Hammer Falls On Warhammer Servers

In case you didn’t get the hint the last time ‘voluntary’ ‘suggested’ ‘server transfers’ were announced, Mythic just announced that 40 of its 57 US/Oceanic servers are going away soon. For those of you who find math hard, that leaves 17 servers total (including 1 test server and 1 reserved for beta testers). No word yet on European servers (which account for another 43 servers and, like World of Warcraft, are effectively a different company for purposes of billing, server and community management).

It’s an interesting dilemma. On the one hand, you need a critical mass of players for a PvP-focused game – or for any MMO at all, really – to be at all fun. On the other hand, it’s really hard to spin this as in any way a mark of success when you are closing 2/3 of your servers. On the gripping hand, well, I suppose someone decided that there was a better use for all that hardware than keeping up servers everyone had already been encouraged to transfer off of and could no longer create characters on.

So, good news if you’re a current Warhammer player, good news if you’re a bitter ex-Warhammer player looking for axe-grinding grist, and good news if you’re another EA project that needs a server array. Those for whom this is bad news is left as an exercise for the curious reader.


58 Responses to Hammer Falls On Warhammer Servers

  1. Hudson says:

    This game launched with WAY too many servers, most current and ex players will agree on that. This is a good move.

  2. Raad says:

    Send those arrays CCP’s way plx. I want a carebear server!

  3. Paul says:

    Awesome gripping hand reference!

  4. Daniel says:

    @Hudson. Way too many servers considering their hopes, or way too many servers considering actual demand? Seems to me an admission that the game is not growing nearly as fast as they had estimated and now they can’t afford the cost. That’s not necessarily bad news, but it is cause of concern.

  5. Random Poster says:

    After the first month in people could see this coming. When they first announced “transfers” I told my guild that they should just close some damn servers and get it over with. Oh well we are all back in WoW, though I may give this a go again in the next month or so to see the changes made.

  6. Random Poster says:

    Daniel :@Hudson. Way too many servers considering their hopes, or way too many servers considering actual demand? Seems to me an admission that the game is not growing nearly as fast as they had estimated and now they can’t afford the cost. That’s not necessarily bad news, but it is cause of concern.

    Well they needed a lot of servers when the game first launched (Q’s were very long) but as has been pointed out on other blogs once that massive influx of people from WoW and other games went “meh this game isn’t what I want” and left it left lots of servers feeling like ghost towns.

    It’s an interesting conundrum do you launch with not enough servers and give the impression to people that you don’t know what you are doing, or do you launch with a bunch and then wait months down the line to announce massive numbers of server closures and give the impression your game is failing.

    Oh and for some reason i’ve always gotten the impression the actual total population cap for a WAR server is fairly low. Maybe if they had fewer servers that could handle bigger populations it would have worked better.

  7. Vetarnias says:

    I didn’t stay long with WAR because of game stability issues, but even as a lowly level 8 I could see that the game would probably underperform. No community around it because Mythic dedided not to host its own forums at first. No feeling of community inside the game either — every chat channel chopped down by region, which were separated by level. Outside of guild and group channels, chat was just dead.

    Even though you might not get ganked out of your skull every 5 minutes, just try levelling up a few months after release when there’s nobody in the newbie zones anymore. I levelled in possibly the least popular faction — Order, and a Dwarf at that — a few days after launch, and those zones were already deserted; the hardcore had already worked their magic and flown right by everybody else.

    I’m not sure what to say, really. It just seemed to me that WAR was an instanced match-style PvP game (perhaps even gear-based) with ambitions of pretending to be it was a full-fledged MMO.

    Public quests? I think history will retain that it was another step down in the history of MMO’s.

    At least the two servers I tried out are among the survivors.

  8. Deyth says:

    Bad news for Mark Jacobs and his PR department.

  9. Mordiceius says:

    Deyth :
    Bad news for Mark Jacobs and his PR department.

    They’ll still find some way to arrogantly spin it. It is what Mark Jacobs does.

    I would agree it felt like server populations were low (at least when I played in tier 1-2) but that just may be because those areas were deserted. Even still though, when I level new characters in WoW, I see a lot more people than the lower levels in WAR.

    They most likely have the caps low due to not wanting 5000 people showing up for a siege in tier 4, but I don’t know what would be a good way to increase server pop and not have that happen.

  10. Mercury says:

    Moties?! What?

  11. Deyth says:

    Mordiceius :

    Deyth :
    Bad news for Mark Jacobs and his PR department.

    They’ll still find some way to arrogantly spin it. It is what Mark Jacobs does.

    He can try but it won’t fly far in the face of these facts.

  12. Tipa says:

    It’s really clear that the appropriate number of servers for an impact PvP game is … one.

    Works for EVE, might work for Darkfall at some point. But with even 17 servers, nothing you do can ever impact the game itself, making the whole point of capturing virtual territory kind of pointless.

    In EVE, when you capture virtual territory, it’s captured for everyone.

  13. Vetarnias says:

    Deyth :

    Mordiceius :

    Deyth :
    Bad news for Mark Jacobs and his PR department.

    They’ll still find some way to arrogantly spin it. It is what Mark Jacobs does.

    He can try but it won’t fly far in the face of these facts.

    Quoth Jacobs: “Look at us six months out. Look at us six weeks out. If we’re not adding servers, we’re not doing well.”

    It is one week to the six-month mark…. Can we talk of a disaster at this point?

  14. Deyth says:

    Screw Mark Jacobs. Although not as epic a failure as Failcom’s, his attitude has earned him scorn.

  15. Mordiceius says:

    I think it works with Darkfall because Darkfall isn’t one faction vs one other faction. It is more of guild vs guild. The world in WAR couldn’t work for one server because having more than a couple hundred characters in one place would be chaos.

    With the guild vs guild style of Darkfall and EVE the most you’ll see will be one huge guild vs another. Not one whole faction vs another. With WAR, when all that is left is that final fortress, the entirety of the faction will bear down on it and if you had a 50k+ server then that could be a battle with tens of thousands of people. It is just not feasible with that game design.

    I just don’t know any way to fix this flaw in gaming.

  16. TPRJones says:

    There might be a market for a niche company. Servers-R-Us is here for your MMOG server needs! Don’t set up your own launch day servers, let us do all that for you! Use our servers for three months, until your userbase starts to stabalize a bit, then only buy the servers you need to maintain your game!

    It’ll cost you a bit more, but you don’t have to worry about all that unwanted hardware sitting around! You don’t have to worry about the PR hit down the line when you transition to your in-house server aray! Your early adoptors can buy your game with confidence, secure in the knowladge that you’ll have plenty of resources to service launch day! Everyone wins!

  17. Crask says:

    “Look at us six months out. Look at us six weeks out. If we’re not adding servers, we’re not doing well.”

    How you say….win some lose some?

  18. dartwick says:

    They should have taken my advice(I mean duh!!).

    Or alternatively they should have just fired that British dude who knew nothing about MMOs and made a mess of the game.

  19. Vetarnias says:

    Yep, that quote of Jacobs’ is probably one of the most ironic comments I’ve seen from a developer in recent months (I did quote it, but my comment is still in moderation). I don’t know why he said it, really. Maybe it sounded like a honest thing to say at the time (perhaps in a perverse attempt at PR), but surely he must have predicted that this would turn against him if the game didn’t do well in the following months.

    Now, another question that needs to be asked: How is this going to be perceived in WoWland?

  20. EpicSquirt says:

    “The most successful launch in recent MMORPG history” continues.

  21. Rich Weil says:

    What, is it Niven/Pournelle day? That’s the second gripping hand reference I’ve seen today. If this doesn’t stop, I’m calling Kutuzov.

    I’m curious as to how this will affect EA’s MMO strategy, though. They love moving studios around to their latest hot spot.

  22. Vetarnias says:

    EpicSquirt :
    “The most successful launch in recent MMORPG history” continues.

    Ah, trusty YouTube to the rescue:

  23. hitnrun says:

    I enjoyed my time in Warhammer and if I had some extra cash I would go back, but there’s no denying that the game missed on a lot of fundamentals.

    First, they should have flogged the system requirements in interviews and advertising so people rolling in on their Celeron WoW rig wouldn’t have been turned off prematurely. Second, they needed to foster a community (or at least a “faction community” as they had with DAOC) and the segregated and stratified chat was a bad idea.

    If they were going to go without forums (an idea I actually like), they should have made it absolutely clear which 3rd-party forum was quasi-official (also like DAOC). The point isn’t to *stop* people from talking about your game. It’s to make them talk about it somewhere else.

    Bad ideas (public quests being one example) should have been identified and scaled back even before release. Also, why it so hard for MMOs to have visually pleasing inventories with adequate icon art that don’t feel like ass, and in-game UIs that don’t look like a sixth grader’s advertisement for a renaissance fair?

  24. TariqOne says:

    Warhammer was OK. But that’s the problem. It was OK.

    Still, I hope they keep improving and growing the game. I think the MMO industry is all kinds of borked right now, and the dominance of WoW just feels like it ain’t helping. I’d like to think there’s a market out there for a — er — market.

  25. =j says:

    This is bad news for me. How will I get my daily dose of schadenfreude if everyone is having good news?

  26. Shannon B says:

    Dunno, maybe if Paul Barnett spent less time burning “heretics” at the stake and more time listening to them, they’d be in a better position.

    just saying…

  27. Pickly says:

    What’s so bad about public quests that people are complaining about? Everything else I’ve heard says they were fun, provided enough people showed up. (Which is a problem more to do with overall game design than with an individual feature.) The blog comments here do seem more negative and whiny overall than other blogs I look at, which may be where these complaints come from.

    To an outside person looking in, though, it seems the warhammer people didn’t set the game up well in general. They set up the game with a lot of positive feedbacks in terms of population balance, population on servers, population in certain areas of the game, etc., that were pretty easy to spot from an outside view and could have been dealt with before game release. (I don’t know about the interface issues, but that sort of stuff also seems pretty simple to deal with.)

  28. VPellen says:

    You know, this shit is much easier with F2P MMOs, because you can effectively open the game up for testing early in the development process and scale the servers as you go, so that there’s far less of a final “release date” burst which requires extra server power.

  29. Votan says:

    Mythic mistake with WAR was instead of making a game that would appeal to its base (DAOC and WAR IP Fans) they tried and failed badly at making one that would appeal to the WOW base and in the process turned off the majority of both groups. I am not sure how you can spin starting off with 750k –1.2 million and in the first 3 months losing 60-70% of them.

    EA is the grim reaper when it comes to MMO’s, hopefully Mythic survives this and does not end up like the rest of the studios that EA destroyed; canceled project now working on the next Sims expansion.

  30. Mike Darga says:

    This industry is such a mess. le sigh.

  31. Vetarnias says:

    Exactly what I think. WAR went for the WoW-with-large-scale-PvP look, but failed at it. Why? I spent little time in WAR (a week at most), and although I had not played WoW by that time, when I got to play it I could see that the shortcomings of WoW had just been replicated in WAR — the downright stupid economy, for starters — while the latter game added nothing outside of instanced, match-style PvP which is fun… for a short while. Then the repetition sets in, and you’re gone.

    The more I see the evolution of MMO’s, the more I fear that developers all want to muscle in on WoW’s territory — while most WoW players seem to be wearing blinders, blissfully unaware of the existence of other MMO’s. You’d show them your product, they’d spurn it without even bothering to check it out. This is what you get when one title is considered “mainstream” while every other developer just advertises through the usual gaming channels — gaming websites, gaming magazines, etc. Ads for Conan and Warhammer are ubiquitous there, yet how much are these games known outside of those markets?

    Darkfall, to its credit, carried the idea to its logical conclusion: No advertising whatsoever, and a quasi-complete reliance on word of mouth to reach its customers. (I consider Aventurine’s lack of updates on its website to be the supreme example of its nonchalant approach to traditional publicity.) This can (and probably will) become problematic post-release if the game falls far short of expectations, but Darkfall managed to reach the totality of the demographic they were seeking.

    If Conan and Warhammer, to go back to those two, ever hoped to unseat WoW, they would have needed to cast their net far wider than I have seen them do. I’m Canadian, so I never saw those WoW ads on local TV, but just the fact they’re casting people like Mr. T and Ozzy Osbourne in them just tells me they’re going after the boomer or the older segment of the Gen-X demographics (as someone else once pointed out on this blog), not exactly known for being online gamers. Not to mention that if you want WoW’s numbers, make sure your game is playable on glorified typewriters — something which both WAR and AoC failed to do. My quitting both games was a result of poor performance on my system, a low-end model from 2007.

    And even then, WoW has a track record; a new game doesn’t (unless it’s a sequel or a recognizable piece of gaming IP, which means whatever Blizzard does will automatically get priority over anything else). People who are satisfied with WoW, will stay with WoW; people who are tired of WoW, won’t play a WoW clone. In the meantime, you get WoW players happily pointing out how “elitist” the rest of MMO’s and their players are supposed to be (because they’re seemingly aimed at people with lots of time to waste, unlike WoW “casuals”), while turning a blind eye to the painfully obvious elitism taking place in WoW itself.

    The problem with public quests, I found, was that you could basically come by, do the quest in a weird combination of solo and group, and then you just rolled for loot at the end without needing to join a group. You could rinse and repeat all you wanted, and leave at any moment without losing anything. You didn’t really feel involved in the quest, because players came in and left all the time. There was no attachment to what was going on, nor to the other players involved in the quest.

    Second was the automated LFG function. Sure, it’s annoying to see that all the time in a game’s chat channel. But in WAR there was simply nothing to be read (and this at prime-time hours). Even a few Norris jokes would have been welcome.

  32. Jeff says:

    Shannon B :Dunno, maybe if Paul Barnett spent less time burning “heretics” at the stake and more time listening to them, they’d be in a better position.
    just saying…

    I was just going to say that, you took the words right out of my mouth.

    Somewhere, I’m hoping His Barnetness realizes the mistakes he and MJ made. But for some reason I think they are so hip deep in their own spin that they lack the “Vision” to see the truth.

  33. Flimgoblin says:

    Are we 6 months out yet? I think that comment by Mark Jacobs is what’s stopped these servers from being merged any sooner.

    @Vetarnias – they fixed the chat-by-chapter pretty quickly (1.0something) it’s now per region which means if you’re in the elf lands you won’t hear someone in dwarf lands but you can talk to someone the other side of the zone at least and not have your chat channel change because you wandered past a hill over there. It’s a bit chattier now, but thanks to auto-grouping as you say there’s no “lfg” spam till you get to level 40s trying to find groups in the cities.

  34. EpicSquirt says:

    I hope that Mythic gets shut down, the faster the better. I might sound like an asshole, but people have to stop believing that EA is some kind of an exit for better games & glory & cash. Growth by selling out does not work most of the time.

    And @Flimgoblin, go to FH and check the whine about DAoC from 2003-2004, the problems mentioned there eventually got fixed 3-4 years later, this is the kind of speed you can expect from Mythic when it comes to fixing core problems (e.g. introducing & removing ToA grind) – making chats regional or global isn’t a core problem.

    Despite the problems DAoC had, Mythic would haven been better off with producing some kind of a sequel, instead they’ve chosen to ruin some IP (luckily there is more to come from GW, Bloodbowl etc.), repeated all the (technical) problems DAoC had (fat client, lag ghosts, broken collision, broken line of sight, …) and went to compete with WoW while saying that they aren’t. And then there was GOA for the European players.

    Mark Jacobs is a hypocrite, he would blog about GOA dropping the ball, when it must have been him giving out the contract for DAoC to them and it must have been him giving out the contract for Warhammer to GOA, AFAIK he had design lead on both games, so he is a big part of the problems – the players have been complaing about GOA for years.

    I am surprised that no one sued EA yet for announcing DAoC Origins and not delivering it.

  35. DM says:


    I think though that was the idea with public quests, you could drop in them easily and drop out as well. Good for those with little time.

    But it did contribute to the general feeling of no community

  36. Sullee says:

    Yeah.. what got me about WAR was the grossly imbalanced factions. While there were a lot of imbalances in DAOC it wasn’t anywhere near as slanted as WAR. Having a third realm likely helped in that regard. So far their patches have involved pretty large nerfs and buffs some of which have been poorly tested and designed.

    On PQ’s I think the concept is great. I don’t understand the bashing other than to say Mythic failed pretty hard on the implementation. First, they watered them down.. ya got PQ’s everywhere… in PvP keep and city takes, in PvE dungeons, and in each tier race pairing. WAY too many of these means they aren’t special and sought after. Second they majorly botched the whole “contribution” thing and when it came out that the way it was working was just a random roll on entering the zone, well, they didn’t handle that very well (let alone find it first).

    Beyond that though PQ’s are a good idea.. content that rewards contribution and encourages social play\grouping in a novel way is a design win IMO.

  37. Angelworks says:

    I would agree about their going after WoW players was a bad idea. I play WoW and for the most part its fun. I find the content changes somewhat distressing sometimes (removing achievement mounts for instance), and so I’d welcome a change. If they had taken the darkfall approach they wouldn’t be as big as wow, but they would have a niche game that some people enjoyed.

    I tried Warhammer out – played it for a day and haven’t played it since. It felt rather unpolished to be honest – and it was mostly little things, but the biggest feeling was still – I could be having just as much fun playing WoW on my level 80 epic geared shaman than my level 4 shadow warrior – go figure. Little things too – I didn’t think the combat animations were any good, and most of the quests were kill x amount of whatever.

    In my eyes WoW is pretty perfect. Its biggest flaws seem to come from lack of class balance, poor dungeon and raid boss testing, and developers catering to only the hardest of the hardcore players. Most of the quests the first time through I thought were fun (the 8th or 9th time through – not so much – it needs work there…).

  38. Vetarnias says:

    True, Public Quests sound very nice on paper. But implemented in that game, they just added an additional level of detachment to the quest itself. You rolled for loot and repeated the quest until you had obtained everything you needed (two or three times were enough, unless you needed some of the consumables). Then you left. The automatic resets just added to the problem by making sure you could leave and come back almost at will, with no regard for what others were doing.

    But it was, in theory, a very nice idea. Now, for those who experienced PQ’s more than I did, why did that go wrong? Was it just impossible to bring into the game, or did Jacobs & Co. foul up?

  39. Sullee says:

    PQ’s weren’t detachment from the quest and resets aren’t any different than respawns. In other words it wasn’t the RP portion or the ‘treadmill hiding’ part of the PQ implementation that was a failure at all.

    I listed two reasons why they went wrong: watered down (like all the PvE content) to the point where the open zone ones were simply not done unless you brought your own groups or multiple groups. And bad contribution implementation which really worked against the idea.

    The key feature to PQ’s is that they reward good behavior; specifically, acting to advance the goals of the quest. This then provides the common goal that helps foster teamwork and build community. It doesn’t work if the system can be gamed or is unfair. For example, if a class isn’t counted as contributing even though they are participating appropriately to their role (e.g. healing or tanking) then the system will encourage poor play (e.g. everyone dps’ing).

    The whole contribution system was found to be severly bugged by the players (PvP chickens winning keep-take PQs) having to do with rather than using a players actual contribution it was just random on entering the zone.

  40. yunk says:

    Someday all servers will be virtual, and there will be no more freezing server rooms, the “server hardware” will be spread out all over the world, a literal blanket of circuits. We could have as many or as few servers as we want then, at the snap of a finger.

    But we wont have fingers, we’ll have already downloaded and have resurrection by then and be able to project to create our own games.

    K that had little to do with anything 🙂

  41. Ajediday says:

    The big issues I have had with Warhammer has been stability (which has improved over the last few months) and some balance/game play issues that still exist. ORvR is ok, but it is lacking something. One of the complaints I always heard about DAOC NF was that it was “too big”, Warhammer is very spread out and makes NF look cozy. The grind to 40 overall wasn’t too bad, but the lower to mid 30s is slow as hell.

    DAOC Origins is a joke. It is there to suck in the whiners that left when ToA hit, the punchline is that it won’t be DAOC before NF or ToA, it will be a warped version of it. The thing that made those days fun was the community. You can’t patch that in.

  42. DoubleD says:

    When you try to make a fun PVP and add PVE grind and quests worse than WOW. What do you expect?

    You can’t have a better PVE experience than WOW on opening, unless your in development a lot longer.

    They should of focused on PVP, made it worth something. Leverage their experience with DAOC endgame.

    But, they failed. Failed because you can’t create a 900lbs Gorilla at birth. You have to start as a baby chimp and grow.

  43. Stupid says:

    Vetarnias :
    People who are satisfied with WoW, will stay with WoW; people who are tired of WoW, won’t play a WoW clone.

    And, afterall, isn’t this the real problem?

    Pundits and spin-doctors and veteran MMO players can argue ’til they’re blue in the face about how different WAR is from WoW, but to the layman the two games are very similar in scope, feel and design. WoW and WAR are the Coke and Pepsi of MMOs and unless you drink several glasses every day you can’t taste the difference.

  44. Einherjer says:

    The bad news are for the players who enjoy playing WAR.

    Even if WAR is profitable, if it isn’t profitable ENOUGH, it will be trashed.

    Also bad new for the GW IP fans. Executives now, hell, i don’t know what the hell they know of, but surely they will attribute part of the possible failure of WAR to the IP behind it which will jeopardize any current and future projects on that IP.

    As for the usual WAR bashing that goes around here, I maintain you haven’t been playing or haven’t played the same game.

    I also wonder what would happen if I said: “played WoW with a char until lvl 8 and i gave up because it sucks”? I bet it would be a huge roar of “hey! if you just played until lvl 8 you know nothing of the game.”

    But hey, i guess the starter areas are what defines an entire game and usually are an exact replica of what you can expect further down the road. Just like WoW’s.

    Also, if a WoW player complains about long leveling times in WAR or about the killtenrats quests, he must be on drugs or something. Which is fine and he should share. 🙂

  45. Einherjer says:

    Also, speaking of game instability, I can hardly wait for the next MMO from Blizzard.

    They have the time, they have the money, they have the world. If there are any issues at launch it will be delicious to see the Blizzard fanbois to justify it. Delicious, mark my words.

  46. Longasc says:

    Blizzard could also merge tens if not hundreds of WoW servers in Europe and America.

    There are servers that have waiting queues that exceed the number of players online on the low population ghost servers during a whole week, and this is no exaggeration.

  47. Votan says:

    For me WAR is just simply not fun, nor what I was expecting from the Mythic hype.

    As for people slamming it, I think there are a lot of very pissed off former DAOC players that felt Mythic totally walked away from anything good from DAOC and instead made a game to cater to the WOW crowd add in the Warhammer IP fans that feel the same way you get a lot of hate when you piss off the ones that use to love you.

    Nothing more vicious than a disgruntled fanboys 😛

  48. Paul :Awesome gripping hand reference!

    I concur. Well done, sir!

  49. Iconic says:

    This is rather sad, to be honest. Although I don’t prefer WAR (for a bunch of reasons) it really seems to me that Mythic had the right approach when they went back to the drawing board during the first beta test and effectively re redeigned much of the game. I’d like to see them succeed, and server mergers are not a great sign of success.

    I know a number of people who are playing WAR, and they all complain that the end game is unplayable. I guess there’s no way to keep people playing when the ultimate prize for all of that leveling and gearing and whatnot is just unplayable for technical reasons alone.

  50. Cliff says:

    I play WAR, and just recently relocated to a more populated server. I am having a good time. The population is much more active and we have had quite few good battles. I don’t like to see their servers close, because that obviously means fewer players are playing than expected which I hope does not threaten the longevity of the game. By the same token, I think that it is needed, as this game is designed around having lots of folks run about in it, and my own play experience has been largely improved by merging into a higher population server.

    I feel like Mythic has been pretty responsive to changing and addressing issues. I won’t get to deeply into a WoW vs. WAR debate, as I play both, and like both games, but I am troubled by some of the overly negative comments about Mythic and the game in general. I have been playing WoW for years and have not seen issues in that game (fundamental strategic issues) addressed with anywhere near the speed and effectiveness that the Mythic updates for WAR have been. The influence element added to open RvR has completely revitalized the open RvR lakes, which was a major complaint people had shortly after launch. They were quick to address it and the fix was a good one. The crafting adjustments were good ones in my eyes as well, and I am actually enjoying the crafting in the game now. Blizzard does a fair job at making these kinds of adjustments too, but they have not always been fast about it and the changes have not always been good ones, in my view, so I certainly don’t see them as being all that superior to Mythic in this regard.

    I liked PQs then and I like them now. I can also honestly say that the community is a nice one. I have enjoyed the random conversations struck up in the open group setting in WAR far more than I ever did in WoW pugs or hanging out in WoW cities. People speak in complete sentences most of the time, which in and of itself seems like a silly thing to say, but it speaks to the kind of player I enjoy being around and have encountered in WAR. I grow pretty weary of the text message speak I see constantly in WoW, so community in WoW does not seem superior to me in that regard either.

    I understand and agree with some of the performance issues and polish, but I see these steadily improving and have no doubt that they will continue to improve further, and I enjoy the game enough that I am satisfied with that.

    I guess I can honestly say I don’t see where some of these complaints come from as to community and PQ design, but your experience certainly may vary, and the game is by no means perfect. It is, however, in my opinion, fun, and I would be very sad to see it go. (and that comes from a WoW player AND a Warhammer IP fan, so there is that lesson about broad generalizations again.)

  51. no hands says:

    Longasc :
    There are servers that have waiting queues that exceed the number of players online on the low population ghost servers during a whole week, and this is no exaggeration.

    Not sure where you think you’re getting this information from, but this is incorrect. Carry on trashing WoW.

  52. Mark Asher says:

    PQs are a good idea that could have been implemented better. First, there are way too many of them. Second, most of the time you can’t find anyone to do them with you.

    This is how players generally do PQs. They find one near the warcamp and do it until they have maxed out their influence and then they are done with PQs in that level range.

    Some of the PQs are great concepts, though. There are some where you are competing against the enemy players to see who will finish the PQ first, so they encourage a little oRvR. Sadly, too often these are empty too.

    I also agree with the comments that War is too much like WoW. I suspect the 300,000 players left in War (they probably have lost a staggering one million players!) are the ones keenly interested in RvR. That’s really all that War has over WoW. Otherwise, the games are similar and WoW is generally better in most regards, and certainly better in the one most important way that new MMOs can’t match out of the gate no matter how much development money is spent – WoW is the game where your friends and your guild plays.

    Still, 300,000 players is a nice fat number. NCSoft would have killed for a third as many for Tabula Rasa.

  53. Longasc says:

    Holy Jesus, I just said that there are really empty low pop servers in WoW, yet they still add new servers in each expansion instead of merging the low pop ones, which would be better IMO.

  54. Vetarnias says:

    Einherjer :
    As for the usual WAR bashing that goes around here, I maintain you haven’t been playing or haven’t played the same game.
    I also wonder what would happen if I said: “played WoW with a char until lvl 8 and i gave up because it sucks”? I bet it would be a huge roar of “hey! if you just played until lvl 8 you know nothing of the game.”

    I can tell you what happened, because I only made it to level 46 in WoW before tiring of it and posting my reasons why. You can read this entire thread if you have an hour to waste: http://www.mmorpg.com/gamelist.cfm/game/4/view/forums/thread/218904/page/1 . The interesting stuff begins around post 110.

    But WAR, well, WAR was an unending sequence of crash-to-desktop / login queue / crash / queue / crash etc. etc. that I gave it up just for that. I couldn’t afford a new computer just to play a game that at any rate I found underwhelming. I would have stuck with it a little longer (at least until the end of the initial free month) but it was just getting unbearable.

  55. Pickly says:


    On your article, you seemed to goof up on the retribution issue, but otherwise what it said does fit with my experience. (though I played for a 6 month period and a 9 month period, and played all the classes.)

    (In terms of Warhammer, i followed it’s development, and planned to play it, but my computer also was on the edge of the “minimum” requirements, and was really slow. It wasn’t worth upgrading to play the game after hearing some of the problems.)

  56. Muckbeast says:

    A lot of things about WAR went wrong, and a lot of things went right. But I think these 3 are the most glaring right now, and only 1 is easily fixable.

    1) Way too much CC. Same thing happened in DAoC, and they fixed it somewhat.

    2) They have 2 realms/factions. They need 3.

    3) Nobody gives a crap about any of the zones, because none of the zones are their realm’s homeland. When dirty Albs took Bledmeer, I was furious! I had to get it back!

  57. Mike Swinton says:

    Hi there today is March 13th.

    Warhammer Online is pretty much going down the drain. If you need proof then go to the forums and read the Tier 4 posts. Not only are classes after patch 1.2 worse off but the whole aspect of melee has been ruined. Don’t take my word for it. The game is so bugged, pointless for ORvR (read forums)and unbalanced that the patch they made actually worsened an already bad game.

    There is even a public commentary by Mark Jacobs about regrets and he blames the economic crisis as a part of his opening. But read between the lines and you can count the number of defensive comments coupled with admitting to it being a problematic game.

    Furthermore they are now giveing you 10 free days if you re-subscribe and awarding you in-game items. LOL. You get to buy in-game items for real cash now! So please read the forums if you do not believe me. This is as of today. The game is an epic failure.

    Warhammer is just plain bad and broken, it crashes, has sound problems, you get stuck often, winning is based on who happens to be around and you can always win at 4am … well I will stop now. I am just angry because I invested many hours in a character that can only use one of its 3 specs.

    I only wish I had another MMO to go to. AoC, WoW, LotR NO THANKS, been there. Any suggestions for something that works and is fun? Thanks!

  58. Gx1080 says:

    Go EVE

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