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News - WAR-Europe.com - Tuesday, October 23, 2007 Edit
News from the frontlines of WAR development.
Recently the beta testers got an insight into the work that EA Mythic are putting into the game while the beta is suspended. We have already seen an outline of some of the goals for the development team but in this, the first of several regular updates, we'll be looking in detail at the changes that specific teams are making to WAR.
Firstly we have some information from the Public Quest team:
Public Quests have made a great start- but as everyone knows, the devil is in the details. In between now and beta reopening, we are going to focus in on some of the feedback you folks have been giving us. Some balancing work is going to go into Influence gain and XP for public quests. The groundwork for UI enhancements is also going to get done (though it may be after the holidays before you see the final fruits of that labour). Perhaps most importantly of all however, we are going to look at PQ loot. Ever a hot topic, we've noticed! Right now we're working to make sure that the whole loot experience is more satisfying than it currently is. We can't unveil the details right now- as we want to make sure we can deliver before we make you promises- but suffice to say, you should end up with a much better chance at getting what you want.
Keep an eye on the boards for more details!
-Public Quest Team
Public Quests have been one of the biggest talking points amongst the community and the PQ team are going to be working very hard on their part of the total WAR experience. Watch out for more from them in later weeks. Next in line are the RvR team who have been sifting through beta testers' feedback and are looking at ways to implement some of the hot topics from the internal forums.
Phase one of our improvements to open world RvR is under way, with changes to PvP flagging up first. Players can now PvP flag themselves, although the regular rules apply for removing the flag. Guards (and some other NPCs) in the Chapter hubs will PvP flag any enemy player foolish enough to engage them in combat. We've also added more guards to the warcamp entrances across all pairings and tiers. Still in progress are changes to the battlefield objectives, but we aren't quite ready to share those details yet.
A short update but one that is already generated a lot of debate and discussion. Expect to hear a lot more about changes to PvP systems before the servers reopen. After PvP comes loot! The Item Team have some good news for those of you who like to share your treasures as well as some new information regarding item 'binding':
One of the things we have been working hard on is player trading. I can’t wait to see it once the UI team has had a chance to reskin it. Player Trading works just like you would imagine. Right clicking on a friend brings up a list of actions, with Trade now being one of them. Now you can trade off all those boots!
With trading, however, comes the question of binding. Trading is really, really good if loot doesn’t have any binding restrictions. So the next step was to “tag” all our items as Bind on Equip (BoE), Bind on Pickup (BoP), or “no binding”. Quest items, Influence Rewards, Renown store items have all been made BoP.
After a lot of changes it's time for something completely new. The city team have been working hard throughout the development process to get the capital cities ready for their final unveiling. We're still a little way from showing them off in all their glory so there will be only a few small details for now just to whet your appetites!
Hello everyone – We worked heavily on the Inevitable City and Altdorf making sure that both cities are ready for you to explore, discover…and smash! Some of the exciting areas you can visit are places like the Temple of Sigmar, the Altdorf docks, and the Inevitable City arena! Unlike any other city you’ve seen before, WAR cities are places for you to be proud of, to protect, and places that can be captured by your enemies. Enemies aren’t always nice to cities they “visit” so we’ve been creating lots of things for invaders to break, smash, and burn. We look forward to opening the city gates to you and listening to your feedback on the ultimate goal in RvR – city capture!
And finally for all of the desperate Marauder fans who thought that their class had been forgotten, here is some information about that career. This should help to explain some of the things that you may have seen on the YouTube video that has been popular on community sites recently.
Marauders are frantic warriors who wade into the thick of battle dual-wielding a standard weapon in their main and an offhand that has mutated into a terrifying, organic weapon. The Marauder recieves 3 different mutations that he can choose from. Each mutation represents a different type of weapon and playstyle. The mutations themselves offer different buffs, and unlock different abilities based on what mutation you activate. They are a straightforward melee DPS class that is all about pumping out damage based upon their offhand mutation. During battle, they are able to change the mutation of their offhand, which will dictate what abilities or effects are used on certain attacks, much like a stance would.
-Combat & Careers Team
That's all the details for now but there will be regular updates to follow as we keep up with the teams working on WAR. Tune in later for more from the Old World!