you as to a politician saying “honestly, the banks are fine, please don’t take all your money out of savings accounts and shove it in an old sock”.

So, on your own there are two useful things you can do in Phoenix Gate: stand by your flag, or run towards the enemy flag. See how this list does not include “wander around the middle of the map attacking the enemy”? Is there a loading screen tip that says “In Phoenix Gate, why not wander around the middle of the map attacking the enemy?” Did everyone else on the server get a memo about putting cover sheets on TPS reports, oh, and by the way, wander around the middle of the map attacking the enemy? If you want a big old ruck, head in to Mourkain Temple (and follow this strategy guide), if you’re in Phoenix Gate, head for one flag or the other. You’ll get more renown, the respect of your peers, and chocolate biscuits. Except for the biscuits. And sometimes the other two.

Standing by your flag, then, or to use the technical jargon: “defending”. A striking feature of Phoenix Gate is the socking great wall in front of your flag, with a fairly narrow gap. In front of this wall are siege weapons. Clearly what you should do is bombard the enemy from afar with these siege weapons, then fall back behind the wall in good order as they approach, blockading the gap with your tanks and visiting much carnage upon the enemy as they struggle to get past you to seize your flag, right? Wrong, I’m afraid. Press “M” and have a quick look at the map. If you’re a military history buff, think of the wall as the Maginot Line, with an undefended Ardennes either side of it. If you’re not a military history buff, think of the wall as a really impressive and formidable wall, with a big gap either side of it. My first time in Phoenix Gate, I was down by the wall doing my best Sir Ian, Sir Ian, Sir Ian, action, wizard “You shall not pass!” impression when a message popped up that an enemy player had taken our flag. Slightly baffled, I turned around and saw said player making a run for it, gave chase, but was too late to do anything except watch them vanish around the side of the wall. This taught me a valuable lesson: there are gaps either side of the wall. Can you see a theme at all? When defending, you really need to stay back by your flag, in case the dastardly and underhanded enemy don’t just run straight down the middle of the map. Also watch out if, while dutifully standing near your flag, a lone opponent tries to lure you and any fellow defenders away, there might well be a Witch Hunter/Witch Elf cunningly concealed, waiting to nab the flag and leg it as soon as your back is turned.

If you don’t feel like standing near your flag, run towards the enemy flag (or “attack”, to slip back into argot). Unless the enemy are fiendishly cunning, or have read this guide, chances are they’re wandering around the middle of the map attacking people, or possibly defending the gap in the wall in front of their flag, so don’t dash up the middle and hope for the best, take a little detour around the edges of the wall. Personally I prefer working around the right hand side (as you run towards it); the enemy spawn on the left hand side, so there’s less chance you’ll bump into someone. If you’re very lucky, there won’t be an enemy player anywhere near, in which case grab the flag and leg it. If you’re quite lucky, there’ll be a guard or two intently watching the gap in the wall; grab the flag and leg it a bit quicker as they’ll probably notice the really big message telling them you stole the flag and give chase. If you’re slightly unlucky, there’ll be a solitary guard at the flag itself; kill ’em if you can, otherwise wait for reinforcements, or throw yourself to a futile but heroic death. If you’re really unlucky and they’re guarding the flag in force, you’re in trouble. A diversion might pull people away long enough for a sneaky Witch Hunter/Elf to nab the flag itself, or if you’re an Elf try taking your clothes off (if a Dark Elf, put a load of clothes on), and saunter up to the flag saying “hi guys, I’m on your side definitely don’t worry about that coloured name thing over my head, and the boss says I should take this flag somewhere safe, OK?” Though as you can’t speak directly to the other side, you’ll have to try and convey it through the medium of interpretive emoting. Good luck with that. Should you happen to grab the flag, head back the way you came, and hope you make it back to your own flag without being nobbled from behind (painful, that). If by some miracle the other side haven’t captured your flag, interact with the interact-able thing slightly behind the flag to get the capture (not your own flag, as in many other games; thanks to whoever it was that pointed that out the first time I was carrying the enemy flag and desperately trying to interact with our own).

There’s the basics, then. Stand by your flag, or run towards the enemy flag. Now on to the advanced stage: what about if you, or one of your heroic band, have picked up the enemy flag *and* they’ve picked up yours? Well, what you should do is… stand by your flag carrier, or run towards the enemy flag carrier. See the difference there? If you have their flag, I recommend standing somewhere around your own base, close to potentially respawning reinforcements and your flag area so you can swiftly get the capture once your flag is returned. I don’t recommend pelting off up the map in a desperate bid to get killed and hand the flag back to the enemy as soon as possible in the charge of the ADHD brigade. If one of your team has the flag, either stand near them and guard/heal them for all you’re worth (check the map if you’re not sure; chances are, the dot moving as rapidly as possible away from their base and towards your base is the flag carrier), or head off to find the enemy flag carrier and kill ’em, ideally in an epic and magnificent fashion.

So please, please don’t just run around the middle of the map attacking people. That’s what Mourkain Temple is for, or world RvR. Or chucking out time outside nightclubs.

Walkürenritt.

The default dwarf mount is the gyrocopter, a bizarre half helicopter, half microlight steampunk affair which is nevertheless only able to move along at ground level, with the ensconced dwarf’s feet dangling a few inches above the world as they burble and clank along.

In terms of the game world, gyrocopters are actually capable of full flight, as evidenced by the travel system between zones, where characters are strapped into one of these unconventional contraptions and the player is then subjected to a short cut scene of said character launching off into the distance, an undignified affair for any robe wearers (which is a good three quarters of all Order classes) it must be said, as they gyrate overhead, legs akimbo, underpants on show for all the world below to see.

However, it would be slightly biased towards the diminutive race of hearty eccentro-engineers if their mounts could launch them across maps in all three dimensions of space, so they are restricted in the game to only being allowed to hover a few inches off the ground, and one has to wonder why the designers didn’t just remove the main rotor and stick some wheels on the thing instead. Still, that’s the least of anyone’s concerns, because as you ‘fly’ around Altdorf you very quickly come to realise that, as such a short race, hovering a few inches off the ground for a dwarf means that the main rotor of the gyrocopter is perfectly placed at throat height for the somewhat taller races of elf and man…

I can only imagine the bloody carnage that I leave in my wake as I barrel around the city streets at break-neck speeds; peasants, nobles and merchants alike all have to leap out of the way of my thrumming and grinding decapitating mechanical monstrosity as it hurtles past in a cloud of smoke and churned-up leaf litter. All those poor children forced to live on the streets because their parents were mown down by a dwarf trying to get to the ale house before it closed, while they themselves were spared due to their short stature. Not to mention the number of cats that have been sucked-up into the rotor and flung out into the harbour or diced into skaven feed, or had their tails caught up in the gearing mechanism and then been flung out of the exhaust pipe like some sort of feline cannon shot. Many a dog has been seen scampering down the street, tongue lolling out, barking after a gyrocopter, only to be found later missing an eye and a leg and howling from the roof of a town house where it has been stuck for several hours.

There’s a whole section in the slums of Altdorf that is a crumbled ruin which burns day and night, it used to be one of the more affluent areas of the city. Until the gyrocopters came.

Ever wondered why you never see children with skipping ropes in the streets of Altdorf? After the Great Gyrocopter Garrotting of 2508, skipping ropes were banned in all major public areas.

It’s fun to be a dwarf.

Come fly with me.

A picture is worth a thousand words; that well known saying made famous at the battle of Bordygaim where the Puritan Scrabbliers faced off against the Royalist Pictionariheads is as true today as it was back then, when men fought tooth and nail to spell flanking on a triple word score whilst their enemy desperately tried to draw a convincing image of a pincer movement

“What the hell is that supposed to be?!”

“Damnit, man, it’s a crab! See?! And that’s its pincer!”

“Look, just underlining the drawing ten times doesn’t make it any bloody clearer you… grahghhhh, ‘bayonet’… in a single play… on a double word score. Tell Mary… that I love her… urk”

“You love her what? ”

“No, no, tell her that ‘I love her’. Full stop. Then ‘urk’, as in the sound of my death throe”.

“Oh. No wonder we always lose these battles”.

Don’t know what that was all about, sorry. So yes, picture, thousand words, the worthiness thereof; as such a picture of some words must be worth a lot in word currency! So here is one:


.

So what does it mean? Because in all its thousand word descriptiveness, it may still not be clear. Allow me to elucidate.

A small band of valiant guild members had banded together in order (Meh! Order! Because we play on the side of Ord… never mind) to participate in a few scenarios for the evening. In this instance (Meh! Instance! Because it’s an ins… never mind), we were playing Phoenix Gate, a capture the flag affair, with the forces of Order and Destruction locked together in a combat spiral of death and carnage as they desperately try to grab the opposition’s flag and run it back to their own flag. And then touch them together. I can only assume that it’s some sort of bizarre pseudo-sexual ritual, a deflowering of the enemy’s flag-based chastity. Yes folks, as we all know, ‘touching flags’ is an even more devastating war crime than slaughtering village stores, pillaging innocent villagers and molesting their livestock; at least that’s the way it’s done here at kiasa.org, because we like to mix things up a bit: it keeps the enemy on their toes, and gives them something to talk about on those long dark nights as they try to console their cattle.

It was a close battle, the forces of Order had made a quick dash and grab of the enemy’s flag, and they had done likewise, and as is often the way in these battles it seemed as though never the twain would meet, as a few defenders hung around with the flag carrier and the rest of the forces slugged it out in one war camp or the other or somewhere in-between. However, your intrepid reporter, clad in the traditional combat correspondent’s outfit of full plate armour and a large two-handed axe, made his way into the enemy camp and, without bothering to fight, spent time being pummelled by the enemy as he scouted around the place in order to ascertain where the dastardly Khun (a portmanteau of Khainites and Hun, although it does come but a nice cup of Earl Grey away from being an even better description) had hidden their flag carrier. As you can see from the screenshot, I found the fellow, and snuck around the back of the hill he was hiding upon, crept up to him and attacked! Alas, he had company hidden in the nearby trees who I hadn’t spotted, and I was rapidly sent back to the makeshift hospital tent in our own war camp.

I was not finished, however. For I am dwarf. Hear me roar! A quick patch-up by the doctors and I was back at the enemy camp, but this time I had a plan. A plan that involved more than charging in and flailing around with my axe. A plan so cunning that you could put a robe on it and call it a wizard. Ironbreakers have an infamous ability called “Away With Ye!”, it’s a massive knock-back on a fairly long cool-down which costs thirty Grudge. For those who don’t know, Ironbreakers principally build Grudge by being hit, or their Oath Friend (someone who they’ve chosen to protect) being hit. There are other methods for generating Grudge, but that’s the basic one, it’s very similar to a Warrior’s Rage in World of Warcraft. So being fresh back to the enemy’s war camp, I was also fresh out of Grudge, and not wanting to alert the enemy to my presence, I needed a way to build Grudge stealthily. Here’s where the joy of the Oath Friend comes in, because I can select an Order player who is some distance away, say, a tough tank in the middle of combat with the enemy, and as they are hit while fighting, I get to build Grudge.

So suitable Oath Friend selected, I again snuck around the back of the enemy hill and made my way to the top, checked my Grudge was now high enough to power “Away With Ye!” and charged the enemy’s flag carrier. The first mistake he’d made was in standing on the edge of the hill and watching the battle that raged below between the bulk of the Destruction and Order forces. The second mistake he’d made was in thinking that the dwarf charging towards him was going to fall for the old “friends hiding in the trees” trick again.

The third mistake he made was in not realising that the dwarf had rotated his weapon in his hands such that it was the big, flat face of the axe that was facing towards him, and not the edge of the blade.

As he turned to face me with that mocking look on his face, and his friends again dashed out from their hiding places amongst the trees, I swung my axe for all I was worth and hollered “Away With Ye!” The flat face of the axe smote him full-bore in the chest and with my momentum behind the swing I flung him in the most mathematically beautiful parabola ever seen by man, elf or dwarf. He arced through the air with all the grace of stone from a trebuchet and landed smack-bang in the middle of the forces of Order.

Suffice it to say, he wasn’t looking smug for very long after that, or at least it was hard to tell, what with the various parts of his anatomy being spread out over such a large area.

Order promptly capped the flag and were ultimately victorious. And if I never win another scenario again I’ll die a happy dwarf, because I’ll always, always have that moment, the split second after launch, when the enemy realised that I wasn’t trying to defeat him myself, I was, like any good Ironbreaker, merely there to enable my team to do so, by any means necessary.

I am dwarf. Hear me roar!

Any man can lose his hat in a fairy-wind.

Progress in Warhammer Online continues apace, the game is certainly fairly stable as far as MMOs go, and free enough from coarseness that one can play quite happily without feeling the need to write a stern forum post explaining just how much of an insult the game is to your family, and that the developers might as well come around to your house, poo in the middle of your lounge and attempt to sexually molest your cat, because it would be less offensive to you than trying to play their game. Believe me, such posts have been written in the past and will be written again in the future; I did not write them, but I have witnessed them in all their glory, and like a drunken hobo performing a striptease on the buffet table at a Michelin-starred restaurant, you can feel the awkward silence and embarrassed tension building to a crescendo, even in such a wasteland of emotional expression as a text-based forum.

Of all the minor inevitable niggles that are prominent in my day-to-day gaming, there is one that particularly grates with me. Its importance in the grand scheme of things is so minute that it wouldn’t bother me at all, except for the fact that it exists, and in existing it should not be, because how on earth do you implement such a minor vanity thing and then not have it work? The mind boggles.

“Oh but my dear, dear, dear, dear, dear Lord Melmoth”, I hear you cry, “with it being such a minor vanity item the developers obviously had more important things to fix before release”. A fair point, to which I would feel compelled to respond “But my right honourable, lovely, lovely, lovely, lovely darlings, why put the thing in at all when it simply doesn’t work, why not just leave it out?”. And I imagine you would then say “Oh Melmoth, run away with me and let us find a small quiet village in the highlands where we can settle down, start a family together, grow alfalfa and raise rabbits”. Maybe.

A slight derailing of the thought train there. Um… niggles! Right. So this niggle is quite simple, doesn’t affect anything important in the game unless you’re me, in which case it’s more important than working out whether using blocks of cheese as dipping items for a cheese fondue is considered bad form. Simply put: turning the display of your helmet on and off doesn’t work.

No wait, come back, this is important! We’ll do the cheese fondue thing next, I promise!

Look, it may just be me (no ‘may’ about it — Ed.), but why put something like this in to the game when it’s fundamentally broken? Yes, you can turn the display of your helmet off – this is important for me because I find the bald spot on my dwarf to be an excellent reflective surface off of which I can bounce sunlight into the eyes of my foes – but it is reset, well, in every situation imaginable. Going into a scenario? Helmet resets and is displaying again once you’ve entered. Coming out of a scenario? Helmet resets. Going into an instanced building? Reset. Coming out the building. Reset. Standing around scratching your bum? Reset. Setting your helmet to not be displayed? Reset.

Ok, probably not the last one, but it wouldn’t surprise me. It’s not the fact that it’s broken, so much, as the fact that someone went to all the trouble of writing the code to get this to do something close to what it was meant to do, and then, what? I mean, they must have seen that the state reverts between world instances, was that really such a terribly time-constrained problem to solve considering they’d had the time to invest in implementing the basic feature in the first place?

“Well Stan, I’ve stuck in the code to turn off the display of helmets, but it doesn’t work in any but the most specific and useless cases, unfortunately they keep re-appearing.”

“Great! Call it a feature! We’ll call them Magic Appearing Helmets. Of Greatness. Plus One. In fact, get marketing to stick it in as a unique item for the Collector’s Edition.”

“Uh, but it’ll happen for everyone.”

“No problem, we’ll just say that we’ve decided to be generous and give magic hats to all. The peasants will love us!”

“The CEO said we weren’t to call them peasants any more, Stan.”

“Oh ok, the plebs.”

“No.”

“Peons?”

“NO.”

“Skinner box rats with a line of credit?”

“Jesus, Stan, I’m out of here.”

“What about the magic helmets?”

“Forget it. I think I’ll go and half-implement the mail box system or something”.