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Mythic responds to negative Land of the Dead community poll

Filed under: Fantasy, Warhammer Online, News items


Special thanks to Mythic Community Coordinator, Jess Folsom, for pulling together these responses for us.

Q. What do you make of community poll results?

We work very closely with our fan sites, especially Warhammer Alliance, and view the polls as a valuable source of player feedback. We take all poll results seriously, and carefully evaluate the subject of the poll, the wording of the questions, who is allowed to vote, and other factors, especially if there is an overwhelming majority vote. It's important to note that polls alone will never force a change, but we do take them into consideration, along with all other feedback we receive.

Q. What were you able to glean from the recent Land of the Dead poll on Warhammer Alliance in regards to its impact on open RvR? Did the poll results fuel any in-game changes?

The poll helped to confirm what we were seeing on our end -- the initial release of Rise of the Tomb Kings on June 24th did have an impact on open RvR activity at the time the poll was taken, particularly in Tier 4. We saw a large surge of players flocking to the new areas, and enjoying all of the exciting and innovative new content and RvR battles that the Land of the Dead offered. We see this kind of initial surge of interest any time we release new content such as weekend Scenario events or Live Events.

"Tier 4 open RvR is back in full force"

Now that the Land of the Dead has been out for a little over a month, and more players are equipped with the powerful talismans and vessel weapons available, players are often making the choice to continue to stay in Tier 4 RvR and fight in the campaign, even when their Realm controls access to the new area. As a result, Tier 4 open RvR is back in full force, with warband-on-warband skirmishes, epic Keep battles, and lots of Scenario action going on.

Players enjoy the added purpose to zone captures that ownership of the Land of the Dead provides, and appreciate that they have a choice to stay in the Tier 4 open RvR Lakes, or venture into the Land of the Dead, and feel that the choices complement each other. One change we made recently (7/23) to Expedition Resources was based on player feedback, and has had great results.

The number of Expedition Resources necessary to win control of the Land of the Dead has been reduced to 500, and the number of resources awarded from zone control is now 250. This will make the Expedition Resources earned from defeating enemy players in open RvR have a greater impact on securing the Land of the Dead. The number of Expedition Resources that drop from players and NPCs in Tier 4 RvR lakes and invaded capital cities will remain the same, which greatly increases their relative worth toward gaining control of the Land of the Dead.

What this change did, was encourage open RvR even more and allow for faster control of the Land of the Dead, and made player kills more valuable toward gaining that control. This is the kind of adjustment we can (and do) make as a result of player feedback from our official forums, in-game feedback forms, and fan sites.

Since the initial release of the Land of the Dead, and the Warhammer Alliance poll, we are now seeing very active Tier 4 RvR lakes, where the Land of the Dead is a reward for open RvR victories. If players still feel that the Land of the Dead is impacting open RvR, we absolutely encourage you to let us know and offer your suggestions on our official WAR forums. Our number one goal for the Land of the Dead is that is a fun, challenging, and rewarding place to control, and add a tangible incentive to participate in Tier 4 open RvR, not to take away from it.

We are continuing to evaluate Tier 4 open RvR activity versus the Land of the Dead, and encourage our players to continue to offer feedback.

The Daily Grind: Are you enjoying The Land of the Dead?

Filed under: Fantasy, Warhammer Online, Opinion, The Daily Grind


The Call to Arms live expansion for Warhammer Online was over six months in the making. It gave WAR players the Choppa and Slayer classes, RvR tokens, keep upgrades, and culminated last week in the arrival of The Land of the Dead mega-zone. Massively wants to know if you're enjoying it.

We've been keeping tabs on various WAR bloggers who have shared their thoughts. Keen feels that the zone flips a bit too easily but is happy with the new content overall. LotD isn't the mecca of RvR that Bootae had hoped for, but he's still quite pleased with the quality of it (over the quantity). As for Thulf, well he was actually drawn back to WAR after a couple months' absence to give it a shot. It's too early for him to tell whether or not he'll keep his subscription open for it.

This writer is still waiting for the dust to settle. I don't know if there are any major issues with the zone or its effect on RvR, but I'm hesitant to jump in head first and have my experience spoiled by anything. The ancient undead can wait a little longer for this explorer.

The Land of the Dead is open for business

Filed under: Fantasy, Expansions, Warhammer Online, News items


Hot sun. Sandy beaches. Exotic creatures. It almost sounds like a great vacation spot until you realize the heat is unbearable, the beaches run alongside a poisonous river, and the creatures are determined to kill you and then mutilate your corpse. The Land of the Dead may not be for your average snowbird but courageous adventurers will find treasures and excitement in great abundance - and it all starts today.

Game Update 1.3 launched exactly one week ago and introduced a special Live Event called Rise of the Tomb Kings. The event pitted the realms of Order and Destruction against each other in a massive resource-race to determine who would gain first access to the Nehekharan desert via airship. That race ended this morning and Mythic just released a patch that grants the winners 24-hours of uninterrupted dungeon access.

The Land of the Dead was a massive undertaking by Mythic that began shortly after launch in September 2008 and it will change the way Warhammer Online fans play the game from now on. How will it affect open field RvR, city siege, scenarios and other raid instances? Only time will tell (and we'll keep our eyes on it for you).

The dead rise as Warhammer Online patch 1.3 goes live

Filed under: Patches, Warhammer Online, News items


Today is patch day for Warhammer Online players -- huzzah! Bug and balance fixes are of course in full swing, but the big news is the Land of the Dead live event launch. Of course, before getting to any of those juicy new content areas, players will have to participate in the brand new live event: Rise of the Tomb Kings.

This event is the final chapter for Mythic's Call to Arms content expansion and functions as a good intermediary between those initial massive updates and these new ones. So while plenty of content is indeed being added today, there's a lot more on the way in the coming months, too.

We'll be giving you plenty of coverage on the ins and outs of patch 1.3, so keep your eyes peeled for more.

It's coming for you: Land of the Dead dated for June 16th

Filed under: Fantasy, Events, in-game, Game mechanics, Launches, Patches, PvP, Warhammer Online


We finally have a date on the release of Warhammer Online's brand new RvR zone, the Land of the Dead. Everyone make sure you have your swords sharpened and your armor ready for June 16th, because that's the day when the Tomb Kings rise from the south.

Land of the Dead will include a brand new zone filled with public quests, traps, and some intense RvR combat as the sides of Order and Destruction fight over control of the entire zone. To mix things up, many of the new quests will feature elements that have more in common with action RPGs than with MMO mechanics -- emphasizing movement, positioning, and cooperation over straight number crunching exercises.

We got some great interviews and a first hand look at Land of the Dead during Games Day '09, plus we also are hosting a Tomb King Cartouche puzzle contest where you can win an exclusive in-game item for WAR! So get your wagggghhh on, because the Tomb Kings are coming, and they're coming for you!
The sands of the Tomb Kings are coming as the final release in the Call to Arms live expansion, the Land of the Dead approaches! Massively has your back with coverage from Mythic Entertainment at Games Day '09, so get your WAAGGGHHH ready for RvR mayhem as Massively re-arms for WAR!

Big gear changes coming to Warhammer Online in patch 1.3

Filed under: Fantasy, Patches, Warhammer Online, Opinion


After looking at the big gear changes coming to Warhammer Online in patch 1.3, Dorothy-type gamers might loudly exclaim "Sigils and vessels and scarabs. Oh my!" The first two features will be completely new to WAR, while the last one is an expansion of the current RvR token system.

Let's first take a look at how players currently earn and use gear in WAR and then discuss how it's going to change once The Land of the Dead introduces sigils, vessels, and scarab tokens. For simplicity's sake we're going to only talk about the endgame, which is rank 31-40.

Big gear changes coming to WAR in patch 1.3 (part two)

Filed under: Fantasy, Patches, Warhammer Online, Opinion


The New System (post-1.3)

The greatest thing about the concept of wards is that they allow you to progress through more difficult PvE content without granting insanely large stat bonuses that negatively impact RvR. Wards are simply a flag that determines whether or not an NPC hits you for 50% damage or 500% damage (not the exact numbers but they do well to illustrate the point). The various sets (and set bonuses) do grant players an advantage in RvR, but the difference from set to set is fairly miniscule (i.e., roughly a 5-8% stat/attribute increase per set).

To bring more diversity and flavour to WAR's gear, Mythic will introduce a combination of three new features in 1.3. Disclaimer: These changes are currently on the Public Test Server and are subject to change.

Sigils

In simplest terms, sigils are like wards but don't require that you actually wear the ward gear. You will now get a Tome of Knowledge unlock when obtaining a piece of ward gear and from that point forward you will receive the benefit of that ward even when you wear a completely different piece of gear.

One of the biggest complaints about the various PvE dungeons is that the drop rate for ward gear is too low due to the small group size and variety of classes in each realm (exactly a 1/12 chance). The new sigil system will partially address this issue as well. After killing the boss X times (number unknown atm), you will be guaranteed to unlock the ward/sigil. Those seeking the actual piece of set gear will still have to grind for it, but at least you'll get the ward.

The sigil system means that it is now viable for you to equip your influence, PQ, or other rare drop gear in place of set gear and not have to worry about a lack of wards when raiding fortresses, cities, or a high rank instance (as long as you have the Tome unlock).

Vessels

Vessels are weapons that allow for much greater customization through the application of talismans and/or soul essences. The vessels we have seen so far on the Public Test Server work like this: Blue weapon has a competitive DPS rating, a single stat value, and two empty talisman slots (two-handers have three empty slots). Vessels are awarded as PQ loot, drops, and can be purchased with special tokens. There may be rarer purple vessels as well.

No longer are you forced to abide by WAR's strange and inconsistent itemization. You can tailor your weapons to suit your playstyle, augmenting the various strengths and weaknesses you want for your character. Currently, it seems like vessels are only available as weapons. I think most casual gamers and min-maxers alike would agree: let's see vessels reach out to armor and accessories and truly take advantage of the new sigil system.

Tokens

Land of the Dead tokens come in several forms; silver scarabs, golden scarabs, silver anhks, golden cartouches, and sacred masks. Tokens are gained from player kills, mob/boss kills, and PQ loot. The tokens are soulbound, which means you can't trade them. Personally, I dislike this feature, but it seems the route MMOs are taking these days. "More grind for the grind god!"

Scarabs are used to buy more common items like blue vessel weapons, souls, and special crafting items. Anhks and cartouches will get you powerful accessories like rings, necklaces, cloaks, and belts. The masks can be traded for some pieces of Tyrant gear, which is on par stat-wise with Warlord gear found in cities. Word is that Tyrant gear does not grant wards or sigils though, so it won't make Darkpromise, Invader, or Warlord gear obsolete.

Conclusion

As you can see, sigils will give players the benefits of a ward system, while increasing the diversity of gear in the game and not imbalancing RvR. Vessels and soul essences will offer even more weapon variety, giving players more customization options. The new tokens mean that even if you are extremely unlucky with drops in this PvE/RvR mega-zone, you'll still be able to work toward something.

These are great improvements to WAR's gear system. The next improvement I'd like Mythic to make would be some kind of token system or shift in the random loot mechanic in "old world dungeons" (e.g., city dungeons, Lost Vale, etc.).

Sigils allow you to get the wards from these dungeons eventually, but players going after the physical set pieces will still be subject to low and random drop rates. Would it be too difficult for them to add a token system to these dungeons? What about a mechanic where bosses only drop loot usable by classes that form the instance group? Nothing is worse than finally downing a boss and having him drop two pieces of gear that no-one in your group can use. Oh wait, I forgot... "More grind for the... ugh whatever." Prove me wrong! Please?

Crafty WAR marketing reveals the "Rosetta Bones," hints at upcoming contest

Filed under: Fantasy, Contests, Culture, Events, real-world, Expansions, MMO industry, Warhammer Online


First it was a movie and a box of hair dye that announced the coming of the Choppa and Slayer in Warhammer Online. Then it was the infamous "violent valentine" cards that announced the Night of Murder event coming to WAR. Now... now we have blogs receiving bones with glyphs and letters on them. You have to hand it to Mythic's marketing department. They have some pretty inventive ways to do announcements, one has to admit.

This announcement however, is pretty big. In conjunction with the release of the Land of the Dead, blogs all about the blogosphere will be getting "Rosetta Bones." These bones will feature different symbols on their faces, each linked with a letter of the alphabet. The bones will also be accompanied with a map that points out special tomb unlocks, a flag to show which version the bones belong to (Europe or North American audiences will be getting different bones) and a parchment page containing storyline clues for what will be occuring in the future.

WAR's Call to Arms live expansion wraps up with Land of the Dead

Filed under: Fantasy, Expansions, Warhammer Online, News items

We first learned about Warhammer Online's Call to Arms live expansion back in late January 2009. After nearly six months of tests, live events, content updates, monster patches, and an ongoing story arc, the expansion will come to an end some time this month. They have saved the best for last of course and Call to Arms will be sent off in style with the release of the highly anticipated Land of the Dead mega-zone.

This week may be your last chance to test patch 1.3 before it goes live. This (last?) phase will focus on the Tomb Kings zone itself. That's right; testers will finally be unleashed upon the desert of Nehekhara! As a special reward, random testers will be awarded special manticore and griffon mounts akin to those gained from Mythic's recruit-a-friend program.

Many players agree the game has improved by leaps and bounds in the last six months and population has been holding steady quarter to quarter. This new mega-zone may prove to be the extra push that encourages new and past players to hop aboard the WAAAGH! train and give WAR a(nother) try. Interesting times are ahead.

Games Day '09: Managing realm vs. realm combat with Jeff Skalski

Filed under: Fantasy, Game mechanics, PvP, Warhammer Online, Massively Interviews, Massively Event Coverage


RvR is a carefully titrated, expansive system, and no one knows that better than Mythic Entertainment's Jeff Skalski. Jeff is the RvR team lead on Warhammer Online, and we recently had the chance to sit down with him at Games Day and pick his brain about many different aspects of WAR's RvR combat.

So what can we expect from city sieges in the future? What's the current priority for the RvR team? What's their plans for open RvR and keep sieges? What's it like designing a zone that includes a heavy emphasis on RvR and RvE working in tandem? These questions and more are answered inside this Games Day interview.

Games Day '09: Lands of the Dead design discussion with Gabe Amatangelo and Jeff Skalski

Filed under: Fantasy, Expansions, Warhammer Online, Massively Interviews, Massively Event Coverage


After saying goodbye to Paul and Josh, I soon found myself sitting down with Gabe Amatangelo, the senior designer on Land of the Dead, and Jeff Skalski, the RvR team lead, with the task of getting inside the Land of the Dead development process.

What I got were some great insights into how testing and development works at Mythic Entertainment, as well as some inside facts on Land of the Dead and some great reasons for why players should come back and try out some WAR. Interested in what sparked the movement to an action RPG dynamic? Wondering what features may not have made the final Land of the Dead cut? All of that and more is inside this Games Day interview.

Games Day '09: Lands of the Dead design discussion with Gabe Amatangelo and Jeff Skalski pt. 2

Filed under: Fantasy, Expansions, Warhammer Online, Massively Hands-on, Massively Event Coverage


Now you guys have a really interesting design going on with Warhammer, regarding the City Siege system. You've basically built in your own cap on the game's system, which is very different from other MMOs in the market. What's it like designing something like Land of the Dead with that restrictive cap in mind?

Jeff:
It's challenging. Sometimes it feels like we're splitting hairs, but we planned to do this type of stuff earlier on, so we left some space to design in. We wanted to make sure this was a free expansion that all players had access to that runs parallel to the tier four campaign...

Gabe: It compliments many different areas of our content. It compliments many types of players with many types of gear and gives them new objectives to achieve. But the top end, yeah, it's definitely a challenge, and that's the one campaign. We have three campaigns. The Warhammer world just has so much stuff in it. There are so many other armies and other things to be inspired by to make new content.

With all of that other stuff in mind, where would you like to take Warhammer if the decision was solely up to you?

Gabe: There's alot. You know, when we explored the RvR gated "Darkness Falls" dungeon, we explored a bunch of different things. We explored Mordheim, we explored Skavenblight, and then we fell across the Tomb Kings. This was perfect for us, as it allowed us to explore a bunch of different gameplay dynamics.

But still, I think Skavenblight is a very cool element. Then you have the whole Vampire Counts dark world...

Jeff:
We still got Sylvania and getting out there to do. Personally, from a visual standpoint, I'd like to see Lustria. I think it's an environment we just don't have in the game at the moment, which was one of the reasons I was really excited about Tomb Kings. I like having a completely new environment and it's a setting we don't have at all in our game.

Gabe: And it also really depends on what we want to get out in regards to content. Is it a dungeon, is it a new open zone? That affects where we go with it. If it's a dungeon, oh well then we should go to Skavenblight as it's a underground thing over there. If it's a whole new mini-zone, then maybe we go to Lustria. Of course I'm talking in broad general terms, but that's the stuff that directs where we take it.

Is there anything that got left out of this expansion that you wish would have made it in?

Jeff: We accomplished alot, but there is that one thing we had to cut back on, as we needed to get moving with production, and that was being able to bring the Tomb Kings in as an ally in the RvR siege. In the early days of the design, we were thinking about giving the assistance of the Tomb King and his army out during city sieges.

Gabe: There were several ways we strayed away from that and one was certainly production issues, but another was that we wanted the campaign system to be the campaign system. Land of the Dead is gated by the campaign, but it doesn't hinder or affect the system in any way and we wanted to leave it like that.

The one for me was that we wanted people to be able to access Land of the Dead from level one. But, well, we just couldn't do that. We pushed it back to level 25.

Jeff: But the majority of our players meet that requirement anyway. The other other thing that we wanted was for instances to be able to let more players in. So there's six man runs right now, but there was this "other one" where we wanted to get that number higher, but we didn't get that in.

Gabe: *evil laughter* Not yet.

Now one of thing some of our commenters are going to point out as a problem is the power leveling. You can be level 25, then get bolstered to level 36 in Land of the Dead, and you gain level 36 experience at level 25. Why did you guys decide that?

Gabe: Well Darkness Falls was very successful as an alternate spot for power leveling. So we went and followed that form and put it into Land of the Dead.

The other thing to note though is that you can lose control of the Land of the Dead, and that will cause power leveling to spike. It's another carrot on the stick for players to gain control of the area. So I don't think it's going to be a problem, I think players are going to enjoy it.

Jeff: It gives you another track, an accelerated track, and it happens right at 25 for a reason as it's in that lull between tier three and tier four. It's going to be that extra push that will get people into tier four. We've done many things to help ease that lull, like new epic questlines and boosted quest experience, to get people into tier four.

So, ok, let's pretend I'm a newbie to Warhammer. Why should I come and play your game?

Jeff: If you want PvE content, we got the public quest system which is a trendsetter in the industry and I know we're going to see more of it pop up.

Oh yeah, Runes of Magic already jumped on that.

Jeff: Oh yeah, we know, and it's cool. It's just a good system because it helps get people together. From an PvP standpoint, our game was built for realm vs. realm combat. You can do it from rank one in our game. There are scenarios, there's RvR areas, they're dynamic, there's a lot of variety. We slowly introduce the player to harder and harder mechanics as they advance through the tiers, like keeps, and outer walls of keeps, and city sieges. To me, that's why players should come. If you want PvP then there's no other place to go.

Gabe: With Land of the Dead specifically, it's the pyramids and the necropolis. There's no other setting like that in modern MMOs. It's the action RPG elements and working together to overcome them as a group as well as individually. There's just nothing like it. You like Zelda, you like God of War? Then check this out.
The sands of the Tomb Kings are coming as the final release in the Call to Arms live expansion, the Land of the Dead approaches! Massively has your back with coverage from Mythic Entertainment at Games Day '09, so get your WAAGGGHHH ready for RvR mayhem as Massively re-arms for WAR!

Games Day '09: A moment with Paul Barnett and Josh Drescher (also, Josh loves Aubrey)

Filed under: Fantasy, Warhammer Online, Massively Interviews, Massively Event Coverage


Even with all of the excitement occurring at Games Day, Mythic's Paul Barnett and Josh Drescher still had a moment to sit down with us at Massively and talk a little shop about Warhammer's overall status, Mythic's future direction of the game, and why players should come back and experience the Land of the Dead.

But they're tricky folks, Paul and Josh! They even tried to turn the interview back around at us at some points! But we stayed strong for you readers, and were able to get some interesting answers out of them regarding Warhammer Online. Also, we have exclusive coverage that Josh indeed loves his fiancee, Aubrey. Yay marriage!

Interested in the full interview? Hit that link and read on!

Games Day '09: A moment with Paul Barnett and Josh Drescher pt. 2

Filed under: Fantasy, Warhammer Online, Massively Interviews, Massively Event Coverage

So, I know this is on many player's minds. Is this going to replace city raid content?

Josh:
No.

Ok then.

Josh: Well, I mean the short answer is no.

Paul: My answer is totally no.

"This is a long term, total commitment from our studio to our players and to our newer players coming along."

Josh: Long answer, I've been with Mythic for eight years. I was here before Camelot launched and we know what this type of content does to a greater RvR campaign. While the RvR campaign is certainly more diverse and larger in Warhammer than in Camelot, but we know pragmatically that by tying the content to the campaign and requiring success on the battlefield to gain access to this content, that success may push you towards capital city content. Even if RvR is not your focus and your focus is to get down into the dungeon, you're going to wind up working your way towards the capital city. It just happens organically, so we're really not concerned about that too much.

At the end of the day, if people end up deciding that they enjoy this content more than city capture, we never felt that we need to integrate the players into the game in one set, specific way. Personally, I really love scenarios over everything else. I don't have much time to play, so for me, 15 minute scenarios are the way to play. That doesn't mean I won't engage in RvR, but overall I get 15 minutes here, 15 minutes there, and scenarios will always be my core fascination.

But there are other people who like large-scale raid content, who don't like RvR or PvP. This is a great way to have them go down and get that Disney Land experience while running through well-thought out content, but there's also that added danger that at any moment enemy players can swarm in. Also, as Paul likes to say...

Paul: I don't like building fart balloons.

*Laughs*

Paul: It's like the extended cut of a great movie. You have the main core of the movie, but you also have that extended stuff. You can watch the main core of the movie, but if you really want to obsess and you really want to see all of the detail you can watch the extended cut. It's more of the same, but it's new and cool. That's what it is. The movie is still the movie, our game is still our game, regardless.

Ok, so, this is basically a small expansion, honestly. Where do you see Warhammer going from here?

Paul: Go straight, go straight, go straight, go straight. This is a long term, total commitment from our studio to our players and to our newer players coming along. Try it out, it's never going away, it's only going onwards and upwards.

Josh: I agree with Paul. Our boxed expansion schedule, such as it is, is probably going to mirror very closely to what we did in Camelot -- an alternating sequence of free expansions via patches and then boxed retail expansion content. Almost certainly you will see retail expansions in the near future, but you will certainly keep seeing free expansions as well.

"To go to a person at a time like this when unemployment is rampant, the economy is in the tank, and retirement funds have gone away and say, "Hey, can I have 10 to 15 dollars of your money every month to play my game?" is actually a pretty bold request."

We've always felt the relationship we, the developer, have with our players should be something more than just simple money extraction. At least 50 percent of it should be grateful generation of wonderful things for them to have for free.

All right. Now the hard question. 300,000 subscribers -- how do you guys feel about that? It's the number you started with, and it's the number you currently hold now.

Josh:
There is no start and there is no now. Now, as a company, we're legally not allowed to comment on those numbers any further than what was reported, but we're very happy with the enthusiasm and continued dedication of people all over the world who have played Warhammer for the last nine months.

It's been a really difficult time not just for the games industry, but for everyone. To go to a person at a time like this when unemployment is rampant, the economy is in the tank, and retirement funds have gone away and say, "Hey, can I have 10 to 15 dollars of your money every month to play my game?" is actually a pretty bold request. So for people to come to us and say that the commitment we've shown and the game that we've built is worth that kind of display, we have nothing but thanks for those people. We are unbelievably grateful that they've stuck with us and we hope that this type of content that we've been developing for the last nine months is an indication of our dedication to our end of this type of interaction. They trust us to do this, and we're trying to make good on our end of it and bring great things to them consistently.

We are very happy with where the game is. We would obviously love to have more people try Warhammer, which is why we have the trial out...

Paul: Which you can download right now!

Josh: And we're very happy to continue on into the future. Also, this event is the last thing I'm allowed to do before I go get married. I'm very excited, I'm getting married next Saturday.

Paul: It's an exclusive for Massively!

Josh: I love you Aubrey, please continue marrying me. Put that in big bold letters. Breaking news: Josh loves Aubrey.

I will totally do that. Josh, Paul, thank you so much for your time!

The sands of the Tomb Kings are coming as the final release in the Call to Arms live expansion, the Land of the Dead approaches! Massively has your back with coverage from Mythic Entertainment at Games Day '09, so get your WAAGGGHHH ready for RvR mayhem as Massively re-arms for WAR!

Games Day '09: Our impressions of Warhammer's Land of the Dead

Filed under: Fantasy, Events, real-world, Expansions, New titles, Patches, PvP, Warhammer Online, PvE, Opinion, Massively Hands-on, Massively Event Coverage


So we've been over the cold, unfeeling facts about Land of the Dead. It's big, it's a throwback zone to action RPGs, it has RvR and PvE, and it's filled with mummies. But you don't want the facts, right? You want to know how it plays and you want to know if it's worth your time to pick up Warhammer or resubscribe to the game.

During my time at Games Day, I got the chance to participate in a bunch of the PQs in the new zone and try out a few areas of the Tomb of the Vulture Lord, the capstone dungeon of the whole experience. I got to be shanked by swinging blades, pierced by surprise dart traps, and I even got to wear the Sovereign armor set, the pinnacle armor of the game. (Yes, it looks completely badass.)

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