Yes, AAO was a great addition. Locking you to one realm would solve nothing.Aurilian wrote:Well I always played Order and gravitated towards the areas where there was AAO simply because my guilds playstyle was small skirmishing versus warbands. Of course it's always gonna be a problem but I always thought that AAO was a great implementation to fight the cross-realming problem.
Whats the Worst Design Choice Mythic Made that You Ran Into?
Re: Whats the Worst Design Choice Mythic Made that You Ran I
Dying is no option.
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Re: Whats the Worst Design Choice Mythic Made that You Ran I
Do you mean because players will just have Alt accounts to circumvent things like lockouts or Reward debuffs?Sulorie wrote:Yes, AAO was a great addition. Locking you to one realm would solve nothing.Aurilian wrote:Well I always played Order and gravitated towards the areas where there was AAO simply because my guilds playstyle was small skirmishing versus warbands. Of course it's always gonna be a problem but I always thought that AAO was a great implementation to fight the cross-realming problem.
Hopefully those guys are only a minority of the players... The few that go to that extreme IMO are not going to have a large impact from what I foresee.

Re: Whats the Worst Design Choice Mythic Made that You Ran I
I would say RvR change that promoted empty keep takes and afk'ing for renown, insta kill cannons and overextension debuff by warcamps.
I also agree with Mordread, i liked the rr100 expansion. I like others got beaten up badly during the early days by players who powered thru renown but instead of giving up or quitting i stuck with it learnt my lessons and it payed off in the end.
I also agree with Mordread, i liked the rr100 expansion. I like others got beaten up badly during the early days by players who powered thru renown but instead of giving up or quitting i stuck with it learnt my lessons and it payed off in the end.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder
Re: Whats the Worst Design Choice Mythic Made that You Ran I
if the game is to boring so people afk instead of playing it, no measure of the world besides making the game more entertaining will hinder that.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
- Smooshie (Destro)
Re: Whats the Worst Design Choice Mythic Made that You Ran I
Considering the huge amount of assisine calls that Mythic made It's downright impossible to single out a "worst", so I'll just make a list in no particular order. Any of them, alone or in combination, was a bonehead move that had enough weight by itself to actually kill the game.
1) No third faction. Self explanatory. that alone was strike one, two and three all in one. But wait, keep reading, it just gets worse.
2) non-mirrored classes. Dont get me wrong, I love the idea, but its brutally demanding on the devs. instead of having to balance 12 classes, they had to balance 24. That'd be an ordeal for even the largest, most professional and experienced dev studio, neither of which was Mythic.
but Mythic proved they couldnt even balance 2 (!!!) classes in 5 years, BWs and WPs were completly surreal for nearly the entire game's lifespawn...good luck with 24....
which leads me to...
3) Faction imbalance per design
Apparently mythic were worried of the "WoW trend", where the alliance, the good guys, outnumbered the horde, the bad guys, 3 to 1. They thought that people fancied the good guys too much so hey, it wont hurt if we make our bad guys cooler AND stronger to compensate, right?
wront. at release 95% of the servers were heavily destro dominated both in numbers and because destro wa stronger, to the point that half the people quitted due to being bored of no opposition while the other half quitted due to being bored of being glorified punchbags.
not happy with that, the masterminds at Mythic tot that they could fix it. that meaning, putting the cherry on top of the **** cake, of course.
cue patch 1.2, where they overnerfed destro AND overbuffed order. and who would have figured? most servers just did a 180, becoming heavily order dominated, and prompting the bunch of people still clinging to the game to quit enmasse....
apparently running a RvR game for 6 years didnt teach Mythic the #1 lesson of PvP player mentality: they dont care about anything other than getting an edge. if a class, a side, a mechanic, whatever, grants them an edge, people will flock to it. Even if it means playing a dung with arms and legs, it doesnt matter as long as its strong in pvp.
4) way too many servers at start. a shame megaserver tech wasnt available back then. They just caused a neverending vicious circle of server mergers -> bad PR -> people losing confidence and quitting -> server merges, back to back.
5) atrocious, simply atrocious client performance even in above average rigs. Anyone remembers what it was like going to Ostland for the first time? or fortresses?
6) Focusing on RvR way too late. SO MUCH wasted time both at (and worse, after) release on stupid crap when their endgame was completly ruined. The game had waaaay too much useless PvE in the zones. waaaay too many bgs at release (impressive and commendable but ultimately misguided and counterproductive...see my next point) LotD was more PvE than anything. The cities' PQs were mostly PvE at the start...PvE influenced zone locks...shoudl I go on?
instead of banking on the one aspect that set it aside from the competition (that would be the RvR) they splitted (and outstretched) their resources to make separated half assed RvR, PvP and PvE experiences which, of course, left none satisfied.
7) I enjoy bgs as much as the next guy, but its fairly easy to understand that they dont mix well with open world RvR...no, scratch that, its fairly easy to understand they are COMPLETLY DETRIMENTAL to open world RvR.
WAR should have never had scenarios/bgs except for:
- Live events could feature ONE scenario while they ran, that'd have been cool and a nice LIMITED change of pace, I guess
- The (later) City PQs would have worked as your "balanced" bg experience
- Citadel (forced full premade queue) for some quick organized pvp (most likely with guilds in mind).....possibly with leaderboards and ranks for epeen measurement, most people would have loved that
8) not going f2p when it made sense (2011-2012). They had the asian version of the game completed and ready for a f2p model, why they didnt expand on that is beyond me. WoH was so full of fail that I cant honestly believe how supposedly grown up mature adults tot they would gain any traction in the MOBA scene with that. an utter waste of their by-then ridiculously scarce resources
honestly, WAR was doomed to fail from the get go. It never had a real chance.
When presented with a choice, Mythic/EA/Bioware took the wrong turn at every possible chance. They didnt make a SINGLE GOOD CALL. NEVER. NOT ONCE.
1) No third faction. Self explanatory. that alone was strike one, two and three all in one. But wait, keep reading, it just gets worse.
2) non-mirrored classes. Dont get me wrong, I love the idea, but its brutally demanding on the devs. instead of having to balance 12 classes, they had to balance 24. That'd be an ordeal for even the largest, most professional and experienced dev studio, neither of which was Mythic.
but Mythic proved they couldnt even balance 2 (!!!) classes in 5 years, BWs and WPs were completly surreal for nearly the entire game's lifespawn...good luck with 24....
which leads me to...
3) Faction imbalance per design
Apparently mythic were worried of the "WoW trend", where the alliance, the good guys, outnumbered the horde, the bad guys, 3 to 1. They thought that people fancied the good guys too much so hey, it wont hurt if we make our bad guys cooler AND stronger to compensate, right?
wront. at release 95% of the servers were heavily destro dominated both in numbers and because destro wa stronger, to the point that half the people quitted due to being bored of no opposition while the other half quitted due to being bored of being glorified punchbags.
not happy with that, the masterminds at Mythic tot that they could fix it. that meaning, putting the cherry on top of the **** cake, of course.
cue patch 1.2, where they overnerfed destro AND overbuffed order. and who would have figured? most servers just did a 180, becoming heavily order dominated, and prompting the bunch of people still clinging to the game to quit enmasse....
apparently running a RvR game for 6 years didnt teach Mythic the #1 lesson of PvP player mentality: they dont care about anything other than getting an edge. if a class, a side, a mechanic, whatever, grants them an edge, people will flock to it. Even if it means playing a dung with arms and legs, it doesnt matter as long as its strong in pvp.
4) way too many servers at start. a shame megaserver tech wasnt available back then. They just caused a neverending vicious circle of server mergers -> bad PR -> people losing confidence and quitting -> server merges, back to back.
5) atrocious, simply atrocious client performance even in above average rigs. Anyone remembers what it was like going to Ostland for the first time? or fortresses?
6) Focusing on RvR way too late. SO MUCH wasted time both at (and worse, after) release on stupid crap when their endgame was completly ruined. The game had waaaay too much useless PvE in the zones. waaaay too many bgs at release (impressive and commendable but ultimately misguided and counterproductive...see my next point) LotD was more PvE than anything. The cities' PQs were mostly PvE at the start...PvE influenced zone locks...shoudl I go on?
instead of banking on the one aspect that set it aside from the competition (that would be the RvR) they splitted (and outstretched) their resources to make separated half assed RvR, PvP and PvE experiences which, of course, left none satisfied.
7) I enjoy bgs as much as the next guy, but its fairly easy to understand that they dont mix well with open world RvR...no, scratch that, its fairly easy to understand they are COMPLETLY DETRIMENTAL to open world RvR.
WAR should have never had scenarios/bgs except for:
- Live events could feature ONE scenario while they ran, that'd have been cool and a nice LIMITED change of pace, I guess
- The (later) City PQs would have worked as your "balanced" bg experience
- Citadel (forced full premade queue) for some quick organized pvp (most likely with guilds in mind).....possibly with leaderboards and ranks for epeen measurement, most people would have loved that
8) not going f2p when it made sense (2011-2012). They had the asian version of the game completed and ready for a f2p model, why they didnt expand on that is beyond me. WoH was so full of fail that I cant honestly believe how supposedly grown up mature adults tot they would gain any traction in the MOBA scene with that. an utter waste of their by-then ridiculously scarce resources
honestly, WAR was doomed to fail from the get go. It never had a real chance.
When presented with a choice, Mythic/EA/Bioware took the wrong turn at every possible chance. They didnt make a SINGLE GOOD CALL. NEVER. NOT ONCE.
Last edited by arcdevil on Tue May 12, 2015 3:38 pm, edited 1 time in total.
Re: Whats the Worst Design Choice Mythic Made that You Ran I
tl;dr: impossible to mention one "worst", WAR suffered from a plethora of equally inmense mistakes, every and each enough to doom a game.
- UCanNotKillADead
- Posts: 19
Re: Whats the Worst Design Choice Mythic Made that You Ran I
?
Last edited by UCanNotKillADead on Thu May 14, 2015 7:09 pm, edited 1 time in total.
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- jonathanmurphy3
- Posts: 266
Re: Whats the Worst Design Choice Mythic Made that You Ran I
If you want Wrath of Heroes then I would suggest you start up your own emulation project for it, because the folks here (thank God) aren't going to be wasting time diverting their resources to the shitpile that WoH was.
Spoiler:
- UCanNotKillADead
- Posts: 19
Re: Whats the Worst Design Choice Mythic Made that You Ran I
!
Last edited by UCanNotKillADead on Thu May 14, 2015 7:09 pm, edited 1 time in total.
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