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Posted: Mon, 18th Sep 2017 14:47 Post subject: |
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Do key prices usually go op ur down after a release?
As in: is it worth buying the game now, as it will be more expansive at and directly after launch? Obviously, I do not want to wait 6+ months for a price drop.
| Frant wrote: | | Shitass games are ruining piracy. |
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Posted: Mon, 18th Sep 2017 17:03 Post subject: |
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I'd guess that it will probably return to the regular $60 at or soon after release. IsThereAnyDeal says the historical low was $41.49 at 2Game (it was actually ~$39.50 with the additional ITAD 5% voucher/code). So I would recommend that if you see it for near $40 you grab it, lest you wait the 6 months.
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Posted: Mon, 18th Sep 2017 22:03 Post subject: |
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Thanks, mate. I can grab it for EUR 36, which is the most I'm willing to pay for a game.
| Frant wrote: | | Shitass games are ruining piracy. |
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Posted: Tue, 19th Sep 2017 16:27 Post subject: |
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Posted: Tue, 19th Sep 2017 18:01 Post subject: |
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Posted: Tue, 19th Sep 2017 19:50 Post subject: |
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I've never understood the point of making let's play videos that spoil the entire game.
Watching those is like watching porn instead of fucking.
| Frant wrote: | | Shitass games are ruining piracy. |
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Posted: Tue, 19th Sep 2017 21:40 Post subject: |
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weill id rather watch the game from other sources then the devs, devs usually only try to show everything in a good light for their game so.Goes for all of them basically
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Wed, 20th Sep 2017 16:38 Post subject: |
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https://www.totalwar.com/blog/mortal-empires
| Quote: | Across the whole Total War: Warhammer trilogy, each instalment will stand alone as its own game, each with its own discrete campaign. We’re a couple of weeks out from part II launching, and we’re stoked about how the Eye of the Vortex campaign is going down. It’s been fascinating to hear how our test groups and reviewers, Youtubers and livestreamers are reacting to this new type of endgame in Total War, and we can’t wait for you to get your hands on it soon.
We’ve long spoken about our end-goal for the Total War: Warhammer trilogy: to realise the Warhammer Fantasy Battles world in the most complete and detailed way as possible. All those races from 8th Edition Warhammer Fantasy Battles with army books, each with their own starting positions, all playable in the kind of holistic, mega-sandbox of Warhammer joy nobody has ever attempted before.
We also said we’d do this in three stages: part one would cover the geographical area of the Old World. Parts two and three would explore other geographical areas and races. Shortly after Warhammer II launches, owners of both parts one and two will get to play a key part of that grand vision with our first FreeLC download: Total War: WARHAMMER – Mortal Empires.
Mortal Empires will sit alongside The Old World and Eye of the Vortex as an epic fantasy strategy experience, a playable campaign in its own right, accessed through the Warhammer II menu. We’ll be taking the iconic territory of the Old World you know from the first game and expanding outwards to the West, taking in key territories from Lustria, the Southlands, Naggaroth and Ulthuan to massively expand the playable area. It’s not a straight stitch-‘n’-fit job, and it can’t be – the Old World and Eye of The Vortex campaign maps are designed to be standalone; they’re different shapes and don’t ‘fit together’. Also, no Vortex story mechanics here: this is pure conquest, with all the playable races and factions we’ve released so far (plus a ton of AI controlled ones) vying for dominance across the continents.
By the end of the trilogy, we intend there to be 5 massive campaigns to choose from across all three parts:
The Old World Included in Warhammer I
Eye of the Vortex Included in Warhammer II
Mortal Empires Free Campaign for Owners of Parts 1 & 2
Warhammer III’s Main Campaign Included in Warhammer III
A Very Big Campaign* Free Campaign for Owners of Parts 1, 2 & 3
*= Er, no, we’ve not decided on a name for this yet.
In terms of content, Mortal Empires is way, way denser than we’d initially envisaged back in 2013, when we were in pre-production for the first game. That’s thanks in part to our New Content team, headed by the ever-cheery Rich Aldridge, whose small but insanely talented crew have contributed to massively more playable factions per-square-mile in the Old World (and therefore in Mortal Empires) than we’d originally imagined. New factions for all those original Old World races (Clan Angrund, Crooked Moon, Bloody Handz and all the rest) plus three new races in Bretonnia, Wood Elves and Beastmen, each with their own sub-factions and start positions. Factor in what the core Warhammer team has been working on for the last year and a half – four new races (that’s eight more Legendary Lords and start positions) with eye-poppingly different mechanics and playstyles for Warhammer II – and you’ve got quite a busy map to play on.
In Mortal Empires alone, we’re up to 35 Legendary Lords across 25 different starting positions.
What’s more, Mortal Empires will carry over many of the features of Warhammer II’s Eye of the Vortex campaign you may’ve seen us talking about in recent months. These include (deep breath): rogue armies, ranged breath-attacks for all dragons, treasure hunting, encounters at sea, storms, shallows and reefs, a whacking great number of UI refinements and improvements, 8 and 10-slot cities, chokepoint maps and, of course, universal territory capture and climate suitability mechanics.
Sizewise, Mortal Empires is over twice as big as the Old World in terms of settlement count. Again, to be clear, this isn’t the Old World and New World maps stitched together. We wanted to put gameplay and replayability first, so it’s effectively a new map in its own right. Here’s some stats:
The Old World Mortal Empires
Settlements 142 295
Starting faction count 66 117
Even as the final shine goes into Warhammer II, we have our top men dedicated to playtesting, balancing and polishing Mortal Empires, and all the playable races are being put through the ringer. Our key objectives are gameplay balance, a huge variety of factional experiences, and sheer density of content across a massive world map. We’re also very mindful of the range of hardware specs people play our games on, and how that may impact future map expansion.
There’s a couple of additional things we should mention about this free campaign map in advance:
- The massive number of factions will increase end turn times, there’s no getting around it. We’ll be keeping an eye on this through our testing, and when it gets into player’s hands, keeping the general hardware impact of such a large and packed map in mind.
- We’re being ambitious with Mortal Empires, but we’re keen to hear feedback, and we’ll certainly make tweaks and updates to it over time. As you’ve probably guessed, given the countless updates we made to Warhammer I, we will always look to improve on what we’ve done, and there’s no substitute for getting it out in the wild and played by hundreds of thousands of people. Over time, for example, we’re aiming to create unique starting positions for more of the Old World Legendary Lords who currently share the same spot. Like pretty much every part of the series so far, Mortal Empires will evolve.
- Also, due to the different teams’ development schedules, Norsca won’t make it into Mortal Empires when it first becomes available – they’ll arrive in a patch soon afterwards. But we’d much rather release Mortal Empires to you sooner and get Norsca implemented in due course, which will then take the Lord/startpos count to 37/27.
Regardless: this massive, evolving campaign – which will get richer again with successive DLC and FreeLC for part 2 – is a tremendous amount of fun to play.
And a final word on the name. We know that not all the empires and characters featured in Mortal Empires are ‘mortal’ in the truest sense of the word. But compared with what may be stirring on the distant horizon… |
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locke89
Posts: 2812
Location: Poland
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Posted: Wed, 20th Sep 2017 17:36 Post subject: |
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reminds me of empire total war ... when india had 100ds of one unit armies clogged around its borders with russia, making end turns lasting like 5 minutes or crashing completely .... cant bilieve its still the same shit engine .... 10 years later
they tried this overlapping worlds with three continents in different windows back then and failed miserably, and it was the same engine , they selling a toyota carola as a porsche ...
yes it sounds fucking epic, but in the end its just more settlements to siege and cap, stalling ur campaign and ads no gameplay benefits whatsoeve, just for their marketing team to claim fancy shit and long playing hours when all ur doing is press end turn as fast as possible and watch a movie in between so u can to be done with the agony
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Posted: Wed, 20th Sep 2017 18:04 Post subject: |
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| Quote: | | And a final word on the name. We know that not all the empires and characters featured in Mortal Empires are ‘mortal’ in the truest sense of the word. But compared with what may be stirring on the distant horizon… |
Tomb Kings confirmed.
| Frant wrote: | | Shitass games are ruining piracy. |
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dethy
Posts: 3144
Location: Conclave of Shadows
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Posted: Thu, 21st Sep 2017 15:18 Post subject: |
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Goddamn that huge campaign is gonna be gud!
My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 128gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.
Derpsole: Nintendo Switch, Derpstation 5 Pro
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Posted: Thu, 21st Sep 2017 15:58 Post subject: |
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Although I hope it doesn't use the TWW1 Chaos mechanic again. I'd prefer if they fuck that whole thing off and just have Archaon and the other Chaos lords as a regular faction.
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Posted: Thu, 21st Sep 2017 16:02 Post subject: |
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That would be great indeed.
| Frant wrote: | | Shitass games are ruining piracy. |
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Posted: Fri, 22nd Sep 2017 01:16 Post subject: |
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No Chaos mechanic from TW1 on Mortal Empires campaign (for the record nor the Vortex one from TW2). It's conquest only.
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spajdr
Posts: 1842
Location: Czechia
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briangw
Posts: 1754
Location: Warren, MN
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Posted: Sat, 23rd Sep 2017 02:52 Post subject: |
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Posted: Sat, 23rd Sep 2017 05:21 Post subject: |
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Yo, which timezones do these prophecies adhere to?
2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
2018 - x Build • Fractal Design Define R6 Gunmetal • Intel Core i9 9900K • Corsair H150i Pro RGB AIO • Asus ROG MAXIMUS XI HERO • 2x16Gb Corsair Dominator Platinum DDR4-3200 • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair HX850i PSU • 1x Samsung 970 Evo M.2, 1x Samsung 860 Evo SATA, 1x Samsung 850 Evo SATA •
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Posted: Sat, 23rd Sep 2017 05:51 Post subject: |
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| tigereyes wrote: | | Love the fact that I can conquer any settlement this time, I hate ruins on the map. More settlements, more power, more steamrolling. |
While you can conquer any settlement, you are unlikely to be able to keep all of them. All they did was change the former hard restriction to a soft one based on climate, which imposes penalties depending on your race's preferences. In practice I'm sure it has a very similar effect as the first game, so expect that your lizards won't be holding settlements in cold regions, etc.
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Posted: Sat, 23rd Sep 2017 11:17 Post subject: |
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| DCB wrote: | | tigereyes wrote: | | Love the fact that I can conquer any settlement this time, I hate ruins on the map. More settlements, more power, more steamrolling. |
While you can conquer any settlement, you are unlikely to be able to keep all of them. All they did was change the former hard restriction to a soft one based on climate, which imposes penalties depending on your race's preferences. In practice I'm sure it has a very similar effect as the first game, so expect that your lizards won't be holding settlements in cold regions, etc. |
Well that doesn't make that much sense, as there would be not much benefit from conquering those settlements at all (except for temporarily preventing the AI to recapture, but there are more effective ways to do so) and I am pretty sure I have read about this thing in german previews about the game.
They talked about those settlements being 'less effective', but I doubt that you can't just hold them. Maybe you need to perma-build PO-stuff, however, I just want to paint the map in my faction's colour. All of it. Without a mod...
I don't mind suppressing any resistance with armies, if you pass the 'more money than you could spend'-threshold, the campaign is won anyway.
So, I doubt they will introduce uber-penalties, that will make you lose those settlements in unfavourable surroundings. They might balance it in a different way, that new Malstrom-thing, mixed rogue-armies or whatever.
Too many ppl complained about the 'you can't occupy blabla'-thing in WH1. I was one of them... 
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Posted: Mon, 25th Sep 2017 18:59 Post subject: |
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Meh, german website/magazine 'Gamestar' basically thinks the game is great fun, but totally hates the Mahlstrom-mechanic for being pretty useless and time-consuming with no real benefits.
Their idea is to completely ignore all the rituals, smash every faction and then complete the Mahlstrom at the end.
Exactly what I feared would happen, it's just a complete annoying waste of time right now.
They had so much time to balance and tweak this mechanic they introduced to provide a more challenging endgame and they seem to have failed miserably.
Will buy and play it anyway on the 28th.
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briangw
Posts: 1754
Location: Warren, MN
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Posted: Mon, 25th Sep 2017 19:28 Post subject: |
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Posted: Mon, 25th Sep 2017 21:05 Post subject: |
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Yeah, Gamestar rated it 85/100 and I do trust that guy when it comes to Warhammer and/or Total War, he knows his stuff and I do agree with most of the things he likes in those games.
I'm just a little bit disappointed about the endgame-mechanic with the Maelstrom, I thought it would prolong the challenge a bit.
However, they also said, if you play for that victory-condition as intended, you are just wasting time and ressources, and you can always intercept another factions' rituals with supereasy battles even on higher difficulties before they complete them.
Furthermore, it's close to impossible to get to all corners of the map to really bother them, well and then one supereasy battle basically saves your ass.
In the end, if you follow the mechanic, which is not necessary nor rewarding, it puts you under a lot of time-pressure, which I absolutely hate in games like this.
I will just play as usual and wait for the big patch and the larger map, the Maelstrom-mechanic won't be an issue then anyway.
As usual, they seem to have failed at balancing at release, which is a little annoying given the fact what this could have meant in a positive way for the campaign.
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Posted: Mon, 25th Sep 2017 21:15 Post subject: |
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Posted: Mon, 25th Sep 2017 21:32 Post subject: |
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any site less then a 9 wont receive a review copy next year.
score for improved gameplay : 3/10
price : 2/10
gfx: 5/10
put that 9 where the sun dont shine snowflakes
92 just for more of the same, what a fucking insult to all reviewers and just proves its all a big fucking joke, for a full price "sequal dlc riddled with more dlc " to get a 90+ it should be fucking epic legendary amazeballs and its not
Last edited by PickupArtist on Mon, 25th Sep 2017 22:11; edited 4 times in total
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