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Old 06-24-2006, 09:54 PM
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Warhammer Online.

In game videos

http://www.youtube.com/watch?v=FEYloFvoYfc

http://youtube.com/watch?v=S3WjAm3dz...ammer%20online

http://youtube.com/watch?v=RuYSBR9ii...ammer%20online

http://youtube.com/watch?v=T9IDF3DOt...ammer%20online

http://youtube.com/watch?v=u2bjURHbf...ammer%20online

Paul Barnett video, talking about warhammer online.

http://www.youtube.com/watch?v=fWvAz...%20e3 %202006

Producer, Lance Robertson, gives us a preview of their game. (you have to watch a silly add first, but its not long)

http://media2.yahoo.com/player/games...online/6149214

More from Lance.

http://www.gametrailers.com/player.p...pe=wmv&pl=game




More news about the Ea take over of mythic (taken from here) http://uk.gamespot.com/pc/rpg/warham...ml?sid=6152975


Q&A: Mythic boss Mark Jacobs
Electronic Arts bolsters its foundation with the acquisition of MMO specialists Mythic Entertainment. We talk to the company's CEO, and the EA exec who cut the deal.
By Curt Feldman, GameSpot
Posted Jun 21, 2006 8:33 pm GMT

See it »
Screenshot Index » How far will men in tights get you? For Mark Jacobs (shown, right) and the team at Mythic Entertainment--developers of the stalwart MMORPG Dark Age of Camelot, as well as the upcoming Warhammer Online--it means cashing out to the tune of millions.

Yesterday, the 9-year-old Mythic was acquired by opportunistic Electronic Arts. As was the case with EA's acquisition of mobile game publisher Jamdat, the purchase of Mythic gives it instant credibility in the online space, an area where it has sputtered and underwhelmed (apart from the breakthrough Ultima Online).

With a recent track record that includes the underperforming Sims Online, the canceled Earth and Beyond, and the forgotten Motor City Online, a theory of acquisition rather than organic growth makes it look as if the die to acquire was cast some years ago.

GameSpot spoke with Jacobs, and biz dev exec Owen Mahoney from EA shortly after the news was announced.

GS: Does Electronic Arts pick up Mythic's entire back catalog, including Dark Age of Camelot?

MJ: Absolutely. As part of the deal, obviously, EA looks at Camelot and goes 'this is a historically important franchise, one that is still a very popular one' and they are excited about the prospect of seeing what can be done with it going forward.

GS: Have you given up on being an independent game developer?

MJ: My dreams never revolved round being independent...my dreams revolved around making great games. It was always about making great games. At the beginning, nobody wanted us, nobody wanted Camelot. But our dream [at Mythic] has been, and remains, to simply make great games.

GS: And this deal...

MJ: ...is an opportunity to fulfill my dreams in a way that, frankly, wasn't possible as an independent.

GS: From the perspective of managing risk in a sector that takes a lot of money to compete, how was Mythic approaching the future as an indie shop?

MJ: What would make it difficult for Mythic, or any independent [developer] going forward is the competition. You have companies like Vivendi, which have made a lot of money with WOW and are committed to going big in the online space. And you have Sony, which is also one of the pioneers in online games, and still a big believer in the online space. And you have other companies looking at this market hard, and rather greedily, and seeing that they want a piece of it. So as an independent, my path to compete with those guys was going to get harder, not easier. Not only over the next two years, but over the next five years.

So we were faced with a choice. We could stay independent, and that had some risk. Or we could go with EA, and that also had some risk. What made the choice simple at the end was that EA said we were going to have the opportunity to not only make Warhammer the best game we could make it, but going forward, other games as well. That was pretty tough for us to turn down.

GS: What current EA brands would you personally love to see made into an MMO?

MJ: Certainly EA has a lot of interesting IP out there. [But] the last thing I want to do is give any of the competition information as to what we are looking at. But the key for us is looking at what EA [owns], looking at what else we'd be interested in, and whether it's owned by EA currently or is out and available.

What's going to make the best MMO?

EA has said that they are driven to make great games. And to create as well [as leverage] their own IP. What's going to happen over the next weeks, and next few months, and over the next few years is that Mythic and EA are going to sit down and start, and then continue, a dialogue about what are going to be the strongest products that Mythic as well as EA can do in this space.

We're certainly going to be pushing hard for Mythic to be the guys to do it.

GS: How do you compete with World of Warcraft?

Owen Mahoney, EA SVP of corporate development: It's not 'how do you compete with WOW?' It's 'do you believe in the MMO market or not?'

GS: And?

OM: We really believe in the MMO market as a rapidly growing segment and instrumental to our worldwide growth in North America, Asia, and Europe. We feel very strongly about the segment.

GS: Were there other developers you considered acquiring?

OM: Candidly, we looked around the industry and talked to a lot of people and came to the conclusion that the executives at Mythic, and the team they put together, are among the very best in the industry. So it came to a pretty clear conclusion in our heads that this was the right deal to do.

GS: How many studios did you consider?

OM: Several. I can't help you out much more on that. As EA, we get approached by a lot of people and we talk to a lot of people.

GS: Are there lessons still discussed from the previous MMO products from EA, specifically, The Sims Online, Motor City Online, and Earth & Beyond?

OM: The number one lesson is the number one lesson out of the games business in general, and that's: Gameplay is the most important thing that we do. And you need to focus on that first and last.

GS: Will Warhammer be one of the first MMO titles to test the waters of the online console space?

MJ: I can say this much: As you know, we showed a console version of Warhammer at E3, running the entire time while the PC version was running. We look forward to talking to the other guys at EA of course, with Microsoft and Sony, and any console maker, about doing a console-based version of Warhammer. We have those rights...they were acquired by Mythic and were acquired by EA. It's safe to say we are going to be looking at all possibilities for the Warhammer franchise. Whether we are going to be the first...first doesn't matter, best does.

GS: Thanks Mark and Owen.

1) Nothing is changing with WAR or the WAR design. The game's goals are the same goals as they were before.
2) EA is not buying Mythic to interfere with the management or the game design of WAR.
3) EA has never, ever said that they want to change the deal with GW and to the contrary have reaffirmed their commitment to the same deal that we made with them. They are incredibly excited about WAR especially after what they saw at E3.
4) I know many are going to find this hard to believe but we have spent a lot of time with the key guys at EA and we find their passion for doing great games and what they think is great, dovetails nicely with our current vision. We wouldn't have done this deal if EA had said to us, we want you to turn WAR into WoW 1.5.
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Old 06-24-2006, 10:28 PM
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(taken from the official site)

Beta Rumor By: Sanya Thomas 2006-06-22 11:43:26

There was a bit of a rumor on some boards that "beta was pushed back." This is not the case, as we're still totally on track. I stomped around the office, muttering "Who started this stupid rumor? Don't I have enough stupid rumor mongering in my life right about now?"

It turns out that *I* started the stupid rumor. Read on!


Beta has not been pushed back, and it is still starting this fall. (Heck, one phase of testing for employees and partners is starting next WEEK.) But it is a closed beta, and very few of the players out there on the boards are going to be able to play without some serious luck. The big phases of beta won't start until next year. Part of my job is preventing disappointment, so to keep people from expecting to get their hands into WAR in the next few months, I said that "beta, the phase I'll be putting you crazy people in, is probably after the new year."

In other words, we're still on track, things are going great, and the large closed betas/gigantic public betas will start next year. And sorry, I'm not usually such a newb.





European FAQ By: Sanya Thomas 2006-06-06 11:45:28

The details of our deal with GOA are not final. The short version, no doubt observed by astute readers, is that GOA and Mythic are doing things a little differently than we did with DAOC. Here's what we do know, and what we sent out with the press release this morning:




Q. What languages are being targeted for initial release?

A. Initially the game will support English, French, German, Italian and Spanish.



Q. Will European players have access to the beta?

A. There will be several stages of beta and it has yet to be decided at what stage we will localize the beta. Otherwise yes, Mythic and GOA will ensure that players from Europe and the US have access to the beta before the game launches



Q. Will the Beta be in English only?

A. No, the later stages of the Beta will be in English, French, German, Italian and Spanish.

(Sanya here: "Later stages" most likely means "after the new year," just FYI.)



Q. Will Europe and the US receive patches at the same time?

A. Not only will the game be released in the US and Europe simultaneously but patches and expansions will also reach both groups of players at the same time.



Q. How will the European support of the game compare to the US?

A. GOA and Mythic have a contractual obligation to collaborate and share all tools and techniques that both companies have developed over the years to ensure the same high quality of support to all US and European players.



Q. Who will handle distribution in Europe?

A. A distribution partner has yet to be selected. Mythic and GOA are working to select the best possible partner in order to ensure that the game will be readily available in every country across the EU.



Q. Where will European servers reside?

A. GOA has very successfully located the European servers for DAoC in one central data center near Paris. We expect this to also deliver excellent performance for WAR to players across Europe.
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Old 06-24-2006, 10:43 PM
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(taken from gamespot)

E3 06: Warhammer Online: Age of Reckoning Updated Impressions

LOS ANGELES--We can't quite place it, but there's something strangely ironic about seeing Warhammer Online: Age of Reckoning at E3 2006 in the Los Angeles Convention Center. It is, after all, a massively multiplayer game that lets thousands of players become armies of angry, belligerent, hostile, ugly monsters who jockey for position in loud, chaotic, head-to-head skirmishes in predetermined battlefields. (We'll let you decide whether that last sentence refers to Warhammer Online: Age of Reckoning, or to E3 2006 in the Los Angeles Convention Center.)

As for the game itself, it seems to be shaping up quite well. Mythic has primarily taken the time between our last look at the game in March until now to fill out the features it had described to us earlier. For instance, the orks are now joined by playable goblin characters, which are in the game, playable, and working. Considering their tiny stature, gangly frame, and scrawny and protuberant facial features (which, like for all characters, appear prominently in a close-up view of the portrait window at the bottom center of the game's interface), they will likely be as annoyingly endearing (or endearingly annoying) as the developer seems to intend them to be.

Mythic has also completed much of its in-game "compendium," an all-in-one information resource that you can consult at any time while playing. The compendium includes, among other things, sortable lists of quests so players can easily keep track of their current tasks, as well as complete information listings for monsters, items, and maps (although some of the more exotic content in the game may not appear in full in your compendium until you've seen it, owned it, or killed it). The idea behind the compendium is to keep players inside the game and playing, rather than to include vast lists of quests, items, and character skills that compel players to stop playing the game and consult a third-party fan Web site to make sure they're completing their current quest just right or that they have found the right character or item. And interestingly, Mythic has also modified the game's inventory system to make your character's backpack sortable by item types (so that you can browse only the potions you're carrying, or only the weapons). Perhaps more importantly (and more wisely), the studio has also decided to keep all quest-related items out of your regular backpack so that you'll never find yourself in the ridiculous position of being unable to take on an interesting new quest because you had only two slots left in your bag.

In addition, Mythic has fully fleshed out the game's three-tiered combat system. It includes "tactics" abilities, which can be preloaded when you're not in combat into a "tactics bar," which will expand to hold more slots (while you yourself learn more tactics to load up your tactics bar) as your character grows in power. Tactics will generally provide passive benefits, such as protection against specific types of attacks or enhanced combat skills. Mythic expects most players to switch them out every five to 10 minutes and expects head-to-head player-versus-player experts to carry multiple tactics configurations into battle and switch them even more often. Combat's second tier includes standard hotkey abilities, which appear in another bar of hotkeys and are specific to your character's profession and acquired skills.

The game's third tier of combat is the "morale bar," a meter that gradually fills up over time while you're in combat (and fills up more quickly when you're grouped with other players--one of the game's many incentives to join up with others online). The meter is marked by several special morale abilities that can be used once the meter fills past each one; the strategy behind using morale abilities will come down to deciding whether to quickly use your weaker, lower-level abilities immediately or hold off until your meter is completely full to use your most-powerful attack. Since your morale meter depletes when your character isn't in combat, you'll be encouraged to make frequent use of these powerful abilities, which will appear onscreen with bright, colorful particle effects, such as hovering runes for dwarf priests or cascading meteor showers for goblin shaman.

Finally, Mythic is continuing to build out the game's base of content. While much of the game's development is focusing on the conflict between the dwarves and the "greenskins" (the orks and goblins), the studio is also building out new areas, like Blackfire Pass, a well-known locale from Warhammer Fantasy Role-Play lore.

Warhammer Online seems to have a lot going for it, and its great variety of content and its heavy emphasis on competitive PVP play should hopefully help set it apart. The game is apparently planned to go into closed beta this fall.

By Andrew Park -- GameSpot
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Old 06-24-2006, 10:48 PM
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Mythic gives the latest on Warhammer Online: Age of Reckoning
May 25, 2006 @ 2:30pm


Summary:
Mythic Entertainment updates GamePro.com on the latest details concerning the development of Warhammer Online: Age of Reckoning.


Full Text:
GamePro.com recently got a chance to catch up with Mythic Entertainment team members Steve Perkins (Director of Marketing), and Greg Grimsby (Art Director) who're busy working on Warhammer Online: Age of Reckoning (PC) for the latest alterations in the ever evolving Warhammer MMORPG (Massive Multiplayer Online Role Playing Game). Both Steve and Greg threw us a few nuggets of information regarding the new career system, and the latest info on the RVR (Realm vs. Realm) capital city campaigns.

Contrary to previous reports, which illustrated a multi-tiered career system which allowed players to jump from career to career and covet a menagerie of skills, the new revamped career system will feature a very straight forward career system, featuring four career options for each race/realm.

Steve Perkins stated, "The first Dwarf career is the Iron Breaker. He's tough as nails, armored from head to toe, and looks like he can take an insane amount of damage --because he can, he's basically a Tanker who sits there and performs the role of tanking ( taking tons of damage, and manipulating combat by protecting other guys)."

"The second career is the Hammerer. The Hammerer does damage. He tends to fight with a weapon in each hand. He's very offensive; tends to wear sheet mail, but is a little less armored than the Iron Breakers. Engineers have ranged combat abilities and attack from a distance."

"The last career is the Rune Priests. Dwarfs don't use magic in the sense of Elves or humans use magic. Dwarf's use Rune icons, which are mystic icons that have inherent magical powers. The Rune Priests tapes into the magic of the runes and performs the role of the healer, and deal damage."

"What we want to accomplish with these careers besides performing these tactical roles, and supporting the intellectual property, is to give players careers that they think are cool, as well as, help identify these guys on the battlefield. If you look across and see four different Dwarfs you'll know which role they're each performing. You can take a look at the engineer and you can see he's got crazy gear, gadgets coming out of his back, a wrench on his hip, and you'll just know he's an engineer and you can make that tactical decision. You'll know he has some crazy grenades so you'll try to fight him in a certain way as opposed to an Iron Breaker. It's all about tactical context when you're fighting."

With that statement we found it uniquely puzzling that Dwarf Slayers were not included in as a career option. Steve responded, "Troll Slayers will be playable in the game. They just may not be a starting career, but they absolutely will be playable in the game. The Slayers themselves are disgraced Dwarfs. They've been around and something bad happened (to them) and they've shaved their beards, sport Mohawks, and dyed their hair orange. The thing about being a Slayer is, from a character standpoint, they have a death wish. All they want to do is go into combat and die. That's not real motivation to play a character in the game. (Insane laughter) If you have about two hours to play a MMO, maybe you'd want to be a Slayer. But for everyone else, it's kind of hard to do a whole career around a Slayer."

Steve went on to illustrate the Green Skins careers by stating, "The Green Skins are called Green Skins because they're green and are actually comprised of two sub races --the Orc race and the Goblin race. The reason there are two races inside one army is because there are no male or female Orcs or Goblins because Green Skins basically come from mushrooms from outer space --they're fungal. (More Insane Laughter) In order to give players a choice, since they don't have male or female, we give them big hulking Orcs to choose or smaller diminutive mischievous colorful Goblins."

Greg Grimsby states, " The Goblins rock, they're really fun."

Steve continues, "Black Orcs fulfill the role of the Tanker with lots and lots of armor. Then there's the Berserker Orc who is the damage guy --the analogy to the Hammerer for the Dwarfs. They're not carbon copies with different skins. They have their own very unique abilities but they are the counterparts for the armies."

Greg adds, "The technical term is asymmetrical design."

Steve continues, "While there are certain archetypes that we reference for each of these races, each of these archetypes is completely customized for there race so that the Green Skin tanker and the Black Orc will be very different than the Dwarf Tanker and the Iron Breaker. The reason for that is that they have different backgrounds, different history, and they are different characters and personas. It just doesn't make sense to give a Warhammer game to make carbon copy guys. We took great care to put in appropriate abilities to tie to these careers."

"For the Goblins, we have the Shaman, which has the ability to heal, and do damage from a distance. The Goblins also have the ability to become a Squig Herder which is a tech class, but they're not dull because a Squig Herder deals with Squigs. The Squig Herder is controlling these guys. He pulls them out of different equipment, grows them, and does different things with these Squigs. There are also different kinds of Squigs that do different things."

"The one thing we really are excited about is Squig Battle Armor. A Squig herder summons his Squig, grows to be larger than him and east the Squig herder, and then the Squig herder can yank on the intestines and guts of the Squig to control the Squig. It's all a very fun way of allowing the Squig herder to become the Squig and stomp around the battlefield and attack and fight. Then when the Squig takes too much damage, and actually dies, he belches out the Goblin and the Squig herder can continue on his way. And of course the (Squig Herder) is a tech class and will have the ability to do damage from afar."
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Old 06-24-2006, 11:00 PM
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(taken from here) http://www.worthplaying.com/article.php?sid=34917


When Dark Age of Camelot launched back in 2001, I felt it was EverQuest, only without the parts that I didn't like. By the same token, Warhammer Online: Age of Reckoning might be World of WarCraft: PVP Done Better.

Comparing WAR to WoW is inevitable — there are too many similarities to be dismissed. Both feature Orcs with cartoonish armor, both use similar fonts, and heck, even the names are similar. According to Games Workshop — the owners of the Warhammer name — Blizzard ripped them off. That might well be true, since my knowledge of Warhammer is limited to taking a look at a friend's miniatures and thinking, "Painting all of those must have been a hell of a lot of work." Even if Blizzard did borrow heavily from Games Workshop, because WoW launched first, Warhammer Online will be inevitably compared to WoW. However, the similarities are largely visual, as the actual gameplay of the two titles is quite different. While WarCraft has PvP, it's easy to avoid, and even on the PvP-specific servers, it doesn't feel like an actual war is happening, but rather that a gank-fest is in progress.


Mythic's strong point is Realm-v-Realm combat, so I think it'll best WarCraft in that regard; depending on your viewpoint of how well Blizzard did PvP, that might not be hard to top. There are four types of PvP in Warhammer: Skirmish — incidental combat, where you run into a member of an opposing faction; Battlegrounds — objective-based battles, where you might need to control an area; Scenarios — where you'll go to an instance to perform a point-based objective; and Campaign — RvR sacking of the capital cities. Unlike Camelot, capital cities aren't the main hubs for your faction — they're more like Relic Keeps, where the goal is to steal a relic (which boosts certain powers for your realm), and the former owner needs to reclaim it. By sacking the other faction's city and capturing the King (like the Relics, you'll need to steal him back), you'll get special loot.

There will be safe areas in the city, so even though you may have lost control of the city, you'll still have access to the crafting areas, bank, etc. Battlegrounds in WAR are different from the ones in Camelot. Sanya Weathers, Mythic's director of community relations, explains, "Battlegrounds in Camelot and WAR are focused, level-restricted places to play with a central objective to direct the fighting. WAR's have the added interesting benefit of being integrated into the surrounding zone, instead of in a separate zone. You can't be flagged for PvP content unless you cross the invisible line into the area, but fights can and will spill outside the battleground, because your flag doesn't turn off until you've been out of the area for a bit. Think about the implications!"

Weathers also gives some insight into the scenarios: "It's basically an instance where the game will match your group with another group, using a point system to determine strength. The game won't make you wait until an enemy comes along that is similar in strength, though. NPCs called Dogs of War will be added to the 'weaker' group until the sides are even. The scenarios are goal-based, meaning when one side captures the flag, the scenario ends." Hopefully, the bots will have decent AI so they actually help out.


When you receive quests, the color of the quest will indicate how likely you are to encounter PvP: green denotes a safe area with no PvP, yellow indicates that there could be PvP, and red means that PvP is guaranteed. One unique quest idea WAR introduces is a public quest. When you enter an area, you might get a pop-up that'll tell you to kill 20 of some monster. All players in that area get the same quest, and their kills count towards the total, but you don't actually need to kill anything to get the reward. The hope is that this will help players form groups, since you're all killing the same stuff anyway, but I'm not sure how well that's actually going to work. While it might not have the side-effect Mythic is hoping for, it's a good idea for non-grouped players in a zone to work together. Similar quests can be found in the PvP areas, where you might have to kill 20 dwarves, and the other side needs to keep those dwarves alive.

There will be 33 zones, with the good and evil sides intertwined forming a progression towards each faction's capital city. There exist two realms: Order (armies of the Empire) and Destruction (armies of Chaos). Humans, Dwarves, and High Elves belong to Order, while Chaos is composed of Dark Elves, Humans, and Greenskins (Orcs and Goblins). The races have been organized into "racial pairings," in the hopes of making it easier to locate fights: Empire versus Chaos, Dwarves versus Greenskins, and High Elves versus Dark Elves. However, players are not limited to these racial pairings for RvR combat; members from any realm can travel to the ancestral lands of any ally to fight any foe. So far, Mythic has only announced the classes for two of the races: Dwarf Ironbreaker (tank), Hammerer (damage), Engineer (ranged damage), Rune Priest (caster/healer), Greenskin Black Orc (tank), Shaman (caster/healer), Squig Herder (damage), and Berserker (ranged).

One personal area of concern for me in any MMO is the death penalty because nothing sucks out the fun like losing several hours recovering from a mistake. When asked about the death penalty, Weathers replied that it would be "low to medium," since it's a PVP title and people are expected to die quite a bit. WAR is still a year or so from launch, so they'll have plenty of time to address little details like death penalties.


I'm curious to see how Mythic addresses RvR after launch. Camelot leads a dichotomous life, where you PvE for the 50 levels, and then you focus on PvP. While Mythic has added more low-level battlegrounds and allowed players to gain XP by killing other players, the meat of RvR doesn't start until level 50. Expansions in Camelot have largely been PvE-focused, with the possible exception of Trials of Atlantis, which many players believe threw RvR combat totally out of whack. The New Frontiers expansion wasn't what I'd consider a true expansion since it remodeled an existing area. Because the war seems much more upfront in Warhammer, I hope as it expands keeps intermixing the two types of play.

Because the E3 demo was heavy on PowerPoint and light on actual gameplay demonstration, it's hard to get a feel for more important items, like how much fun it'll actually be. To be fair, however, it was playable in the booth if you were lucky enough to grab a seat. Warhammer Online is expected to go live in 2007, with a beta starting this fall.




Taken from here.

http://warherald.com/news/fullArticle.php?newsid=18




Here are some handy definitions of what the different phases of beta are. I also provide, for the first time, some extremely vague and tentative dates. Some of you have already won betas, and to spare you the whole "having to read" thing, you are listed as "Early Spring 2007." In theory and indeed in schedule, it may be sooner than that - but I am a bitter, cranky, old community weenie who has been through many betas, and I no longer believe in anything I can't grasp in my withered talons.




Alpha: What we are in now. I made the grievous error of calling it a very early beta, for which I am terminally sorry. I will regret that until I die. Alpha does not have anyone playing who does not draw a paycheck from Mythic.

Double Secret Beta: What we will be in "Soon, TM." That is just beyond alpha, and includes people who draw paychecks from Mythic and our partners. Summer 2006

First Stage of Closed Beta (Beta 1): Sometimes called "Friends and Family," somewhat inaccurately, this is a stage where there is actually a game, but it is not usually very complete or even stable for that matter. People who don't work here are in this stage, but usually fewer than a hundred, and they are nearly all such old, old friends that they are often mistaken for employees. Fall 2006

Beta 1.7, After Things Stop Going Boom Every Day: This is the stage you'll start seeing community testers. People who have tested for Mythic for years, or have been otherwise recommended to us as quality volunteer testers, are starting to be included. There is usually a restriction on how many people get in at this point, and often perfectly wonderful people are left out. TENTATIVE DATE: Early 2007

Beta 2: Still closed and covered under NDA, invitees include prize winners, guilds that win the guild contest, and some members of the print and web media - usually the ones we have relationships with. People who work at GW retail shops are getting in here, and we've got some plans for existing Dark Age of Camelot players to be invited to check out their new sibling. There will be up to a thousand people by the end of Beta 2. TENTATIVE DATE: Early Spring 2007

Beta 3: Closed, NDA. This is where Lady Luck will wave her wand. We will be choosing randomly from the giant pool of people who are subscribed to our newsletter. This phase will have thousands of people invited, possibly as many as ten thousand. TENTATIVE DATE: Summer 2007

Final Beta: No NDA. Because there is no NDA, people often refer to this as "open beta." But I wanted to be really clear with you guys - we are not planning the kind of open beta where everyone with internet access can download the game and hop in. That's nutty. Right now, we are tentatively considering having everyone who pre-orders the game invited to this phase of beta. This phase will also invite winners from our big media promotions. TENTATIVE DATE: Summer 2007
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Old 06-25-2006, 05:22 AM
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im not reading all that, someone gief highlights!
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L2P Quotes of teh Year 2007
Quote:
Originally Posted by Medaus
Mate I'd dance you out of this country.
Quote:
Originally Posted by selm
and before you ask: "selm" has no sense at all.
kitchens kitchens kitchens
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Old 06-25-2006, 06:06 AM
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Quote:
Originally Posted by Torr
im not reading all that, someone gief highlights!


WAARRRRGGGGHHHHHH DA ORCS!!!!!!!!!!
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IQ of a cow.

British forces have denied rumours that they released a plague of ferocious badgers into the Iraqi city of Basra.

UK military spokesman Major Mike Shearer said: "We can categorically state that we have not released man-eating badgers into the area."

BBC News, 17th July 2007.
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Old 06-25-2006, 07:12 AM
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Sum up in 1 word plz to iR undrstandign!!1
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Old 06-25-2006, 07:33 AM
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WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AGH tbh.
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Old 06-25-2006, 08:30 AM
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that was 2
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Old 06-25-2006, 08:51 AM
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I was bored last night, read all that and more.

Thought ill share the best bits with you guys, why im at it.

You dont have to read it all at once, now its there.

To sum it all up.

Warhammer is going to OMGPAWN!
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Old 06-25-2006, 09:07 AM
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basically to sum up they have made me the president of the company and given me lots and lots of money todo nothing
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Old 06-25-2006, 10:03 AM
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Did anyone look at the in game videos? If so what did you think?
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Old 06-25-2006, 10:13 PM
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My honest oppinion is that its wow with a facelift
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Old 06-26-2006, 06:34 AM
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Originally Posted by Bawarr
My honest oppinion is that its wow with a facelift

Thats the problem they have with this game.

WoW, you see, and its lore, are just a complete (almost to the point of being sued, but not quite) rip off of the Warhammer Universe, which exisited 20 years before a warcraft game by the way.

So, GW want them to be true to the world and its history, but WoW already exists and is true to Games Workshop world and history, because it is directly copied from it.

So yes, it seems like its a wow rip off, but its actually the other way around.

from looking at it, I think war will actually play very differently from wow, the way the quest system and RvR pvp works, for instance, is entirely unique.
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Old 06-26-2006, 06:36 AM
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cant wait to play it, it deserves chance!
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Old 06-26-2006, 06:38 AM
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I just wish I could be a Lizardmen Troxigor or something :<

Rawr! Smash!
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Old 06-26-2006, 06:48 AM
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I think I read somewhere Lizardmen would make it into the game , but not at launch, along with skaven I beleive.
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