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fildien
11-25-2008, 01:54 PM
http://vnboards.ign.com/warhammer_online_age_of_reckoning_general_board/b22997/109545361/p1/

Folks,

Over the last few months I’ve spoken about our continued focus on improving our open RvR systems. While we have taken some major steps in the last month, we believe that there is much more we can do to encourage people to take part in oRvR throughout the entire evolution of their character(s). Over the next few months we have some very exciting changes and additions taking place. Please note that as always, this does not represent everything that either we are doing or thinking about doing, just what we, as of now, plan on adding to WAR.

We have a number of major initiatives planned for oRvR in WAR. Please keep in mind that these changes/systems apply to oRvR only and not to scenarios. This is not all we are working on but these do reflect the majority of oRvR additions that we are currently working on/planning for the next few months.

First, we have created an RvR Influence system. This system is designed to reward our oRvR players with lots of new stuff that you can only get through oRvR. This will be a complimentary system to our PQ Influence system. This system is already implemented in 1.1 and is scheduled to go LIVE along with that version in December.

Second, we want to improve the visibility that players have into oRvR and make it easier for players to get involved in the action quickly and easily. We have a number of wide-ranging changes going into our map and travel systems to allow players to better understand the state of oRvR in our game and also allow them to get to the action faster. We have already taken one step with putting a Rally Master in each Warcamp but we will also add the ability for people to have a second bind point to make it even easier for players to move around the maps. We will also make it easily for players to see where players from their Realm are engaging in oRvR, a Campaign HUD for all tiers and other improvements We will also improve Tier-wide messaging about what is going on in Battlefield Objectives and Keeps. Other additions include changes to the UI, in-game manual improvements, map enhancements, and a few other changes.

Third, we want to provide greater incentives to players to participate in oRvR. In order to accomplish this we will be adding additional layers to the questing system of oRvR including the addition of Keep Quests, “Daily Event Quests”, Chained RvR Missions, improve the initial Tome Unlocks and other oRvR-oriented Events. We will also improve our BO itemization. Our goal is to provide players with even more incentive for participating in oRvR than we have already.

Fourth, we want to encourage guilds to take and control keeps, and we will continue our work on adding better rewards for Guilds who own Keeps as well as the addition of a system of Keep upgrades. This system will be added to the game in several stages beginning in the late winter.

Finally, we will begin work on a global oRvR “Fame” system that will be tied directly to the Tome of Knowledge which will provide more rewards, titles, experience, etc. for participating and being successful in oRvR. This system will provide even more incentives for people to participate in oRvR than the current systems and one that fits nicely both with the ToK’s concept as “This is your life” as well as an additional advancement and reward system.

Please keep in mind that these additions are subject to change and given the nature of these changes/improvements, they will not go LIVE until we have thoroughly tested them. However, these are crucial improvements to WAR and are being treated as such by the team.

Finally, I want to close this out with a brief explanation about the role that we believe that oRvR should play in WAR. It’s really as simple as this, oRvR should be a major focus for leveling, item gain, etc. in WAR. Some of the systems are already in place and in Tier 4, oRvR is alive and well. On other Tiers, however, oRvR is not being engaged in as often as we had hoped when we launched WAR. Our goal is to ensure that oRvR is the place where players can level the fastest, get the best items and overall, have a great time while doing it. It is supposed to be riskier, more challenging but ultimately, more rewarding than any other place within WAR. What is outlined in this letter are some of the ways we plan on making this happen over the next few months and beyond.

As always, we thank you for your patronage and support. We won’t let you down.

Mark

Fandros
11-25-2008, 02:21 PM
Sounds very very positive, I love the direction and work being put into oRvR.

Thanks Fil for taking time to post this for me. Hope this comes sooner ( after tested ) rather than later.

fildien
11-25-2008, 02:52 PM
Well I'm not happy with it. It shows to me how lost Mythic is with their player base. Not a single mention about a) server performance/stability in RvR areas b) population issues/concerns.

I guess we'll see if this entices more Order people to RvR areas but until they fix the god damn stability issues having more people in thier oRvR areas seems counterproductive =\

Fandros
11-25-2008, 03:09 PM
Well yeah, we need more folks to jump in those areas to stress test/prove it out.

I don't have a lag issue tho in the high population areas ( my son's computer is a monster).

I do know they regularly take the servers down, this last Saturday for example, to work on their stability issues.

Hopefully with the changes more people will get involved and then it'll be make/break and they can work on those stability issues.

I see them as seperate issues tho Fil, at least they are working at drawing more to the field of combat!!!

OOo last night as we ran out after the cannon fire decimated their healers ( they got way too close ) we charged over their dead bodies chasing the 20 or 30 still living to a BO nearest the dwarven warcamp. I went stealthing over the hill looking down there was a veritable red sea of Destruction players running back up...

Cut to requisite Monty Python soundtrack......

Run away...Run away!!!!

Kelraz Bladesinger
11-26-2008, 11:46 AM
I can't help but feel that Scenarios ruin RVR. Going and playing a 15 minute game of capture the flag (its a game, its not a war) and getting more exp / renown / etc takes all the desire out of capturing some fort somewhere.

To be honest, no one groups for PQs either - they just solo the first wave of mobs until they get their rewards then move on.

Fandros
11-26-2008, 01:45 PM
I run folks through a complete PQ all the time for shots at gold bags.

I just moved to Badlands last night with most of the T4 raiding folks. We do alot of oRvR. They are generally worth more reknown overall than scenarios. I only do scenario's before the time frame for the big battles ensue.

fildien
11-27-2008, 09:28 AM
Harrr we're on the same server now Fanny. Though my Order characters are there my Destruction characters are on Monolith :D

Kel, the game at lower levels is nothing even close to what it is like in T4. In T4 you ORvR all the time, at least my guild does. I logged in last night and 3 warbands tried to flip zones but Order kept it impossible to do so. It's all out WAR in the T4 zones but doing PQs and Scenarios give points to your realm and those are necessary for zone control. I hardly do scenarios are on my T4 character, usually during offpeak hours. Peak hours it's just massive battles everywhere.

My guild also runs PQs together as does my alliance, some of those PQs have good chance for loot at the end of the PQ. The lower PQs, not so much. You outlevel gear so fast I don't waste my time with them either.

Look me up on Badlands Fan as Nurta :D

Aginohr
11-30-2008, 08:03 PM
You all should xfer your Order guilds to Ironfist. We had some outstanding T4 ORvR battles until recently when we had an entire Destruction Alliance come here. Now Destruction outnumbers Order and Order stops playing in ORvR when we wreck them over and over.

Fandros
12-01-2008, 08:38 AM
I'll look for ya Fil!!

I think 1.06 comes out this week and it couldn't come soon enough. Even that being said I still think the favored classes ( WE and Magus ) will still need a nerf bat.

Having a WE spam disable/disarm and you die before you can do so much as hit a key is getting old.

fildien
12-01-2008, 11:15 AM
This weekend was frigging crazy on Monolith. First zone locking fooobared. We should have capped Reikland but it wouldn't flip, it stayed that way for a whole day, all destruction owned but the zone wouldn't lock. It pissed allot of destro off to the point of saying screw it.

So the next two days Order came out in force and took over several T4 zones but encountered the lock bug themselves. Still several times I found myself on the receiving end of zerg and it was FUN. Myself and 4 other guildies ran around tagging stragglers and casuing havoc on the Order zerg. We did it for hours and I gained 2 rranks and 4 levels this weekend!!

Order went to the WHA forums boasting of their accomplishments and destro said oh yeah? Less than 30min later we owned it all again. Dumbasses :p But god it was fun and it gave Order the surge they needed to feel like they can do something so they are far more active. It was crazy good fun and our guild gained 2 levels b/c of all the ORvR.

On the Badlands server I heard about how destro kept trying to lock zones but Order had faulty hardware on their side b/c the zones kept crashing and resetting. Man that gets frustrating. I also logged into my Order character last night and saw destro had a queue but Order was high; I love it when a server is like that :P

I started a WH this weekend already almost level 12; god I love shooting pistols in people's faces this could be a problem b/c I also have a level 17 RP, a level 11 BW, and a level 11 AM over there. In addition to my 34 DoK, 22 Zealot, 14 sorc....god I have altitis bad in this game.......real bad. But every class is so fun to play it's hard to stay focused and T1/T2 is so fun b/c zone locking is faster and easier than T4 :(

WAR is probably one of the funniest MMOs I've played in a looong time. Never has a game held me in one place for so many hours at one sitting...well not since EQ1. I sit down get into an RvR battle and bam 3hrs have passed...crazy!

Oh and if you haven't gone to Bastion Stair, do it, do it now! That zone is fun and lots of great lewtz. We nearly 1 grouped that funky lord on the left wing with not a single person at rank 40. The shitty thing is you can't rez during his fight or we'd have had him :(

Anyway, Fandros our guild name is Thorgrim's Exiles and my characters names are: Nurta, Nurtz, Nurtilda, Fizzlefingers. You will see me on Nurtz and Nurta more often Leah is Leahnora and she has been playing Order more of late so you're bound to see her more than me :D She likes melting people's faces with her BW.

If you haven't played WAR and are wanting to do so, you totally should. Look me up we're a noobie welcome guild and we're casual...sorta....haha.

fildien
12-01-2008, 11:18 AM
I'll look for ya Fil!!

I think 1.06 comes out this week and it couldn't come soon enough. Even that being said I still think the favored classes ( WE and Magus ) will still need a nerf bat.

Having a WE spam disable/disarm and you die before you can do so much as hit a key is getting old.


Oh and yah, this is felt the same and just often on my side. Couple that with fetch and magnet and you have major frustration. I also have a 5second stun/disable I love /rawr! But, all you have to do to kill me is smack me 3? 4 times? Every class has it's annoyances, if I can't heal I can't live and I get disabled more than anything. I am major WL bait, there are two on my server who should just marry me already b/c they chain fetch me. Mythic needs to fix doors too, I am effing tired of getting yanked thru doors or having BWs nuke me thru a door/floor it's BS. So stop whinning fanny we have just as many complaints!

Fandros
12-01-2008, 11:21 AM
Oh and yah, this is felt the same and just often on my side. Couple that with fetch and magnet and you have major frustration. I also have a 5second stun/disable I love /rawr! But, all you have to do to kill me is smack me 3? 4 times? Every class has it's annoyances, if I can't heal I can't live and I get disabled more than anything. I am major WL bait, there are two on my server who should just marry me already b/c they chain fetch me. Mythic needs to fix doors too, I am effing tired of getting yanked thru doors or having BWs nuke me thru a door/floor it's BS. So stop whinning fanny we have just as many complaints!

Heh I'm one of those that don't support the fetch or magnet bs on our side either. That being said it's used tons more by the destruction on our server than order.

I kid you not it seems since the server transfer all our old magus/we's all respecced to follow the same cookie cutter methods. Trick is, from what I'm told, a magus specced to rift has other powerful tools still to use while an engineer specced to magnet is a one trick pony so most won't use it.

Was up on a rampart last week manning a gun and a damn magus yanked me off the wall using his flipping rift. wth!!

I haven't run into you yet on Badlands Fil!!

fildien
12-01-2008, 11:35 AM
Well getting rifted from a rampart is more believable than getting yanked THRU a solid door.....

Having played neither of those classes eng, wl, or magus I can't speak to specialities or powers. I refuse to play any of those b/c i think it's BS what they do. It's sad when people have to resort to cheats and exploits to win at pixels. I guess I'm old fashioned :( And it's why my alliance and guild run outside the zerg and try to avoid them altogether. We flip our own keeps and BOs as often as possible avoiding the zerg is getting harder and harder though.

I added you to friends and saw you logged in but I was busy tearing up in T1 last night and by the time I thought to drop you a tell you were gone.

Fandros
12-01-2008, 11:49 AM
Yeah was on for a chunk early yesterday and last night. Order organized an epic defense of a keep. So much so it turned aside the zerg, we rushed out met them in small chunks and crushed'em.

Sadly after that we were caught by the zerg and bum rushed at a BO. The numbers they can put out is shocking, not talented but hell shocking none the less.

Someone in region chat likened them to fire ants. It's a pretty apt description. Step on their mound hard enough and you pay@!!!

fildien
12-01-2008, 03:58 PM
Question for you..

Have you seen zones locked or capped recently? Say in the last week?

Fandros
12-01-2008, 04:00 PM
atm Thunder Mountain is locked in favor of Destruction.

Praag has gone both ways with Order having it one night and moving on and then a few nights later the zerg...errr Destruction did the same.

Actual locks appearing on the zone control map.

fildien
12-01-2008, 05:43 PM
that's interesting we can't seem to lock anything on either side :(

Fandros
12-01-2008, 10:21 PM
Ya'll are aware of Victory points that you need to accomplish I assume? Need to do the scenarios for that pairing ( and win ) as well as beat BO's and of course kill players.

fildien
12-01-2008, 10:26 PM
yup nothing seems to matter lately =\

Fandros
12-02-2008, 08:38 AM
Hmmmm that's odd, the system does have issues atm. I know they are looking at fixing the Fortress defense crash. Apparently when you put 300ish players defending/attacking the fortress it crashes the zone.

They say it's a bug, I think it's merely clever defense !!!!

I'm looking forward to playing tonight after the 1.06 patch. Tho every other player might be off leveling their new classes and T4 might be dead ;(

fildien
12-02-2008, 10:11 AM
Yeah I already know a few folks who are rerolling =\
I've no interest in playing a tank type but I have a few babies I may join them with so I can get them levelled up. Who knows I am looking forward to the class changes however.

fildien
12-02-2008, 10:26 AM
This could make it tasty to be in T4 tho....

Based on player feedback we have made some additional changes to Tier 4 Victory Point contribution. The following changes will reduce the amount of time necessary to capture a Tier 4 zone as well as place more emphasis on open field RvR:

Battlefield Objectives and Keep contributions have been increased.
PvE contribution has been decreased.
Prior Zone control contribution has been decreased.
The amount of Scenario Victory Points to take a zone has been decreased.

Fandros
12-02-2008, 10:58 AM
I was thinking, they could get more folks involved if they rewarded defending a keep in some manner. Similar to the reward given for taking out a keep lord. I know most folks don't enjoy fighting to defend a keep nearly as much as they do in the sacking of said keep.

Myself, I enjoy both sides of the battle and think the changes you mentioned are good ones Fil.

Did they say when the patch was supposed to be over today by chance?

Fandros
12-02-2008, 02:07 PM
This could make it tasty to be in T4 tho....

Based on player feedback we have made some additional changes to Tier 4 Victory Point contribution. The following changes will reduce the amount of time necessary to capture a Tier 4 zone as well as place more emphasis on open field RvR:

Battlefield Objectives and Keep contributions have been increased.
PvE contribution has been decreased.
Prior Zone control contribution has been decreased.
The amount of Scenario Victory Points to take a zone has been decreased.

Hmm I bet there's a heavy push tonight by Destruction to test the waters. Rather eager to see how it all shakes out!

fildien
12-02-2008, 04:04 PM
Yes patch hit today with those little additions I posted above added. I'm thinking there may be less knights and blackguards running around....well I'm hoping I want to see how this pans out.

I hear frequent discussion about rewards for keep defense and I agree they should make it more enticing but I can see it so easily exploited...some guilds already do this on smaller servers...hey you take a keep and we'll take it back and let you take it etc. That's a sign of a broken system...but we'll see what goes; i'm excited!

Fandros
12-02-2008, 04:07 PM
That would be a good reason to entice folks to defend a keep. Otherwise the cycle of flipping a castle and leaving it wide open to be retaken by the opposing side will continue.

Servers up then?

Fandros
12-03-2008, 08:37 AM
Seems easier to defend a keep now if you have all the Cannon emplacements up and running.

Destruction jumped early yesterday before all the west coast was up and running and quickly locked down Praag. This lead to a very staunch defense of Reikland for the duration of the night.

Got tired of the scenarios now that the squiherders are lil auto cannons on the run. Seriously they plink now for over 1k damage....ugh

I'm hoping that's a mistake, tho tbh they are now my number one target to mess up after I stealth up on the back of the destruction party.

fildien
12-03-2008, 09:10 AM
Seems easier to defend a keep now if you have all the Cannon emplacements up and running.

Destruction jumped early yesterday before all the west coast was up and running and quickly locked down Praag. This lead to a very staunch defense of Reikland for the duration of the night.

Got tired of the scenarios now that the squiherders are lil auto cannons on the run. Seriously they plink now for over 1k damage....ugh

I'm hoping that's a mistake, tho tbh they are now my number one target to mess up after I stealth up on the back of the destruction party.

You think 1k of damage is rough? have you ever been on the end of multiple BW stacking DOTs and then releasing their combustion? No, then hush I have over 5k hitpoints and die in 1 tick b/c they crit those dots and if you try to heal b/c of their spell ability it actually causes more damage to you. Something like playing wtih fire or some such, I hate that shit...an ability that actually does more damage if you're healed. Now hush, we finally have something to take BWs out from afar. Gah people always whinning! :p

Oh and hey, we actually got a zone locked last night whoooooo first time since Nov 17th.

Fandros
12-03-2008, 09:17 AM
Squigherders don't need to do anything other than auto attack.

As for BW's their counterparts do the same shit ;P Destruction is way overpowered and needs a comeuppence or they're going to find they can lock down all the zones...

because noone is home....

Nothing like a Sorc locking in on you and your innards fry!!

Let's run down the list...

Black Orcs, high dps and damn nigh impossible to take out...check
Chosen, high dps and can yank you from anywhere they damn well please with a 20 sec cool down...check
squig herders...plink a few and all but tanks are dead...check
Sorc.....3 nuke chain and dead...check
Witch Elves....well obviously the blessed class, they can kill you any dozen of ways
Magus, well they lost a lil with the root stacking issue fixed so they seem about right now
Zealots...run by you at full tilt and ae disable...check

There is no balance it's horrible and most of the destruction players lack skills other than the zerg.

How is that fun, oh wait it's not unless one has always sucked at pvp and like the fact that finally one can look good before the big nerf that'll have to come before the game loses even more folks.

It'll have to be fixed, no hushing about it ;P

fildien
12-03-2008, 09:56 AM
Squigherders don't need to do anything other than auto attack.

As for BW's their counterparts do the same shit ;P Destruction is way overpowered and needs a comeuppence or they're going to find they can lock down all the zones...

because noone is home....

Nothing like a Sorc locking in on you and your innards fry!!

Let's run down the list...

Black Orcs, high dps and damn nigh impossible to take out...check
IB and SM with their irritating ass knockback that prevents you from getting close to even to do anything? impossible to kill without 4 people focused on them....CHECK!

Chosen, high dps and can yank you from anywhere they damn well please with a 20 sec cool down...check
You guys just got your high DPS tank that is grossly overpowered now hush!

squig herders...plink a few and all but tanks are dead...check
hello, Shadow Warrior? same? yes

Sorc.....3 nuke chain and dead...check
lol, BW and AM? yeah same thing!

Witch Elves....well obviously the blessed class, they can kill you any dozen of ways
WH, disable disable execute, splat

Magus, well they lost a lil with the root stacking issue fixed so they seem about right now
that root and rift is all the class had

Zealots...run by you at full tilt and ae disable...check
that's funny, I spend more time standing still dying to a BW or WH b/c I'm disabled. how odd you should mention it!

There is no balance it's horrible and most of the destruction players lack skills other than the zerg.

How is that fun, oh wait it's not unless one has always sucked at pvp and like the fact that finally one can look good before the big nerf that'll have to come before the game loses even more folks.

It'll have to be fixed, no hushing about it ;P


Please, we have the same gripes. we view your side as overpowered much like you view our side as overpowerd.

Kelraz Bladesinger
12-03-2008, 10:04 AM
Fanny doesn't think my Shaman is overpowered though :(

fildien
12-03-2008, 10:48 AM
Nor did he say anything about WL and their god dang fetch. Whoooooooooooosh as I fly thru the air and get magentized by an engineer and then either BW dot dot dot or WH stab, pop cap, die. I hate WLs :(

Our shammy likes to bounce himself around, the way he's dressed I tell him he looks like Yoda when he's fighting Count Daku(o)? It makes me giggle to see this little green thing bounce off a wall.

Fandros
12-03-2008, 10:54 AM
Actually I did say I didn't like that in an earlier post on this same thread Fil.

And no, no WE thinks a WH is overpowered by any means.

I take out the shammies when I get the chance, they just don't do the overpowering damage of the listed classes to merit bitching about.

Destruction needs some tuning, badly as does the WL fetch and the BW overall DPS.

Fandros
12-04-2008, 05:08 PM
The devs have to do something about the end raids ;(

Last two nights Destruction made a brilliant push and had the Fortress outside of Altdorf open and were actively attacking it.

They had something like 200 30+ ( mostly 35+ I think) raiders pushing aprox 125 or so Order folks at the fortress.

LAGGY as hell even on my son's monster computer.

40 mins left to go, was a lil timer in upper right corner. I gather that's the amount of time they have to actually take Altdorf. Anyway, 40 mins on the timer the Empire zones all crashed and reset all the locks.

That's the third time it's happened. I'm sure they didn't have all the wards they'd need, rumor is you need Conq or better set for the greater wards and I doubt they had it as I was tearing through a few of them like they were wearing paper. But with 200 folks yikes I didn't see a way to stop them for long. There are a metric ton of gun emplacements on the Fortress so I'm not sure they could really win through. Sadly some were taken by single shot cannon and recent experience has shown me that actual AE guns are much much better for fighting the zerg.

I feel bad for Destruction tho, they played around the clock. Or had so many on different time zones it was the same thing as having played that long. Regardless they had us pushed back and were looking to beat us down.

fildien
12-05-2008, 07:35 PM
so supposedly the released some update to help with that. let me know it goes fan I'm curious :D

actually I'm playing on Badlands today for a change of pace maybe I'll poke you and ask! :)

Fandros
12-06-2008, 11:48 AM
I think most folks are waiting for the monster 1.1 patch to hit this next week before any big push.

I'm logging on now fil!!

Fandros
12-06-2008, 07:54 PM
Logged on and the Dwarf fortress was already under attack. Crashed as usual , zones didn't reset however.

They came right back and we ran through the entire script, keeping them out and winning the day!!!

So it can work, however Destruction on our server needs to learn to win without needing 200 people. That's well beyond the scope of the script I think.

They don't use siege engines, well rarely, they really do zerg enmasse almost never even using a ram. heh

fildien
12-07-2008, 11:13 AM
lol well we don't usually use a ram either but then our zerg has drastically started shrinking in favor of an Order zerg! We're running 2 warbands at most now to their 3-4. Luckily we're still winning but we cannot take keeps from the as often. GD BWs can still AE thru the floor. So they line up 6 BWs in Lord room or 3rd floor and AE while the rest flank the warband from the rear. sucks, but it's fun too! Niether side can lock a zone b/c both sides are so active and fighting it. The numbers are definitely getting closer to even in T4! Fun times, keep me updated on your side tho :)

My lil RP is 18 over there and I have a WH almost 15. I like Order too. :D

Fandros
12-07-2008, 01:03 PM
Definately fun times, you should read the 1.1 patch notes as the changes are VERY interesting.

fildien
12-09-2008, 08:46 AM
Well the Orderlings on our server finally admitted that they find something else to do whenever we try to lock a zone. It would explain why we never lock =\ I hate some of the stupid things abuot this game like that. My guild dinged 15 this week, we also claimed our first keep, and we have a few level 40s now. I just hit 36 myself. I have been going slow b/c I see all the issues in the end game and I worry how bored I will be. People seem to be leaving frequently b/c the end game is borked I really hope Mythic fixes it soon :(

Rumor has it no server has DW locked b/c it's bugged.

Fandros
12-09-2008, 08:55 AM
The update 1.1 patch is now live on the Public Test Server: Deathsword! Be one of the first to try out all the new changes. Below you will find all of the exciting features and improvements included in this update. We look forward to your feedback! Thanks for helping us make WAR a better game. Enjoy!


Highlights:

With 1.1, we have been working hard and listening to player feedback to make the great game of WAR even better. We’re proud to introduce to the game several exciting changes that you requested! These changes include the following:



Two New Careers - The Knight of the Blazing Sun and the Black Guard have joined their allies and are now available to play for everyone!
Open RvR Influence System – As part of our ongoing effort to encourage people to take part in oRvR, we are pleased to announce the release of an influence system geared solely to oRvR. Players who participate in this part of WAR will now have additional incentives for fighting for their realm. As part of this patch we have also made quite a number of changes and fixes to oRvR places and NPCs as well.
Easy Public Quests – PQs are great but sometimes it’s hard to get enough people together to complete them, especially in the lower tiers. So, we are redesigning one PQ per chapter so that it can be completed by 1-3 people.
Chat Hyperlinking – One of the most requested features by the community has been adding the ability to hyperlink items, abilities and quests in the chat window and now it has been added.
Armor Set Improvements – We have made a number of adjustments to armor sets to ensure that they continue to be some of the most attractive items in the game. In addition we have made adjustments to ensure they are more frequently available to players at all levels.
Main Assist – RvR is exciting, chaotic and always challenging but this feature will make it just a little bit easier to help your group fight the good fight.
Player Statue System – Nothing says “you’ve made it” more than having a statue with your name on it in the capital city of your realm.
New Content – Whether it is new lairs, new quests and changes to items, this patch is full of lots of fun new content additions to the game.
User Interface – Lots and lots of fixes, changes and new additions to our user interface and API functionality, new additions to the chat system and graphic options incorporating community requested features a channel flashing on activity, the ability to turn the chat bubbles on/off, a gamma slider and so much more.
Update - 2:42PM EST: Correction made to the GPU slider note under Settings and Performance.

Update - 11:08AM EST: Correction made to a note under the Content section about monster Suntear.

Introducing Easy Public Quests:



Beginning with update 1.1, we are launching a new initiative to expand the scope of our Public Quest experience. Now, solo players and small groups can also participate in these unique and exciting encounters that are one of WAR's most innovative features.
We have reviewed each Chapter in Tier 1, including all three racial pairings, and have altered one Public Quest in each Chapter (with the notable exception of Chapter One) to be suitable for 1-3 players. We have reduced the numbers on monster kill and gather counters, lowered the difficulty of the second- and third-stage enemies and bosses, and scaled down the rewards of these PQs correspondingly.
The Public Quest interface which appears on the right side of the screen when a player enters a Public Quest area will now display which Public Quests are now easier to complete.
We will continue adjusting one Public Quest per Chapter through the remaining three Tiers in the weeks and months to come, so be sure to check the Warhammer Online Herald for updates on our progress!

Chat Hyper Linking:

One of the most requested features from our players finally makes its debut: Chat Hyper Linking! Simply Shift Left-Click on an item, an ability in the ability window, a quest in the quest tracker, or even another player now places a hyperlink into the chat input window. Other players can then click on the link to open a window displaying the item, ability, quest, or player information. Players can have as many unique windows open as they wish. Let the online item stat comparisons begin!



Because of the addition of this new feature, splitting a stack, which used to require a Shift Left-Click action, now uses Shift Right-Click.
Right-Clicking a player name in the chat window now brings up a context menu with options to ignore, add as friend, invite to group, inspect, target, etc: Pretty much every reasonable interaction you’ve ever wanted to have with a player speaking in a chat channel.

Armor Set Improvements:

This patch represents a pretty significant improvement to Armor Sets in all Tiers. We have made a number of adjustments across many sets to ensure that these items remain both highly competitive and desirable. Changes to these items will automatically take effect on existing items in the game.:



Armor Sets are now represented with their own special item type represented by “Gold” Text.
We have looked carefully at all sets to ensure that their bonuses are attractive to the careers they are designed for.
The bonus on many individual set items have been increased in power to make them more competitive with other Rare and Very Rare drops at their level.
Some set items have had their equip level decreased, allowing them to be used at an earlier level.
Crafters will be able to Salvage most set items. Only set items that are available for purchase from a merchant will be flagged as “No Salvage.”
We have added an additional item to the following armor sets: Redeye, Devastator, and Keeper.
The following set items have been made bind-on-equip: Sentinel Belt, Conqueror Boots, Invader Boots, and Warlord Boots.

Encounter Ward System Adjustments

After continued testing, we have revised the way that the Ward System works. Encounters will now be slightly harder for players without wards; however, players will need less total ward items to become competitive, and will gain an extra benefit if they complete the entire ward set.



Players without warded armor will continue take up to 200% additional damage from certain monsters. Each appropriate ward worn will continue to reduce that damage by 40% per item.
Players without warded armor will now have 40% damage output against certain monsters. For each piece of appropriate ward armor worn, the player’s damage output against those monsters will increase by 15%.
Players who wear all five pieces of warded armor will deal an additional 15% bonus damage to certain monsters.

PQ Gold Bag Changes

Part of improving set items was making these items more frequently available to players. As such we have made a number of adjustments to Gold Bags in PQ’s to help us deliver these items to the players more frequently without introducing too many new Rare or Very Rare items into the game.



Gold bags will now only drop Set Items, Crafting Materials, or Money.
The drop rate for Gold Bags has been increased in almost every PQ in the game.

Easy difficulty PQ’s will now drop bags slightly more frequently.
Medium difficulty PQ’s will now drop bags more frequently.
Hard difficulty PQ’s will drop gold bags much more frequently and will also have a chance to drop up to two gold bags.


Open RvR Influence:

One of the most recently requested items by our community has been incentives for open RvR. The open RvR system is the first of many new features and improvements we have slated to ensure that WAR is the best RvR experience on the market.
Influence can be earned both by killing players as well as capturing or defending Keeps and Battlefield Objectives. When a player participates in a pairing’s open RvR, they will earn Influence with that race in that Tier. The more Influence you earn, the better the rewards you can obtain by speaking with the Rallymaster located in that area’s warcamps. For more information on rewards please see the detailed notes below.



Each open RvR influence area offers basic, advanced, and elite rewards for a total of 9 rewards per Tier.
New “Rare” items are available as rewards for more casual RvR players.
New “Very Rare” items are available as rewards for hardcore RvR players.
Open RvR influence introduces many new weapons and accessories that players can earn exclusively in RvR!

Main Assist:

In order to help groups feel more cohesive and assist in cooperation among group members, we have added a simple main assist function which can be assigned by the group leader.



The leader of a group may designate a group member as the "main assist" player for that group. This status can only be changed by the group leader, and by the player who has been designated as the main assist player.
By default, the leader of a group is set to be that group's main assist player when the group is first created.
When a group contains a main assist player, a main assist button will be visible on the interface of each player in the group.
When a player clicks on this button, that player's target will immediately change to match the current target of the main assist player.
Assignment of the main assist designation can be done through the party context menu, or with the slash command /mainassist [PlayerName] or /makemainassist [PlayerName].
In scenarios, the main assist status is not given to anyone at party creation, but is instead up for claim to any player in the scenario group. When someone has claimed main assist, only that player can reassign it to someone else in the group.

Player Statue System:

Introducing something the team is really excited to bring into the game: Player statues. These statues are located in the War Quarter in Altdorf and in the Undercroft in Inevitable City, and have been enabled to display the top ten Renown Point earners of the previous week and the weekly top Renown Point earner of each realm for that server. If you are the best of the best for your realm, you will now have a representative statue (based on career and gender) with your name on it, making you an idol to millions (at least until someone dethrones you). More information will be posted in the Dev Diary this Friday on the Herald!


General Changes and Bug Fixes:



Death animations will now play more in sync with the exact moment of a character's death.
Players will now receive the message: "Your Target Can't Reach You" when they are targeting a monster that is attempting to reach them, but can't.
Newly created dual-wielding characters will display weapons in both hands on the character select screen.
Reduced the amount of time that monster corpses will be visible in the world after being killed by another monster.
When players speak to a Kill Collector NPC for the first time, they will now be presented with the proper dialogue.
Monsters with names that have partial matches to profanity will no longer have their names filtered. For example, "Assassin" will no longer be displayed as "******in".
Players will now be able to properly use the /follow slash command to follow friendly players through water.
Players who attempt to zone into a dungeon that has an encounter in progress will no longer receive two messages about not being able to enter.
Players will no longer receive kill credit for monsters when half or more of the damage done was from another monster.
Players in first-person view will no longer see their shadow.
When exiting the game, the client will now shut down and return the user to desktop more quickly.
Fixed an issue that caused players standing on top of a structure, such as a wall, to appear to be standing on the ground.
Fixed various ghosting issues that caused players to appear to be stuck running in place, or to still be mounted even after dismounting.
Fixed an issue that caused some players and player pets to become invisible when a large number of players and/or monsters were in close proximity to each other.
Fixed an issue that caused monster and player models to become distorted and stretched on the screen.

Capital Cities



New unique rare and very rare drops have been added to all Capital City high-level dungeons, including Bilerot Burrow, Bloodwrought Enclave, Sigmar's Crypts, and Warpblade Tunnels. Additionally, the drop tables for all monsters within these dungeons have been revised.
Mailboxes have been added inside Sigmar's Hammer and the Viper's Pit Guild Taverns.
The merchants found at the Viper's Pit and Sigmar's Hammer will now only be available if the Guild Tavern entrance is open (based on City Rank).
With the introduction of the Knight of the Blazing Sun and the Black Guard, additional NPCs from these careers will populate the cities.
There are now Talisman and Salvaging trainers in both the Inevitable City and Altdorf.
A Pale Eye Burglar that has been spotted skulking around the docks in Altdorf has been persuaded to move along.
A number of merchants and other citizens in both Capital Cities have had their titles modified to accurately reflect their utility.
Eckhardt Krause will no longer incorrectly contribute to Altdorf's standing.
Revised the error message given when attempting to enter the Screaming Cat Tavern before City Rank 5 to more clearly explain why the tavern is not open.
Morena von Hoffe is now using tools more appropriate to her position.
The mysterious barrels found in the capital cities will now reward those who are adventurous enough to open them, but be careful! Some of the barrels are potentially dangerous!
A number of monsters in the Altdorf Sewers and Warpblade Tunnels dungeons were adjusted so they properly give contribution toward their respective city's standing when killed.
Banker Lutz near the Mastiff's End in Altdorf has found his courage and will no longer duck and hide behind the bank counter.
The Viper's Pit entrance will give the proper error message when players attempt to enter before the city has reached the sufficient rank.
The Elyr Merchants at the Docks in Altdorf will now wear the proper clothing at all times.
The grate leading to the Bilerot Burrows dungeon will now give the proper message if it is locked based on City Rank, and will open properly when the city reaches the appropriate rank.
The Wretched One's dialogue will no longer contain unintelligible characters.
The Warprot Plague Monk in the Altdorf Sewers will no longer be surrounded by flies as they could be confused with the Scavenging effect on monster death.
Crier Kosch will now remain stationary in Altdorf so that he is easier for players to locate.
Fixed a number of ambient dialogues in the Capital Cities that contained extraneous characters at the end of the dialogue.
Flayerkin in the Inevitable City will now animate properly.
Ambient robber NPCs in Altdorf will no longer drop 'Stolen Karls' outside of the Bank Robbery Public Quest.
A number of citizens in Altdorf and the Inevitable City now boast unique looks.
While exploring Altdorf and the Inevitable City, players might discover new citizens who have some interesting lore to share.
Peasants near the Bright Wizard College in Altdorf have given up trying to keep their clothes free from soot and ash. Their clothes now reflect the atmosphere and danger of living close to the Bright Wizard College.

Combat and Careers

General



Snare effects from the environment, such as those incurred by moving through water or lava, will no longer stack with snares inflicted by player and monster abilities.
Abilities that fire in an arc toward the target will now follow their respective arc more correctly.

Engineer



Redeploy: When this ability is used, the Engineer's turret will now properly appear in its new location.

Ironbreaker



Punishing Knock: This ability will now properly knock players down to the ground.

White Lion



Pounce: This ability will now deal damage correctly with each hit.

Content



Two new lairs have been added to the Warhammer world! Players can search in Saphery and Talabecland to locate them.
Siphoner Tahalys will now behave more like a Bright Wizard.
Tomb Guards no longer use Bright Wizard spells.
Additional feedback has been added for players attempting to gain access to Fleshrender's Lair.
Tainted Oogs no longer sinks under the terrain when engaged in combat.<LI style="COLOR: rgb(67,115,151)">Suntear is now hostile toward Order-aligned characters.

Brugash in Dammaz Skar has regained the use of his special abilities.
Ahzranok in the Lost Vale dungeon now has an increased chance to drop all unique items that are also dropped by Lurquasss. The chance for unique items to drop from Lurquasss has been reduced.

Items



We have implemented a temporary inventory overflow system. There are gameplay situations, such as crafting, where a player may have a full inventory and yet still receive more items. In these and similar situations, a temporary overflow window will appear, giving players the opportunity to make room for the excess items in their main inventory. Please note that this is not an expansion of the player inventory. Players will not be able to use the overflow window as a permanent storage alternative, as any items remaining in the inventory overflow will be lost when the player logs out of the game. Players will also not be able to move items into this overflow window.
Items that have a proc effect, such as high-level armor sets, will now display this information in their tooltips.
Fixed several graphical and animation issues relating to swords and staves.
Improved and diversified the appearance of many cloaks throughout the game.
The cost to repair broken items has been brought in line with the value of items throughout the game.
Some wristguard items were improperly named as waistgirds. These item names have been corrected.
The 'Dye All' button has been re-enabled on Dye Merchants throughout the world.
Gold loot bags, such as those awarded for the completion of Public Quests and Keep captures, will now contain armor set pieces exclusively. These loot bags will no longer contain other loot items, as the other colored loot bags do.
The Black Mire Tower encounter will now provide adventurers with better rewards for their troubles.
Lair Bosses throughout the world will once again drop treasure.
Monsters throughout the world will drop treasure items more often.
Monsters in high-level Chapters will now consistently drop treasures of an appropriate level.
New Public Quest rewards and unique rare and very rare world drops have been added to the Bastion Stair, and the drop tables of all monsters have been updated.
The Gale-Runner's Chaos-Axe had incorrect stats and name for a one-handed axe. It is now named the Gale-Runner's Dreadaxe, and has had its DPS raised slightly and its Strength reduced.
The Gale-Runner's Crusher had incorrect DPS and speed for a one-handed hammer. Its DPS has been reduced and it has been made faster.
Due to player feedback, we have taken a look at the HP Regeneration bonus on all armor sets and items. As a result of this review, we have greatly improved the values of HP Regeneration bonuses on items and item sets throughout the game.

Quests & Public Quests



Several new quests have been added to the Chapter 15 hubs for all races.
Fun new "chicken run" quests have been added to the Tier 3 Greenskin and High Elf warcamps. These quests send players back to Tier 1 open RvR areas for an update on the progress of the war.
Two new bounty hunter quests have been added, one each to target enemy players of the Knights of the Blazing Sun and Black Guard careers. Interested players should visit the High Elf Chapter 8 hub or the Chaos Chapter 13 hub, depending on their realm.
Players who leave a Public Quest area will retain their contribution to that Public Quest for five minutes.
Tier 1 Dark Elf and Empire Public Quest bosses have been adjusted to account for the introduction of the Knight of the Blazing Sun and Black Guard.
The skeleton of Christopher Kuhn no longer pulses with the interactable glow to those who are not on the appropriate quest.
Trample Tantrum: The Chapter 19 Greenskin Kill Collector NPC now recognizes all Mudhide boar kills instead of just Mudhide Tuskers.
Cleansing an Empire: The pyre associated with this quest now pulses with the interactable glow.


Tunnels and Trinkets: The gore-spattered crate associated with this quest now properly despawns after interaction.
Thorns: The number of black powder barrels associated with this quest has been reduced.
Breaking Stone: The cooking fire associated with this quest is now much more noticeable.
Falling Stars: The quest condition has been changed to "Griffon Forces", which encompasses all previous targets.
Plans Within Plans: The monster population associated with this quest has been reduced.
Mark of Grimnir: The monster population associated with this quest has had its rate of respawn reduced.
Ruinous Powers: The Raven Sorcerers associated with this Public Quest now properly appear to be channeling dark magic.
Heart of Strength: The waypoint to find Sigmarite Henchmen and Zealots for this quest has been increased to cover all applicable areas.


Unmasking the Enemy: The waypoint associated with part one of this quest has been reduced to encompass only the tower.
Faith is Madness: Multiple fixes and improvements have been made to this quest line.

Increased the density and respawn rate of the monster population associated with parts four and five of this quest.
Part five of this quest now has an additional waypoint to encompass another group of Manticores.
The waypoint associated with part seven of this quest has been extended to encompass all instances of food and drink.
An additional waypoint has been added to part 15 of the quest that covers all fallen Empire NPCs.
The Shards of Lucidity, Sagacity, Purity, and Clarity associated with part 16 of this quest are now properly placed within a character's quest inventory once obtained.
Each of the Shards of Lucidity, Sagacity, Purity, and Clarity associated with part 16 of this quest now has a unique icon.



Bond of Fellowship: This quest’s waypoint now covers the correct location.
Knights Errant: This quest’s waypoint now covers the correct location.
Oathbearer's Way: This quest’s waypoint now covers the correct location.
Broken Core: The journal entry associated with part three of this quest now explains the quest's objective more clearly.
The Vessel of Azorgaron: This quest is now properly flagged as an epic quest. Additionally, the quest target, Szurinna, no longer a Champion.
Overwhelming Power: Orthor Firebrand will no longer despawn when a player accepts this quest.
Wyrmbreaker: Fixed an issue that would sometimes complete the quest condition without giving the player the scroll item.
Reign of Destruction: The pikes associated with this quest now only accept one skull placement every so often.
Painstaking: The item "Implement of Anguish" associated with this quest no longer gives an error message when used on the proper target.
Bait & Switch: The kill requirement for this quest has been reduced from 8 to 4.
Timeless Wisdom: The kill requirement for this quest has been reduced from 12 to 6.


Buying Time: The targets associated with part one of this quest now always remain within their appropriate waypoint.
Show 'Em Who's Boss: A waypoint over the Flightmaster NPC has been added to parts eight and nine of this quest.
Hungry Work: A waypoint has been added to indicate the location of the food pile.
Champion of the Lost Forge: This quest has been re-enabled in Dwarf Chapter 19.
Tome of Ages: The quest item "Tome of Ages" has been relocated to a more solo-friendly location.
Annihilation: The monster population density and respawn rate associated with part five of this quest has been increased.
Disenchanting the Stone: It is now possible to continue this quest line if the book was destroyed by killing Lore Master Tadrillian again.
An Innocent Man: Innkeeper Ossia's name will now be visible at all times so that she is easier to find.
Spotting Trouble: This capital city quest has been reduced to level 15. Additionally, the waypoint for this quest has been adjusted so that it points to the proper sewer entrance.
Ogre Bodyguards: Interacting with Georg Rothstein will now properly continue this quest series.


Tasty Morsels: This quest has been re-enabled and adjusted to be a level 15 quest available in the Capital Cities.
The Devil Inside: The tooltip information for this Altdorf quest has been updated to remove some erroneous text. Additionally, the journal text for this Altdorf quest has been updated to give a more clear description of where to search for the quest goal.
The Ever Ancient: This Inevitable City quest has been disabled.
An Innocent Man: Completing this Altdorf quest will no longer cause strings of numbers to appear in the player's chat window.
Mushroom Hunta: Fixed the quest icon for the mushrooms gathered during this quest in the Inevitable City.
The Temple of the Damned: Captured Souls are now only attackable during the proper stage of this Public Quest in the Inevitable City.
Sharpthorn Rock Mine: The final stage monsters for this Public Quest now arrive via gyrocopters.
The Tower of Neborhest: The objectives associated with this Public Quest now state more clearly which pillar needs to be attacked at the appropriate stage.


Reichert's Raiders: Broadcast text has been added to the Public Quest when a tent is razed.
The Defiled Anvil: The Corrupting Stones associated with this Public Quest will now properly despawn once they have been destroyed.

Realm vs. Realm



All Fortress Lords have been adjusted to ensure that they provide the intended level of challenge. This includes updates to their abilities, damage, and defenses.
Lycithas the Harridan Seer now has voiceovers enabled for her portion of the Monolith encounter during the invasion of the Inevitable City.
A number of neutral NPCs were removed from the contested version of the Inevitable City as they did not contribute to the city defense and might have confused the invaders.
While inside a contested city, the proper instance number will now be displayed on the player's interface.
Reinforcement Guards for Keeps from captured Battlefield Objectives will now have a title that reflects where they have come from.
The Order patrols near Festenplatz will now patrol further away to allow room for players to move without potentially drawing the patrol into the Battlefield Objective battle.
Keep Lords based on pet-using careers will now summon pets in a manner similar to their player counterparts.
Battlefield Objectives in every tier and pairing have been fortified with newer, more realm-specific palisades and other types of barricades.


A number of warcamps have been fortified to strengthen their position.
Siege Oil Pads on High Elf and Dark Elf keeps have been moved slightly so the splash hits better and the oil is attackable properly from below.
Fixed an issue where Keep and Postern Doors would not respond properly if another player had used that door immediately before.
In Scenarios, the confirmation pop-up window on zone out will now disappear if you move out of range of the zone point.
We have instituted additional fail-safes to prevent rare cases where Tier 4 zones would lock down incorrectly.
Placing the bomb in the Talabec Dam Scenario will now take less time.
Fixed an issue in the contested version of Altdorf to ensure that fires started by Destruction players can be extinguished by Order players.
The guards in the Phoenix Gate Scenario have been adjusted slightly to prevent them from improperly being dragged into the Scenario battle proper.
The patrolling guards for Wilhem's Fist have had their path slightly adjusted to ensure they do not attempt to overrun Siege Pads or other objects in area.
The patrolling Order guards for Fangbreaker Keep will now path properly around the Keep.
A number of extraneous objects in the contested version of the Inevitable City were removed to improve framerate during a city invasion.


A number of Dread Sentries spawned inside of the contested version of Altdorf have been fixed so they are wearing the proper armor for their race.
A few misplaced Siege Pads in the middle of Talabecland have been removed.
The Postern Doors on the outer walls of the Fortresses in Reikwald and Butcher's Pass were never meant to be usable. As such, they have been fixed so that the doors will give the proper 'barred' message to players that attempt to use them.
Additional guards have been called in to reinforce the Greenskin warcamp in Thunder Mountain.
Leaving and entering the cave area near Badmoon Hole Keep will no longer strip bolster.
Keeps and Battlefield Objectives will now broadcast a message to all players in the entire Tier when they change realm control. This messaging can be turned off or on from the User Settings.
Players successfully defending a Keep/Fortress will now receive a considerable renown reward.
Keep/Fortress Contribution: After lengthy evaluation and feedback from the players we have made several changes to the contribution system in place for the Public Quests associated with Keep/Fortress sieges. These changes will encourage more participation and reward players participating in Keep/Fortress sieges.

All enemy kills, both Player Character and Non-Player Character, will now contribute towards the Public Quest for taking a Keep/Fortress.
Other actions that lead to taking a Keep/Fortress will now result in contribution toward the Public Quest for taking a Keep/Fortress.


User Interface

General



New animations have been added for hotbar ability cooldowns. After an ability is used, a radial wipe animation will play that counts down the time until the ability can be used again.
Quest waypoints for caves have been changed so that they are consistent across all zones. Cave waypoints now appear as a red dot located at the cave's entrance.
The Public Quest scoreboard has been updated to properly display more than eight loot bag rewards where applicable.
Mousing over an alternate currency icon will tell you its name.
Added the ability to sort mail in your inbox.
Guild heraldry settings and choosing to hide your helm or cloak will now save upon zoning or re-logging.
Master looters may now assign loot if they are in a warband slot other than the first one.
When using auto loot via the option or by holding Shift, you will now be warned when picking up a bind-on-pickup item.
Fixed a bug that caused the "Need on Use" option to incorrectly be grayed out.

Guilds



Guild notes have been re-added to the Guild Roster Window.
Guild Leaders, Officers, and anyone with appropriate permissions can once again use the guild window context menu to promote and demote members.
Guild permission tooltips have been updated to accurately reflect their function and intended behavior.
Guild ranks other than Guild Leaders may no longer be given permission to form alliances.
Guild administration options for those who do not have permission to edit them will now accurately be grayed out.
Fixed an issue where the guild window would sometimes close when clicking on a name.
Guild members will no longer be able to read guild chat if they do not have the permissions to do so.
Fixed tooltip display for the first custom guild rank slot.
Kicking a player from a guild now properly deactivates the guild and alliance tabs.
Guild members may now be promoted to the first customize guild rank slot.
Fixed an issue where guild/alliance roster sub-tabs appeared on the screen if the player joined a new guild after having left a guild with the Guild Roster tab as the last Guild Window viewed.
Players with permission no longer have to relog to see Member and Officer Notes.
Guild titles now sort by rank instead of alphabetically.
Players who do not have permission to kick members from their guild will no longer be presented with the option to do so.
Fixed an issue where the Guild Roster was not updating properly when Hide Offline was checked.
Guilds will no longer receive a message that they have gained a rank before actually doing so.


“Hide Offline” in the guild window now saves correctly between sessions and updates when toggled.
The guild is now notified via the chat buffer when a guild leader has changed.

Settings and Performance



There is a new option in the Customize UI window for action bar settings that allows players to hide the cooldown text and show only the radial animation. Additionally, cooldown text is now always suppressed for the global cooldown timer; only the radial animation is played to show the global cooldown.
There is now a Gamma slider available in the user settings.
Players will receive a warning if they try to change their client's performance setting to "High" without sufficient resources on their computer to run the game at this setting.<LI style="COLOR: rgb(67,115,151)">The memory GPU slider will now only be available if the player's video card has more than 512MB of RAM.

The shadows cast by other players' mounts will now be visible when the shadow quality is set to “High.”
We have made significant improvements to client performance when handling buff updates.

Chat Windows, Bubbles, and Messaging



You will now see an outgoing message when sending a warband invite.
Fixed an issue where NPC chatter was not relaying which NPCs were speaking.
NPC chat bubbles are once again visible.
The "Show Timestamp" chat option will now save upon exit.
You will no longer see, "You are no longer logging out," when you attempt to exit the game.
Fixed an issue where the profanity filter was filtering out letters in the middle of certain words.
Parties will now receive a message when a party member has left or disconnected.
Fixed a specific Talisman-making error message that referred to the skill as Apothecary.
Attempting to invite a player to a party who is already in a party will refer you to that player's party leader.
Using the /lol or /thank emotes will now return the proper text.
Added the functionality for chat tabs to blink when they receive new messages. This feature is turned off by default; to enable it, right-click on the chat window tab, mouse over "Tab Options," and check "Flash on Activity."
Chat bubbles can now be toggled on and off.
The chat tab menu has been re-organized in an effort to make it easier to use.
We have made several improvements to chat filtering. To view the new filters, right click on the desired chat tab and select filters.
Players will now receive an error message when attempting to look for a warband while already in one.
Tells are no longer saved as a "sticky" channel.
Alliance and Alliance Officer Channels are now saved as "sticky" channels.
The command /warband (/warbandallianceonly) has been changed to provide accurate feedback messages.
Dead players will now be able to see death announcements.
Sending a tell to an AFK player will return a message stating that the recipient is AFK.
You will no longer see an error message when a player from an enemy realm attempts to send you a tell.
/Shout once again has a longer range than /say.
Fixed an issue where the colored text of City Rating messages was overflowing into subsequent lines of text.
Damage messages printed in the chat window now show the amount of Critical Damage mitigated.
Attempting to purchase a guild reward scroll without meeting the requirements now results in an error message.
Locking your chat window will now persist after you log out.



There ya go, fun stuff!!

fildien
12-09-2008, 04:01 PM
mmm those are tasty updates.
I'm ready to see them come to live! :)

Fandros
12-09-2008, 04:27 PM
They went live today!!

Fandros
12-09-2008, 07:16 PM
Bah I misunderstood Mythic...

1.1 is not live yet ;(

/yawn