Making Money in WAR

Warhammer is not really a game about making money. Whatever you do, it is almost impossible for you not to have enough (15g) to buy yourself a mount at level 20 unless you are spending prodigious amounts on the auction house. So don’t ever feel that you need to save money by not buying siege engines or dyeing your gear. You really don’t. You’ll still have enough for your mount even if you send lots of stuff to your friends and guildies, it’s not something you will need to worry about. Spend gold, have fun!

The main scarcity at the moment is for drops that Salvagers and Talisman Makers can use to level their tradeskills. Anything you can find or make that could be useful to either of those two trades can be profitably sold.

Here’s a few other pointers on money making.

1. Do quests. The capital city quests in particular are mostly delivery and discovery quests. The rewards vary from 25s-75s which is a lot at low level, and you can do them at low level. The other quests you will want to do, which are repeatable, are scenario-related quests which you can pick up at a war camp. Do check the quest rewards first, some give more cash and others give more xp.

2. Scenarios. You will earn cash from scenarios, especially if people bother to loot corpses. There is also a renown tactic which gives 5% more gold from PvP. If you don’t have anything else to put into your renown tactic slot, it might not be a bad pick. Each war-camp has repeatable quests that you can take for scenarios, as mentioned above. There is usually one that requires you to complete the scenario and another that requires you to be involved in a set number of kills. The kills one gives more cash so try to remember to keep picking it up.

3. Public Quests. Remember that you can take the cash from the loot bag instead of the drop, I think there is also a tome unlock for doing this enough times. The crafting PQ rewards aren’t likely to be selling for much at low levels but it might be that later on they will fetch enough at auction to be worth taking instead.

4. Crafting. Scavenging and Butchery generate a lot of tat that can be sold to NPC merchants. Any drops that are useful for talisman making are worth selling via auction because talisman materials are scarce at the moment. For cultivating, plants sell to NPCs for the same price as seeds. Goldweed can be useful to Talisman makers so those seeds/ plants are worth auctioning. Some potions sell to NPCs for a tiny amount more than the materials cost, if you have a supply of seeds/leeches/etc. Potions in general are not currently in huge demand, I suspect it’s the healing and AP potions that people will mostly want since the buffs are usually short duration. We don’t really know how demand for crafted goods will pan out at later levels. I suspect there will be a constant demand for talismans, but that most people will either make their own healing potions or have friends who can do it.

5. Auction House. Ah, the most traditional way to make money of them all. Buy cheap, sell dear. To make money from the auctions you need to think about what’s likely to be in demand. Is it worth selling a drop via auction? What’s the going rate? The AH interface is generally good and if you plan to spend a lot of time at auction, you’ll want to check prices on different goods frequently. At low levels, shoulders and cloaks will sell well. Undesired green drops are worth selling too, since you may get more than you would from an NPC from a salvager needing  them to skill up. If you plan to do a lot of auctioning and don’t get overly frustrated at the mail system, it might be worth having a low level auction alt whose sole purpose is to transfer goods between mail, auction, and bank.

Note that your mails from the auctionhouse are in their own separate tab of the mailbox.

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How Many Miles to Babylon?

So yesterday I was trudging my weary (but sophisticated and intellectual) High Elvish way through the lion-dotted hills of Chrace towards the looming mountain pass into the Shadowlands; or as we call it, “Tier 2.” I was helping my elvish brothers and sisters locate various missing relatives and knocking off a few underdressed dark elves along the way. Eventually the uppermost question in my mind was, ‘OK, so where’s the next flight master?’

As it happens, he was a whole zone away. And that made me happy.

Warhammer is a game that likes you to walk long distances. And whenever you are in a long stretch without a flight master, that’s a period where it’s harder to meet up with people in other racial areas or access the bank or auction house in capital cities. Quests do a good job of leading you through the local Public Quest areas and to the next warcamp, it’s hard to get very lost. But it is still a long way to walk, and if you bind near a warcamp (which most people do) then you’ll have to walk back to get to your quests.

As long as the landscape is varied and full of intriguing places to explore, quests to do, NPCs to meet/kill, and lore to learn, I’m happy to go by foot. The long journeys make a gameworld feel more coherent and less like a mass of levels and zones. It’s more immersive. I want my world to feel like a coherent WORLD and that means it needs a sense of distance. There’s a balance to be had between player convenience and immersion and that means that sometimes distance can feel frustrating. But at the same time, it’s an in game rite of passage to make long solitary journeys. WAR so far hasn’t thrown up anything quite as obnoxious as WoW’s trip from Darnassus to Ironforge that all Night Elves had to make if they wanted to hook up with their non-elf friends, although there are routes that send you dangerously close (or through) RvR zones …

Some people obsess about efficient use of time in games but frankly, if we were concerned about efficient use of time we wouldn’t be playing games at all. The time spent wandering through the world makes us keener to pick up a mount and appreciate the faster speed once we have it. Like getting your first car, there’s a childish glee in speeding through areas where you used to have to walk.

I don’t have a mount yet — 15g and rank 20 is what you need for that. And I’m enjoying my slow rambles. It isn’t that it is never frustrating. Walking up and down the same path can get tedious and although the quests mostly don’t require that, running up and down to your bind point certainly can. But at the same time, it is very immersive. There’s no better way to feel the distance than to walk it.

It also encourages you to think of other things to do along the way. You can jump into a scenario from anywhere, and there are always Public Quests nearby where you are, in every zone. I’m sure that there will eventually be more transport in the game, people are bound to complain about it. I also hope that Mythic think of a way to make it easier to access the bank, because crafting materials can easily fill up low level bagspace. But I’m equally sure that the long walks encourage people to pick up more of the quests and get more involved in the zones they are travelling through.

To get back to the efficiency point, you can play an MMO as a resource management game. Time is a resource to be managed and to win the game, the goal is to amass as much gold, xp, influence, renown and gear as possible in the time available. Wasting time is bad play. A game that is designed to encourage long periods of time in which you can’t gain any of the above is bad design. But that’s not the only way to play a MMO. We aren’t all oriented on the same goals. And if you play like that, you’ll end up putting a monetary value on lots of simple but fun activities like making friends, exploring, and roleplaying. Some of the activities that make MMOs more than just multi-player games.

There’s a fashion at the moment called The Slow Movement which is all about taking life at a slower pace. I like to think that jogging through the world is a way of experiencing Slow Gaming.

It’s the only way to fly!

They gave us some templated chars towards the end of the closed beta phases. We started at rank 31 and renown rank 25 chars, and they gave us enough gold for me to bully a guildmate *cough* (Hawley) into giving me enough to buy my ‘mount’ – a gyro-harness.

Then, I spent half an hour (literally), hovvering everywhere, listening to the whirry blades and having a whale of a time. It’s my fave mount so far in any game. Seriously.

And from the pictures and screenshots, I had no idea how fun it would be to hovver around, my little dwarfy legs all a-dangle. It’s quite fun to jump and then land on something with it too. It’s completely and utterly sold me on a dwarf char, and I actually thought it might put me off when I saw it initially.

 

I logged back on the next day and zoomed around on an empty road with it (bear in mind I wake up at crazy o’clock and there were no nasty Destruction players for me to behead with my blades – oh, if only I could. I’m a bloodthirsty gal at heart!), but I discovered a keep and a battlefield objective and all the time my full attention was on my gyro-harness.

Nice work Mythic!

[I have to admit, that 10 gold was the best “investment” I’ve ever made in an online game.  The general level of “squee!” was most definately high.  And watching Arbitrary fly about the place, buzzing everyone or everything that came near, was the highlight of the night for me – Hawley]

Is it a healer? Is it a nuker? No, it’s an Archmage!!

Glittery Archmage

Glittery Archmage

When I first read about the Archmage and her casting mechanic that was designed to make it easy for her to switch between healing and damage dealing, I thought this might be the class for me. About a minute and a half after creating my first Archmage in beta, I knew I had found my main.

I’m a committed role switcher. I love my alts. And I love my classes that can fill more than one role in a group, even if it means respecs or hanging onto spare sets of gear. And I love my healers that can nuke/ or nukers that can heal. Its great if, like me, you also have friends who play healers. Because I can say, ‘Hey, no worries, you heal this one and I’ll nuke instead.’ Options are good, mkay?

I’m going to expand more on that later but first, check out the robe and staff? Granted, it isn’t punk but doesn’t she look great? (Arbitrary and Hawley will confirm that I uploaded loads of shots of my archmage looking various degrees of ultra-awesome and won’t stop talking about it!)

There is a downside to being a glorious glittery healer with very obvious spell animations. Can you guess what it– urrrgh *gets stormed by band of Chosen and Marauders* Yup, get ready to be public enemy numero uno whenever you zone into a scenario, and I must be some kind of sucker because I LOVE that. I am always drawn to powerful but flimsy support classes who are high priority PvP targets. Staying up, keeping out of harm’s way, and delivering awesome healing, dps, and debuffs to help my realm mates is a real challenge. Although being an easy kill, the Archmage is fairly well designed as a PvP healer. She has a good mix of instant cast HoTs and DoTs, and an instant shield which can all be cast on the run, and longer cast time more powerful spells for when there is a tank or tree to hide behind.

More on that mechanic …

So the idea is that every time you cast a heal, you build up a point of Tranquility to a maximum of 5 points, which will bolster your next dps spell (if it is an instant DoT then it will tick for more damage, if it is a slow cast, it will cast more quickly). And every time you cast a damage spell, you build up a point of Force which helps your next heal in the same way.

2 points of High Magic

2 points of Tranquility

See, this is a screenshot after I’d just cast 2 HoTs on myself. On my hotbar you can see that the abilities that will benefit from the Tranquility are blazing with excitement, so you can’t miss them. As soon as you cast a spell, all the spells of the other type will light up and the flames blaze higher the more points of Force or Tranquility that you build up.

I love it. I hate seeing the fires blazing for too long without being used so it’s very natural to find ways to throw out a DoT after every few heals. And what’s even better? Some of those DoTs are also debuffs or lifedrains so even while doing damage you can still be doing some support.

So: healer who nukes or nuker who heals? I did a lot of healing regardless and the healing offered by an Archmage is great. She’s the best single target healer on the Order side, and has a group heal too. It’s not as good or as fancy as group heals that the Warrior Priest or Runepriest get but it does the job, and this is one of the things I love about the Archmage. Her healing is definitely good enough for any situation I was able to find. I tried a nuking spec too and loved that (there’s a very fun AE knockback in the Asuryan tree) — her strength here is in her DoTs, and the channelled single target damage. But the class is strongest when you do a bit of both and I find it fun to keep an eye on both my team and the enemy and figure out where I can help best.

More about lifetap

Champion the Wondermage!

Champion the Wondermage!

As an Archmage, you can spec for a variety of different spells (although not all at the same time). There’s a DoT which reduces healing received by the target by 50% that you can pretty much keep up the whole time (it lasts 9s and has a 10s cooldown). There’s a ranged AE nuke/knockback which is good fun. There’s an awesome looking AE buff/debuff at the top of the Vaul tree that I need to try sometime. And … a lifetap nuke.

Now everyone has some kind of spell that they just adore in every game. For me, it’s the lifedrain and manadrain. I love those spells that annoy the enemy and help me or my mates at the same time. And they work very very well with the offensive/defensive target system in Warhammer. You won’t outheal a zerg on your own using these lifetaps but they’re just a tool that I love having, even if it ain’t all that powerful. (I’d love to see Balance Essence get a boost of some kind, but it’s fun for me anyhow.)

What we did in closed beta. And chickens!

As you know, we weren’t in the beta that long, but we managed to level chars to late teens and also try out quite a few alts and stuff. We also played some rank 31 templated characters, which is why you’ll see things jump from Tier 2 to Tier 4 (I’ve abbreviated to T1-4)

I think it’s safe to say we all enjoyed the game and found the characters we’ll be playing as mains. I’ll be twirling a staff as the Rune Priest, Spinks will be looking pretty while creating a light show as an Archmage and Hawley will be both righteous and full of fury as a Warrior Priest. Yes, we all picked healers. It was likely to happen anyway and will in some ways shape what we post about.

We’d be happy, to answer questions on any of these things. And will no doubt be writing more about them later.

Here’s the main things we did, very much summarised and introduced by our chickens:

Spinks

  • Played Archmage, Ironbreaker, Engineer, Warrior Priest, Magus
  • Quested in T1/T2 Elf, T2 Empire
  • Lots of PQs across all areas visited
  • T1 Scenarios (Elf/Empire)
  • T2 Scenarios (Empire)
  • T4 Scenarios (Empire)
  • Did open field RvR, mostly T4 in Praag, but also some T2
  • Helped in keep takes
  • Bought white pony
  • Fell off high things a lot
  • Checked Empire/Elf starting zones for cool tome unlocks

arbitrary

  • Played Rune Priest, Warrior Priest, Witch Hunter, Archmage, Shaman, Zealot, Swordmaster
  • Quested T1 Dwarf/Empire, T2 Dwarf
  • Lots of PQs across all areas visited
  • T1 Scenarios (Dwarf/Empire)
  • T2 Scenarios (Empire)
  • T4 Scenarios (Elf/Empire)
  • Did open field RvR (T1 and T4, mainly for objectives)
  • Bought gyro-harness
  • Fell off everything a lot
  • Checked out Dwarf starting area for cool tome unlocks

Hawley

  • Played Warrior Priest, Archmage, Engineer and Witch Hunter
  • Quested T1/T2 Empire, T1 Elf, and T1 Dwarf
  • Lots of PQs across all areas
  • T1 Scenarios (Empire/Elf)
  • T2 Scenarios (Empire/Elf)
  • Tier 1 and Tier 4 Open RvR. Did a lot of keep defense in T4
  • Bought brown horse. Put brown horse on diet
  • Usually fell off high things whilst filling in feedback forms
  • Was slow to realise the potential of the Tome of Knowledge
  • Got lost a lot, especially in caves

Guild

  • Formed guild
  • Got to rank 8.5, nearly to banner design! (they there was a wipe for T4 testing)
  • Chaos night – all made rank 1 Chaos chars and went to do PQs
  • Tested calendar
  • Tested player notes

Review of Warhammer Online Beta

(NB. It is midnight here and I just got back from meeting friends to find that EU NDA is lifted. I’d like to take a moment to thank whoever it was at GOA who was up late updating the website so we could go ahead and post this. And hope you enjoy reading it.)

[Updates from the end of Open Beta added as underlined comments in brackets, 13 Sept ’08]

WAR is everywhere

The Age of Reckoning is at hand! It’s time to pick your side and join the fray! And with that, we’re off. It’s been terrific fun and that, more than anything else, is why the game succeeds.

And if there’s one thing I learned from playing the beta, it is that a lot of other beta testers have been waiting years for a new MMO which integrates RvR (Mythic’s more sociable version of PvP) and PvE because people were taking part in both aspects very enthusiastically. Although on the surface, it shares many facets of gameplay in common with other MMOs, the social aspects feel like a breath of fresh air. What really makes this game stand out for me are the clever mechanics which nudge people into playing together without any of the awkwardness of looking for groups or standing around for hours hoping to find some action.

RvR is provided via scenarios (small instanced mini-games, like battlegrounds in WoW) and world objectives. It’s very easy to find some action in world PvP because the map will mark where battles occurred in the last 5 minutes. Or you could just ask on the zone chat or join an open group in world RvR and check where they are. It’s easy for lower level players (assuming they are in the level range for the tier) to get involved because as soon as you enter an RvR area, everyone gets bolstered (or lowered) to the same effective level for the purposes of being able to hit things and how much health you have. So it is more effective to have higher levels because they’ll have better gear and skills but it’s not instant death if you aren’t.

The PvE side of the game is dominated by the Public Quest system (remember I said you’d love it?) which makes it easy for players to work together on a smallscale raid boss with a storyline attached; we all got quite addicted. Add to this the intuitive open group system and it becomes so simple to check which PQs the open groups are at, head over there, and join in. And it would not be unusual if the group was fun for people to suggest moving on to other PQs or heading off to RvR. The groups didn’t always disband after a single quest. Aside from the random PQ rewards, you also gain influence from taking part that you can eventually turn in to a reputation-style vendor for gear. This, coupled with the renown gear you can earn in RvR (which covers a full set of gear, including weapons and trinkets), means that you never have to rely on random drops while levelling. There is always something you can work towards reliably from either PvE or PvP.

Most of the other questlines that we found are very solo friendly. In general they are good, but lack the polish of WoW. There isn’t so much emphasis on ‘you are the HERO and this is your story’ that you get from single player games or many MMOs. Some zones we liked more than others but the feel of the Warhammer setting is very true. Although quest givers are marked with a green book above their head, they don’t all appear on the minimap which means that there are some perks for explorers who like to go searching. The other innovative side to questing is that when you accept a quest, a red area will appear on your map showing you roughly where you need to go. This struck a good balance between making quests into a pointless snooze-fest while still making sure that the directions were good enough that you didn’t go wildly wrong. So questing was generally fast and non-frustrating.

We didn’t test any PvE instances, it’s something I hope to do before the end of beta. It is mostly because the first instance is at around rank 20 and a lot of the guild didn’t level that much in beta.

[Ahaa, I did go through part of the Altdorf sewers when we were grossly over-powered for it. Was quite small and fun though, and the atmosphere in the sewers was great – don’t think it was itemised at the time though – arbitrary]

I also should mention the Tome of Knowledge, which is just astounding. You’ll be earning unlocks from the moment you zone into the game and talk to the first questgiver. Each new tome entry has a few paragraphs of ‘in character’ prose for you to read, and may have maps and other descriptions also. The Tome itself also contains your quest log, lists of titles and achievements you already have, and lots of other information too. It’s absolutely integrated into the game. And the other thing I loved (and this is great for explorers) is that there are some tome unlocks that are based on items or places that you can find. Massively wrote about one tome unlock like this which they found in the High Elf starting area. There are lots more, if you can find them.

Is it ready to release? We found some bugs, sure, but the game itself is as stable as any beta I have ever played. I can compare it easily to WoW or LOTRO in that respect, which both had very stable betas by the time they got to release.

The game isn’t flawless; in particular we still don’t know what the answer will be to population balance issues, and performance in largescale battles hasn’t been good. With regard to that latter point, I hear via forums that we should not read that there’s a patch already on some of the US beta servers that solves many performance issues so I’d hold judgement on that until we get to see it ourselves.

[OK, as of the end of open beta, performance in largescale battles has been dramatically improved. There was definitely some lag but the game was playable. It’s better than anything else I’ve seen in that kind of situation. We also have some idea now of how the population balance will work out. There are separate caps and queues on each server for Order and Destruction. This does mean that if your side is ‘full’ then you may need to queue before you can log on.]

Now, I did (foolishly) make a list of ten points I wanted to see from reviews so it would be churlish not to cover them.

1. Was it fun?

YES. We had a lot of fun, particularly with the phase of the beta test where we started from level 1. Part of this is just the sheer joy of having a whole new game to explore, and being able to play with friends I haven’t seen online for months. But the game made it easy for us to play together and find fun things to do which benefitted all our characters. It was also easy, as I have said, to hop into a group in PvE, RvR, and a scenario, and fight alongside other people who you might not know without everyone annoying everyone else.

There’s nothing especially revolutionary in the classes but we all were able to find ones that we really liked, so they’re doing something right! And that helps a lot with the fun aspect.

2. What irritated us?

The most irritating thing I found in the beginning was trying to figure out how to get to the other race’s starting areas (or to Altdorf) so we could group up. It is not currently intuitive or obvious. What you actually have to do is find your way the first warcamp in your racial area and locate a flight master, but the warcamps are not well marked until after you have found them.

[Yup, still an issue. But now people have great websites up with maps on them which makes this a bit easier.]

It was also a bit irritating that some of the scenarios were never up. People congregated in the Empire v Chaos zone and I never saw any of the Elf T2 or T4 scenarios played at all. Of course, this did mean that it was easy to find A scenario, if you hopped over to EvC. Just some zones ended up quite deserted.

[Not true in Open Beta when there were more people around. EvC was still the busiest scenario in tier 1 but I think that’s mostly because people liked it better. I was able to play all of the others without too much of a wait. I think in live with its greater populations, this will be less of an issue.]

I was also sad that there wasn’t a dual wield class for Order, at least Destruction has the Disciple. (I don’t count the Witch Hunter because sword + gun isn’t really the same.)

Couldn’t name the War Lion. That made me very sad, and I hope they change it before the game goes live.

[Both me and my husband (and Hawley) got to play the T4 Elf scenario and loved it, I played the T1 Dwarf one a couple of times, but in general all the action in beta was EvC. Possibly had to do with the comparatively low server population – arbitrary]

[As of Open Beta, you can now change the War Lion’s name (the command is /petname <name>. This made us very happy, at the cost of seeing lots of … very creative pet naming. The War Lion also changes appearance more from level to level with different colours of coat and stripes. There’s even extra some randomness so two pets are less likely to look the same.]

3.What makes this game different?

I think Mythic have really delivered on all the things they hyped. Public Quests, lots of open world RvR with objectives, Tome of Knowledge, the Warhammer setting. Just to delve more into the setting, the look and feel of the game is spot on. We discussed our various ponies and gyroharness and everyone agreed that they didn’t want the choice of different mount colours because the standard ones just … worked. You will end up feeling like part of a larger army, wearing similar styles of armour. You will feel as though if you rode into battle alongside a bunch of people of the same race, it would feel like a warhammer army on the march.

I also really liked having both a defensive and offensive target. As a healer, it was a very nice touch.

I also really liked the idea of levelling up the guild and getting in game rewards for it. This isn’t especially new to this game, since EQ2 and LOTRO (among others I am sure) have similar features. The living city intrigued us a lot also.

Oh and I totally loved my magus and its disk! I won’t be playing it as a main but … I just loved the disk.

4. What makes this game the same?

The UI looks and feels like Warcraft when you first see it. This makes the game very easy to pick up. Aside from that, most of the standard tropes of the genre are there. It isn’t revolutionary. Class design is fun and has some neat tweaks but goes with the same tank/melee/support/ranged that we’ve seen many times before. Quests are … quests. You’ll end up doing deliveries, killing 10 mobs-of-the-day, finding items that kind of glow a bit to help you out, and so on. I think they’ve done a good job on all of these things but there isn’t much new there.

[Should just add, if you have a quest that asks you to collect 10 foozle ears, every foozle will drop an ear. Also there is a separate item bag for quest items, so they don’t take up room in your main bag.]

I think the game does compare well to other MMOs, but it doesn’t have the gonzo polish of WoW. I do think that if people are willing to give it a chance, it will win them over. But you have to stop comparing constantly to other games and enjoy it for itself. Whether people will do this, I don’t know. I think the warhammer fans will be happy though.

5. Did you try anything nuts?

The high elves start on top of a cliff so naturally the first thing I did was to jump off. I failed totally to die because I landed in the sea, though. I announced to my guild that you couldn’t die from falling, and then they all proved me wrong.

So I totally failed at jumping off cliffs 🙂

[I would never nor have ever tried anything nuts – arbitrary. Honest!]

6. What is the core of the game like?

The core of the game is all about giving you lots of options for finding people and doing things in groups without being overly beholden to them or spending hours in LFG. It’s fun and it works. A typical session might involve logging on, checking if your guild was busy and if you could join them, if not decide if you feel like PvE or RvR and checking the open group list locally to see what is going on. Or join a scenario queue and get on with some quests in the meantime. It’s also very easy to start your own open group so if you are in a mood for keep taking and no-one is doing any, just announce in the local channel what you plan to do and people will probably start joining.

I think it’s a solid model, it works, and it’s fun. And I can see that it would be easy enough for Mythic to add more content later without altering the core of the game.

As to how the game actually plays, it’s balanced to avoid insta-kills in RvR. There were some complaints that it took too long to kill people but in a largescale fight this really means that there’s a bit more tolerance for people to get involved without constantly dying. I thought that aspect was tuned well, and made the RvR experience rather less ‘omg I’m dead again’ for people who hadn’t done it much before.

Combat is fine, not as responsive as WoW and classes don’t have as wide a mix of abilities but I tried casters, healers, and melee and I didn’t feel any major issues with basic gameplay. You will notice the lack of long crowd control as a basic design decision.

7. What are the biggest issues?

Funnily enough, I didn’t find any issues in the actual game that concerned me. But population balance is going to be a big deal. In beta, Order was outnumbered and as a result Destruction held most of the keeps for most of the time. This wasn’t especially demoralising since we were able to take some back, but knowing always that we’d never be able to hold them for long takes some of the fun out of it.

And as I said above, some zones were quite empty and some scenarios rarely ever ran. I’m not sure how much of an issue this really is. If you give players choices, they are likely to have preferences. But it is worth noting.

Healers in particular are quickly singled out and have very few defenses other than healing themselves. I think this will be less of an issue once players learn how to work better with collision detection and tanks.

[Getting used to collision detection is bizarre, the number of times I swore blind it was someone else’s fault I’d run into them was kind of amusing, to my husband anyway! I think there’s something for everyone, but the traditional concerns relating to RvR will always apply; lag and balance – arbitrary]

8. What wasn’t there yet?

Auction House and Banks. The only tradeskill (apart from the gathering skills and cultivation) was Apothecary. Trophies don’t show up on your character although you can equip them (edited to add: have had reports that this has changed, I haven’t had a chance to grab any trophies since we got the level 31 templates to check yet.)

[OK, many changes here since Open Beta, as you’d hope. Auction House and Banks are now in the game. Trophies do show up but you need to have an item of the correct type equipped to do this. For example, if you have a shoulder trophy, it won’t show up unless you have shoulders equipped.

Crafting is now in but not especially polished. It’s fun for what it is, but I expect to see some tweaks later. Butchery and Scavenging are easy gathering skills to earn some extra cash, especially Scavenging since most things you kill are humanoid. Magical Salvaging needs you to destroy green items, although they have added extra salvaging drops too. Cultivating needs you to sow seeds (which drop a lot) and add water and nutrients, but you can do this while wandering around and doing other stuff. I found it quite relaxing. Of the crafting skills, Apothecary makes potions – they all seem moderately useful. You have to figure out the recipes but its easy to experiment. Talisman Making makes short duration (several hours) tokens that you can add to socketed gear, it seems the most difficult at the moment.]

9. What was the beta experience like?

I actually have written a separate post about that. It’ll go up later 😉 Generally positive though. And zergy. I feel that Mythic have been quite responsive to feedback.

10. Did you find any good bugs?

Nothing spectacular. Some graphical glitches. Quests not lining up nicely in the quest tracker, etc.

I know someone found a levelling bug because it was one of the few things that got moderated off the forums. There was some issue with Bright Wizards/Sorcereresses which meant that some of their abilities did too much damage. We did keep getting drops for the cut classes, which was quite funny. And I found a quest which gave a reward that was unusable by any class in that zone. I also found a PQ in which the last stage was bugged to be way too easy — we reported it after we’d all maxed out influence (err, I mean we repeated it three times to make sure it was replicable and then reported it).

[Hrrm, mine mostly related to naked dwarfs. Is that a problem? Found some interface stuff, but not really anything too much of the game itself – arbitrary]

[Mythic have been very responsive to bug reports. Each patch that came out in beta fixed a lot of bugs and although there are still some graphical glitches, they’ve been very quick to fix major issues. There has also been some class rebalancing but nothing major.]