According to Jacobs, it was a simple matter of focusing resources where they'd be most effective. "A number of months ago," Jacobs told MMORPG.com, "we sat down and looked at where we were with our Capital Cities and we looked at what we were doing with Altdorf and Inevitable, we looked at the Greenskin home, the Dwarf home and we went 'there's an awful lot to do here and there are some issues.'" All the racial capital cities, for instance, save for two -- the Empire's seat of Altdorf, and the Inevitable City, Chaos' sprawling megalopolis. Dwarves, Greenskins and Elves of both the High and Dark varieties, Jacob revealed, wouldn't quite be rendered homeless -- they'll be welcome at their faction capitals, and enjoy unique leveling zones -- but they'll no longer have fully-functional (not to mention PvP-raidable) cities to call their own. You can buy cheap wow gold here ,buy wow gold here !
The long and short of it: The missing capitals will indeed leave a, well, capital-sized hole at the end of the racial pairing in question's zone progression. Your side has to raze two of these forts (there are three in total, counting the Chaos and Empire ones) in order to penetrate the opposing capital. From there on in, it's the Warhammer Online experience you were promised: the glory of killing the townspeople that your enemies need to conduct their day-to-day lives. But in terms of how PvP participants will battle it out in the intervening zones as they level up, and get shuffled into the city sieges at the end game, not much will have functionally changed, if you subscribe to Mythic's logic. Essentially, instead of a city to besiege when you've leveled out of your racial zone, you'll find yourself at the foot of a fort belonging to your racial opponents -- a Dark Elf stronghold if you're a High Elf, for instance, or a Dwarf one if you're a Greenskin. Buy cheap wow gold here ,buy wow gold here !