Don’t Hate the Slaya, Hate the Game: Can the Bitter Rivals Patch 1.2 Save Warhammer Online? | Counterfeitculture.com: Video game news and commentary
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Don’t Hate the Slaya, Hate the Game: Can the Bitter Rivals Patch 1.2 Save Warhammer Online?

by Danny InternetsMarch 3rd, 2009 - 12:36 pm

Warhammer Online: Dwarf Slayer

On Wednesday, seven-years-in-the-making Darkfall Online proved that having the longest development cycle of any game in history is no substitute for competency. After perhaps the most inelegant launch in MMO history, the game’s shocking lack of polish, poor user interface, and frustrating combat system are already driving players away.

On Friday, Age of Conan game director Craig Morrison addressed concerns about the current status and future of the game. AoC has been reportedly hemorrhaging subscribers–so many that Funcom had to consolidate the game’s existing 49 servers into just 18. The company has been plagued with departures of top executives, including AoC’s original game director and Funcom’s chief financial officer. Worst of all, Funcom reported a $33.8 million net loss in 2008 despite having one of the top 10 best-selling PC titles. It is currently estimated that Age of Conan boasts under 100,000 active subscribers.

On Saturday, the universe of Tabula Rasa came to a spectacular conclusion as developers chose to mark the shut down of the failed MMO’s servers with a game-wide apocalyptic alien invasion. The end comes as no surprise; both players and industry professionals have been speculating on the game’s demise since the departure of its creator, Richard Garriot (AKA Lord British), in November.

Today, Mythic releases the Bitter Rivals patch 1.2 for Warhammer Online as the first installment of its Call to Arms “live expansion”. The update introduces two new melee classes classes (the Dwarf Slayer and the Orc Choppa), the Bitter Rivals live event, new items, career balancing, and over 500 bug fixes. Players participating in the live event will be the first to gain access to the new playable classes at its completion on March 10th; everyone else will have to wait until the 17th.

Warhammer Online hits hard times

The new content patch comes at a pivotal moment in the history of WAR. On February 3rd, to the surprise of many, EA noted in its quarterly earnings report that Warhammer Online maintains only about 300,000 subscribers–a far cry from the 750,000 who signed up at launch on September 18, 2008. One cannot help but ponder that the poor performance of the MMO has something to do with the recent layoffs at Mythic. On January 16th, Joystiq reported that “21 customer service employees, half of QA and all of the playtest group” got the axe.

In the spirit of full disclosure, I should admit that I maintain a subscription to Warhammer Online, however I haven’t been motivated to play in a couple of months. My inattentiveness to WAR is not for lack of quality or content–I firmly believe that Warhammer Online is a superb game that doesn’t get even half the credit which it deserves. The PvE content feels slightly generic from its lack of narrative, but the environments are beautiful, diverse, and inspired. Despite clamorings of PvP being unbalanced, I find open RvR and scenarios to be immensely fun.

The real reason why I never found myself staying up to slay the forces of Destruction at 3 am was because I never got a sense of cohesive community (outside of guilds) from the game. The lack of community is directly caused by Mythic’s decision to never develop a meaningful player economy in WAR. Since its release, gold has had virtually no purpose in the game as the best gear is earned through questing rather than being dropped (and unbound) or crafted. Without the need to trade goods or make use of the auction house, player interaction becomes almost unnecessary which results in few relationships and friendships being formed. Furthermore, players can queue for RvR scenarios anywhere in the game, decreasing the need to gather in population centers even more. As a result, cities do not have the characteristic hustle and bustle that one would expect.

Life after 40

While community aspect of WAR is a problem, it only represents one piece of the puzzle as to why players have abandoned the game. Not having a guild or in-game friends makes leveling a chore, even with the streamlined quest system that Mythic has created with the Tome of Knowledge, which represents a large hurdle to those gunning for the level cap.


Level 40, however, has its own problems. In World of Warcraft, raiding represents the most dominant path of endgame progression and most of the development cycle is devoted to generating content to retain players. The Bastion Stairs and other dungeons fill this niche in Warhammer Online to an extent, but the game was never intended to be a mindless PvE gear grind like WoW. Where Mythic has failed is in creating a meaningful way of advancing via PvP after hitting max rank. Grinding renown is an unsatisfactory solution to competitive-minded players much as it was maligned with WoW’s old PvP ranking system. What WAR needs is some sort of ladder advancement akin to Blizzard’s arena system in order to recognize either individual or team achievement. Such a system would force players to form bonds with others, which are integral to retaining players who don’t want to lose touch with people whom they feel connected to on a personal level. And, unlike PvE and RvR scenarios, ladder advancement takes much longer to feel stale since the intricacies of fierce competition are radically altered by even small balance changes amongst the classes (ie, the buff/nerf cycle).

Can orange mohawks save Warhammer Online?

While the “live expansion” is marketed to make players feel like they’re getting content that they’d normally have to pay extra for at retail, I don’t think Call to Arms is the solution that Warhammer Online needs right now. I believe that the developers at Mythic certainly deserve great praise not only for their constant stream of quality updates, but also for the excellent communication with the game’s community through forums, the herald, and their newsletter. Unfortunately, the content doesn’t address the aforementioned problems with the game that lie at the heart of WAR’s dwindling subscriber base. On the bright side, 300,000 is still a very solid number and, unlike Funcom, Mythic still has the opportunity to turn things around.

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8 Responses to “Don’t Hate the Slaya, Hate the Game: Can the Bitter Rivals Patch 1.2 Save Warhammer Online?”

  1. Funcom recorded a loss of $33? That’s not even worth mentioning! Was somebody’s coffee too expensive or something?

  2. Haha, whoops. Should be $33.8 million :P slightly bigger cup of coffee.

  3. You’re doing it wrong -

    Warhammer isn’t about small group warfare. Your suggestion of “arena” style gaming being added means you don’t get that.

    Warhammer is about warbands(24+) SMASHING INTO EACH OTHER and WINNING THE ZONE so they can DESTROY THE OPPOSITION’S CAPITOL CITY.

    There are serious issues with that capitol city endgame but you are obviously not even close to being able to see that.

    Scrub… ;)

  4. “Warhammer isn’t about small group warfare. Your suggestion of “arena” style gaming being added means you don’t get that.”

    World of Warcraft wasn’t about small group warfare until the arena was introduced. In fact, for a very long time the 40 v 40 Alterac Valley battleground was the be-all and end-all of PvP. Games change based on necessity. Warhammer Online needs to change something or it’s going to go the way of Tabula Rasa (and, soon, Age of Conan).

    Furthermore, I didn’t suggest an arena, only a ladder system similar to the arena system in WoW. Such a system could easily be applied to pre-made RvR teams or even entire guilds.

    WAR is in desperate need of some kind of metric beyond renown rank to make players feel like they have some goal towards which they are progressing. Trading keeps gets real boring real fast and there are rarely enough players online to even attempt a city raid. I’ve been playing since October and I’ve never even heard of one happening on my server, nevermind been able to participate. If that’s WAR’s goal for endgame content then they have missed the mark even worse than Blizzard did with Naxx pre-TBC. Content needs to actually be experienced to be worthwhile.

  5. So this is the core of my issue with almost every single blog “review” of this game which seem to exist in some kind of echo chamber with each other.

    None of the blogger are playing the game at rr40+ in a serious guild and on a good server.

    A serious guild can field 12-24 people in a warband almost every night all in vent. A non-serious guild of 6 “buddies” in vent combined with a zerg of other “boutique” guilds will fail constantly. We farm destro guilds like this nightly.

    There are only like 2 good servers sadly (mythics fault for bad scaling or something) Dark Crag and one of the “core” servers.

    A warband can flip a zone with no “keep flipping” semi cross-realming silliness like most of the rest of the servers do. Don’t flip keeps, flip zones.

    Two warbands can take a fort depending on opposition. Dark Crag generally takes 2 forts a day.

    Two weeks ago we fought for twelve hours for one zone. 180 vs 180 fighting all day long. Both sides knew it was a stalemate but we did it for realm pride, to deny the other side the fort.

    That’s the game we are playing.

    This game is really fun when played at the RVR level. I have no interest in adding “duels” or “ladders” which would distract from the meaning of THIS game. Wow has arena and people can have a good time with that if they can’t play this game.

  6. Your experience on Dark Crag really sounds like what WAR was intended to be. My current server isn’t one of those mentioned and the population isn’t at its peak anymore. Since the main focus of the game is oRvR, high populations are needed to really flesh out the better features that Mythic has included. Sadly, most servers are incapable of sustaining enough players to do this successfully.

    There are only really 2 solutions to the problem. (1) Get more players, which they are failing at, or (2) change the game. While I would much prefer the first option, if they don’t make changes players will probably continue to leave, save for the small segment happily enjoying the game to its fullest on a minority of servers.

  7. Mythic needs to focus on its core server scaling. FULL means what number in the context of simultaneously logged in players? This number killed them when they launched as it caused the explosion of servers which then went dormant when some percentage of players got bored/confused by the game.

    By the way… tier1 and tier2 players on Dark Crag “get it” and know how to rvr now. This gives me hope for the long term of this game (not just on DC).

    Then aggressive server merge/collapses until 80% of the servers at least one realm is HIGH during primetime.

    You should -

    1. quit/merge your guild into 2 others then ally with another big guild or two. When we were on Hochland (now dead) we were flipping zones with 1-2 warbands… it’s player attitude and organization.

    2. Too much politics/work? Reroll to Dark Crag.

  8. I really love this shit man, you rock

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