PS. Adsta, say anything and die!![]()
Does that only apply to Adsta? or can I say something

PS. Adsta, say anything and die!![]()
lvl 8 now and been doin bit of the battlefield action at nordland and been gettin owned by the destro forces, the probs is tht they have choosen, maruders and ranged classes aswell as some greenskin forces and basicly its just us empire classes the WH, BW and few WP's and we cnt do much against the tanksbut other than tht still enjoying it
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Shami is nuke/heal balancing i think, is zealot just straight forward or does it have a mechanic?
What server? because we absolutely hammered the Order forces at Nordland and like you said there were a lot of BW, WH and WP's.
I'm Chosen btw =D
To be fair they kept coming back for more and there were a lot of them so who were we to stop them.
Edit: Just had another battle but this time the order class spread seemed a lot better and they pushed us back but we held the defences.
Shami is nuke/heal balancing i think, is zealot just straight forward or does it have a mechanic?
Another question is about Zones, I've done DE so far but chaos seems very very busy from my reading, seriously it would be good for some tanks to come over to DE areas your get eaten up in groups casue DEs dont get any tank class.
How easy is it for a DE to get to the chaos starting zone?
anyone know of a good place to get the beta? , fileplanet blows for speed
Haha well i am the dark side, i was alliance for four years in WoW and wanted a change.
New account here:
http://www.war-europe.com/#/registration/
Register Beta here:
http://www.war-europe.com/#/activation/
Its a 'backdoor' as such but it works, there entire system is nothing more than a joke though...
I think with the little gameplay I had and skimming through the forums I can summarize what are the top issues currently.
1- There's a problem with lag and "ability not ready yet" that in some cases can become so bad to make impossible to play (feels like a de-synch). In scenarios this doesn't seem to happen, so it's about the server and crowded RvR zones (but I also got it during PQs).
Increasing the pre-queue cooldown was a step in the right direction, but the UI still doesn't provide feedback that is discrete enough and feels flimsy. Again, a sound that plays when the keypress is accepted and the action triggered could be useful to improve the feel, as well highlighting the icon while in the pre-queue. If there's some lag, the replies/checks from the server should delay the action, not cancel it while you are mid-casting. Also: you CAN'T, just can't show an animation and then stamp on screen that the action was canceled even if you SAW it happen. This is just bad feedback and again related to the bad feel that players are reporting.
They also need to do a polish pass with synch of animations and effects, but this isn't urgent and could be done post-release.
2- The NPC pathing and getting stuck, usually jerky reactions and warping. Especially in PQs this becomes critical.
3- RvR levelling speed needs adjustement. I noticed it myself and have read plenty of players reporting this as well. From the previous preview weekend they slowed down considerably the time you need to level up, but that's not the true problem. The true problem is that if you do RvR you quickly cap your renown rank and are kinda forced to go out and do PvE because the renown ranks are capped at your level. So here they need to balance them so that they grow more in parallel if you decide to skip PvE entirely (note: Mythic's goal is exactly to leave the players the choice of what to do, so this is consistent with their design).
4- Too much power differential. Level 10-11 players are almost invulnerable in some cases. You have these tanks that charge right into a huge zerg, fight there for a minute or more with EVERYONE shooting at them, then retreat almost unscathed. There are many possible fix for this, for example it was proposed to bolster to maximum level (with gear and skills to still make a difference). Whichever is the practical solution, the power differential within same-tier should be flattened by 20% if not more.
5- Still need work on targeting. Especially for healers you need a way to select by clicking on overhead names and health bars. And while you are at it, also make overhead NPC icons usable.
6- World textures are still blurry. There's no option in the client that adjusts the detail of textures. They also "pop-in" sharply from low detail to high and it's ugly. This is probably easy to fix and it will come.
7- Some sounds are damn annoying. Especially some repetitive sounds that in open RvR produce an horrid cacophony. There's one in particular that I can't track that's probably related to some class getting hurt and that is really, really bad.
If these are fixed, then we can move on and discuss the other, more significant, problems that will trigger in the longer term and are more deeply rooted in the game design.
1- Too many PQs in the same zone. Less a problem when each zone is packed with players, but it will grow as a significant issue over time. I don't understand the design here. PQs should have been designed from the beginning to adapt to the number of players participating, so to minimize issues of overcrowding and depopulation. And I would have made them a little bit more elaborated. Less of them, more consolidated, and a little longer.
2- Possibility to queue for all the scenarios available for your tier, without traveling between zones.
3- Connected with the previous. I would have designed the RvR zones to be shared between the three realms as a point of convergence. I can easily see how a couple of months after release the players will pick ONE RvR zone of choice and just go there, leaving the other two deserted. This is Emain all over again, when in the old DAoC frontiers all players went to PvP in the Hibernian zones, leaving 95% of the remaining RvR space just for the sporadic incursions.
4- As an escalation of causes and consequences, this game would have worked *wonderfully* if it was designed with a server structure closer to Guild Wars. "Popping" to existence new instances of one zone only when required by the population, with a system that could encourage the players to bind to a particular "world", but without strict commitment.
Like an ideal mix of persistence and instancing so that no matter where you go and no matter when you decide to buy the game, you would always find the player's activity vibrant as in the first few days after launch. As opposed to a barren world where most PQs stop to work, Scenarios don't pop-up and the RvR zone is deserted.
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While most of these latest points aren't doable now (the game should have been designed around those points from the start), there are still some workarounds.
De-levelling can be a start to spread out more the players and keep some activity in low level areas even when the bulk of the players have reached the endgame.