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Home >> Article>> Warhammer News >> War RvR-Driven End Game Revamp of the Capitol Cities
War RvR-Driven End Game Revamp of the Capitol Cities
Posted: 05/07/2010

The billing issue caused big troubles to Warhammer Online, but we have to move on since we are still War fans. Let's check what new things the developers bring to gamers. Keaven Freeman talks about a new city experience, and what sounds like a major re-vamp.

The main content of the developer diary by Keaven:
There’s a reason we’ve been calling this an RvR driven revamp of the cities. There was a calculated decision to keep some PvE elements in the design. Let me explain ... We very much wanted to create an experience that both made the players the stars of the show, as well as maintained that WAR “part-of-a-bigger-picture” feel. There was a lot of back and forth on exactly how we would balance those aspects, and I truly feel we’ve created an environment that will allow everyone to have a good time. For example, the idea of “capping a point” has to be different when you’re standing in the middle of the enemy’s city – this isn’t a remote outpost after all, it’s the Capitol City.

In this revamp, players can’t simply stand around a proximity detector to capture a point. Oh, no. Inside the city, there are battlements, barricades, age ol’ defenses that have stood throughout the ages. These must be removed. To burn them away, with the winds of magic, or to bash them to the ground, with sword and board, would take much too long – your King is impatiently waiting for the road to be made clear – your job, as the front line offense of this invasion, is not to tear down stone and mortar, but to eliminate the defensive foothold, create a secure perimeter, and keep back the opposing army as you protect your Sappers – those fragile souls, whose only job in life is to carry, and set off, kegs of gunpowder where their Captain instructs.

When successful, these Sappers create an explosion powerful enough to ensure you will control that point for the foreseeable future. This kind of RvR-guided PvE weaves the unexpected, spontaneous nature of RvR with the predictability of PvE in a way that gives the player a richer experience. It becomes less a matter of who has the bigger zerg, and more about who has the better strategy. And it is that kind of thinking we want to nurture. War isn’t always about who has the bigger hammer; sometimes it’s about where you hit.

So what are the comments from Warhammer players' Most of them express that the change is welcomed. One players express his concern as well, “The only concern I have is that it's probably gonna be much harder to catch up with players who are already in full Sovereign due to the old system. Maybe even harder to get Warlord gear as you cannot farm the subbosses for royal crests anymore. That said, a change was necessary and it's good to see that Mythic is trying hard to change the city siege experience for the better.

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