Archief - Age of Conan: Hyborian Adventures

Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.

Sir.Killalot

Legacy Member
Over healing:

Figured I would do a thread that has the actual info on how healing is going to work in Age of Conan since some people are unaware and are concerned about healing in PvP being instant spam heals all over the place.



Saturday, January 13, 2007 - Athelan
Posted by Athelan (Developer), 13th of January 2007, in Athelan's mighty post on the class changes r


Quote:
All healing is done over time. You basically have two types of heals, party ones and cone based ones. These last some seconds and dont stack, this means that healing is balanced for a priest to do damage between times when they need to cast heals not just standing there until they have to cast another one. The different priest classes get their dps from different sources, some from nukes, some like the bear shaman are more melee oriented.
Monday, July 03, 2006 - Athelan
Posted by Athelan (Developer), 3rd of July 2006, in Are priests the "heal bot" class? r
Quote:
You at least have a grasp of the spirit of healers for Conan. It is not intended for them to just stand healing, but to heal and fight


Friday, April 14, 2006 - Silirrion
Posted by Silirrion (Com. Manager), 14th of April 2006, in Friday Update - Priest Archetype r


Quote:
Healing in Age of Conan is also different then you might expect, there are no large direct heals, for any of the priest archetypes, almost all healing in Age of Conan is done over time (a form of HoTs as the MMO jargon would term it ). There will hopefully be no 'spamming heals on a tank' type of gameplay because, well, thats been done to death we think.

I am sure there will be balancing to do, and it will make people consider priests in a very different way, and hopefully frees them up to other stuff whilst their heals 'tick' on others, meaning they avoid the 'must spam heals' style of gameplay, I am also sure it will take a little for players to get their heads around healers without great big 'heal the tank for all his hitpoints' being their standard style of abilities

...now maybe you get a little better view that we are most certainly trying to do something uniquely different in Age of Conan

Saturday, April 22, 2006 - Silirrion
Posted by Silirrion (Com. Manager), 22nd of April 2006, in The guild focus- It's just a shame- what a waste. r


Quote:
Just one thing here, we have never claimed that healing wont be important or that we won't have that 'trinity' you talk about (healers / tanks / damage dealers) to some extent, anyone looking at the Archetypes can see that. Although we are doing things slightly differently with a little more variety and bluring of the boundaries then your standard MMO classes

The key difference is that active combat puts a whole different slant on things as you will see when the game launches and means that whilst yes, the traditional roles are still there, they act and behave very differently, healing all being HoT based is just one part of that. Yes, to some extent we realise people are going to be more then a little sceptical until they see it for themselves, but this combat system will not be like any other MMO you have played before. So the traditional roles wont be quite like you see in other MMOs


Friday, April 14, 2006 - Silirrion
Posted by Silirrion (Com. Manager), 14th of April 2006, in Friday Update - Priest Archetype r

Quote:
It will still of course be important to have a healer in group when the going gets tough! The point is that we are not thinking in the standard 'heal the tank' style of spaming heals mechanic, trying to make the gameplay move away from that, but it won't remove the benefits of having healers around in your teams.

I am sure there will be a bit of back and forwards as we balance exactly how it works in every situation but the goal is to provide the healers with gameplay that is also interesting and engaging in its own way, and that means going above and beyond the traditional mechanic of 'spamming heals'.

It doesnt mean though that you wont benefit greatly from having a priest of some description along with you when you face certain encounters and situations. As with any class based set-up, and this is a class based game, the right balance in your group will always make for better chances of survival. The difference here though as opposed to a strict class based 'must have class x' is that you will be able to take any one of the priests along and not feel like you are losing out.

Sir.Killalot

Legacy Member
De momentele Death Penalty:

Jayde zei:
Currently we have no plans to implement anything such as "perma-death" or have an XP penalty.

The current death penalty is a stacking stat debuff that lasts for a set period of time. Resurrection spells used by players will decrease the duration of this penalty somewhat, but not completely.

This, of course, may change throughout beta. :)


+ check een preview hier:
http://pc.ign.com/articles/771/771745p1.html

Het klinkt echt zalig ^^

(Btw, dat van die caravans is een community idee, devs hadden nooit in die post gepost however, maar hebben het toch geïmplementeerd, is wel nice :) )

Sir.Killalot

Legacy Member
Fridayupdate

Famine zei:
The last couple of weeks have been all about the Games Developer Conference in San Francisco for many of us working here at Funcom. In this weeks Friday Update we take a look at the process involved in bringing the game to the show and check out what the press is saying! You find the update right here.

Enjoy! :D

Fridayupdate brengt naast wat relaas over hoe ze hun showcases voorbereiden paar mooie screens en 3 zeer interessante previews.

Hoofdpuntjes:

- Soul Corruption van Magic --> Wanneer je corruption te hoog is, sterf je. Maar niet alleen dat, je zult niet direct kunnen reviven... Je word naar de hel gestuurd, waar je je zult moeten uitvechten om terug te kunnen reviven... :evil:
- "camp" gameplay: mobs in kampen zijn volledig gescript zoals men van instances kan verwachten, waardoor het bijzonder pijnlijk kan zijn om zonder nadenken een kamp binnen te stormen. Je zal het zwakste punt moeten vinden, patrolls uitschakelen, zien dat guards absoluut niet kunnen hun broeders alarmeren enz.
-combat:

The main combat innovation is the combo system, complete with a combo meter. There is a six-way "clock" in the lower-middle of the screen, with each direction attached to a hotkey; each direction lights up when executing that specific attack. For example, "1" is a swing aimed at the upper-right while "3" is an attack going for the lower-left. Tharaldsen says that this mechanic was specifically inspired by Street Fighter II, in that everyone knows that a quarter-circle forward performs a fireball when playing as Ken or Ryu, and he wanted to impart a similar feel for the combo moves here. Before you folks with a total lack of fighter skills shriek about the possibility that only fighting game aficionados can be good at Age of Conan, don't fret. This clock also shows you how to pull off the combos; anytime you perform an attack, the next step in the combo will helpfully illuminate, effectively guiding you all the way to the end of the combo string.
Additionally, stringing enough combo attacks in a row increases your chances of pulling off a fatality, such as a straight-up decapitation or a not-fatal-but-still-painful limb dismembermen


etc... Het klinkt in elk geval prachtig :)

Sir.Killalot

Legacy Member
Nieuw gameplayfilmpje van op GDC

Valandil; zei:


(en ja, de mobs sterven rap, de dev is weer aant cheaten :p lvl 32 in lvl 15 area)

EDIT: let vooral vanonder in het midden op dat cirkeldingetje. Dat is dus het combatsysteem, waarover ik sprak in bovenstaande post.

EnnY

Legacy Member
*Kwijl*Kwijl* Zo een vet spel , ma weeral DirectX10 :/.
Die muziek op die site is ook chill :D

General Lee

Legacy Member
Sir.Killalot, dien eens een aanvraag in om hoofd van het PR-team voor de Benelux te worden :p

Sir.Killalot

Legacy Member
General Lee zei:
Sir.Killalot, dien eens een aanvraag in om hoofd van het PR-team voor de Benelux te worden :p

lol :p

Lijkt me eerlijk gezegd een zalig jobke :) Jammerlijk genoeg is Benelux kleine markt en ik nog maar 17 :( :p

sermic

Legacy Member
Ziet er idd een zalig spel uit maar ik vrees dat AoC iets te hardcore voor mij gaat zijn. Als je wat wilt pvp'en moet je eerst al een groep hebben en tegen je kan beginnen is er al heel wat tijd verstreken.

General Lee

Legacy Member
Sir.Killalot zei:
lol :p

Lijkt me eerlijk gezegd een zalig jobke :) Jammerlijk genoeg is Benelux kleine markt en ik nog maar 17 :( :p
Juist daarom Benelux, klein beginnen. En dan pakde er daarna Scandinavië bij enzo bouwde op eh :p

Sir.Killalot

Legacy Member
sermic zei:
Ziet er idd een zalig spel uit maar ik vrees dat AoC iets te hardcore voor mij gaat zijn. Als je wat wilt pvp'en moet je eerst al een groep hebben en tegen je kan beginnen is er al heel wat tijd verstreken.

Ehm, zeker niet het geval hoor :)

AoC is gemaakt voor volwassen spelers, mensen met een job en gezin die +- 10 uur per week spelen...
De game zou dus zeer casualfriendly moeten zijn (al is er voor de hardcore ook wel heel veel lekkers...)

sermic

Legacy Member
Sir.Killalot zei:
Ehm, zeker niet het geval hoor :)

AoC is gemaakt voor volwassen spelers, mensen met een job en gezin die +- 10 uur per week spelen...
De game zou dus zeer casualfriendly moeten zijn (al is er voor de hardcore ook wel heel veel lekkers...)

Wel dat is het hem juist, om te pvp'en (wat ik dus zoek in men volgende mmo) heb je toch al wat mensen nodig en om al die mensen bijeen te krijgen moet je al redelijk wat tijd spenderen (toch om serieuze fights te doen). Als dat dan nog eens casuel players zijn die slechts 1 à 2u per dag spelen (zoals ik dus) zijde al heel wat van uw tijd kwijt.

Sir.Killalot

Legacy Member
sermic zei:
Wel dat is het hem juist, om te pvp'en (wat ik dus zoek in men volgende mmo) heb je toch al wat mensen nodig en om al die mensen bijeen te krijgen moet je al redelijk wat tijd spenderen (toch om serieuze fights te doen). Als dat dan nog eens casuel players zijn die slechts 1 à 2u per dag spelen (zoals ik dus) zijde al heel wat van uw tijd kwijt.

Welja, de game is gemaakt voor casual spelers, maar de game zal honderdduizenden spelers hebben prolly. Dat zullen niet allemaal casual spelers zijn hoor ;) Er zijn ook zeer veel soorten PvP in het spel.
Drunken Brawling
Arena (alle soorten zitten erin dacht ik, zelfs tot king of the hill)
Gewone PvP
Border Kingdoms

Voor de eerste en de 3de kun je op je eentje, arena zal je wel makkelijk group vinden. Border Kingdoms is natuurlijk iets anders omdat dat guild aangelegenheden zijn :)

Sir.Killalot

Legacy Member
Friday-update:

Tarib zei:
You have heard about the creepy Lich, the fearsome Herald of Xotli and the life corrupting Necromancer in past Friday Updates. Today it is time to have a look at the fourth mage class; the Demonologist. You find that update right here.

Legal disclaimer: We can not be held responsible for any lost souls! Enter at your own peril! :)

Sir.Killalot

Legacy Member

Nieuwe Age of Conan preview + screens! (er staan wel paar onjuistheden in, zie dev post onderaan!)


Running in DX9 mode on Vista at the event was the game, though those in attendance were only allowed to observe, so I'll simply run down a list of observations:

- At present the game will ship on 3 DVDs
- The unoptomised install footprint is 20GB
- Expected PC release date October
- May install onto the Xbox 360 hard drive to avoid disk swapping
- 360 version not out before Mid 08
- No exclusive content for 360 version as previously reported elsewhere
- Game starts with avatar on a slave ship that is attacked or crashes into rocks. Avatar wakes up on a beach with no memory (where have I experienced that before?) and a mysterious tattoo. Must hack 'n' slash way off island
- First hour is spent online, but in a completely instanced zone where you are the only player
- Then till level 20 you are an instanced version of the island with a small number of other players (100-200)
- Once off the island the entire world is available to explore
- 4000-5000 people per area at this point. All can group together in one spot if desired, though it'll likely crash the server
- World so big that loading between zones had to be implemented
- Some sections of each zone 4x4km
- Draw distance is infinite, so no fogging unless it's meant to be there. Details like trees and rocks will be LOD'd out
- Main quest line will take players through to level 80, though there are of course other side quests and quest lines
- As part of the main quest players will meet Conan. Not voiced by Arnie or even someone with an Arnie accent
- Other main NPCs will be voiced, rest will be text
- Multiple dialogue choices similar to those in Knights of the Old Republic. Example - you come across a farmer whose wife has been eaten by a croc and he requires her remains to bury and save her soul. Players can tell him to suck it up, and go get a new wife, blow him off completely, be sympathetic, or offer to help by gutting the crocodile and returning whatever parts of his wife haven't been digested
- This is no Teen rated game
- Game will be different in Germany due to the USK Rating Board and their dislike of excessive violence. Whether Germans can play on the same server as the rest of Europe remains to be determined
- Combo fighting system relies on hitting attack directions. First move lights other directions and by hitting those before a timer bar expires initiates the combo. Successfully stringing the combo for long enough creates a fatality attack
- Fatality attacks were not meant to be shown in case German sensibilities were hurt, or the USK sent German special forces into the conference room
- They were however, accidentally
- Fatalities consist of the avatar chopping heads off (cue arterial spray), impaling enemies with swords before head butting them off, and other such fun things
- Each weapon has a different number of possible attack directions, and fatality moves
- If equipped with a shield avatar can select a block icon during combat if it's displayed. Blocking successfully will temporarily open enemy up to attack
- Combos difficult to do with mouse as each icon has to be clicked. Easier to do with numpad or some other keyboard layout, or the 360 controller that has to be supported for GFW certification
- Magic also in game. There's basic magic that takes the form of clicking the icon and clicking the enemy, and more advanced magic that has to be comboed like melee attacks. Screwing up a difficult, lengthy combo may cause avatars to pass out or be struck by their own magic, opening them up for attack by the enemy
- Guilds can own land in special sections of the world and build armouries and such that apply guild wide bonuses to their members, such as improved weapons
- These lands, which will typically be defended by player/guild built castles, can be attacked by rivals with siege equipment. If the attackers are victorious they will take all land, and all buildings that weren't destroyed, instantly boosting their guild. Castle will however be damaged and will have to be repaired quickly or the evicted guild can quickly retake what used to be theirs
- Horses easy to come by; no mounted combat at present (zal WEL in release zitten, is gewoon nog niet geïmplement in beta)
- Limited beta test presently scheduled to be in late Spring to early Summer. Will eventually expand to open test.

Bron + screens: http://ve3d.ign.com/articles/774/774968p3.html

Devpost:
Athelan zei:
There is some wrong information in this interview also.

First of all that is an old head from last e3 that had an eyepatch. Which is being used with a helmet that is skinned to go with the new heads. So that is why it does not look right.

Secondly mounted combat has existed for more than a year but we have chosen to focus on polishing the core elements of melee, magic, and ranged before working on it since having those be the best they possibly can be is top priority as much as we love mounted combat. What is being used to demonstrate is a GDC build focusing on showing our melee and fatality elements.

Third there is no selecting a block icon. When you successfully block,evade, or parry you may get the opportunity to perform a counter attack in which you will have a very short amount of time to respond and perform the counter. This is a faster paced version of the reactive attacks system I designed. We are using this in some interesting ways to give people more options in combat.

Fourth you can adjust your "shields" to customize your defense to try to increase your chance to block attacks from the left for instance while reducing your chance to block attacks from the right.

Fifth. The "Singleplayer" experience has always been about doing the things you cannot do in an MMO, making you capable of changing the world and being a protagonist and involved in what is going on. The gameplay targets as far as time goes have not changed. Only the fact that we let you play with others sooner if you so desire.

Six. The goal is for 4000-5000 per server. Not per "area" everyone on the server or world could theoretically go to the same area but we certainly are not intending that to be the case.

Seven. The "zones" themselves would be the 4x4km to use the vernacular properly.
Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.
Terug
Bovenaan