Cluster
22nd March 2007, 13:02
Looks like WAR is getting an RvR dungeon (that's gonna be mad) and you can either level up via PVP or PVE or both. How cool is that :)
Have a read :
What rewards will RvR offer?” - According to Jeff, it’s not possible to split out RvR rewards from their compatriots on the PvE side. Everything you can get from fighting mobs is obtainable by killing other players. You can earn XP, level up, and even get loot. The items are looted off of dead players, but aren’t ‘from’ the dead players. Players will apparently have their own loot tables. This is completely awesome, and is something I’m eager to test out. I’ve had more than my fill of whomping rats, thanks. If I could have played Arathi Basin for quest xp, I would have been in that queue from logon to logoff.
The idea of griefing comes up, and their response is succinct: “As long as there is still skill involved in taking on another player, you can fight. If there is no challenge in killing a player, or too much, you can’t do it.” A level 40 character in a level 10 zone just wouldn’t be flagged; he doesn’t belong there.
They talk a bit about the size of the game, and state at launch they’ll have 33 zones, 6 capitol cities, 3 PvE dungeons, one big RvR dungeon (what’s that going to be like?), and ‘bazillions of scenarios’. They’ve obviously put a lot of effort into the scenario part of the game. They certainly seem popular in WoW, so no reason to think they won’t work in WAR.
Things are kind of wrapping up and Paul goes off on a tangent about “Playing the game how you want to play it.” IE: Killing members of a guild take their banners, putting the banners on your walls as trophies. Kill people, take their heads, putting them on your guild banner and wave it around. He was a big fan of the “I’m better than you” moments in gaming.
My overall impression: Impressed. I really wish I’d had the chance to play around with the game at GenCon this year. My summer was ‘naf’ to borrow a term, and I never had the chance to set up a PR appointment before hand. My bad, and now it looks like I really missed out on the chance of seeing something different. I still agree with the folks who say that WAR *looks* like WoW, but it definitely seems to have sufficiently different elements so as to set it apart from it is popular predecessor.
If nothing else, the idea of leveling up through the game via PvP (but having the option of not doing so).
Have a read :
What rewards will RvR offer?” - According to Jeff, it’s not possible to split out RvR rewards from their compatriots on the PvE side. Everything you can get from fighting mobs is obtainable by killing other players. You can earn XP, level up, and even get loot. The items are looted off of dead players, but aren’t ‘from’ the dead players. Players will apparently have their own loot tables. This is completely awesome, and is something I’m eager to test out. I’ve had more than my fill of whomping rats, thanks. If I could have played Arathi Basin for quest xp, I would have been in that queue from logon to logoff.
The idea of griefing comes up, and their response is succinct: “As long as there is still skill involved in taking on another player, you can fight. If there is no challenge in killing a player, or too much, you can’t do it.” A level 40 character in a level 10 zone just wouldn’t be flagged; he doesn’t belong there.
They talk a bit about the size of the game, and state at launch they’ll have 33 zones, 6 capitol cities, 3 PvE dungeons, one big RvR dungeon (what’s that going to be like?), and ‘bazillions of scenarios’. They’ve obviously put a lot of effort into the scenario part of the game. They certainly seem popular in WoW, so no reason to think they won’t work in WAR.
Things are kind of wrapping up and Paul goes off on a tangent about “Playing the game how you want to play it.” IE: Killing members of a guild take their banners, putting the banners on your walls as trophies. Kill people, take their heads, putting them on your guild banner and wave it around. He was a big fan of the “I’m better than you” moments in gaming.
My overall impression: Impressed. I really wish I’d had the chance to play around with the game at GenCon this year. My summer was ‘naf’ to borrow a term, and I never had the chance to set up a PR appointment before hand. My bad, and now it looks like I really missed out on the chance of seeing something different. I still agree with the folks who say that WAR *looks* like WoW, but it definitely seems to have sufficiently different elements so as to set it apart from it is popular predecessor.
If nothing else, the idea of leveling up through the game via PvP (but having the option of not doing so).