Editorial | 10/4/2010 at 2:58 PM

MMO Co-Opportunities Volume IV: Warhammer Online: Age of Reckoning

This month for MMO Co-Opportunities we’ll be looking at Warhammer Online: Age of Reckoning (henceforth simply WAR), developed by Mythic Entertainment who also created MMO Dark Age of Camelot. WAR recently celebrated its 2-year anniversary and is currently running a free 14-day re-enlistment for past subscribers (up until October 11) as well as offering an endless trial (play up to rank 10 for free forever), so I thought this would be a good time to jump back into the game for a little while to remind myself of what WAR had to offer in way of co-opportunities.

Like some other MMOs, there is a fairly even amount of concentration given to the PVP as well as PVE systems. Though there is much that can be said about the PVP, as usual we’re only going to focus on PVE cooperative aspects, as opposed to PVP team competition. Fortunately, WAR supports a good amount of co-op mechanics and game systems. The two we’ll be focusing on in this issue are Public Quests (PQs) and grouping/community tools.

WAR’s Public Quests are something pretty unique to the MMO market (though other developers have seemed to take notice, and are implementing similar systems in other MMOs, like Guild Wars 2), and they definitely have a great co-op feel to them. There are multiple PQs in every zone of varying difficulty which encourage players to get together (and they don’t even necessarily have to group if they don’t feel like it) and meet the objectives of three stages of increasing difficulty. Objectives of the first two stages are often things like killing X number of rapidly spawning enemies, or destroying/collecting X number of objects. The last stage is a boss fight. Helping advance any of the three stages gives you influence for whatever chapter the PQ is a part of. You can gradually fill your influence meter to gain rewards, which can be things like weapons, armor, potions, etc. While you’re doing a PQ whoever tapped (hit the mob first) or killed the mob first doesn’t really matter; if you helped kill or it healed someone who helped kill it, you will receive some influence for its death.

After a successful completion of a PQ, there is a chance to receive an additional reward. Players who helped advance the PQ are each given a ranking based on their overall contribution. Then all players roll randomly with their participation ranking boosting their random roll. After this roll, the top 3-7 (or so) players, depending on each particular PQ, will receive loot bags of varying rarity from a chest. These bags include items like armor, crafting materials, or if you don’t need anything that’s in them, simply a chunk of money. If you’re really gunning for a particular item from a bag, you can stick around for the reset of the PQ another time or two (they take about 5-10 minutes to reset) and you’ll receive a bonus to your rolls for being there multiple times. PQs often only take about 10-15 minutes (though this again may vary from PQ to PQ) with good chances at pretty decent rewards, so they give players a good incentive to hang out and work together with their fellow realm-mates. It can be a fun way to take a break from the grind of standard questing and meet some new people.

On the note of meeting new people, WAR provides some really great tools for finding parties or people to do stuff with. Whenever you form a party in WAR it’s defaulted to open (though you can make it an invite-only party whenever you wish), so other players can see if your party is doing the same thing as them, and then join up with you. Now you can search for open parties in any zone from anywhere you are in the world (previously you could only check for open parties in your current zone), so if you’re looking for a group around your level to do a PQ with, or a group to help you knock off a difficult quest, the searchable group interface may just be the thing you need. In addition, WAR has also added a constantly updating world-status tool called the War Report. The War Report details three or four events or statuses in each tier (four tiers in all, tier 1 being approximately levels/ranks 1-10, tier 2 ranks 11-20, etc.). Examples include tips such as where the highest population density currently is for that tier, or what PQ is currently receiving a lot of action, or what areas are hotly contested. If you don’t feel like running over, you can even directly port to the nearest warcamp or chapter hub of the event in question once every 8 hours. WAR may have a reduced player base from its launch, but the developers have certainly come up with some nice tools for making sure their players can find other players to do things with, which is extremely important in an MMO.

 

Careers   Order Side Archmage Bright Wizard Engineer Ironbreaker Knight of the Blazing Sun Runepriest Slayer Shadow Warrior Swordmaster Warrior Priest White Lion Witch Hunter   Destruction Side Black Orc Blackguard Chosen Choppa Disciple of Khaine Magus Marauder Shaman Sorcerer Squig Herder Witch Elf Zealot

Fun/Useful Terminology Career: WAR’s term for class Rank: WAR’s term for level RVR: Realm vs. Realm combat - WAR’s faction-based PVP system Renown Rank (RR): a secondary level system for RVR Public Quest (PQ): Three-stage quests that constantly reset, inviting players to join forces for influence rewards and treasure chest rewards Scenario: an arranged skirmish in special RVR maps where you queue up until there are enough players on both sides to start Tome of Knowledge: The Tome of Knowledge tracks the progress of your character as you explore the world of WAR. Exploring new areas, or fulfilling conditions, or reaching certain milestones give you XP or unlock lore entries. Tactics: Slotable passives that further customize your character. At max rank 40 you can slot 4 career tactics, 2 renown tactics, and 1 tome tactic. Archetype: There are four archetypes in WAR - Tanks, Healers, Ranged DPS, and Melee DPS. Morale Abilities: As you fight, you build up morale which can be used to for unique and powerful skills (e.g. an instant single-target spike heal, a pulsing line AoE, group buffs). These skills are divided into four tiers where you need to build up more morale to use a higher tier ability Mastery Paths: Each career gets access to three mastery paths which they can distribute mastery path points into. You can put points into these paths to passively increase skills you already have associated with particular mastery paths, or unlock the ability to learn new skills or tactics (each selected mastery skill or tactic requires a mastery point as well)

What do you guys think? Are there any great Co-Opportunities in WAR I missed? Any great co-opy moments in WAR you've experienced you'd like to share? WAR's Endless Trial is, well, Endless if you'd like to jump on in and check it out for yourself.