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 Post subject: 69 Warhammer Online factoids
PostPosted: Sat Aug 23, 2008 10:16 pm 
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Colt wrote:
1. You gain normal Experience (XP) from RvR (PvP).
2. There are 40 normal ranks (levels) and 80 Renown Ranks (pvp levels).
3. Warhammer Online is primarily an RvR game, and is balanced first and foremost for RvR.
4. Each class has a mirror-class on the opposite faction.
5. Every class has a unqiue mechanic that adds a deeper level of play.
6. Armor Dyes are in the game. Every piece of armor is dyable with 2 tints.
7. Players drop loot in RvR.
8. DoT’s (Damage over Time abilities) can crit, each DoT tick has a seperate chance to crit.
9. Auto Attack is very slow, and unimportant, your main damage comes from abilities.
10. Each class has 3 Mastery Paths. Putting points into a path unlocks new abilities and tactics, but also increases the potency of all spells in that mastery school.
11. When a play reaches 10% hp, they are snared to prevent running from battle.
12. Every class has a ‘Flee’ ability, which boosts their runspeed substantially, but drains AP.
13. Mobs are seperated into Normal, Champion, Hero, and Lord difficulty types.
14. Armor reduces melee damage by a substantial amount (Medium armor gives ~45% damage reduction)
15. Magic Resists also give a % damage reduction to magic, rather then a chance to resist the spell.
16. Public Quests allow a player to join in on these large-scale quests at any point, contribute, and based on his/her contribution be eligible for loot/xp.
17. The Tome of Knowledge records all your accomplishments and exploration, and grants you rewards based on what you have accomplished.
18. Morale builds as long as a character stays in combat. When your morale gets high enough, it unlocks various morale-abilities, these are among the most powerful skills in the game.
19. Guild Standards are assigned to a player of that guild and grant area-of-effect buffs and bonuses to guildmembers who are close enough.
20. Mythic Entertainment has proven their grasp of PvP/RvR with hits such as Ultima Online and Dark Age of Camelot.
21. Greenskins are neither male or female, but an asexual type of space-fungus : |
22. There are 6 slots in a group.
23. Players will be able to equip ‘trophies’ which they gain from quests/RvR in various locations on their character’s armor.
24. Keep Sieges are in.
25. Tank archetype classes will have a role in RvR.
26. There will be no ‘corpse-running.’ When you die, you simply respawn at predetermined location.
27. Renown is gained from winning RvR scenarios and killing opposing players.
28. Renown unlocks higher Renown Ranks, and grants players additional item sets, weapons, tactics, trophies, and other goodies.
29. Every character starts with 1 Career tactic slot, 1 Renown tactic slot, and 1 tome tactic slot. More slots are unlocked at later levels/renown ranks.
30. Tactics are passive bonuses to skills, stats, or additional effects on your abilities and skills.
31. Taunts work against other players, causing you to do deal extra damage to that player until they hit you a number of times.
32. Detaunts cause your target to do 50% less damage against you, but if you do damage to them, the effect is broken.
33. You can have 2 targets selected at once; one defensive target, and one offensive target.
34. The UI is customizable.
35. The Chaos Magus cannot dismount his/her floating disc.
36. If a high level character walks into a Tier 1 zone, they are automatically transformed into a chicken that hits for 1 damage. This is an anti-greifing precaution.
37. Crowd Control, or any abilities that limit/prevent control of your character, are very limited in Warhammer Online.
38. Collision Detection is in the game, and works in RvR.
39. Collision Detection is nullified after you run into an opposing player for ~5 seconds (bug?).
40. All classes have the ability to specialize in damage.
41. The Witch Elf and the Witch Hunter both have Stealth Abilities. However, they very limited. Stealth is a 2 second cast, with a minute cooldown, and drains AP while they are stealthed.
42. All characters function on Action Points to fuel their abilities. No Mana/Rage/Energy.
43. Action Points slowly regenerate at all times.
44. Health and AP regenerate much faster as soon as the character leaves combat.
45. There will be 3 server rule-sets at launch: Open RvR, Normal, and RP.
46. Health points are called ‘Wounds’ to keep in tradition with the IP of the tabletop games.
47. There is no level requirement to joing RvR groups. As soon as you create a character you can begin RvR’ing, and level to level-cap by doing only RvR.
48. There is at least one keep per realm, per zone in all Tier pairings except for Tier 1.
49. Tier 2 zones have one keep each (two per pairing), and Tier 4 zones have two keeps each for a total of six keeps.
50. Siege weapons currently in the game include Rams, Ballistae, Cannons, Catapults, Trebuchets, and Boiling Oil.
51. Scenarios are instanced RvR zones that plays can queue for, and join, from anywhere in the world.
52. Scenarios feature many gametypes including Annihilation, Murderball, Capture the Flag, and King of the Hill.
53. The terrain plays a big part in RvR, providing vantage points for ranged players, choke points for blocking out enemies, and shrubs to hide behind!
54. There are PvE instances in the game for those who don’t enjoy RvR as much.
55. There is no food/water to regenerate health/AP, but there are potions and elixers that grant various effects.
56. Every class is meant to have a very specific role when it comes to group RvR.
57. If you die during a public quest, and it ends while you are running back, you will still get rewarded based on your contribution.
58. You can share non-public quests with groupmates and other players.
59. There are currently over 40 item sets for each class in the game.
60. Healing in RvR is rewarded equally (if not better) than doing damage, so you don’t have to worry about falling behind in Renown Rank if you just enjoy healing.
61. Doing anything in RvR, whether it’s killing enemies, defending a battlefield objective, or assaulting a keep, will gain you renown.
62. Guilds can level up and grant extra bonuses such as guild standards, guild cloaks, guild tactics, guild trophies, and more.
63. Your guild gains experience and renown automatically when its members do. The guild levels when it reaches the required experience and renown amounts.
64. Owning a Battlefield objective or Keep grants your guild experience over time.
65. Guilds have access to a guild vault.
66. All Warhammer Online servers will use Punkbuster anti-cheating software to ensure a hack-free game.
67. The global cooldown on all skills is currently 1.5 seconds.
68. There will be a 3-day headstart on the live game for those who have pre-ordered.
69. The Dwarven mount is, in fact, a beer-powered jetpack-copter…

Source

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 Post subject: Re: 69 Warhammer Online factoids
PostPosted: Sat Aug 23, 2008 10:27 pm 

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69. The Dwarven mount is, in fact, a beer-powered jetpack-copter…

That's a cool enough fact for me to play an Engineer :)


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 Post subject: Re: 69 Warhammer Online factoids
PostPosted: Sat Aug 23, 2008 10:50 pm 

Joined: Tue May 27, 2008 1:13 pm
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I like it all:D!


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 Post subject: Re: 69 Warhammer Online factoids
PostPosted: Sat Aug 23, 2008 11:01 pm 

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21. Greenskins are neither male or female, but an asexual type of space-fungus : |


Yay space fungus XD


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 Post subject: Re: 69 Warhammer Online factoids
PostPosted: Sat Aug 23, 2008 11:04 pm 
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Sweet looks like they got everything pretty sorted for warhammer :P shame he didnt mention whether you can knock a magus off his flying saucer and step on his head :( shame that
oooo i was also thinking (out loud) about th trophys and i couldnt help shouting HMMMM WONDER IF I CAN GET A HUGE ORC **** AND STICK IT TO MY HIGH ELFS SWORD MASTERS HELMET gotta admit seeing that would probably make your day XD

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 Post subject: Re: 69 Warhammer Online factoids
PostPosted: Sun Aug 24, 2008 10:34 am 
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36. If a high level character walks into a Tier 1 zone, they are automatically transformed into a chicken that hits for 1 damage. This is an anti-greifing precaution.

awesome! we should all go as a guild raid of chickens and then see if we can take out some lowbies with our beaks :)

I like the look of all of it tbh - but are these features all working now or fantasy/aoc?


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 Post subject: Re: 69 Warhammer Online factoids
PostPosted: Sun Aug 24, 2008 11:28 am 
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Davo wrote:
I like the look of all of it tbh - but are these features all working now or fantasy/aoc?


AFAIK all this features are facts, they're in beta.

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 Post subject: Re: 69 Warhammer Online factoids
PostPosted: Sun Aug 24, 2008 2:09 pm 
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I wish that all of these are true and hope don't have buga like AOC :evil:
Nice post Bondu

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 Post subject: Re: 69 Warhammer Online factoids
PostPosted: Sun Aug 24, 2008 2:18 pm 

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mythic has pretty much allrdy stated what they wanted for launch and wont be able to achieve, that was some classes and some realm areas, i doubt they have missed much more.

It is said WAR has had one of the shortest development times of all MMo's, yet theyv managed to brign what looks like a complete game(unlike other mmo's), if they can bring a completed game in a extremely short devlopment time like they have done, it also gives me confidence for their patches etc.


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 Post subject: Re: 69 Warhammer Online factoids
PostPosted: Sun Aug 24, 2008 2:22 pm 
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i was going to play knight of the blazing sun if SM was bad though :'( shame i cant now

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