'The ultimate goal in RvR combat is the sacking of an enemy's capital city. To do this, an army must invade and take control of the opposition's homeland. Deciding battles take place on objective-based battlefields and in instanced scenarios - point-balanced battles that make use of NPC mercenaries known as Dogs of War.'
'For the first time, WAR's RvR system integrates both Player vs. Player (PvP) combat and Player vs. Environment (PvE) quests on the same map. Every aspect of the game, including PvE missions, is geared towards the greater war in some important way. However, players are not required to participate in PvP combat, and may aid in the RvR war effort and enjoy the game in its entirety via PvE content.'
'Drawing from a quarter century of highly detailed source material, Warhammer Online: Age of Reckoning will bring Games Workshop's fantasy world to life in a way that will allow players to create characters destined for great deeds and glory on the field of battle.'
All races and classes will develop physical characteristics as they level up i.e. becoming larger and more muscular and growing longer beards. This will enable the observer to determine the opponents strength without havign to resort to a tootip inspection. This along with the fact that characters will be able to pick up trophy adornments during play means that should you see a huge Orc with a necklace made of Elf ears charging toward you, you might want to run.
First a player will need to decide on which faction they want to ally themselves with, order or destruction, then they will choose their race - there are 3 unique races for each faction. Then it is time to select one of the 4 career paths available to each race.
Crafting will be an element in the game but as of yet Mythic havent clarified to what extent it will be integrated. What they have said is that such items as seige equipment and the larger battlefield weapons will not be player craftable and will more likely be part of a campaign's predetermined resourses.
W.A.R. has a unique angle on the traditional concept of questing by developing something called the Public Quest Sytem. In essence this means that instead of having an NPC to run to and get given a menial task of killing a few pigs and returning to them, you will enter a special zone. Whether you are solo or playing with friends you can enter this zone and participate in the quest taking place at that time.
Should you be fortunate enough to enter the zone at the beginning stage of a quest you may be asked to collect wood and everyone in the zone at that time will be working towards the same goal. Once enough wood has been collected within the zone, the scenario will move on to the next stage, which may be that the inhabitants of the forests you have been cutting down are angry and will attack. Everyone in the zone will then work together (without any need to group) to fend off the attackers, once this scenario is complete the next stage begins and so on.
It is possible to enter the zone at any stage of the quest scenario and if that happens you can still participate and you will be rewarded for your efforts (but those who have been in the longest and have put more effort in will reap more rewards). This means that anyone entering the zone and sitting down hoping to soak up experience for no input at all will be disappointed.
Although it is possible to play without PvP play the game is essentially designed around it. The world in W.A.R. will be divided into interracial conflict zones, ie Dwarves vs Greenskins, within that conflict zone there are 4 tiers of battlezones.
Players start at the tier 1 city for their particular race, they can then either PvE in the area to gain experience and level up or they can head into the PvP area which is adjacent to the opposing racial factions area. Whilst you are in a PvE area you cannot be attacked by another player, however, if you stray into the PvP area you can be attacked by other players at any time.
As players level up they progresss through their area in the world they move on to the next tier (the higher the tier the larger the area of PvP zone, and the smaller the area of PvE). Each tier has its own city and all the time the objective is to push towards your enemies city in that tier via PvP and defend your own city
At tier 4 there is the ultimate prize, the capital city if your enemy, but to claim it you must first claim a neutral city which is placed between yours and their capital city, only then will you be able to push forward to attack their main city. All the while you should remember that PvP points overflow from the lower tiers, so if the enemy start to sway the balance of the lower tier zones in their favour you may lose the ground in the tier 4 zone therefore it is important to keep the battle going at all levels.
'When the first reports of the Chaos Plague begin to appear in the fringe settlements of the Empire, they are dismissed as fanciful tales conjured to frighten away unwanted visitors. When the plague appears in the streets of Altdorf, however, the situation changes completely. By the time the Emperor issues his first quarantine order, the vile disease has already spread across most of his lands. The Empire's doctors work day and night to combat the sickness, but the plague defies all efforts at a cure.'more...