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Housing... is there room in WAR?

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  • SkylesSkyles Member Posts: 118

     

    Originally posted by docminus


    Same with crafting - the devs don't care if it fits into the lore - it's a time sink. And time sinks mean you stay longer and pay longer......

    Do you not read any dev interviews, or are you just sure that you know a hidden truth?  You pay monthly - they couldn't care less how many hours you log each month, as long as you come back every month.  Discusssing time sinks and grinds, they've stated over and over that it's their intent to drop things that smack of "work", instead making the game a fun, compelling hobby that you like playing  month after month, year after year, even if its only a couple hours every weekend.  A good example of that design philosophy is the system they've set up that automatically logs all creature kills, and the quest system that checks your creature kills when you run into a kill quest - if you run into a guy that wants you to go kill wolves, the system checks how many wolves you've killed in your lifetime and immediately jumps to "quest completed" if you've already done what he wants.  Here's a couple direct quotes from Mark on the subject:

    Mark Jacobs Said:


    1) No time-sink quests of any kind. If the only way we can generate enough content for players to feel like they are getting good value for this game is to force them to spend hours and hours running from point a to point b to point c and then bake to a or to mindlessly kill 1000 NPCs, then we have failed to create a great next-gen MMORPG.
    2) Quests, whenever possible (and the exceptions to this rule must be fore really unique and interesting quests), must tie in tightly the backstory and WH IP
    3) No kill 100s creatures to get an item with a 0.01% drop rate (I think my doc also mentioned a quick trip to a very hot fire for anyone who created such quests)
    - Mark
    Mark Jacobs Said:


    If it makes you feel any better, in my design document I addressed travel time sinks directly and made a point that there better not be any in WAR. Travel from areas can take some time (no insta-ports all over the map) but using time as a time sink to slow down player advancement speed is a no go in WAR.

    - Mark

    As far as crafting is concerned, they've said:

     

    - Crafting will keep the Warhammer universe in mind: An Orc that runs around and collects flowers is hard to imagine. In Warhammer Online it will instead separate and collect the meat and bones of dead animals and opponents in order to make things. 

     

     - The crafting system should not require you to create 100s of items to advance a level, rank, etc.

     

     - The system should not encourage farming, whether for loot or through the crafting system. 

     

     

     

  • Realm-ReaperRealm-Reaper Member Posts: 501

    Hmmm...

    I have to say I can be satisfied with nice decked-out Guild Halls. I would love housing, but I can deal with it.

  • docminusdocminus Member Posts: 717

    Originally posted by Skyles


     
    Originally posted by docminus


    Same with crafting - the devs don't care if it fits into the lore - it's a time sink. And time sinks mean you stay longer and pay longer......

    Do you not read any dev interviews, or are you just sure that you know a hidden truth?  You pay monthly - they couldn't care less how many hours you log each month, as long as you come back every month.  Discusssing time sinks and grinds, they've stated over and over that it's their intent to drop things that smack of "work", instead making the game a fun, compelling hobby that you like playing  month after month, year after year, even if its only a couple hours every weekend.  A good example of that design philosophy is the system they've set up that automatically logs all creature kills, and the quest system that checks your creature kills when you run into a kill quest - if you run into a guy that wants you to go kill wolves, the system checks how many wolves you've killed in your lifetime and immediately jumps to "quest completed" if you've already done what he wants.  Here's a couple direct quotes from Mark on the subject:

    Mark Jacobs Said:


    1) No time-sink quests of any kind. If the only way we can generate enough content for players to feel like they are getting good value for this game is to force them to spend hours and hours running from point a to point b to point c and then bake to a or to mindlessly kill 1000 NPCs, then we have failed to create a great next-gen MMORPG.
    2) Quests, whenever possible (and the exceptions to this rule must be fore really unique and interesting quests), must tie in tightly the backstory and WH IP
    3) No kill 100s creatures to get an item with a 0.01% drop rate (I think my doc also mentioned a quick trip to a very hot fire for anyone who created such quests)
    - Mark
    Mark Jacobs Said:


    If it makes you feel any better, in my design document I addressed travel time sinks directly and made a point that there better not be any in WAR. Travel from areas can take some time (no insta-ports all over the map) but using time as a time sink to slow down player advancement speed is a no go in WAR.

    - Mark

    As far as crafting is concerned, they've said:

     

    - Crafting will keep the Warhammer universe in mind: An Orc that runs around and collects flowers is hard to imagine. In Warhammer Online it will instead separate and collect the meat and bones of dead animals and opponents in order to make things. 

     

     - The crafting system should not require you to create 100s of items to advance a level, rank, etc.

     

     - The system should not encourage farming, whether for loot or through the crafting system. 

     

     

     

    believe it or not, I did read that, but I forgot about it as well.... doooh.

    would be nice if they can really implement what they are saying. *keeps fingers crossed*

    imageimage

  • docminusdocminus Member Posts: 717

    Originally posted by Thedrizzle

    Originally posted by ImixZinz


    I know theres a lot of die hard fans out there screaming NO NO NO WAR IS WAR ALL YOU DO IS FIGHT..blah blah blah "go play another game" ect ect... typical responses.
    But lets be honest, after awhile constant fighting over territory gets old and eventually people will want more out of this game then just PvP/PvE killing... Do you think theres room in WAR for Housing? is there room in Warhammer lore to give each individual grunt his own plot of land to build and defend/merchant/expand? Would Warhammer support player built CITIES?
     
     



    Only if people aren't affraid to have their homes burnt down and ransacked... i mean.... the Chaos won't go into a housing area and think " Well these people worked hard to get and decorate these homes, no need to burn them down"

    hehe, good idea. didn't (lol, past tense,), I mean, doesn't Vanguard have something like that? only, that there are so few people.....

    imageimage

  • sunbashersunbasher Member Posts: 10

    I mean, doesn't Vanguard have something like that? only, that there are so few people...

     

    This is one reason why I love WAR's focus on their core product.  Vanguard tried to do close to everything that has ever been done in the MMO market, and tried to throw diplomacy on top of that.  This is fine but they needed much more development time and money to complete their goals.

    WAR on the other hand appears to remain focused on making the best MMORPG that does PvP with some PvE.  Last thing I want to happen to WAR is a huge patch feast after launch.

    If this means no housing, I am fine with that.

    If this means no crafting, I am fine with that.

    I want WAR to do something that I have not seen in my experience with MMOs, release a polished game.

    If WAR feels they do have the resources to housing before their release.  I want housing to be integrated PvP experience in some way shape or form.  It would give the power gamers that want to defend their house or fort in dangerous territory something to do.  For people that wouldn't want that, have player apartments in the main cities.  However you better not let your city fall or you can no longer access your house.

     Vanguard 50 Sorcerer

    EQ2 70 Berserker

    DAOC 50 Guardian

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