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New PvP Detail and Areas in WAR

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

   As an upcoming massively multiplayer game, we will take a look at Warhammer online: Age of Reckoning. Though we are no able to see it in action, but Mythic has begun production on the game's high-level player-versus-player content, such as capital city raids, which will offer multiple types of treasures including open, undefended loot and special items that can be obtained only by defeating specific enemy characters, such as merchants, barkeeps, and kings. These raids will let you capture enemy dignitaries and hold them hostage and for some cheap humor until they can be rescued by players from the opposing side.
   Additionally, Tome of Knowledge journal system is nearly complete in this game. Not only does this system offer up an encyclopedic reference of Warhammer lore, but it tracks each player's battles and accomplishments, which makes the system a virtual trophy case for players and a powerful feedback system for Mythic to track which content is most popular and which isn't. The Tome will expand as players further explore the game's vast online world, encounter new monsters, accept and complete new quests, and meet key characters. As previously, this feature is intended to be completely comprehensive in order to render external information sources, such as fan sites and item databases, obsolete. This bold move seems alienating to players who create such resources, but Mythic has stated that the idea is to keep players in the game and playing, rather than making players feel as though they have to quit playing every 15 minutes to look up the solution to a quest or to consult an item table.
   The game has many different types of quest including traditional quests given out by key characters to perform basic tasks, like killing a set number of monsters or delivering an item, so we have a chance to see one of the game's "public quest" at work. Public quests are essentially communal, cooperative quests that any player belonging to one faction can take on. As we can see, the quest is a greenskin mission that required all players in the area to aid a friendly giant who stamped about the greenskin encampment, pursued by annoying "squig" monsters. All greenskin players were allowed to contribute to the quest to kill a total of 20 of the little varmints and any players who contribute to such quests will apparently be able to reap shared rewards.
   The unusual character advancement system is apparently more or less in place and will be developed further as new character classes are rolled out for new races in this game. The character system will make much more use of "lateral" advancement which means that it will add new skills and abilities that give your character flexibility rather than raw power over the course of your character's career.
   Not only does it let the players create highly distinctive characters with unique combinations of abilities, but it goes a long way toward keeping the players with different preferences more or less in line.
   After all, Warhammer Online will focus heavily on PVP combat. In fact, the game's emphasis on PVP is so heavy that it's Mythic's goal to let player characters spend their entire careers, from level 1 onward, doing nothing but fighting PVP battles, gaining experience and even loot over time. The task of keeping players who prefer PVP combat in line with players who prefer the more-traditional player-versus-environment gameplay that pits players against monsters and quests, rather than other players, will most likely be exceptionally challenging, and Hickman concedes that the team has allotted many months in its schedule to hammer away at that potential balance issue.

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