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There is a list of the most significant problems with Warhammer Online in order of priority.if you are  interested in it .just look through.Hopefully the article can help you. I believe you will learn something from it.

 

Section 1: The Malfunctional Endgame

1) Fortress Zone Crashing and Server Lag
This issue should be by far the top priority of Mythic. The fortress siege is the epitome of the game's Realm versus Realm system. It is a battle accessible by all levels, in a span of area that can house hundreds.

When the Reikwald is sieged outside of Altdorf or the Inevitable City, not just high levelled players go to defend it. Most players in the entire server go to either witness a fortress siege or participate in it.

This is why the zone crashing and server lag is tragic. There may be new subscribers who are merely attempting to witness what sounds like the most epic form of combat they've heard. The result is players of all levels witnessing a system that the server cannot support.

The message is sent that this MMO is, like many other recent ones, wholeheartedly unfinished. A level 10 will not have the urge to level up if the form of combat he is most interested in does not work.

The message is that you are subscribed to a massive PvP game that cannot support massive PvP.

This message is not sent to a single warband, or two warbands, but rather, hundreds of players, of all levels, when they witness a fortress battle be unplayable, which makes this problem the most tragic.
Players would be willing to forgive the rather featureless fortress combat system if it worked. The sheer scale of PvP combat with more than 500 players in a zone on many servers would be unmatched by recent MMOs. I personally would forgive the shallowness of the system if a fortress battle was playable.

The hallmark of Warhammer Online must be fixed first. If players can witness firsthand epic combat, they will not cancel their subscriptions because of witch elves or bright wizards or long levelling.

 

Section 2: Order, the faction that is most likely quitting more, Destruction, the more appealing faction

 

2) The Appeal of Destruction, The Population Imbalance
Destruction is the more sexy, more badass, more fantastic faction, in almost all areas. Their city is incredibly atmospheric. Do you want a sexy character, something half decent to look at while you get level after level? Dark elf. Do you want one of the most badass races in a video game? Chaos. Do you want a race that sums up Warhammer Online? Greenskins.

The ensuing overall population imbalance was easy to predict if you looked at it in this light.
Not only do destruction look powerful, they are powerful. They have exclusive rights to certain mechanics that just make them a blast to play. Witnessing a magus pull in half my raid only for them to be wiped out doesn't just scare me, then piss me off, it makes me want to play a magus.

A mechanic already exists to mitigate the imbalance of population on many servers. The renown/experience bonus is that solution. This bonus does not have to be large; in fact, I am actually unaware of its magnitude on the servers it currently exists, and I automatically assume it is small. The renown/experience bonus should be used MUCH more liberally. It does not need to be a solution but rather a token of a solution. Such a bonus can be the subtle way the company states that one faction is a little too populated on the server in question. It is an acknowledgment of a problem and, if it appeared more often, would be better than not saying a thing about population imbalance in a game that is so utterly reliant on population.

To the best of my knowledge, the ability to gain victory points is not proportional to the faction's population. This simple statement implies that population is a huge advantage in Warhammer Online. More players means more resources, more victories, and more zone locks. Mitigate the population problem to allow a more fair, competitive environment.

Find ways to make Order more appealing. Try making prettier armor. Add more effects to Altdorf. Make the Bright Wizard College apparent from farther away. Figure it out, this faction is a lifeless rock compared to Destruction.


3) The Witch Elf
With the recent bright wizard nerf, all of the class combinations are relatively stable compared to the witch hunter/witch elf, special mechanics excluded.
These two classes are not mirrors of one another. They share the same archetype: the similarities end nearly there.

The best defensive argument for a witch elf is that she can only do one thing: kill. To hinder her ability to kill is to make her exponentially more useless. This is CORRECT, and is the heart of the problem. The witch elf is not a class, but rather a pure archetype. She is melee damage per second. Unlike the witch hunter, she has almost no utility, no multidimensional aspects. She has a damage per second of over 2000 to compensate for her sheer lack of everything but damage.

Whereas my class requires me not only to heal, but to debuff, shutdown, snare, and resurrect, the witch elf was given no other purpose but to use her damage abilities to kill a target. Her debuffs are pathetic as well.

It is no player's fault to play this class. This class is not BROKEN, it is UNFINISHED.

Consider if the rune priest was stripped of all his nifty defensive perks, his area of effect abilities, etc. Imagine if the rune priest only had a couple of direct heal abilities for 2000 and 5000 healing respectively.

Clearly destruction would have a hard time killing any player with life bars leaping up from 0 to full health almost instantaneously. There complaint would be that they cannot kill anyone: the rune priest's healing is too good.

The defensive argument by order would be that the rune priest is extremely vulnerable to all damage: all he can do is heal!

This analogy is no dream, for in reality, the witch elf is just like this, but rather a damage dealer. The witch elf kills so utterly fast that she is overpowered because her damage is so disproportionately huge that she can kill every class in the game within seconds. Her weakness is that she has no utility and no defensive abilities. She is an INCOMPLETE class: in fact, she is NOT a class, she is a barebones manifestation of an archetype.

The witch elf is the only class in the game that truly needs a complete and utter review. This is no player's fault; there is no exploiting, this is an incomplete class by Mythic. It is no excuse to give a class thousands of damage per second in tier 4 as a solution to being shallow.

This class screams out to Order that Destruction is indeed more powerful in every way. Most other classes at least give the human player time to react. The witch elf kills before one can even hit a button in response. The fun factor for an Order player is severely diminished.

The witch elf is by far the bag of worms. Will Mythic let Order suffer the wrath of witch elves till the class is heavily updated, or will they be steadily nerfed as a temporary measure? Who knows.

 

4) Exclusive Combat Mechanics
I will in no way start a debate on if these abilities are truly too powerful, on if they should exist or not exist. But rather, I will remind us that they completely and utterly add more appeal to the Destruction faction, and demoralize the Order faction.

The problem is that, as we know, destruction was designed to be more offensive.

The bigger problem is that order was not designed to be more defensive. Destruction have mechanics that make them the more offensive faction. Whereas destruction classes have abilities that suck many enemies into one spot, or knock many enemies down, Order classes do not have abilities that make multiple allies immune to knockdown, etc.

Order is not defensive by mechanics. Order is labeled defensive by de facto, because Destruction is offensive. Really, Order is more so neutral. Many classes can specialize defensively: but so can their Destruction mirrors.
The practical problem is that Destruction have mechanics that scream out for an attack or a singular purpose. An AoE, multitarget knockdown almost always precedes an attack.

Order have no such abilities that EFFECTIVELY scream out: everyone, defend close to one another.
The faction simply has no mechanics or perks that scream defend or attack this spot, whereas Destruction have unifying, adrenal abilities and mechanics. In a team game, this makes them superior combatants.
And it is quite demoralizing.

 

Section 3: A Final Problem: Long Leveling

Long levelling. Very simply, Mythic must take hints from its high profile competition. It takes far too long to level up in this game, and all too often turns into a grind. This game of all MMOs, where economics is much less important and most gear is acquired very universally through large group activities, should be even more liberal with levelling. Only on an ORvR server is increased levelling possibly volatile. Figure it out.


Maybe sometimes  you need to buy gold or something else. then go to the quick link:Warhammer gold and Warhammer powerleveling.
Source from here.



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