Warhammer Online: On Trial

Until recently Warhammer Online was nearly impossible to try without purchasing a full retail version. That all changed with the new Warhammer Online Trial.

It used to be hard to get a trial for Warhammer Online, as you could only get a code by knowing someone with the full version of the game. That changed in the last month, with trial accounts freely available to anyone who wants one. However, these new trials come with a number of restrictions:

  • Maximum level of 10
  • Unable to enter "tier 2" areas or above (i.e. zones above level 10)
  • Unable to send mail
  • Unable to sell items on the auction house
  • Limited to certain servers

Given these restrictions, what sort of impression will the trial give to those thinking about buying the game? Since I'm one of these people, I thought I'd give the trial a go in order to find out.

On logging in for the first time, one of the trial's restrictions is immediately apparent - having a limited selection of servers to choose from. This doesn't make a lot of sense, as while there are four different types of server, the trial (or the European one, at least) limits you to two "Core" servers. In other words, it's not possible to play on the Open Realm vs. Realm, Roleplaying, or ORvR / RP servers during the trial. Anyone wanting to play on these servers won't get a true picture of what they're like or if they're worth joining, without buying a full version of the game. Players also won't be able to play with or talk to their higher level friends during the trial, unless they play on one of the unrestricted servers. To someone specifically interested in playing on non-Core servers, the trial falls at the first hurdle. It might be possible to transfer characters to the restricted servers after buying the game, but how many people are going to know about this feature? Also, the whole point of a trial is to be able to see what the game's like to play before buying it - whoever made the decision to block off the additional server types needs to be shot.

Things improve on reaching the character creator, which is well presented and well laid out. The floating "WAR" placeholder graphics that can show up before the character models load in break immersion, but this is a minor niggle. The ability to see what your character could look like at max-level is a nice touch and helps to give you a feel for the available classes without needing to create one of each character type. However, the lack of male / female versions for some of the classes (and the lack of ANY female Orcs and Goblins) may disappoint players who aren't familiar with Warhammer's lore. Character creation on the whole is fairly robust, with the ability to customise your character with tattoos, scars and the like, although the lack of sliders to change your height and other physical attributes is something of a disappointment.


  Messages ask you to buy the game once you've reached a certain level.

On getting into the game, veterans of World of Warcraft could be forgiven for thinking that they're playing a sequel - someone I know has even gone so far to describe it as "WoW 2.0". However, while it may LOOK like WoW on the surface, delving deeper into the trial highlights some of the differences between the two games. For example, Warhammer differs from other MMOs in that it does away with traditional mana bars and replaces them with Action Points. These are spent using abilities during combat and regenerate while your character's fighting, meaning that combat's more tactical than simply casting spells until your mana runs out. Many classes also have a risk / reward feature as combat wears on; at least two classes in the game cause more damage the longer combat lasts, but at a risk of taking more damage themselves. They can also use abilities that reset these damage levels to normal, in exchange for powerful one-shot attacks. Managing risk in this way is to be commended and opens up new strategies for both PvE and PvP combat.

The system of Public Quests is also something that deserves praise. These quests are marked by treasure chest symbols on the map and entering their general area gives details of what needs to be done. Everyone in the area - whether they're grouped or not - can participate in the quest and receive credit for doing so. If the quest is completed successfully, participants "roll" for loot using a random number generator, receiving bonuses to their rolls depending on their contribution towards completing the quest. Public Quests are repeatable, allowing characters to receive multiple rewards from each one. However, repeating these isn't necessary in order to level up, as characters will reach level 10 before seeing even a third of the content open to them.


You'll need a group to complete the final stages of Public Quests.

Warhammer's lore and storyline have clearly been a focus of the game's developers, drawing heavily from the tabletop game's extensive backstory. Each character's "Tome of Knowledge" fills up as they progress through the game and experience new content, providing extra background information that can be accessed at any time. Many NPCs (or at least NPC types ) also have distinct personalities, meaning that an Orc quest reads differently than a Dark Elf's. Mythic has done a good job with the Orc characters in particular, injecting a real sense of humour into the game. A similar amount of effort has gone into certain areas of the game world, with some of the battlefields actually feeling like battlefields, rather than just another quest hub.

The conflict between races is definitely the focus of Warhammer Online, with players being encouraged to participate in PvP right from the start. There's no need to wait until your character's max level before being useful in PvP as, no matter what your level, there'll be something to suit your character's ability. For example, low level characters participating in Scenarios have their levels increased temporarily, in order to put them on a level playing field. The Scenarios available in the trial take the form of instanced PvP areas, with the aim being to capture and hold certain points on the map. These areas can be small and in some cases claustrophobic, meaning they're paced more like Unreal Tournament's "Domination" maps rather than traditional MMO PvP. Scenarios can be joined from anywhere in the world, with your character being teleported into battle and then back to its previous location when the fight is over.

As characters approach the trial's level cap, it becomes clear that Warhammer's very much centred on PvP. Even the Core servers have areas that flag characters for PvP when they enter, so anyone who doesn't like fighting other players will need to go out of their way in order to avoid it. It's not required to participate in PvP in order to level your character, but it DOES seem required in order to get reliable equipment upgrades without resorting to the auction house. It's here that Warhammer starts to run into problems, as a lot of equipment simply isn't available from normal vendors - if you want to purchase equipment from an NPC, you'll need to do it from a Renown Merchant. The items these merchants sell can only be equipped once you've reached a certain level of Renown, which can only be earned by participating in PvP, leaving those who don't take part out in the cold. In addition, Renown Points (which are earned each time you reach a new level of Renown) can be spent at trainers in order to improve various stats and add new abilities to your character. In other words, if you don't like PvP, Warhammer is NOT the game for you - if you refuse to participate, you're effectively gimping your character. A character that takes part in PvP is always going to be more powerful than one that doesn't.


You'll need to participate in PvP to get certain equipment upgrades.

As you might have guessed, we've reached the part of the article that contains some of the disappointments found in the trial. A couple of glaring omissions include the systems of Tactics and Masteries. Tactics, such as sacrificing defence for attack power, can be set up before combat, in order to specialise your character for the battle ahead. Meanwhile, the Mastery system behaves in a similar way to WoW's Talent trees, allowing your character to specialise in certain areas such as single target or area effect attacks. Neither of these systems plays any real part in the trial, as Tactics aren't available to lower level characters and Mastery points don't start being awarded until level 11 - one level above the trial's level cap. These omissions make it impossible for players to tell what effect these systems have on gameplay, which is surely the entire point of having a trial. "Morale" abilities (which charge up as your character fights) suffer somewhat as well, as these don't start to be awarded until level eight.

The game also suffers from problems which clearly aren't limited to the trial. For example, while playing I occasionally crashed out of the game, all the way to my PC's desktop. My map sometimes disappeared when moving to a different part of the zone and different sections of the game's text overlapped each other at times. Certain sections of the game's UI also overlapped before I reduced its size in the options menu. Tradeskills are disappointing (there's no way to create new armour and weapons, for example) and the world map is poor and disjointed, leaving you with no real feeling as to where you are in the world. Add to this a criminal amount of recycling of geometry sections in caves, and you've got a game that feels polished in some respects, but unfinished in others.

After hitting the level cap and maybe trying another class, I suspect many players will come away thinking that Warhammer's only worth playing for those who love PvP. It's also clear that the game was released before it was ready - elements of it feel unfinished, which isn't helped by the six races only have two capital cities between them. In other words, the trial shows that Warhammer Online has promise, but some of that promise has yet to be realised. So, will people playing the trial want to rush out and buy the game? At the moment, I'm not sure. It's probably more likely that they'll give it another go in six months, when it'll hopefully feel more like a finished product.

SAM "azerian" Maxted
Editor
ZAM.com

Comments

Post Comment
My thoughts on the WAR trial
# Apr 09 2009 at 5:06 AM Rating: Decent
I played the trial myself and overall, I enjoyed it. The classes are varied and many are NOT typical cookie cutter "Healer" "Tank" "DPS" classes. A Healer class can produce decent DPS, same with tanks so those classes are not gimped when comes to PvP/solo PvE. In addition there are some unique classes. An example is the Disciple of Khaine/Warrior Priest. In order for those two classes to be able to heal their comrades, they have to get in and bust heads of the bad guys/opposing players. In other words, to heal, you get to melee DPS. I liked that and if I was continue to a retail account, I would definitely be going with one of those classes (likely DoK as I liked that class). There is a good variety of quests which reflect on the flavor of the race (such as the Dark Elf one which uses their Orc allies as cannon fodder to distract the High Elves). Likewise the architecture of each race's camps/buildings reflects on the race nicely, it's not cookie cutter like some MMOs. The Tome of Knowledge is a brilliant idea.

The default UI is excellent and customizable. The default UI can be unlocked and the various elements moved around onscreen (unlike WoW where the default UI is locked in place). The UI also reflects both the class (with class specific Career Morale meters) and Race (the endcaps for the default action bar change based on your character's race). Plus WAR supports AddOns which is convenient for those who like to totally customize their UI (such as myself). I used WSCT (the WAR version of SCT) and Wikki's Cooldown Pulse (much like the flash that OmniCC adds when your CD is up), plus a mod that recolors the buttons when you are out of range of your target. That is all I needed.

Flies in the ointment: WAR is not as friendly as WoW on older systems like mine. My system experienced quite a bit of lag, even after turning down all of the graphic elements to "Fastest". With WoW (even Wrath), I can run with most of the graphic settings at medium to high levels (except shadows) and get acceptable performance. In addition, WAR sometimes would crash to the Desktop (as the author of this article mentioned). However even worse, DirectX errors would cause my PC to simply reboot without warning. Likely, this could have been solved with updated drivers, however I have had lousy luck with updating drivers for my card (ASUS ATI Radeon 9600SE, which is support by WAR). A more recent GFX card with updated drivers plus additional RAM (I only have 1 GM) would really help. If one has an older system, they would likely be better off sticking with WoW due its lessor system requirements.

I did not get to try PvP or Public quests. If I did not have the system issues, I would seriously consider upgrading my Trial account to a Retail account. That said, the Trial account gives players a decent taste of WAR. It's not for everyone (it's no WoW killer) however overall WAR is a solid MMO that will get better with time.

Edited, Apr 9th 2009 9:12am by Xinh
Trial a good idea
# Apr 05 2009 at 10:43 AM Rating: Decent
Scholar
31 posts
I understand your concerns about the limited servers available for the trial, but most MMO's have a huge problem with gold sellers using the trial accounts to sell gold and other stuff. Limiting the available servers allows the game to concentrate prevention on those limited servers. I fully understand this.

Myself, I fully enjoyed the trial. I am NOT a PvP person. I have never really enjoyed that aspect of the game. In every other game I have tried it there was too much of the "whomever has the best toys wins" aspect, and just too much ability to swarm or overwhelm lower level players. Warhammers "Chicken Play" prevents that. If a higher level player goes into lower level RvR areas, they are turned into a level 1 chicken. LOL, no camping lowbies in this game! I also like that each class has a specific roll in battle, and every class can find a place in any group or warband. I have enjoyed the Player vs Player in this game, and thats a first for me.

Give it a try.
meh
# Apr 03 2009 at 12:18 PM Rating: Decent
The game felt mostly finished to me when I played it, at release. The only issues I had with the game were that the pvp became repetitious, and the servers lagged terribly when you attacked fortresses. I also hated all of the scenarios simply because they were instanced pvp, which I dislike in principle. Every person in an instance is one less person in world pvp contributing to something that made a difference.

There was only one high-level dungeon for PvE when I was playing, but I don't have much feedback on it since I was into the pvp. I do know that there are PvE sets just like there are PvP sets, so PvE was not "out in the cold" at rank 40.
meh
# Apr 03 2009 at 4:40 PM Rating: Good
*
52 posts
Thanks for the details on later-level equipment being reliably available from PvE, Sorlac. It's good to know, as it might affect whether or not I carry on with my account past the trial. Unfortunately I wasn't able to see this from the trial itself, so wouldn't have been able to include it in the article.
Good plan
# Apr 03 2009 at 11:27 AM Rating: Good
Terrorfiend
*****
12,905 posts
this trial is a great idea since the best part of the game, imo, is 1-15 or so.
Post Comment

Free account required to post

You must log in or create an account to post messages.