From my humble point of view, this is the first of the real patches. It’s a proper content patch and actually moves the game forward. Everything else up to this point has been resolving issues and fixing faults.
Without a doubt some of this stuff should have been in the game from the start. It indicates in my mind that Mythic/EA had their hand forced, or were maybe were just running out of money? Was it the dawning realisation that Blizzard were sitting on WotLK until the Warhammer release date was announced, to strike at the best moment and cause maximum carnage? But that’s a topic for another day.
Now I am not going to bore you by reviewing the whole pre patch release notes, since its good for you to read them yourself. But I will l comment on things that interest me.
Introducing Easy Public Quests:
Beginning with update 1.1, we are launching a new initiative to expand the scope of our Public Quest experience. Now, solo players and small groups can also participate in these unique and exciting encounters that are one of WAR’s most innovative features.
We have reviewed each Chapter in Tier 1, including all three racial pairings, and have altered one Public Quest in each Chapter (with the notable exception of Chapter One) to be suitable for 1-3 players. We have reduced the numbers on monster kill and gather counters, lowered the difficulty of the second- and third-stage enemies and bosses, and scaled down the rewards of these PQs correspondingly.
The Public Quest interface which appears on the right side of the screen when a player enters a Public Quest area will now display which Public Quests are now easier to complete.
We will continue adjusting one Public Quest per Chapter through the remaining three Tiers in the weeks and months to come, so be sure to check the Warhammer Online Herald for updates on our progress!
It’s sad that this has happened, but foreseeable well before beta testing finished. I imagine it wasn’t done previously for a reason, that being that if you had made it possible for people to group and do the easy PQs, then they wouldn’t have got so familiar with the show groups and warbands concepts, to do the medium and hard PQs. Maybe I am just talking out of my arse.
Now the whole Encounter Ward System, has shown Mythic acting like a headless chicken. They have bounced around on this 3 times now and I think have arrived at system that is now sensible. Each piece of armour has damage absorbed as a separate value from the damage dealt. So with 2 pieces of armour obtained, you are only taking 20% more damage than normal. So thats 40% absorption per piece. The nice bit is the 15% damage increase, if you obtain all 5 parts. It would go like this = 40%(0), 55%(1), 70%(2), 85%(3), 100%(4), 115%(5). 1 piece would have you hitting for 55% of your normal damage against end game bosses.
After continued testing, we have revised the way that the Ward System works. Encounters will now be slightly harder for players without wards; however, players will need less total ward items to become competitive, and will gain an extra benefit if they complete the entire ward set.
Players without warded armor will continue take up to 200% additional damage from certain monsters. Each appropriate ward worn will continue to reduce that damage by 40% per item.
Players without warded armor will now have 40% damage output against certain monsters. For each piece of appropriate ward armor worn, the player’s damage output against those monsters will increase by 15%.
Players who wear all five pieces of warded armor will deal an additional 15% bonus damage to certain monsters.
Lets hope that Mythic can start by getting their head above water and thinking things through abit more. Some more rigorous testing wouldn’t go amiss. I always have admired Mythic’s proactive approach, but then can be abit over eager sometimes. However at this time they need to be seen to be on the front foot.
Now this is a damm fine change.
We have implemented a temporary inventory overflow system. There are gameplay situations, such as crafting, where a player may have a full inventory and yet still receive more items. In these and similar situations, a temporary overflow window will appear, giving players the opportunity to make room for the excess items in their main inventory. Please note that this is not an expansion of the player inventory. Players will not be able to use the overflow window as a permanent storage alternative, as any items remaining in the inventory overflow will be lost when the player logs out of the game. Players will also not be able to move items into this overflow window.
How many times have you been in the situation where you have run out of inventory space, you need to salvage aload of crap items and you can’t because (In a whiny voice say) “You Need 3 Spaces Free For Salvage”. Not only is this a crap crap crap, it waits until you have reached the end of the salvage attempt to tell you. It doesn’t (and I could be wrong) attempt to stack with pre existing stacks. Like I said, long overdue.
Now this is the big one in this patch, the RVR influence bars. So that’s going to be 3 influence bars per tier. In my case that will be Dwarf, Empire and Elf. This will provide an another incentive to go to each racial pairing in each tier and really get to grips with their ORvR lakes. As described here –
One of the most recently requested items by our community has been incentives for open RvR. The open RvR system is the first of many new features and improvements we have slated to ensure that WAR is the best RvR experience on the market.
Influence can be earned both by killing players as well as capturing or defending Keeps and Battlefield Objectives. When a player participates in a pairing’s open RvR, they will earn Influence with that race in that Tier. The more Influence you earn, the better the rewards you can obtain by speaking with the Rallymaster located in that area’s warcamps. For more information on rewards please see the detailed notes below.
Each open RvR influence area offers basic, advanced, and elite rewards for a total of 9 rewards per Tier.
New “Rare” items are available as rewards for more casual RvR players.
New “Very Rare” items are available as rewards for hardcore RvR players.
Open RvR influence introduces many new weapons and accessories that players can earn exclusively in RvR!
As mentioned in the above notes, this is the first phase. So I would expect to see missions becoming available which will send people into the ORvR lakes to achieve additional objectives. Objectives which can be done by 2 or 3 people. This will then populate the lakes with small seeds of action, which can then expand into more full on action as each day progresses.
All of this does raise a question in my mind, where are all the people going to come from for this? What kind of population requirements will be needed?
Well enough for now.