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General Knowledges about Warhammer Online

Author: inwowgold Source: http://www.inwowgold.com

Character Customization
In Warhammer Online character customization is available in many forms. The initial character creation process allows players to select the race, career and basic look of their character, including facial features and accessories. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model. Other forms of customization include Tactics (customizable sets of bonuses that players can adjust while out of combat), as well as Morale Abilities (increasingly powerful abilities that become available as morale is generated during the course of battle). Customizable armor and visual guild heraldry also aid in allowing a player to make their character visually unique.
In addition to visual character customization, Warhammer features an adaptation of the 'Achievement' system seen in games on the Xbox. As achievements are unlocked, players may apply custom titles that appear beneath their names.
Collision detection
Warhammer Online features collision detection, a feature that is designed to prevent players from moving through other player characters. However, it does not completely prevent a player from jumping over other players or slipping around them. The collision detection feature works on both enemy units and friendly ones, but only when flagged for RvR combat. This feature enhances the role played by heavily armored characters known as "tanks", as it helps them become far more efficient at holding choke points and protecting weaker players in their group such as healers and casters.
Realm vs. Realm
Warhammer Online: Age of Reckoning features Mythic's Realm vs. Realm (RvR) combat system, originally developed in Dark Age of Camelot. This takes place within three different racial pairings: Dwarfs vs. Greenskins, Empire vs. Chaos, and High Elves vs. Dark Elves. Although there are only two races per pairing, players may travel to either of the other two pairings to help fight with their friends and allies. There are four types of RvR combat: Skirmishes (random world encounters), Battlefields (objective-driven battles in RvR-specific areas), Scenarios (instanced, point-based battles against the opposing faction), and Campaigns (invading enemy lands and capital cities). RvR contribution includes both Player vs. Player (PvP) combat and (to a lesser extent) Player vs. Environment (PvE) quests so that you can assist your realm in their victory, regardless of preferred play-style.
All activities in WAR contribute to the campaign, as it is the primary focus of the game. Each of the aforementioned activities generate Victory Points (VP) which measure a realm's progress in capturing a zone. When one realm reaches a designated amount of Victory Points in a particular zone, that zone falls under their control and the war pushes deeper into enemy territory. This back and forth struggle for zone control continues until one side holds two racial pairings, and the attacking side may sack, loot, and pillage the enemy's capital city. The capture of a capital city is the pinnacle objective of the campaign. Once a captial city is taken, the attackers are given a period time to loot the city. When this period expires, the defeated players receive increasing support from NPC guards until they are able to force the attackers out of their city and close the gates. At this point the campaign then begins anew, restarting the cycle.
Keeps and Keep Sieges were introduced into WAR's Realm vs Realm combat system during the Closed Beta phase of testing. Keeps can be captured for Victory Points towards your realm and can be claimed by the capturing guild. NPC guards are stationed at all keeps (claimed or unclaimed) to ensure that a certain level of difficulty is maintained and that, at minimum, six to twelve players are required for capture. Should players decide to defend it, the difficulty in capturing the keep will increase greatly. Keeps are decorated according to the aesthetics of the race that currently controls it; however, the basic layout will stay the same. If a keep has been claimed by a guild, it will display the heraldry of that guild. Siege warfare includes four types of siege weapons: rams for destroying keep doors, ballistae for targeting enemy players or destroying enemy siege emplacements, cannons, catapults, and trebuchets for AoE splash damage, and boiling oil to use from keep walls. Emplacements located around the keeps, known as siege pads, are used to determine where siege weapons can be constructed. The pads themselves can be destroyed by players of the defending realm, inhibiting the siege process.
Mythic also went to great lengths to prevent the ganking of new players by more experienced players. For example, in Scenarios, low-level players may be boosted to an average level of play to ensure a more level playing field. Also, if a higher-ranked player deliberately begins attacking a player with a signifigantly lower rank, they will be penalised by being temporarily transformed into a chicken. The lower-level player can then move on in safety, or dispatch the chicken with one blow. No such penalty applies if the lower level player opens combat or is part of a large party, to avoid the reverse happening to high-level players.

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