More Warhammer details unveiled

I was going to write about other stuff but Arthur Parker linked an interesting 7-min video (you need to copy and paste in a new browser window to make it work) that reveals some of the aspects I was trying to examine:

This image should represent the zone distribution in the game for one of the three "war fronts": Greenskin Vs Dwarf.

I wonder if the numbers represent the four "tiers" of the levelling system.

In this case there are two interesting observations. The first is that the zones are level capped as I guessed. The second is that the capital cities are EXCLUSIVELY PvP zones. Just like an end-game PvP raid zone (DAoC's relic raids) that you can access only when the battle front moves there. So no social "hubs" like in WoW, they are just used for PvP.

If you count all the circles they are 11. So confirming the number of zones for each "war front" (33 zones in the full game). But at the same time we know that the starting zone for dwarves and greenskin is shared, with two opposite entry points and a seamless PvP zone in the middle.

Instead in that scheme the dwarves zone and greenskin zone look separated. So I wonder if they count it two times, like splitted in two in that graph, but seamlessly connected in the actual game.

In this case the unique, accessible zones by one character per warfront would be four (plus the two capitals). Which is GOOD, imho. Since it would help to make the PvP activity converge. Like a consolidated version of the DAoC's frontiers (if they don't overdo with the instances).

I wish we could have some confirmations.

Add warmachines and divided the assault to the capitals into five-six different "stages" with each its own objective (think to Wolfenstein: Enemy Territory) and it could be the coolest thing EVER.

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And more, truly interesting (but unconfirmed) details:

No levels.

Four tiers, with ranks within each tier. You'll have 4 XP bars that allow you to select "packages" of advancements - abilities, static buffs, skills, etc. that you want to work on. Three will be "standard" bars, one will be RvR-specific.

The packages allow you to select advancements that interest you without level-locking them. So, if you're a big fan of exploring and you want to get a mount earlier than - say - an improved combat ability, you can choose a package that includes the ability to use a mount. Packages will have SOME restrictions - most likely tier-specific - but they offer players the ability to wind up with all of the stuff they want eventually, but also the ability to get it in the order of their choosing.

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no pure "support" classes. In addition, no rogues or stealth classes. Not fond of hybrid classes either, though there will almost certainly be SOME degree of hyrbidization for some races.

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EVERY CLASS - is a combat class, you won't find yourself ineffective simply because your group lacks total diversity.

Regarding differentiation, there are a number of things to consider:

1) In terms of simple aesthetics, customization will play a large role. Armor dying and trophies, primarily, will allow players to be visually unique without breaking the aforementioned "iconic look, iconic role" rule. When I say trophies, I mean things like orcs wearing belts of dwarf beards and the skulls of fallen opponents impaled on the spikes of their armor.

2) In terms of personal advancement, you have the package system. I explained this earlier, but it basically lets you play the class you want to play and advance in exactly the way that appeals to you, in exactly the order you want to do it.

3) And in terms of combat, you have tactics. This system is a strategic layer of combat where players choose from a pool of available "tactics" before combat that they are then locked into for a set period of time (minutes or hours, not days). Tactics can be things like persistant buffs, race or mob-specific attack bonuses, etc. As players advance, additional slots open up allowing players to use more - or more powerful tactics. Weak tactics are worth one point, the most powerful tactics are worth - say - five. So if you have ten slots open, you might choose ten minor tactics or two extremely powerful tactics or a mix of five of the former, one of the latter. Or any other mix in between.

This is designed to help players avoid being locked into a specific character spec in any significant way without giving them the ability to respec on the fly without any advanced thought. And, of course, to avoid the typical "I hit these three buttons and - SOMETIMES - this button over here too" style of play.

Let's examine this in order.

"No levels" IS GOOD. The four experience bars could mean that you select the skills you want to level up. Usually the skill systems are based on the use, the more you use one skill the more you improve in it. Here Mythic gives you "four slots", where you can put the skills you want to improve and then the experience points you get will be automatically distributed to those skills. So no more use-driven, which adds freedom and could be a very good design choice to streamline the game.

Now, it's not really a single pick for each skills, but a "package" that you can put on one of the four "experience slots". Here it's still hard to understand how the system works because there must be a link between the ranks and the "skill packages".

From the sound of it I could guess that the system could become highly selective. You obviously need to select those packages you want to use and those you'll leave behind. As a specialization system it looks close to how DAoC currently works. For every level in DAoC you gain "x" specialization points that you allocate to your spec-lines. Here the mechanic is basically the same, but reverted. DAoC's spec lines = Warhammer's packages. You choose the spec-lines / packages you want to develop and then go out to "level them", which will also make you gain "ranks" (probably you gain one rank for every "x" skills you unlock in a package), with the direct consequence of not letting you develop all the packages, but forcing you to select only those that fit with your "build".

In DAoC: level up -> allocate
In Warhammer: allocate -> level up

Not so incredibly innovative ;p

The only difference could be that every new skills in the same package always "costs" you the same amount. While allocating every new point in a spec-line in DAoC costs you progressively more points. It would be an improvement if so.

The negatives of this system are all already known in DAoC. It becomes extremely hard to make choices for your character without third-party character builders that let you plan your character from the first level to the last. And without a respec system you could easily gimp your character forever. So it's a system that requires a very good knowledge of the game and that isn't easy on the newbies (accessibility issue). You cannot start to play and slowly learn the game, instead you need to have already everything pre-planned from the first minute so that your character doesn't finish to suck.

My suspect on the four "tiers" is that they will be used as a measure the overall power of the character, similar to how the levels are being used in Oblivion to then adapt the world around the player.

If this is true then all I said before about the level caps on the zones can still be valid. It would damage the PvP if Mythic allows a "tier four" character to go mess in a zone with characters at the first tier.

Considering everything together the "no level" claim is pretty weak. It's possible that gaining ranks doesn't scale up your stats, hitpoints and mana (at this point it would be the only real difference), but add a rank-based itemization and you basically have the exact same mechanic that drives DAoC or every other level-based game.

No support classes IS GOOD. Remove "healers" altogether, it can only be good.

No stealth classes IS GOOD. Removing annoying ambushes from campers is a good design choice for a game that focuses on a "war" where everyone is supposed to participate together.

About the "tactics" system, as I commented I fear it will lead to min-maxing and default builds. It sounds like WoW's talent system, just more manipulable. I don't see it having a particularly significant role in the design and the gameplay. In the sense that it doesn't seem to add much and being indispensable or worthwhile idea.

I need to know more. Some things are interesting and convincing, some other less.

Re: More Warhammer details unveiled

I'm gonna do my best to explain how the actual Pen and Paper Warhammer Fantasy Career System works. It sounds like the MMO will use something similar.

Every player starts with a basic career, all the trappings (equipment) of that career and all of the starting skills. Characters also receive talents, depending on race, and may get a talent from their starting career. Every character has 10 stats. Every career has certain career advancements (either stat point bonuses or talents) available for that career. You spend experience points to to buy the advancements. So you might buy +5 to str as one advancement. It's always the same xp pt cost for each advancement.

Once you have bought all advancements in a career, you can choose an exit career from the ones listed for the career you currently have. You then spend 100 xp and must already own the trappings for the new career and then you change to that career. All careers have exit careers. It was possible to leave a career without all advancements, but it cost more xp to change careers.

The game also had Advanced Careers which give better advancements, talents, and trappings. But, these Advanced Careers had prerequisites in stats, race, and talent choices as well as previous careers.

An example: You start the game with the basic career Soldier. You get a weapon, some crappy armor, some money, and some food. You adventure for awhile and get all your advancements and then buy a horse and a pike and decide to change careers to the exit career Cavalryman, which is basically a mounted soldier.

Later in your adventuring, you meet a paladin and he converts you to his faith. Paladin is an advanced career and you have to have certain minimum stats, be the same race as the person converting you, and have certain skills (gained from certain careers, such as soldier and cavalryman) to enter that career. You do so and are now a paladin.

It sounds like they will have essentially 4 tiers with 4 career choices as you advance, so 16 choices total in your career. I bet if you stay the same career through a tier, you will get all advances for that career and be more specialized as a warrior/priest/rogue. You would still have to change careers at the next tier, but it would be to a better career, maybe even an advanced career, with better skills and higher stat bonuses. Or you could change careers 16 times and be a jack of all trades with a few bonuses from each one.

Hopefully, that clears up a little bit the way Warhammer Fantasy worked. It sounds like they are using that system with DAOC modifications to get the end result of what they have built.

Re: More Warhammer details unveiled

Did you happen to go to Cedar High School?

Re: More Warhammer details unveiled

Yes, I did.

Re: More Warhammer details unveiled

From the way I read the packages thing, it doesnt sound like you can gimp your character because it says you still get all your abilities eventually, just in the order you want them. Seems like you might be able to gimp yourself in the early game, but you still end up with all your abilities. Least, thats how I read it.

Re: More Warhammer details unveiled

I only have those quotes from others and I comment what I read. Specifically:

Regarding differentiation, there are a number of things to consider:

2) In terms of personal advancement, you have the package system. I explained this earlier, but it basically lets you play the class you want to play and advance in exactly the way that appeals to you, in exactly the order you want to do it.

This is why I was guessing that there was a personalization in the choice of the packages. Both as you "rank up" and at the endgame.

Your guess instead is about a system that offers a choice only during the character progress and that is flattened at the endgame.

We'll see. Your idea would fit better with the "tactics" system, granting to it the function of the customization. It makes sense and I'd support this other interpretation.

Re: More Warhammer details unveiled

Thanks for the details!

It sounds more like UO than anything, except with more limited choices. In UO, the skill numbers WERE XP, but they went up by raw use (swing sword at something to increase Skill). SWG took that the next step by requiring the skill be used in a relevant setting, and only granted as XP towards that skill box upon successful completion of the fight.

In WAR there's four boxes, each of which gets a Skill that the player wants to increase through XP, and each Skill being designed as complementary. Yes, in UO you could train 7 or more weapons skills. But if you didn't train the secondaries, you were gimped.

I'm interested in seeing if it's just XP split 25% and applied evenly to each box or if they tie it to some distribution based on what skills were used. But other than that, this doesn't sound terribly new except in the terminology used.

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