I am well aware of the viral poisonous nature of public forums and the mob mentality that goes along with a community agenda. We saw it destroy DAoC and result in New Frontiers, and we saw it in WoW becoming so more bland than the ramen I lived off through college. (Although soaking that shit in butter and salt sometimes helped - FYI!)
However, lately the public forums (namely VN and Warhammer Alliance) are overwhelmingly depressing. Nothing but complaints and blind threats of canceled accounts and entire guilds leaving the game. The same old "give me what I want or I'm going to cancel."
Part of it has merit, granted. If there is a glaring bug in the game like CTDs, that warrants massive attention to get resolved quickly. I think Mythic has done a great job, but needs to do better. Similarly with the bugs on Kaarn, and miscellaneous issues with Bastion Stair locking Order from killing Skull Lord.
But rather than feed the doomsday frenzy and become part of a poisonous community that is sprouting up and growing rapidly every day, take a step back and think for a second.
Warhammer Online has been playable "live" for less than two months. Mythic is in a unique situation in that they decided to legitimize the basis of their MMO rather than all but steal their concept like Blizzard did. As a result, Mythic is handcuffed by a lot of red tape and bureaucracy that stops a lot of their progress from being immediate. This is both good and bad.
It is good because it stops the knee jerk reactions that DAoC suffered from, and stops a lot of the nerfing that causes a roller coaster of class popularity.
It is bad because the public forums turn into a cesspool of complaints and false threats. I wish I could see Mythic's database and see just how many of these retards are full of shit with their claims of killing their accounts. I am not naive enough to believe some people have not quit. But even with all their faults, and the horrible economy, you have to be silly not to recognize growth in the game. Just the other day while being dragged around Target for my opinion on the scent of all of the 928 candles, I noticed a shelf of video games that had nothing but two rows. The first row covered in WoW, The Burning Crusade, and Wrath of the Lich King. The second row was Warhammer Online, and some prepaid game cards. The Warhammer row was virtually empty while there were plenty of copies of Wrath of the Lich King left; even to my surprise.
There are so many things WAR has going for it that make it such a fantastic game. The first being there is no true "end game." When you've killed the final boss in a PvE game, there really is nothing left for you to do. Period. The End. Wait for the next expansion.
In WAR, the game is constantly evolving based on the leadership of rival and enemy guilds. Just the other day Sacrifice had two groups que'ing for scenarios separately. We were lucky to time it well enough we were able to get grouped together frequently. Maybe one out of five scenarios ends up being against the majority of the same players. It's a constant evolution of strategy and competition. And while granted sometimes it's hardly fun as we are pitted against 12 players of which Yuriel is the only level 40, this is temporary until those players reach 40.
And when we noticed Order was taking keeps in Dragonwake we rallied together in a Warband and defended the keep against Pkrstar, Silverhands, and their guild/warband of approximately 15 on three separate occasions. It was absolutely amazing fun.
So when someone asks what's the point of WAR if you can't push zone control, I have a few things to say on the subject.
Every time you have sex, are you trying to get your girlfriend/wife pregnant? I would assume not.
[edit - Unless you are Bigdaddy. He pops every time.] So why does every RvR encounter have to be a waste of time if you're not pushing towards the enemy city? If it were easier to push towards the city, wouldn't that then become meaningless? If it were so easy to push zone control that a single guild could do it, everyone would then be complaining it's too easy to do the "end game."
I don't entirely agree with the emphasis on Tier 3 on the control of Tier 4, but from a design perspective it does make sense, and when guilds like Lords of War, and The Fallen, stop dicking around and all get into Tier 4, it won't be that much trouble anyway because we'll have more people in Tier 4 working towards zone control.
Even despite all that, if we had more people roaming BOs and Keeps and the zones in general, RvR'ing in the open, we'd have even more opportunity to push zones than we do with farming scenarios repeatedly. The RvR action in a zone itself contributes substantially, but hardly any guilds are interested in that. It seems all anyone wants to do is flip flop keeps for their Annihilator sets, and then complain about how bad the sets are?
I can't speak for all of Destruction, but Sacrifice would gladly roam and RvR against 12-24 players all night long than do Scenarios. But we do what we can to RvR because that's what we play for. If you have more than 24, bring it separately to two war fronts, and I'm sure Black Watch and other guilds would be happy to fight along side us, or on their own in another zone.
But at the end of the day, the point of the game is to RvR, with or without the intent to capture Altdorf/Inevitable City. And I'm thrilled it's not easier, because the game is only two months old, and I'd be very disappointed if I was able to get into Altdorf and start killing the King already. I enjoy a challenge, and when everyone steps back and realizes that not only is the game new, but our server is uniquely low level with an isolated Level 40 population that most servers do not have because we are cloned, we'll be in great shape. In another month or two when Lords of War and The Fallen, and the other massive T3 playerbase becomes active, RvR will be everywhere, and then the only thing you'll be able to complain about is Sacrifice
