Sad that Warhammer went away, but I'm glad to see it could come back again here with RoR. Don't give up on this project.
Here is a series of beautiful videos to inspire you as well as a nice article that explains perfectly how Mythic and EA shot Warhammer in the ass. Enjoy! ...specially the videos. They are amazing!!
Inspiration-
Click here to watch on YouTubeTier 1
Click here to watch on YouTube -Tier 2
Click here to watch on YouTube - Tier 3
Click here to watch on YouTube- Tier 4
Despair-
http://www.alteredgamer.com/warhammer-o ... a-failure/
Inspiration and Dispair
Inspiration and Dispair
Last edited by Grolar on Fri Oct 03, 2014 11:49 pm, edited 2 times in total.
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Re: Inspiration and Dispair
Thank you for posting those! I teared up a little bit. /sniff
Re: Inspiration and Dispair
Glad that I found them. Total accident stumbling on to those videos.
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Re: Inspiration and Dispair
Great videos :/ miss the old times
"A danger foreseen is a danger avoided."
Dana - WE
Horsegirl - DoK
Dana - WE
Horsegirl - DoK
Re: Inspiration and Dispair
Nice vids and read.
Sad to read that review. If only they had sorted out the bw bombing and warrior priest the game might still be around. Class balance was a real issue and probably the biggest thing that killed the game.
Sad to read that review. If only they had sorted out the bw bombing and warrior priest the game might still be around. Class balance was a real issue and probably the biggest thing that killed the game.

Re: Inspiration and Dispair
I agree. The article hits all the topics I thought were the downfall of the game. The least of which in the beginning were issues due to collision detection. It made the game unplayable in the large battles. I brought this up with developers on the forums a number of times, while I was in closed beta. All of my comments were dismissed or never responded too. Later on they removed the collision detection, but it was to late by then. The people who left because the game was unplayable, never returned and the game never recovered its momentum.Telen wrote: Sad to read that review. If only they had sorted out the bw bombing and warrior priest the game might still be around. Class balance was a real issue and probably the biggest thing that killed the game.
In an ocean of people, the sane voices get drowned out by the insane ones. More often then not, game devs listen to insanity.

Happy to be back though. This game is truly a diamond in the rough. i find myself watching these videos a lot..to help remember.
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Re: Inspiration and Dispair
[quote="Grolar"]The least of which in the beginning were issues due to collision detection.
/quote]
Wha? I'm confused... What was wrong with the "collision detection". Is this when the game had no collision detection?
/quote]
Wha? I'm confused... What was wrong with the "collision detection". Is this when the game had no collision detection?
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Re: Inspiration and Dispair
It's worth noting that, early on, the team seemed to want to stick by their initial vision, warts and all, though obviously trying to fix some of the stuff that came about as a result of the game being rushed out the door. This led to some clashes between Mark and a lot of people who were engaging in "I'm rock, scissors are fine, nerf paper"-style qq posts on VN and WHA, and a lot of that carried over into heated debates about ACTUAL issues (a bad city siege design, keep-trading/zone-trading, and huge engine/mechanic problems like melee range and an inability to handle large populations at Fortresses et al chief among them early on).
Eventually some -- but not all -- of the 'chaff', so to speak, dropped off, and some of the big issues were sorted, and then new staff came in and we started the merry-go-round of drastic balance changes with seemingly every patch in response to those qq posts (I remember more than enough 'debates' on the class forums with people that sure-as-heck must have been reincarnations of the DAoC team leads I couldn't believe had somehow gotten into the program given their obliviousness to mechanics when we had IT discussions about patches and balance, but I'm going on a tangent).
In the end, WAR just got stuck in a momentum downward spiral based on initial population losses for not coddling the fly-by-night themepark MMO tourists and arena enthusiasts, subsequent population losses as a result of bipolar patching and devs with no clear long-term vision for the game, and imo a final real decline from bonkers end-game balance with RR90/100 gear and all that phase of the game entailed.
The article isn't a bad read and does touch on some of the failings, but it definitely strikes me as written from the perspective of someone who touched briefly and bailed when things were sour early on. The game could have still been a niche success, but instead of embracing what they were good at they tried too hard to appeal to the players they didn't have rather than the ones they had.
Eventually some -- but not all -- of the 'chaff', so to speak, dropped off, and some of the big issues were sorted, and then new staff came in and we started the merry-go-round of drastic balance changes with seemingly every patch in response to those qq posts (I remember more than enough 'debates' on the class forums with people that sure-as-heck must have been reincarnations of the DAoC team leads I couldn't believe had somehow gotten into the program given their obliviousness to mechanics when we had IT discussions about patches and balance, but I'm going on a tangent).
In the end, WAR just got stuck in a momentum downward spiral based on initial population losses for not coddling the fly-by-night themepark MMO tourists and arena enthusiasts, subsequent population losses as a result of bipolar patching and devs with no clear long-term vision for the game, and imo a final real decline from bonkers end-game balance with RR90/100 gear and all that phase of the game entailed.
The article isn't a bad read and does touch on some of the failings, but it definitely strikes me as written from the perspective of someone who touched briefly and bailed when things were sour early on. The game could have still been a niche success, but instead of embracing what they were good at they tried too hard to appeal to the players they didn't have rather than the ones they had.
Playing from Canada. Melee latency is real.
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1
Re: Inspiration and Dispair
Hey Elven,Elven wrote: Wha? I'm confused... What was wrong with the "collision detection". Is this when the game had no collision detection?
I'm sure some remember that in the beginning, the game had collision on players..so when I said collision detection in WHO I'm talking about the player collision detection, not the static world collision.
I just meant player collision was an awful choice from a design stand point. In theory it sounds great and probably looked good on paper, but as an MMO with large scale combat...it's a TERRIBLE idea. Its easy enough with static world objects because they don't move, but players do. The collision information that has to be calculated in real time for EVERY player in the game is sent to the server and then back to ever other player. Put that into a scene with hundreds of people interacting with one another and you have calculation overload....that equals lag. Even if they would've take off collision for friendly players it would've helped, but they did't do that until it too late. Bottom line for me is it was one of the main things that killed the game and it wasn't needed.
Remember today's computers and video cards are much better than they were 6 years ago when War was released, but that only speaks more to my point.
Sorry to get off the topic. Please enjoy the collision free videos

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