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 Let WAR come upon us

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Shadowrender
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PostSubject: Re: Let WAR come upon us   Wed Nov 07, 2007 6:09 pm

Knew that, but since you aid I was overreacting with posting here I didn't post anything either Very Happy
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PostSubject: Re: Let WAR come upon us   Wed Nov 07, 2007 9:18 pm

I was talking about the video, he's overreacting on the "commitment" part.
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PostSubject: Re: Let WAR come upon us   Sat Dec 01, 2007 12:48 am

http://maestro.mythicentertainment.com/trk/click?ref=zq1v6u1m4_1-2efx3bb2x124874&

Only by the divine will of the Witch King is a Druchii allowed to study the high art of magic. Those who succeed in the twelve tests of a Sorceress are found worthy and embrace the Dark Arts of his majesty. A Sorceress must walk the dark paths of the Realm of Chaos, the deep pits of the oceans, and the raging bowels of the fiery mountains in her quest for knowledge. The channeling of the raw Winds of Chaos and the binding of these forces give the Sorceress her power. Such power is vast but dangerous, and the aspirant to the Dark Convent of the Sorceresses must be courageous and strong. She must be wedded first and foremost to the great Witch King, and so may never take a husband nor sire children.

- From the Sixth Book of Secrets by Kaladhtoir of Clad Karond


Sorceress or rather Sorcerer and sorceress, yes going against what is normally assumed in the warhammer world male dark elvescan now be sorcerers to

They have awesome destruction spells + they fight at their own risk
they have a darkness barr (or something) that fills up with every spell they cast and the higher it gets the more chance you have to damage yourself.
So keep shooting and have a chance to kill yourself or wait and let it lower.

http://maestro.mythicentertainment.com/trk/click?ref=zq1v6u1m4_1-2efx3bb3x124874&
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PostSubject: Re: Let WAR come upon us   Sat Dec 01, 2007 12:56 am

Rejoice for more information has been posted to!

Every race has mount information
Orcs ride on boars
http://maestro.mythicentertainment.com/trk/click?ref=zq1v6u1m4_1-2efx3bcex124874&
Goblins ride on wolves
http://maestro.mythicentertainment.com/trk/click?ref=zq1v6u1m4_1-2efx3bd1x124874&
Chaos ride on daemon steeds
http://maestro.mythicentertainment.com/trk/click?ref=zq1v6u1m4_1-2efx3bd5x124874&
And dwarves...well dwarves ride beer powered engines......OF DEATH!
http://mythicmktg.fileburst.com/war/us/media/newsletter/2007_11/WARmount14.jpg



Learn more about the new changes being immplemented
Themastery system does sound quite similar to another game i used to play though.... Very Happy
http://maestro.mythicentertainment.com/trk/click?ref=zq1v6u1m4_1-2efx3bdcx124874&

Ye gods it's....it's THE INEVITABLE CITY!
C'mon people pack your bags i want to live in one of those eyeballs!
considering this is very early material it's still jaw-dropping stunning
http://maestro.mythicentertainment.com/trk/click?ref=zq1v6u1m4_1-2efx3bddx124874&


Last edited by on Sun Dec 02, 2007 4:05 pm; edited 1 time in total
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PostSubject: Re: Let WAR come upon us   Sat Dec 01, 2007 9:45 pm

looks really nice Very Happy
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PostSubject: Re: Let WAR come upon us   Fri Dec 14, 2007 9:46 pm

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PostSubject: Re: Let WAR come upon us   Thu Dec 20, 2007 1:45 pm

Ladies and Gentlemen!

The December newsletter has arrived!

And wit this joyous occasion I present to you

Sieges and Keeps!
http://mythicmktg.fileburst.com/war/us/media/flash/pp_RvR-Changes_BR1000.html

Check it out totally worth it

The last Dark elf career is the one I predicted and is Making my carrer choice really really hard, I'l probably only play dark elves! dammit!
http://mythicmktg.fileburst.com/war/us/media/flash/Paul-Disciple_BR1000.html
http://www.warhammeronline.com/english/gameInfo/armiesofWAR/DarkElves/Careers/Disciple.php



Death By Bald Metalhead!

Oook zijn er geweldig originelle en keistoere manieren voor speciale dungeons, je moet bv manieren zoeken om ze te openene ook!
http://www.warhammeronline.com/english/gameInfo/gameFeatures/LairsUnearthed.php

Awesome screenshots to
http://mythicmktg.fileburst.com/war/us/media/newsletter/2007_12/devdiary_01.jpg
http://mythicmktg.fileburst.com/war/us/media/newsletter/2007_12/devdiary_02.jpg
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PostSubject: Re: Let WAR come upon us   Tue Oct 26, 2010 8:59 pm

Shadowrender wrote:
Design Concepts
The Design Team at Mythic is pursuing certain guidelines and goals in their work. First, they are firmly basing WAR on the existing Warhammer universe, weaving the online world from a multitude of Warhammer resources. When they log in, the design team wants fans of the setting to recognize structures, weapons, armor and banners from the games and books they're already familiar with.



Warhammer has an exremely varied line of products, and not all of them exactly alike - the Warhammer license has adjusted to fit each new medium (and each has taken certain liberties with the property to make it work). There is, however, a core of ideas that never change. In the world of Warhammer, the battle between the races is unending and the armies are numerous. It's this sense of an "epic, heroic struggle" that's most essential to maintaining the accuracy of the franchise. Mythic is working hard to preserve what they identify as the eight essential elements of the franchise - battles, grudges, empire, magic, chaos, humor, monsters and war.



To create the best possible MMO, Mythic is laboring to draw from the overall Warhammer IP (much of which lives only in the minds of the creative talent at Games Workshop) and adapt it for a digital, interactive media. When adapting Warhammer to the online MMO environment and dealing with elements that have no precedent in existing GW sources, Mythic is adding to the Warhammer tapestry in close cooperation with Games Workshop. There will be differences between WAR and the miniatures game, and there will be differences between WAR and the Roleplaying game. Mythic is not trying to make either of those games online. They're using the entire Warhammer property and lifting all the great decades of creative value that exists there and using it wherever it makes sense. The Age of Reckoning is being set in the "modern" Warhammer world - the world in which Karl Franz is the Emperor in Altdorf, Finubar sits upon the Phoenix Throne, and the High King of the Dwarfs is Thorgrim Grudgebearer - but removed from the existing Warhammer timeline to allow EA Mythic to pull from 25 years of material, of characters, of battles and things they want in the game - a sort of greatest hits of the Warhammer world.



Warhammer Online’s next design goal and most fundamental design philosophy is “War is everywhere” - this is a world at war and the effects of the conflict should be visible. When they log in, the players shouldn't wonder where the "War" is - the world is built around the idea of epic conflict, and that should be immediately obvious to anyone who plays. Everywhere they look, the land should be battle-ravaged and blood-soaked. Everything the players do should have something to do with the war - those who aren't on the front lines battling against other players should be moving around disrupting supply lines, not collecting lizard heads. There is a war going on and the player characters are caught up in it, not quietly weaving shirts and hunting rats in the safety of a distant town.

After "War is Everywhere", the most important thing to understand about the design principles of the game is that Mythic doesn't consider any MMO player 'casual' - all MMO players are, by their definition, hardcore: they are people who keep coming back, keep playing, keep paying money for that privilege every month for years. The casual gamers are the one's who want to play and put it away, who think paying money every month for an interactive gaming experience is too much to ask.



Mythic is not treating this MMO design like they would game design. They aren't creating something that they expect the players to buy, play for 40 or 50 hours, then put on a shelf. An MMO should not be designed like a packaged game experience, it should be designed like a hobby experience - something which the players are committed to mastering, something that occupies their minds, something that draws them back month after month, year after year. They don't want it to be rewarding based simply on hanging around for 15 hours a day. It should be something that takes skill and inspires imagination.



To that end, Mythic's design is focused on the endgame - what the players will do with their character once they have finished climbing through the advancement and customization process. They believe firmly that competing with characters controlled by living and breathing humans, rather than facing AI-driven opponents and static content, provides the most variable and repeatable endgame. The end game should be an epic, heroic, perpetual struggle between the hobbyists that draws them back again and again, to compete and dominate.


Graphic Design
When some people think of Warhammer, they think of a dark, depressing and evil world where dreary overcast skies dominate and rain is continuous. The world described to us in Warhammer fiction or roleplaying resources, however, isn't like that. It is a vibrant world - a vast and fertile place full of living forests, fertile river valleys, beautiful mountain vistas, glittering seas and broad agricultural lands.



The corruption, the hatred, and the darkness lie just beneath the surface, in the minds of people who have fallen to the creeping influences of chaos or the desperation created from the never-ending struggle for survival. Beneath the beautiful exterior is a dark and dangerous land where nightmares come true, where malignant entities stalk the dark places, where there are no happy endings, and where war is never won. It is a world full of racial animosity, greedy self interest, and immoral (or self-justifying) extremists who will take any measure to defeat their foes. The elements of the gritty reality, the grim gothic cities, the blood and gore and violence, all sit on top of that vibrant world, marring its beauty like great open sores, bleeding their puss into the environment in a way that shocks the viewer by its very contrast with the surrounding environment.



True to the Warhammer IP, the creative team at Mythic is using a bright palette of colors to deliver a vibrant, highly stylized world with elements that are deliberately exaggerated in size. They are spending a significant amount of time in creating vast environments - full of floating ironclad ships, aerodromes, hovels, spooky old towers, ruins, statues, little castles and towns - as well as detailed character models and NPCs. They are using extremely high resolution textures that, like the art of the IP itself, are full of small details. In an unprecedented advancement for the genre, all avatars, NPCs, and monsters are being modeled with fully boned faces and a variety of facial animation that convey a range of moods (anger, sadness, happy, and fear), breathing a little more life into the virtual reality.



The game already boasts great looking fire, smoke, haze, water, grass, and shadows to show off the detailed and exaggerated personality of the Warhammer license. They are designing environments that are rich, vibrant, funny and more than a little bit evil, where heads hang from trees while birds feast on the corpses left by recent battles and the ruined evidence of war - rusting cannon, broken weapons, and vast ruins - lie scattered over the countryside.

Warhammer fans will find a world filled with elements they are familiar with from tabletop wargaming and roleplaying - banner and flags with familiar symbols, structures described in the fiction or available for purchase as part of the miniatures collection. The creature modeling very closely resembles the pewter miniatures found in the board game and the attention to detail in the textures would make any miniature painter wish they could put that much detail into their models. They’ve brought in a number of the iconic locations of the Warhammer universe. If you’re familiar with the world, you’ll finally get to see up close and personal many of the locations you’ve only read about or seen modeled. If you’re not familiar with it, it’s your chance to delve deep into the world, knowing that what you’re looking at has a history and a shadow, much past what you see.



Summary of Planned Features
Based on Games Workshop's popular Warhammer fantasy world. Dominated by force of arms and magic, this world provides a rich setting for hundreds of thousands of players to experience the epic nature of war and the glory of battle.

Online play will require a subscription and Internet connection

Pause to take a look and see how your faction is doing before you log in and jump into the action.

Play on either RP or non-RP. The RP servers will be more strictly enforced for RP behaviors.

The game world is divided into two realms, three battlefronts, six armies, and twenty-four character careers. Fight for the Armies of Order (Dwarf, High Elf and Empire) or the Armies of Destruction (Greenskin, Dark Elf, or Chaos). Travel and wage war across three unique battlefronts.

Choose from among 4 Race Specific Careers per Army
-Each career is based on either Arms or Magic
-Each career is Iconic, what you see is what you get, every Career gets a gimmick.
-Progress through 4 Tiers of 10 ranks each.

Purchase skill packages to customize your character
-Primary Career Skills
-Secondary Career skills
-Specialization Skills

Enjoy player models that change to reflect the relative power of a character (i.e., Orcs grow in size and Dwarfs' beards get longer). A mixed item system where Dwarfs armor looks nothing like goblin armor, and a customizable armor and a visual guild system that allows a player to make their character truly unique.

Customize and configure your UI from within the game, reorganizing and applying custom skins.

Enjoy day and night cycles and weather effects.

Take part in a next generation Realm vs. Realm system that integrates both PvP combat and PvE quests on the same map in support of the greater war.

Engage in four levels of RvR combat:
- Skirmishes: Incidental PvP combat
- Battlefields: Objective-based battles in the game world
- Scenarios: Instanced, point-based battles balanced with NPC Dogs of War
- Campaigns: The invasion of enemy lands culminating in the assault on their capital city

Undertake a wide variety of PvE and PvP quest types related to an army's war efforts, including:
- Public quests that benefit from the participation of the entire army
- Conflict quests that pit players against an enemy with opposing goals
- Branching quests that let you choose the outcome of the quest and your reward
- Xmas quests that reward exploration with high value loot

Master a robust combat system that introduces Player Tactics (earned powers you equip prior to battle) and Morale Skills (combat options that increase in power when the momentum of battle is in your favor).

Advance through your chosen career in PvP, PvE, or a combination of the two.

Collect loot from dropped from enemy players and npc opponents equally, without the dreaded Bind on Pickup limitations to cripple player economic activity.

Sort the contents of your backpack by item type (so that you can browse only the potions you're carrying, or only the weapons). Store all quest-related items separately so that you'll never find yourself in the ridiculous position of being unable to take on an interesting new quest because you had only two slots left in your bag.

Embark on an epic quest to complete the Tome of Knowledge and unlock Warhammer lore, detailed monster information, and major story plotlines.


warhammer is 4 fags
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