warhammer

Jose Vargas Mark Homayouni Jing Wang John Welkner Alvaro Giogretta

Warhammer was one of the worse stories of the MMO community. The game was praised for its RvR (realm vs. realm) style that eventually lead to its down fall. The exp and looting systems in the game were broken. The killing of other players did yield exp, but the exp gained from capturing and completing objectives was much greater. Leading to what’s called “musical keeps” where people would not kill each other and trade off on the objective each side needed. Also the loot from the pvp was hard to come by, leading to frustration and the armor gained from the loot was the best. Warhammer and Epic have a couple of thing common, but not many. One thing that they kind of have in common is PvP. That’s about where that part in common ends. In epic PvP is something that can happen only when agreed upon and in an arena. In Warhammer the PvP is Realm based and has an effect on whole controls the land. People also don’t die completely when they are killed. For the most part Epic is a PvE game where people follow the same side. Warhammer makes you choose a side and gives you a choice on how you go through the world.

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As you begin the game you first see the server menu. After the server has been chosen you are given the choice to choose between two realms. Your choices are the realm of order and the realm of destruction. There are 3 classes in the realm of order, the dwarfs, the empire, and high elfs. In the realm of destruction there are dark elfs, green skins, and chaos.

Innovations to the game

The integration of its PvP, RvR and PvE experiences into a consistent whole. It delivers the finest PvP content seen in a traditional persistent world RPG. However,Extreme PVP focus is detrimental to those looking to quest and play solo.

Key Features for this game are the following.
 * **Realm vs. Realm** (RvR) gameplay means you and other players on your realm will fight together to protect the glory of your realm and try to conquer your opponent realm. This makes the game more toward to the PVP side. However, PVE quest will contribute to the PVP aspect as well.
 * There are lots of PVE quest as well. While the game developers do spend much of their time talking about RvR and encouraging players to try it out, there are countless hours of PvE content as well, including quests, Public Quests, dungeons, and more!
 * You will be writing your own history in the game while playing. There are lots of achievements in the game waiting for you to achieve, just in case you care more about what you have done in the game.
 * The environment is finely designed and modeled, it is fun just exploring the game world.
 * **Advanced guild features** give unprecedented control to leaders and members, and make guilds an integral part of the war efforts. Guilds can create unique heraldry, capture and claim keeps, and earn Guild Tactics as they grow in power along with their members.

It doesn't take much play time before the PvP heart of //[|Warhammer Online]// becomes clear. Scenario-based PvP is available from the instant a player logs into the game. All a player has to do is click the "Join Scenario" button on the UI anywhere in the world and they queue up. When in a scenario, characters will be leveled to the tier mean. They won't be given any extra skills, which means that very low-level characters will still be at a slight disadvantage, but the field will be more or less even and everyone feels useful. Scenarios run the gamut from simple timed slaughterfests for points to take-and-hold actions to king-of-the-hill games to capture the flag. As players level, they'll be asked to take part in more elaborate scenarios that will require more coordination and planning but even the simplest (Tier One) scenarios in the game offer a huge variety of play styles and a host of ingenious play mechanics.

Videos:

How you create a character: []

Boss Fight: []

Low PvP: []

Layout your interface: []

Massive PvP in RvR mode: []