It's been a few months since Warhammer was released to the foaming
at the mouth PvP'ers in MMO space. Turns out that all this Open World
RvR hype wasn't all it was cracked up to be. Since it's release, WAR
has been in steady decline in activity in both my guild as well as other metrics.
Of course like any game with a rabbid fanboy following, there will
always be Mythic groupies in denial of that but there's not much logic
and reason can do to help these people. It's hard to point to any one
thing that is causing the massively hyped Warhammer to scream
"WAAAGHH!" as it plummets in activity (and likely subscribers).
Obviously, like every other MMO launched in the last few years, it
wasn't quite up to snuff with the big kid on the block: World of
Warcraft. It's inevitable that comparisons were going to be drawn
between the two yet there are people that insist that WAR shouldn't be
compared to a game that's had 4 years to mature. While this is a
wonderful idea in lollipop land where the clouds are cotton candy and
filled with lovable puppy dogs, that's a pretty good distance from
reality. People forking over $50 for a game and spending $15 a month
for the right to play it are simply not going to give two **** whether
the game is new or not. WAR isn't competing with WoW 4 years ago, it's
competing with WoW now and if it's going to be a sub-par game than it's
going to suffer because of it. No amount of wishful "but WoW had 4
years to get this polished" thinking is going to change that. WAR has
had those 4 years to see the improvements WoW made (and raised the bar
because of) and if they choose not to meet that bar, then they (Mythic)
has to suffer the consequences. Welcome to reality. Players just want
the game and whatever class they play to work and be fun. Two things
WAR struggles with in more than one spot.
Mythic was touted around as the masters of "open world PvP/RvR" but
it seems like for being so savy at it, they made some pretty obvious
mistakes in how it was designed. First of all, when you design such a
massive RvR world with so many huge zones that require massive amounts
of people to make them "work", it's probably not a good idea to create
instanced PvP areas (Scenarios) that yield better rewards (faster
RP/XP) that have repeatable quests in a war-camp ensuring no one ever
leaves the war-camp. I'm not a game designer but it didn't take much
deduction to realize that's completely counter productive to Open World
RvR.
Now they're in quite the pickle because there's a bunch of RP
farming crazy people that adore the grindtastic appeal of this "queue
for a scenario, turn in repeatable quest, queue again" style of playing
the game which are in starch contrast to the people wanting to do Open
World RvR but being screwed out of it because people are busy humping
the Scenario quest givers.
This brings up another point entirely though. I constantly hear
people saying how much the LOOOOVVVEEE open world PvP/RvR just for the
sake of it, but when push comes to shove, they don't do it. They
prefer the scenario grinding. It's pretty obvious that most people are
full of crap and they are just going to do what yields the most
personal reward; in this case the best renown/XP (Scenarios). WoW had
it's dirty little hand in making this gaming mentality flourish but
that's the truth of the matter and it seems like Mythic is in denial of
this along with the players themselves. It's almost like it's just
become cool to say "I love open RvR" just so you fit into that "I was
an old school PvP'er" crowd. It's like when your parents tell you how
they had to walk to school uphill both ways in the blistering heat
summers and frozen tundra winters because they didn't have nice things
like shoes, bicycles, cars, etc. It adds a sense of validation to sit
in some fantasy high chair so they can look down on the "WoW kiddies"
or whatever. It's all bull-crap, they need a scoobie snack to PvP just
like everyone else. Most people that do take keeps avoid fighting just
to farm the keep lords for loot bags.
Of course there are those rare gems of bizzaro people that wear
shoes on their head and actually do PvP for PvP's sake. Once in a
while the stars align and there's another tribe of these aliens on the
opposing faction and a fight does break out in a keep. This is when
things really go *** up. Melee DPS is reduced battering ram duty,
manning a ballista that does less damage than pissing on a dark elf or
my favorite keep taking tactic. Putting your thumb up in the upright
position and then inserting it into your anus. That's pretty much the
options you have as melee DPS in keep/open world RvR. Meanwhile the
ranged DPS battles it out until whichever side has the biggest zerg
(and brought the most Bright Wizards/Sorcerers) claims victory.
There's many other problems like abandoned public quests for
example. This is mostly due to there simply being too many of them and
people busy feeling up the Scenario quest givers in war-camps.
Hopefully Mythic can get their crap together so this doesn't end up
on fail-boat isle along with AoC but a lot of things will have to
change in both design philosophy as well as technical things like
people still having massive crash to desktop issues, performance
problems on good hardware (let's face it, WAR's graphics don't look
good enough to be demanding) and lots of bugged abilities for a variety
of classes.
Wrath of the Lich King launched yesterday and that sure as hell
isn't going to help matters for Warhammer. Of course there's those
people that think it's a good idea to cheer along as people abandon WAR
for WoW as if they've somehow purged their holy land of a heretic. In
a game that's so dependant on masses of players for it's ORvR mechanics
to work, you'd think a hint of common sense would strike them that it's
bad for ANY player to leave their game. Nothing like cheering for your
own game's demise.