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
Bwa, het is niet omdat de game niet klaar is eigenlijk. De game was al +- klaar bij de vorige keer dat ze het uitstelden kwa content enzo, in beta is het nu gewoon gebleken dat de instapsdrempel voor het combatsysteem te moeilijk is. En als er flaws zijn met hun belangrijkste feature, nja, dan is het noodzakelijk uit te stellen..

Frans_tsoenamie

Legacy Member
Tjah, ben wel zeer teleurgesteld, maar het spel kan er alleen maar beter op worden zeker...
Damn, nog nooit aan nagelbijten gedaan maar zou er mss wel es aan beginnen :D

Sir.Killalot

Legacy Member
Friday-update: Letter from the Game Director
Uitleg over waarom de delay er is etc.

Greetings everyone

Today is a definition of mixed feelings for me, and many in the Conan team. We hate being late. We hate not delivering on what we have promised. We hate letting you guys and girls down. We all want to hide somewhere dark and be ashamed of ourselves. And naturally, here is a good time to profoundly apologize to you, our loyal and patient community. We are sorry for another delay, we truly are, but hopefully this WILL turn into something better for all of us.

As you have seen over the last period, and as we have stated again and again, our clear intension was to launch in October. But what happens when you learn that the game you have needs more development time? Do you continue to force through towards a release, like we did with Anarchy Online? This time we did the right thing. I am proud by the fact that we work in a company that knows what the game truly needs, and are willing to follow and support the best interest of the game.

I am very happy to see that many of you, our community, actually support this decision. Naturally, there would be resentments and aggravations because of this. There is nothing wrong with that, but the logic is sound and I would like you to lend me your ear when I go through this.

“It's that first few hours. Either explain how it takes 5 months to fix the first few hours, or explain the full reason behind the delay. And don't take us for idiots.”

The combos are tied closely with feats. The combos are also tied closely with the five directions in the game. Today all classes get five directions, even when you are a nuker wizard that never even bothers getting in close combat. We wanted to make sure that the classes not wanting melee, actually wouldn’t have a superfluous system thrust on them (all five directions, combos etc). We wanted to make sure that the complexity of knowing which combos do I start when I press a direction to be clearer (this is complex even for me who love this system). We wanted to know that people got a larger component of instant gratification in combos. We wanted to remove the confusing elements of combo cooldowns that you cannot click on, but that looks like icons.

For many of you, who are not in the beta, this might not mean a lot. Let me break down what we are doing instead:

1. You don’t start with 5 directions, you start with 3. Non- melee classes don’t get the full five directions. We keep the depth and complexity in what we do, but we present it easier. The melee classes get the 5 directions.

2. We give people the opportunity to not only have 2,4,6 or 8 combos available, but as many as they want! To do this, they have to start the combo with a clickable, but the gui around this is much more uniform. You still have to do up-right, left etc to execute the combo though. (Today there are 8 slots for spells. 4 Slots for clickables, 8 slots (that you cannot click on) for combos. It will be now, hotkey bars where you put what you want where you want.)

3. We can now speed up combat, and enhance the action elements – positioning and directions because people aren’t struggling with knowing which combos they are starting.

4. We can add a certain dash of effect on the first key, on the second key and on any key in the combo, as we KNOW which combo is actually being executed. This will make it much, much more appealing to the players.

Why does this take 5 months? To make it we must go through every combo in the game, reassign keys, make icons etc. To make it does not take 5 months. We should be done around Christmas. We wanted the 5 months to make sure we could make another iteration if feedback was as still less than stellar. We wanted a solid buffer.

“It's 2 months before release that you "realize" that the combat system is a bit hard to understand in the beginning”

I know I am not perfect, by a long shot. This delay reveals my humanity in a quite demeaning way. You see, I personally love the combat. I love the combos, the fast-paced hack and slash, the dodging and weaving. I love it all. Also, the initial reactions by many have been very favorable. No, stunning actually!

But then, I have actually had 3 years to learn the combat. Not listening to experienced beta testers initial reactions is the most dangerous thing to do. I know I have lost face, and most likely a lot of credibility to a lot of people. I am still professional enough to realize that sometimes you must have the balls to pull your own pants off, standing there in all your glory, and admit your mistakes.

Luckily we do not change what I love! We change the way you learn it. I have explained why it takes time, and that is unfortunate. I am dead certain I shall be vindicated in this decision! Hey, we could have given you some bull**** reason about needing more time to polish a startup area or whatnot. This is the truth. It stings.

Come on! It is 5 months. It is not years.

“AoC is being dumbed down to appeal to the LotRO/WoW crowd so that FC can get more subs”

Conan is its own entity. We keep what is great, but we let people access it more easily. Are you saying the beta testers feedback comes because they are dumb? I hope not. The directions, the combos, the hands-on-action. It is all there.

The community often complains that we aren’t detailed enough in our statements. This is the reason. This exactly this, is why. We sometime need to adjust methods, input configurations, feedback systems and so on.

We are NOT changing the vision! It stays the same! Not dumber, not less deep or compless, but less convoluted. How can you accuse me, the many years Game Director of Anarchy Online of making dumbed-down games. You needed a Phd to get into that game, and even then it wasn’t a certainty ;p Funcoms “problem” has never been dumbed-down anything!

“March? The expected release of the 360 version?”

Xbox 360 will also be delayed because of this. How much, I cannot tell you.

“IMO it is better to make the game a star from start,”


Thank you for pointing this out! I cannot agree more. We only have one chance to become a success. People can have many reasons to want success; monetary- , being part of something they are proud of- , making a name for themselves-, loving what they have created and wanting it to live forever-, it does not matter!

Whatever reason, we all want the same thing. This to succeed!

“beta testers are not at fault for complaining”

No, on the contrary, we love to get concrete, detailed feedback from our beta testers. I would like to address this directly to you, if you are a tester. I would like to say – this is an homage to your integrity, your sincerity and to how much we value your input. You are but the messenger. I hope you appreciate to what degree we listen to your input!

We do not fault you, we honor you.

And with that I hope I have at least commented on some of the aspects I have seen on the forums and around the news today. Right now we are gearing up for the show in Leipzig, and the way it stands right now, if you get a chance to get there (bring a video camera so you can film the game from the showfloor, you too WILL be able to play the game.

You will love it!

- gaute

Frans_tsoenamie

Legacy Member
Sir.Killalot zei:
Border Kingdoms PvP en PvE raids.

klinkt wel degelijk.
blijf het wel raar vinden dat je guild amper 1 vestiging kan bezitten...
maar kan hen wel begrijpen dat ze zo über-guilds uit de weg willen gaan.

sermic

Legacy Member
spijtig dat de endgame weer zo hardcore is: als casual guild gade nooit een battlekeep kunnen nemen. (en raiden al zeker niet)

Dan kunde zeggen: neem een pve stad maar wat is daar nu het nut van? als da een beetje groot is wordt dat zo leeg als iets dusja...

Sir.Killalot

Legacy Member
Voor de casual guilds en kleinere guilds zijn er towers die ze kunnen innemen ipv battlekeeps, die zijn minder rescourcebelastend om te onderhouden. Battlekeeps zijn ofc beter, maar kleine guilds worden zeker niet vergeten.

En je zit teveel met WoWraiding in je hoofd. Raids in AoC is 20man en duurt maar enkele uren :)

General Lee

Legacy Member
Kzie het al aankomen, ik ga weer zo'n WeekendWarrior worden die uiteindelijk nooit tijd gaat hebben voor iets als raiding...

Frans_tsoenamie

Legacy Member
Ik persoonlijk walg van PvE :p
Attunements en al die crap, niet aan mij besteed!
Ben blij dat AoC meer dan voldoende PvP zal bevatten.
Zie vooral "Bar Brawling" zitten :D

sermic

Legacy Member
Sir.Killalot zei:
Voor de casual guilds en kleinere guilds zijn er towers die ze kunnen innemen ipv battlekeeps, die zijn minder rescourcebelastend om te onderhouden. Battlekeeps zijn ofc beter, maar kleine guilds worden zeker niet vergeten.

En je zit teveel met WoWraiding in je hoofd. Raids in AoC is 20man en duurt maar enkele uren :)

maar (?) enkele uren.

ik kan in wow zelfs geen normale instances doen omdat ik daar geen tijd en goesting voor heb duss die raids zijn veeeel te hardcore

Frans_tsoenamie

Legacy Member
sermic zei:
maar (?) enkele uren.

ik kan in wow zelfs geen normale instances doen omdat ik daar geen tijd en goesting voor heb duss die raids zijn veeeel te hardcore

vind ik ook.
in die raids en dergelijken(en zelfs veel instances) kruipt vaak heel veel tijd in het behalen van attunements, en dan moet je de raid/instance zelf ook nog gaan doen :p

Sir.Killalot

Legacy Member
sermic zei:
maar (?) enkele uren.

ik kan in wow zelfs geen normale instances doen omdat ik daar geen tijd en goesting voor heb duss die raids zijn veeeel te hardcore

De high-end raids duren 3-4uur in het begin als ge ze nog niet goed kent, daarna doe je ze in een uur ofzo. Age of Conan is gemaakt voor casualspelers, niet vergeten.. Je kunt je speeltijd in die raids ook verdelen over verschillende dagen. Bvb een half-uur per dag.

Maar zoiezo zal PvP het grootste deel van de high-end worden..

En met die attunements, stop is AoC te vergelijken met wow :) De devs in AoC hebben al meermaals gezegd dat ze van AoC geen grindgame willen maken, geen itemsgerichte mmo.

Sir.Killalot

Legacy Member
Q&A op aoc-norge.no




How fast is the level progression in Age of Conan, compared to other MMOs such as World of Warcraft or Guild Wars?


We’ve designed Age of Conan to be casual friendly, meaning you won’t have to invest an obscene amount of hours into the game in order to get somewhere. I think it can easily be compared to World of Warcraft in this regard. It takes work, but you will be rewarded all the way.


Will it be possible to build an Arena inside the player made cities? Are there any other cool types of buildings you want to let us know about?


There are no plans to allow player cities to have arenas at this point, but it is something that can be relatively easily added later. Right now PvP arenas are placed into the world by the designers.


Many people are wondering whether or not there will be several types of servers, and what types these might be (I.E. PvE, PvP, RP, etc.)?


Yes, there are several server types planned for launch. There will be ordinary PvE servers, of course, and we are also planning dedicated PvP servers – simply due to popular demand. There are also RP servers planned. Others may be added if there is enough interest to warrant it and we have a very flexible system in place to add new servers to the mix. It all depends on what the players want!


We are curious about the FFA server type, and how its rulesets will be compatible with ideas like the separation of PvE gear and PvP gear?


I can’t go into too much detail on the specific rulesets yet as this is work in progress.

Will a list of servers be released before launch, to help people plan?

Yes, we will release a list of servers prior to launch so you get full visibility on this. We will even have a competition in place where the winner gets to name a server as well. We will get back to that later.

Can you divulge any specifics on the workings of the magic system. We know that the ranged combat system should be a more FPS-like experience than in other MMOs, will the magical targeting system be more traditional?


The magic casting system works along the same lines as the ranged combat system. You get what we call “the magic cone” in front of your character, and firing off aggressive spells can potentially hurt anyone in that cone. It will usually hit whoever is the nearest to you in front of you, but you can also turn around and change targets just by facing them. It is definitely a more involving way of casting magic. You don’t just click on something and then click a spell icon. Plus, you have spellweaving!


What about the other tactical key points of casting, such as casting time and spell verisimilitude, not to mention spellweaving. Will mages be a class that is heavily dependent on specific situations to be effective, and will they depend upon heavy support in order to make the most of their spells?


I think you will find casters in Age of Conan surprisingly versatile. They are much less robe-wearing weaklings than what you typically see in these types of games. More often they can use different kinds of armor and they are often perfectly well suited to fight without the support of other players. It is still an MMO, however, so there are often situations where you have to team up with others to survive. At the same time as we’re paving new ground, you should also know that casters in Age of Conan also relies on typical “caster standards” found in other games – including casting times and so on.


How fast is the game in terms of damage output versus character toughness? Will PvP be a fast-paced experience where you kill and go down quickly, or will it be slower?


Age of Conan has been designed to provide a faster-paced experience than what you are probably used to from massively multiplayer online role-playing games. This depends on a huge number of factors so some fights are slower than others, but generally you will find fights faster and more explosive.


The same question, but in regards to PvE. Should we expect long Tank&Spank fights, or will the
unique gameplay offer a more intense dungeon experience?


I would say the exact same thing as above, really. The game is designed to be faster and more furious than you might be used to. This is also because of the radically different combat system in the game that is simply more action-oriented. Of course, there is also plenty of strategy and tactics involved.


What sort of possibilities are available to allow architects to design their player made cities to be unique and different from everybody else's?


First of all different buildings come in different sizes which affects where they can be placed out within the city perimeter. This should provide quite a few options in terms of planning out the player city. Secondly you can also choose where to build walls, towers and gates around the city. In addition you will be able to decorate your city with props like statues, trees, fences or banners. We feel this gives the aspiring city architect quite a few options to make their city stand out and look cool.

Answered by Erling Ellingsen

Frans_tsoenamie

Legacy Member
Die "player made cities", dat slaat dan toch op die vestigingen die je met je guild kan bouwen hé?

metalleke

Legacy Member
Sir.Killalot ivm NDA

NOTICE: The Warhammer Online Beta Test is currently under a strict Beta Test Agreement. The only permitted disclosures at this time are:

1) The fact that there is a Warhammer Online Beta Test currently underway.

2) The fact that you are a member of the Warhammer Online Beta Test.

Ik wist dat ik het ergens gelezen had. Stond zowel in de email als op VN boards

Sir.Killalot

Legacy Member
Het is niet omdat het bij Warhammer Online mag dat het bij Age of Conan mag (en daar mag het echt niet :) )

Ik zou u een quote kunnen geven van een beta waar ik atm in zit waar het bvb niet mag, maar dat mag ik dan ook niet posten ofc..

metalleke

Legacy Member
Sir.Killalot zei:
Het is niet omdat het bij Warhammer Online mag dat het bij Age of Conan mag (en daar mag het echt niet :) )

Ik zou u een quote kunnen geven van een beta waar ik atm in zit waar het bvb niet mag, maar dat mag ik dan ook niet posten ofc..

Ga dan niet overal rond zeggen dat ze NDA breken terwijl het kan zijn dat het niet zo is.

Indien iem de NDA breekt report gewoon ;)

Frans_tsoenamie

Legacy Member
MIthrillax, zit gij daar nu voor de games covention? :p
Nieuwtjes over AoC te rapen?
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