The guilds of WAR encourage teamwork and participation.
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As members gain XP and Renown, so does the guild, gaining access to battle standards, vaults, meeting taverns, and even the ability to claim a keep in RvR zones. If you¡¯re not in a guild, even the capital cities gain ranks from you participation. New vendors, quests, dungeons, and places to explore are popping up all the time. In fact, the capitals are so massive that I suspect you could get all the way to Rank 40 without ever stepping foot outside.
After looking back at all these factors, it¡¯s obvious to me that even when it faltered, Mythic poured every ounce of its soul into WAR. Then I look at the crafting and think, ¡°Why did they bother?¡± Apothecary and Talisman Making, supplemented by four gathering skills, are the only trades offered. There are no recipes to collect, so keeping a journal in real life might be a good idea. Even then, different combinations of ingredients will make items with the same effects but different names, so they don¡¯t stack. With the cultivation skill, two of the same seeds can grow into entirely different plants. It¡¯s easily the weakest part of the design.
WAR isn¡¯t perfect, as evidenced by my daily bug report, but no MMO at launch can be inspected as a final product. You have to look at it as a framework for the patches and content to come, and just two weeks out, it has already set the new standard for questing with Public Quests, the Tome of Knowledge, and near-complete lack of grinding. WAR has me hooked for the next few months. That I know for sure. With an overhaul of the crafting system and a few tweaks to RvR, we¡¯ll start talking years.
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