This years Games Day 2008 in Baltimore brought together swarms of Warhammer fans, many specifically to see what information EA Mythic would reveal. A robust question and answer series led by Jeff Hickman and Josh Drescher tackled dozens of queries on countless topics. Ten Ton Hammer has scoured the Internet watching videos and reading forums to bring you what we think are the ten most important things discussed at the event.
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No Guild Housing: This shouldn't come as too much of a surprise to anyone looking at other MMO games across the spectrum. Most if not all decent titles released within 4 years or so has lacked this mechanic, even though EverQuest 2 claims to have it in progress. Now for a game whose life and blood will likely be guilds, it seems strange not to provide them this fluff but it's important to note there will be taverns and the top guilds will have recognition in their home city. Now of course they stated "it's always possible" but we all know that is as likely as Diablo 3 being released.
An interesting article, to be sure, but I will make one counter-point to what you stated.
I say this in response to your comment of:
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You do not want to keep new players from creating characters no matter how full your servers are.
In one of the videos, Jeff did specifically say that while, yes, there was a server population cap, that did not mean a cap to making characters on a server, but rather a cap to having characters actually playing on that server at any one time.
You're comment implied that there was a restriction limit to people actually making characters on a server. Or at least that's how I read it...
That said, I would like to see something along the lines of 'If the character has had no response in over an hour, than logging them out', so as to prevent those people that will simply leave their character in game when they stop playing, thus preventing others from getting onto the server.
In one of the videos, Jeff did specifically say that while, yes, there was a server population cap, that did not mean a cap to making characters on a server, but rather a cap to having characters actually playing on that server at any one time.
You're comment implied that there was a restriction limit to people actually making characters on a server. Or at least that's how I read it...
I think in the big Q&A somebody specifically asked how many characters they'd be able to make on a server, and Jeff said 10 I believe. I'd have to watch it again to be sure though...
I think in the big Q&A somebody specifically asked how many characters they'd be able to make on a server, and Jeff said 10 I believe. I'd have to watch it again to be sure though...
He did say 10 characters either as Order or Destruction per shard. I see a cap as a cap. It's either a restriction or it isn't, and I'm not even arguing against having it. Just pointing out not letting people do exactly what they want, when they want, can be a problem.
Eh, I was taking the statement of yours in a different context entirely.
I know there is a "10-per player" cap on the server, but I was taking it that you were implying that "after such and such amount of characters have been made on the server, no new ones can."
I know that you know otherwise, I was merely pointing it out since it could be potentially misconstrued...
I really wish there was guild housing even if it's just multiple instances of the same building. While the guild hall idea sounds nice I don't think it's enough. I loved having the bases in CoX where we could gather our toons for guild meetings and such.
I really wish there was guild housing even if it's just multiple instances of the same building. While the guild hall idea sounds nice I don't think it's enough. I loved having the bases in CoX where we could gather our toons for guild meetings and such.
same, I have no better MMO memory than that of server parties held at Guild Halls in Vanguard. SO fun.
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Lvl 40 Cap - This is a matter of pacing, not numbers. Just because WoW now has 70 levels and some other game has 240, doesn't mean that 40 will be any shorter. Tho, with the lack of PVE centrality, I assume the grind up will be faster, which is going to be great.
Server slots - Um, there has been a slot cap for a long time in any number of games in the last 10 years. You can't expect to have unlimited numbers of slots, there is only so much hard drive space server side assigned to each account. Also, why would you want to have characters on the same server on the opposite side. That just promotes smack talk. I love smack talk. But the devs do not, its bad for their bottom line because little 14 year olds usually cancel after being harrassed by someone that just WTFPWNed them 15 times in a row. As to how they balance the ONLINE population at any one time, we will see, it will be a headache for sure.
Transportation - You might want to go back and re-read and rewatch some of the stuff they were saying both at Baltimore and previously, having to discover fly points is stupid and won't be in the game. I hope they have insta teleports. AFK flying/horses are boring, see DAOC and WoW 2 hour round trips.
Guild Housing - Guild Housing at launch is a silly idea. Why bother wasting resources on fluff when you can polish the game. Post launch...its just bragging and e-peen rights. Sure put it in...after my PVP is balanced and fun.
Guild/Faction dungeons - Um control over resources (PVE content, leveling spots, just the hell of it) is awesome, has been done previously (DF in DAOC control swaps) and is heaps of fun when you lose control, then guerilla bum rush people when they expect to be safe in their little pve zones.