How Warhammer Online Questing is Different

I decided to take the night off from playing around on the solo friendly Disciple of Khaine and try out another class.  Going back to what was my original choice I was soon running around as Whiteboi Chosen Champion of Chaos or perhaps something with a bit less grandeur.

 

The plan is to bring him up to rank 7 and then RvR up through rank 11.  I certainly don’t want to get burnt out on Chaos PVE content so I will only complete the first couple of chapters to reach that rank.  Also rank 7 is when the Chosen gets his taunt ability.  His taunt ability has a 15 second cooldown and when I use it on an enemy player I do 30% additional damage to that player for the next 15seconds or until he/she hits me three times.  Simple enough and I can’t wait to give PVP tanking a whirl.  My only concern is that a good tank is only as good as his healer and low level RvR, regardless of what game you are playing, is notorious for having bad healers.

 

Doing another round of PVE I got to thinking on how the questing in Warhammer is laid out for the player and how it mainly differs from what is offered in WoW.  So for the longest time many sites have commented on the questing in Warhammer and how it is an entirely a rip of the WoW system.  If you remove your ability for cognitive thought you too can see how on the surface the questing is remarkably similar. 

 

Farmer Joe and his town of yokels need assistance with everything from taking out the trash to dealing with the local banditry and off you to fulfill their quests requirements so that you can collect the quest rewards and move on to the next quest or area in and endless cycle until you reach max level.  After Joe and his cronies are done taking advantage of your good nature that he needs someone to deliver some bread to an innkeeper the next town over and off you go to repeat the entire process.  Until a few levels later when you find yourself again saying hello to Joe for an entire new series of quests except now you will be working on the east side of town rather than the south…Sound familiar?

 

Warhammer is instead extremely linear in it’s PVE progression in that each racial path is laid out into chapters that tell a story similar to what you would expect in a single player RPG.  As a Dark Elf you start out literally storming the beaches and within a few hours of game play you find that now the Dark Elf army has pushed into the fringes of High Elf territory and has established fortified camps with twisting, black, spiraled buildings.  You notice that the very sky itself is constantly black and the very land itself just radiates a feeling of darkness and corruption.  An unnatural evil seems to have gripped the landscape.  High Elf towns are crumpled and defeated their people broken yet remain defiant.

 

Fast forward a few chapters and suddenly the sky is blue.  The land has a more natural feeling and opens up with trees and wildlife.  You no longer find that your camps are massive fortifications and are instead commandeered buildings and houses with the former residents laying face down on the ground outside and the war wagons full of supplies haven’t even been fully unloaded yet.  Also the territory itself remains in defiance to your intrusions.  Now there are roaming cavalry patrols throughout the entire area forcing you to constantly look over your shoulder.  Clusters of enemy mobs are now starting to be more densely packed encampments of well-equipped soldiers. 

 

And the quests mesh into this feeling of progression perfectly.  Many quests are part of long chains that carry over from multiple chapters.  NPCs that were in one camp could very well be in the next staging area as you get to experience the story itself unfold for you.  Many times I found myself wanting to go RvR but I kept going in the PVE content just to see what would happen next in the story of a particularly interesting quest.

 

After you complete the quest rather than being rewarded with a piece of equipment you can’t even use or your choice of three pieces of equipment you can’t use that you will experience in (conservative guestimate) 60% of WoW quests with item rewards.  You are instead presented with choices.  Essentially quests that reward equipment offer you a choice of an item or two specific to your class and if neither of those catches your fancy they then offer a potion alternative that varies from healing potions to various buffing concoctions.

 

Another wonderful feature to consider is that each racial area has its own completely separate PVE quest progression.  Greenskins can go 1-40 entirely within Greenskin lands etc.  This means that you can literally take 6 characters up to maximum level without ever having to repeat a quest.  Take that STV!

 

Additionally the flavor text is very well done even for the non-lore freaks.  Quests themselves will have a paragraph or two and then a section bolded that just summarizes what it is that you have to do in a short and sweet manner.

 

There was one quest that particularly stood out for me in which an NPC wants to send you to the next chapter.  The text tells a story about a messenger arriving at the camp and demanding that the NPC leader send further forces to the south to reinforce the offensive run by the head of a rival house.  The NPC leader then cuts the head off of the messenger for issuing the order and then just so that his rival cannot say he did not offer assistance he sends the player off to report to the south.  Isn’t that a bit more entertaining than sending you off to deliver some baked goods?

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~ by Centuri on September 11, 2008.

 
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