WAR introduces open groups that you can choose to join automatically.
Author:warhammer gold From:http://www.buyfastgold.com
As everybody receives the experience and influence from the public quest, and you can't really advance them on your own, PQs grow a spirit of teamwork within even ardent soloists. WAR opens up grouping to those who would not group, and gives them pause to consider doing it in the future.
While there's a lot of good, run-of-the-mill questing to be had, these public quests pervade the entire game, and are rewarding and fun on a scale that trumps almost anything we've seen in WOW. The later ones even have raid-style content, and making a warband
(a raid party) is as simple as right-clicking and selecting "form warband."
Public quests also help tie together the PvE content with RvR. There're some (such as the Kron Komar Gap) where both realms actively complete a public quest in front of each other, with real players killing both each other and AI soldiers to advance their separate quest. The reward for doing so is not only influence, but control of the surrounding area and access to extra facilities and quests. It's a lovely surprise how well integrated and commonplace they become, too. It's so common for MMOs to talk about new hot features, and then fail to integrate them meaningfully into the game, that we were ready for public quests to be a let-down. They aren't.
return list: Warhammer Online EU
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