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Warhammer developers weigh in on 1.1a RvR changes

Warhammer developers weigh in on 1.1a RvR changes
DateTime:7/8/2009 5:21:12 PM

There have been a number of tweaks to the RvR game since launch. What can you speak to as far as a tone or perspective in RvR that wasn't in the game at launch that you're now patching in?

Brian Wheeler: What we're looking at doing is making sure open field gets a lot more attention in terms of traffic and use. There are a lot of really cool things you can do in terms of keep sieges, battlefield objectives, and the overall experience we want to have.

During the Halloween event we put the PQs out in oRvR, and during Heavy Metal we put specific goals in there: go kill 15 players in open RvR. We found a lot of players responded to that better than "here's a sandbox go have fun." What we're trying to do with the influence system going in with 1.1 is proving a little more guidance for players. If you do 'these things' in open RvR you'll be rewarded.We found after launch that players love to do the Scenarios because it was instant action. They clicked a button and were whisked away to a magic land of killing anybody and everybody. The gameplay was a lot of fun, we had lots of driven goals for them to accomplish. You get out into open field and – yeah, there are keeps and objectives – but there was no directed action. Some of the events we've run so far were directly aimed at providing some of that direction.

Said Josh Drescher, "The core philosophy for 1.1 as regards RvR is to guarantee you a rewarding time in open field combat. It should be just as rewarding as spending an hour anywhere else in the game. We want to address the problem where players would want to participate in open RvR, but had limited time and felt they would be better rewarded in a Scenario. We were specifically addressing that in this update this time around.

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