PvE was never WAR's strength, I'd like to help that a little.

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Stmichael1989
Posts: 184

PvE was never WAR's strength, I'd like to help that a little.

Post#1 » Wed Feb 08, 2017 4:51 am

One of the more tragic failings of WAR, to me at least, was the failure of the original developers to give a fleshed out portrayal of the Warhammer world through PvE. The vast majority of quests in this game are generic kill X wombats and gather Y mcguffins for some NPC you've never heard of. This falls far short of the kind of storytelling the Warhammer IP is capable of, and I want to help rectify that.

If some of the devs are willing to help out with the coding, I'd like to propose some collaborative writing on a series of quests for RoR. I don't subscribe to the idea that more quests = better, as we've clearly seen from the base game, so I propose a simple approach. Each class has a class specific quest line that spans from levels 1-40 across all zones, as well as another quest line for their race that's shared with the other 3 classes of their race. Each class (with the exception of Disciple of Khaine, as they were invented for this game to give Dark Elves a healer) has enough established lore and flavor to write at least a short novel about.

In addition to helping flesh out an obvious sore spot on the game, I think this would be excellent for the overall health of the game.

If anyone has any ideas for quest lines, or if there are any aspiring writers out there who would like to take one a quest or two, chime in.
StMichael - 40 Warrior Priest
Elhim - 40 Shadow Warrior
Cullexus - 40 Witch Hunter
Teuton Codpiece - 40 Knight
Gritkicker - 40 Slayer

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Thelen
Posts: 260

Re: PvE was never WAR's strength, I'd like to help that a little.

Post#2 » Wed Feb 08, 2017 6:04 am

Quests in WAR are a means to an end (XP when RvR is slow). The people that play WAR for the single player and/or PvE content mainly I'd have to assume are a tiny, tiny fragment of the population. IMO this would be a huge time investment for something that would be interesting to very few players.

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Hargrim
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Re: PvE was never WAR's strength, I'd like to help that a little.

Post#3 » Wed Feb 08, 2017 7:20 am

The game currently do not support anything more complicated than 'Go kill X of Y' or 'Go click X Y times'. Just so you know.
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Stmichael1989
Posts: 184

Re: PvE was never WAR's strength, I'd like to help that a little.

Post#4 » Wed Feb 08, 2017 7:27 am

Thelen wrote:Quests in WAR are a means to an end (XP when RvR is slow). The people that play WAR for the single player and/or PvE content mainly I'd have to assume are a tiny, tiny fragment of the population. IMO this would be a huge time investment for something that would be interesting to very few players.
Speak for yourself. In the wide, wide world of online gaming, there are literally thousands of professionally managed online communities that receive funding for continued development. Many of them are significantly newer than WAR, all of them have people working full time on them, and a good portion of them have things like comprehensive balance, regular content updates, and devs who have access to the original dev kit.

In spite of all of that, the devs chose this game specifically to resurrect, and a few thousand people chose to play on a private server of a resurrected corpse of a game. There's a very good reason for all of this, and it's not the games aesthetics or generic MMO combat ripped from world of warcraft. You can get a game that does both of those as good or better than this game a great many different places.

It's the Warhammer brand that everyone is here for. It's because there's some ****-mothering heretics that need to be torched, there's 54,293 pages left in the Dammaz Kron that need answering, we'z gonna stomp da zoggin' krunk outta doze gits, and BLOOD FOR THE BLOOD GOD! You mean to tell me that no one would be interested in quests that actually delved into Warhammer lore?

Hell, if nothing else, add some renown to the quests. People who choose to partake in PvE are already at a disadvantage to those who zerg through t2/t3 RvR at the expense of the rest of the game.
StMichael - 40 Warrior Priest
Elhim - 40 Shadow Warrior
Cullexus - 40 Witch Hunter
Teuton Codpiece - 40 Knight
Gritkicker - 40 Slayer

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Stmichael1989
Posts: 184

Re: PvE was never WAR's strength, I'd like to help that a little.

Post#5 » Wed Feb 08, 2017 7:30 am

Hargrim wrote:The game currently do not support anything more complicated than 'Go kill X of Y' or 'Go click X Y times'. Just so you know.
Could that change with the coming of the patcher? Probably wouldn't even need much actual programming, just some scripted actions and good writing.
StMichael - 40 Warrior Priest
Elhim - 40 Shadow Warrior
Cullexus - 40 Witch Hunter
Teuton Codpiece - 40 Knight
Gritkicker - 40 Slayer

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catholicism198
Posts: 1092

Re: PvE was never WAR's strength, I'd like to help that a little.

Post#6 » Wed Feb 08, 2017 7:43 am

Stmichael1989 wrote:
Spoiler:
One of the more tragic failings of WAR, to me at least, was the failure of the original developers to give a fleshed out portrayal of the Warhammer world through PvE. The vast majority of quests in this game are generic kill X wombats and gather Y mcguffins for some NPC you've never heard of. This falls far short of the kind of storytelling the Warhammer IP is capable of, and I want to help rectify that.

If some of the devs are willing to help out with the coding, I'd like to propose some collaborative writing on a series of quests for RoR. I don't subscribe to the idea that more quests = better, as we've clearly seen from the base game, so I propose a simple approach. Each class has a class specific quest line that spans from levels 1-40 across all zones, as well as another quest line for their race that's shared with the other 3 classes of their race. Each class (with the exception of Disciple of Khaine, as they were invented for this game to give Dark Elves a healer) has enough established lore and flavor to write at least a short novel about.

In addition to helping flesh out an obvious sore spot on the game, I think this would be excellent for the overall health of the game.

If anyone has any ideas for quest lines, or if there are any aspiring writers out there who would like to take one a quest or two, chime in.
Sounds like you're trying to infuse this game with some SW:ToR flair.
While this sounds like a "fun" idea it'll just end up being a waste of time as only a handful of people quest and even fewer, if any, bother to read the flavor text.
Even if they were to do something like this...pve would still be pretty bland because mobs only auto-attack... ...it wasn't until recently that they gave keep lords a few generic abilities.
check out this video:
https://www.youtube.com/watch?v=uQuhRfZK6BI&t=84s

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wargrimnir
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Re: PvE was never WAR's strength, I'd like to help that a little.

Post#7 » Wed Feb 08, 2017 7:45 am

Stmichael1989 wrote:
Hargrim wrote:The game currently do not support anything more complicated than 'Go kill X of Y' or 'Go click X Y times'. Just so you know.
Could that change with the coming of the patcher? Probably wouldn't even need much actual programming, just some scripted actions and good writing.
Deciphering how the server is supposed to work, when all we really have is the client side. If it were as simple as writing a few scripts, it would have been done. However, everything that made the server work is a black box where we have raw packet data from live to work with. Someone would need to dedicate quite a bit of time fiddling with it before they start to make little breakthroughs.

Honestly, it's not worth the time currently. The super basic implementation will be the norm until sometime in the distant future when they can be revisited.

Scripted events are easier, in a sense that we don't have to rely on client/server interaction so much. Londo is working on some magic for that side of the game. We don't currently write any AI/event scripts by hand.
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