
Get your own copy of the demo via Steam.
RPS: Firstly, the obvious. Why free to play? Why now?STOP!
Declan O’Connell: Subscription-access greatly limits the potential player-base of a game. You’re making money off of every player who is willing to pay $15 a month, but you don’t get those players who would play if it was $10 or $5 a month, or those who would pay piecemeal for things that grab their interest. You also only make $15 per account for which your hardcore players can find a use, when they might pay even more for extra features. That’s the money end.
When playing Warhammer Online, it is important to know what tools you have at your disposal. The Arsenal of WAR is a new item database to help you find the right piece of armor or weapon for your character. There are other item db's out there, but I wanted the Arsenal to be easy and up to date. Read on for the details.
Features:
* Over 8,200 items in the database
* A simple and quick interface
* Easy commenting, no need to register
* Search by name or by stat
* Links generated for each item from the WAR community
* Updated regularly, includes scenario weapons and the new sovereign armor sets
WAR is not going Free 2 Play: We’re not considering this option right now.Just by the mere fact that they mention this (first thing they mention interestingly enough) I am convinced they've recieved a ton of feedback requesting a Free 2 Play model for WAR. That they are NOT considering at this point is indicative to me that WAR is doomed within the dark dungeons of EA. There is plenty of evidence out there showing that Free 2 Play models can be successful after subscriptions failed the first go around.
Additionally, we will continue to offer that buffet of services by offering the entire RVR pack purchasable in three segments.Next, we have some talk about the lessons they learned from Dark Ages of Camelot:
We are increasing the RR Cap to 100: This goes hand in hand with a rework of the Renown Ability system. Our goal is to make the Renown Ability system less restrictive, more customizable and closer, in spirit, to the RA system from Dark Age of Camelot. In the past ten years, we’ve learned a lot of lessons from DAoC, and we’re taking our inspiration from this. At the same time, we’ll be easing some of the grind from 1-80. RR 100 will be a challenge, but we will take responsibility for making sure that the power gap between lower RR’s and the higher RR players isn’t an insurmountable obstacle to overcome.Read that again:
In the past ten years, we’ve learned a lot of lessons from DAoC,No, I don't think you are understanding what they are saying:
In the past ten years, we’ve learned a lot of lessons from DAoC,FUCK. YOU. MYTHIC. What honestly did you learn from DAoC? That waiting until years after to release to fix fundamental problems is a disastrous idea? Honestly, had Mythic learned anything from DAoC, WAR would not have suffered the embarrassment that it did at launch. Sorry Mythic, you ignored what was learned from the development and lifetime of DAoC and its too fucking late to go back and try to fool us into thinking you did.
If that doesn't make sense, let me use a gaming analogy. This is essentially an indie developer going to EA and telling them that they will release his indie game the way he wants it released. It's not saying that Brandon was rude or out of place making these demands of Tor (his publisher), but made the case that this will make the experience better. Tor believed him and made at least one customer happy by doing so.Well, finally—after two decades of writing—Tor has given me the chance to share The Way of Kings with you. They’ve taken a risk on this book. At every juncture, they agreed to do as I asked, often choosing the more expensive option as it was a better artistic decision. Michael Whelan on the cover. 400K words in length. Almost thirty full page interior illustrations. High-end printing processes in order to make the interior art look crisp and beautiful. A piece of in-world writing on the back cover, rather than a long list of marketing blurbs. Interludes inside the book that added to the length, and printing costs, but which fleshed out the world and the story in ways I’d always dreamed of doing