I want to make this post for read the people that was played a lot of years, months etc.... about this. This can be good for devs for get some feedback about it. How i said in the topic title, is about official servers, not RoR. Here my opinion:
1) P2P. Few MMOs works well now with this system (World of Warcraft and 2 or 3 more that i know). Maybe if in his day they would change to F2P, the game would be better. Here RoR is 1000 times better because it's FREE XD. How they could get money for maintenance the servers (Mythic servers):
- Custom Skins for items (Weapons, Cloaks, Helms etc...) of other armies like Bretonnian Helm, Slayer of kings Skin, etc...
- Custom Skins for players? (Like Skaven Cloak but permanent with a item and don't lose the skin in combat)
- Custom Mounts (with the same movement speed that gold mounts, but with different models, like dragons, PIGS (Dwarf mounted in pig some day please RoR devs XD).
- Trophies
- Etc...
2º) Dead PVE part. I know that this game is focused to RvR/PvP etc.... but this game has PvE content, and is Open World. PQs are good for farm items to professions or get some items in low tiers, after that, T4 only for Ruin Set but now with new Fortune set maybe do do less.
3º) Beautifull Old World, but empty. This is matched with 2º point in part. Maybe the campaign wouldn't must be only rvr zones, if not Chapters of realm like:
- Empire Chapter 1 can be assalt by destro side. If destruction take Empire Chapter 1, will spawn destruction "guards", general shops and flymaster in the zone. These npc's would have level like the zone. For take the chapter would necessary kill all enemy npc's. When you lose a Chapter zone, you can't respawn in it, you will respawn in the nearby zone. When Order can recover the zone, will spawn the npc's again. When all enemy chapters will be taken, you will gain EXP RP and INF in all chapters of you realm in the tier.
This is my opinion about this. What is your opinion?
Greetings!
P.D: Sorry for my english xD
Why do you think that WH Online (Mythic) didn't was successfull?
Why do you think that WH Online (Mythic) didn't was successfull?

Bretonnia was a shield for Wood Elves, normal, they have Toughness 3 also know like paper elves.
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- saupreusse
- Former Staff
- Posts: 2495
Re: Why do you think that WH Online (Mythic) didn't was successfull?
No dev team because of swtor. No money because of swtor. No time because of ea.
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- TenTonHammer
- Posts: 3806
Re: Why do you think that WH Online (Mythic) didn't was successfull?
EA almost killed SWTOR by pushing their galactic command bullshit down the playerbases throat too

Re: Why do you think that WH Online (Mythic) didn't was successfull?
Mytic/Bioware/EA made plenty of mistakes. The sub-model was just starting to become out dated at that point. I agree some F2P changes may have helped.
One of the things that always seemed like a waste was fully 2/3rds of the content was wasted. One run through per toon and it was over until you rolled a new one(not to mention you never used the other realms' half of the zone). Some way to take advantage or use the designed content
The instanced PvE in WAR was actually really fun IMO, especially for a game that focused on RVR. But as for RvR you spent most of the games life in 9 zones. Leaving 9 more as ghost towns.
Now if I were to reboot WAR like the ROR team did. I think I would not have attempted a straight port and instead made the whole game world open PvP like it was in The Land of the Dead. Start everyone at R32 RR1, and once character abilitys were worked out focus on introducing new maps, and content. I would like lots of room to roam, but admittedly I most enjoy small group/solo roaming and not wb vs wb. You would still have to restrict zones open I think due to the much increased Sq Km of play area.
One of the things that always seemed like a waste was fully 2/3rds of the content was wasted. One run through per toon and it was over until you rolled a new one(not to mention you never used the other realms' half of the zone). Some way to take advantage or use the designed content
The instanced PvE in WAR was actually really fun IMO, especially for a game that focused on RVR. But as for RvR you spent most of the games life in 9 zones. Leaving 9 more as ghost towns.
Now if I were to reboot WAR like the ROR team did. I think I would not have attempted a straight port and instead made the whole game world open PvP like it was in The Land of the Dead. Start everyone at R32 RR1, and once character abilitys were worked out focus on introducing new maps, and content. I would like lots of room to roam, but admittedly I most enjoy small group/solo roaming and not wb vs wb. You would still have to restrict zones open I think due to the much increased Sq Km of play area.
Re: Why do you think that WH Online (Mythic) didn't was successfull?
This might interest you. It´s a letter from a supposed insider explaining what went wrong.
https://www.giantbomb.com/forums/genera ... bo-457310/
https://www.giantbomb.com/forums/genera ... bo-457310/
Re: Why do you think that WH Online (Mythic) didn't was successfull?
one point is the really bad release date for sure.
many ppl started the game as WoW players and left as WoW players.
when the game was released WoW was pretty dead (latest expansion was in his almost final phase, so no new content, but new skilltrees and balance changes were on hold for the upcoming expansion, so pure boredom in WoW) so many potential players, but they hopped back to WoW when 2.8 /2.9 was released or when WotlK was released to have a more "fresh" start.
When Warhammer was released, Age of Conan had already been released, so ppl hopped, tried WAR, and hopped back, cause that was also a RvR / GvG / PvP game and they perhabs had other chars or were just blinded by the gfx etc etc.
Many DaoC players checked it out and switched back to DaoC cause it was the more "polished and finished" game were they also had high level characters. also DaoC experienced regular updates still at that point.
Than Guild Wars 2 was released, when Warhammer was already really in the suffering spot which also had attracted a lot players. So ppl hopped there, checked it out, and sticked.
And that's just some of the mmorpgs that were released in that period (2008 -2012), just the "AAA" titles. Not even talking bout the minor titles which were released. and not talking MOBAs which also attracted lots of PvP and MMORPG fanatics cause of the instant action.
Basically what my point is: they released a MMORPG when the genre was very popular and publishers tried to fight for the throne.
but there is only a limited playerbase for mmorpgs. not even talking about pricing models and so on, cause F2P models also started at that point, which were very successful. besides that ofc, unpolished release, GOA servers etc.
many ppl started the game as WoW players and left as WoW players.
when the game was released WoW was pretty dead (latest expansion was in his almost final phase, so no new content, but new skilltrees and balance changes were on hold for the upcoming expansion, so pure boredom in WoW) so many potential players, but they hopped back to WoW when 2.8 /2.9 was released or when WotlK was released to have a more "fresh" start.
When Warhammer was released, Age of Conan had already been released, so ppl hopped, tried WAR, and hopped back, cause that was also a RvR / GvG / PvP game and they perhabs had other chars or were just blinded by the gfx etc etc.
Many DaoC players checked it out and switched back to DaoC cause it was the more "polished and finished" game were they also had high level characters. also DaoC experienced regular updates still at that point.
Than Guild Wars 2 was released, when Warhammer was already really in the suffering spot which also had attracted a lot players. So ppl hopped there, checked it out, and sticked.
And that's just some of the mmorpgs that were released in that period (2008 -2012), just the "AAA" titles. Not even talking bout the minor titles which were released. and not talking MOBAs which also attracted lots of PvP and MMORPG fanatics cause of the instant action.
Basically what my point is: they released a MMORPG when the genre was very popular and publishers tried to fight for the throne.
but there is only a limited playerbase for mmorpgs. not even talking about pricing models and so on, cause F2P models also started at that point, which were very successful. besides that ofc, unpolished release, GOA servers etc.
Last edited by ragafury on Fri Jul 07, 2017 11:33 pm, edited 1 time in total.
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Re: Why do you think that WH Online (Mythic) didn't was successfull?
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Last edited by ragafury on Fri Jul 07, 2017 11:32 pm, edited 1 time in total.
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- catholicism198
- Posts: 1092
Re: Why do you think that WH Online (Mythic) didn't was successfull?
I thought the general consensus was that EA was to blame. They're the ones that forced Mythic to release an unfinished game. I'm not saying the devs aren't blameless though...they clearly bit more than they could chew... and it looks like Mark Jacobs is repeating the same mistake.
It's a shame the game was shutdown but the gear and renown gap made for unenjoyable experience... even t1 was broken.
It's a shame the game was shutdown but the gear and renown gap made for unenjoyable experience... even t1 was broken.
Swtor was fun before they released RotHC...It's not even the same game anymore.TenTonHammer wrote:EA almost killed SWTOR by pushing their galactic command bullshit down the playerbases throat too
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Re: Why do you think that WH Online (Mythic) didn't was successfull?
Swtor was fun before they released RotHC...It's not even the same game anymore.[/quote]TenTonHammer wrote:EA almost killed SWTOR by pushing their galactic command bullshit down the playerbases throat too
Swtor was good before all the garbage expansions came out. Especially Kotfe and Kotet. Making your characters have their own faction and be the center of the universe, instead of having diverse and well-written class storylines, now there's only one disgusting single player campaign with a horrible story to follow. at least 30% of the game was about your own storyline with choices, now they're trying to make Siths into a Jedi and Jedi into Siths, in a storyline arc that makes 0 sense at all. Considering that most players that played SWTOR were lore-fanatics, killing the storyline was the last nail in the coffin for that game. I'd be surprised if pile of trash reaches 600k active accounts.
I always get triggered when i read the word SWTOR, sorry.
They done stole my character's names. Can't have **** in RoR.
Re: Why do you think that WH Online (Mythic) didn't was successfull?
the fact that you instantly die.
The fact that little skill is required.
The fact that its NOT really a group game..
The fact that little skill is required.
The fact that its NOT really a group game..
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