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
L0k1- zei:
amai sir.killalot ge zijt ook gemotiveerd :)

Verveeld eerder :p sinds ik gestopt ben met WoW vind ik maar geen deftige game waar ik langer dan 5dagen kan op spelen... AoC daarentegen lijkt me een game die ik wel terug lang zal kunnen spelen :)
Ik steek wat moeite in informatie hier te zetten, om meer mensen te overtuigen om te spelen, aangezien het altijd leuk is om met landgenoten/forummembers te spelen ;) (Pandorian Alliance in WoW enzo :)).

Ik check regelmatig de officieele fora en een guildsite, dus ik heb makkelijk de laatste nieuwtjes :p

L0k1-

Legacy Member
hehe, wel ik wens u veel geluk, mijn voorkeur gaat momenteel uit naar een andere mmorpg :)

Sephiroth

Legacy Member
die combat wordt zo ownage
als het is zoals in gothic 3 ist goe voor mij
ik hoop alleen da ge ook ledematen kan afkappen behalve alleen het hoofd :D

THa SkuLL

Legacy Member
Ik wacht al een tijdje op dit spel, bloed, gore, mature gfx, een leuk combat systeem en GEEN cartoon gfx viva!
Cant wait to chop some heads :p


SkuLL

Xarix

Legacy Member
Ik zie te weinig verschillende animaties in dat pvp filmpje.

Maar zoals loki gaat mijn voorkeur ook uit naar The Chronicles of Spellborn of Warhammer Online.
Met Spelborn dat begin 2007 uitkomt zal ik die wel proberen en misschien als de reacties goed zijn overstappen naar Warhammer.

Sir.Killalot

Legacy Member
Het is dan ook een betafilmpje, veel effects zijn nog ni geïmplementeerd geloof ik. (Niks van magic, afaik).

En als je is wat meer animaties wilt zien, moet je maar eens naar de andere filmpjes kijken :) de combat is om van te kwijlen en is is niet een simpel "klik op knopje en zie wat er gebeurt" ding. Hier moet je zelf vechten, zelf je slagen mikken, real combat!

Xarix

Legacy Member
Ik ben niet zo voor dat zelf mikken gedoe.
Maar die skill-deck based combat in Spellborn spreekt me wel aan.

Sir.Killalot

Legacy Member
Nja, ieder zn ding natuurlijk :) Persoonlijk ben ik wel is toe aan iets nieuws :)

Sephiroth

Legacy Member
idd gewoon ergens klikken en attack drukken is booooring
eigen skill ftw :)

Xarix

Legacy Member
Sorry dat ik hier in deze thread post over Spellborn.
Over mijn laaste post. Die klopt niet, foutje van mijn kant.
Ik kijk wel uit naar die skill-deck, maar je moet ook mikken.

Ik will jullie niet op andere gedachten brengen van game.
Maar lees eens "Skill and combat system" van Spellborn. HIER

L0k1-

Legacy Member
euhmm voor zij die in spellborn geinteresseerd zijn er bestaat al een topic :p check maar ff terug, maar laat de mensen hier rustig age of conan bespreken :)

OT: combat van age of conan ziet er ook veel aangenamer uit dan wow doordat het meer op skill gebaseert is en ook de locatie van impact uitmaat :)

Sir.Killalot

Legacy Member
Preview van gamersinfo.net

I know, I know – it’s been two months since I saw this game at DragonCon. But Age of Conan is probably the MMORPG that I’m looking forward to the most, along with one other one (Warhammer), so I’ve wanted to make sure it’ll be a good preview.

FunCom was on-hand at DragonCon to give a preview of Age of Conan to the people there. In addition, I had a chance to speak to Ole Herbjornsen, the lead developer for the game, for a few minutes after the presentation.

My E3 preview of the game covered a lot of the basics, especially in the single player game. They showed more of the game play this time, and it looks pretty good. It’s obviously still being worked on, but it seems to be coming together.

One of the things they’ve pointed out is the fact that the game is going to be very centered around guilds. Any guild that wants an instanced PvE city will be able to get one; in addition, there will be battle keeps in the outlands which will be very restricted in terms of numbers on each server. That’ll keep competition for them heavy. All servers will have some PvP on them, at least, and there may be some roleplay servers – that hasn’t been decided yet. (Though there will not be live events.)



If a player wants, he’ll be able to solo all the way through the game – all characters can use stealth, but it’s about working with the environment, not just standing in the middle of the open field and turning invisible. However, if you don’t want to solo, you’ll be able to form groups of up to 10 people, as well as raids and camps.

The archery system is one thing it seems a lot of people like. Unlike many other MMORPGs, it’s actually in a first person mode when you go to shoot a bow. You can pick the effects you want to do with them, too – such as just straight damage, or debuffs.

One of the important things for FunCom is that they want to keep the “look” and “feel” of the Conan books, comics, and movies in the game. For example, one of the examples they used is that there are no mage robes – but mages look really mean. Another fun example was the description of two armies preparing to fight, with their mages on their respective hills launching spells. Both mages concentrate – then both explode and die.

(They haven’t decided on death penalties yet, but one thing they have said definitively is that there will be no corpse runs.)

One of the advantages of starting off single player (remember, the first 20 levels of the 80 levels you can get are off-line solo levels) is that the player will be able to have a much more interactive experience with the NPCs while learning the game, as well as four branching story types depending on the player’s archetype. There will be 20 PvP levels available, with PvP talents and abilities that are ONLY usable in PvP. Those are in addition to your PvE levels, though you’ll probably want to level to a certain point in PvE before trying to get your PvP levels.

You’ll also have tradeskill levels, with maybe 5-6 schools of crafting and perhaps 7-8 tiers of crafting.

Still, PvP will be a very big focus on the game. Rubber banding will be used to keep people in formation while doing formation combat, and mounted combat depends on your speed to see how much damage you’re doing. There may be a bounty system built into the game, but blood money will be in the game.

When I asked Ole what single feature he thought I should mention to people to see if they’re interested in the game, he described to me the drunken brawling system.

You see, when you’re still leveling up, if you want to try out PvP without risking anything, you can get into a bar brawl. You don’t use your swords or arrows – though you may be able to use beer mugs. It’s all “non-lethal” damage, and gives people a fun introduction to PvP.

This sounds all too familiar...

(In het artikel zelf zitten nog 3screens :) )

Sir.Killalot

Legacy Member
Devqoute over prestigeclasses.

Jayde zei:
Lords will be required to place player-created housing buildings as well as other elements. I think they will be a pretty useful prestige class.

Crafter should be a nice class to have if you enjoy being able to supply thing or make high-end customizable gear--currently, you will not have access to the highest end crafts without being at least level 75 so I doubt you will just see "crafter alts" that simply grind up crafting and never play the game. That said, crafters also have an important role in siege battles as well, but it's somewhat secret now. (Maybe in a future update? ;))

Master is more of a solo type of class... not terribly useful to a guild, but decent in terms of solo play or small groups. Pretty self-evident.

Commanders are obviously useful due to the team cap increase, however we are modifying how it works slightly so that you do not need as many of them to reach the highest cap. They are a very useful class, for sure.

I think there are good reasons to be any of the classes, and I'm sure we will tweak the abilities if we find that one is severely lacking and players don't end up finding it enjoyable or worthwhile.

sermic

Legacy Member
De combat maakt me nu niet direct onder de indruk (mss later wel) maar in ieder geval de steden wel. Die zijn echt gigantisch groot.

L0k1-

Legacy Member
GVD :p

nu begin ik ook al beetje meer naar deze game uit te kijken ^^

guess it goes to spot 2 behind TCOS :p

heb nog filmpje gezien van hun presentatie op E3 was ook vrij uitgebreid, maar grafisch stond het me niet echt aan, natuurlijk als ze er vrij volwassen sfeer instoppen is het wel pak aantrekkelijker :)

Sir.Killalot

Legacy Member
Devquotes over Main Tanking in raids enzo:

Jayde zei:
Ok, first off a disclaimer: I am a main tank in the last couple games I've played, and most recently for a resonably large, higher-end guild. So, one may perhaps view me as a little biased, but I'll give my opinion anyhow. ;)

Personally, I don't prefer to see really simplistic "tank and spank" types of encounters... they are boring for everyone involved, including the tanks really. The types of fights that are "easy" to control and tank are usually the fights I hate the most as a MT--they are boring, repetitive, and not very fun.

However, being a MT is more of a frame of mind and behavior than it is any particular role. There can also be more than one person who is a MT, and often good guilds have 2 or 3 additional "MTs" capable of watching out for the people in various encounters.

The job of a MT is, of course, to protect the raid using whatever means they can. This doesn't mean that the fight has to be boring, or that the mobs will only ever be attacking the MT. All it means is that you have people who's entire gameplay experience revolves around going above and beyond to keep their group alive, using any skills they are give in the game.

How MTs are used, however, almost entirely comes down to encounter design moreso than the "idea of a 'main tank'." I think the idea is good--it's a role to fill, just like some people enjoy healing and others enjoy killing stuff. Being a MT requires a certain mindset, and a joy in "taking care" of your teammates--and also typically requires a high degree of situational awareness and quick reaction time if you want to be good. The reason I love MTing myself is that those kinds of gameplay elements are things I really enjoy--I like paying attention and I like keeping other people from getting killed by nasty things coming their way...and, IMO, the more chaotic the better.

I think the problem here is that people mix the encounters with the nature of a so-called "main tank." Being or having a MT doesn't mean that the entire encounter must revolve around 1 big monster (or a bunch of monsters) beating on one person while everyone else mashes buttons. No, it just means that there are some (or a few) people in the group that are exceptionally good at protecting their teammates, and have skills that aid them in that goal. I don't think that is any less important of a gameplay element than other possibilities.

Either way, variety simply comes down to encounter design far more than class strengths. There's nothing wrong with having tanks or having "main tanks", provided the encounters are designed to give variety in gameplay experiences.


Random forumganger: When we say main tank, we mean the big bad boss monster hits the guild's best tank and no one else....

Jayde zei:
And when I say main tank, I don't. I did outline that in my post though. ;)

Anyhow, there won't be complete heal chains because there is no such thing in Conan. Also, the fact that there are many "Soldier" classes to pick from, in addition to a couple other tougher classes, does not mean you will have to rely just on a Guardian--but it will be what Guardians do best, hence the name.

Like it or not, designers do have to presume that there is at least some resonable mix of archetype roles being played in any given group. It is not as easy as it sounds to make it so that a group of 10 Liches have a similar fair experience with an encounter as 10 Waylayers, or 10 Barbarians, or a team made up of 1 of every class in the game.

We like to see diverse matchups with the number of classes we do have, and I don't think anyone wants to pigeonhole groups into a particular makeup--however in that regard, there will always be considerations for group makeup. After all, if you made an encounter where 5 Barbarians could just run up and kill it, what exactly would be the role/point of a Priest of Mitra if they came to help another group?

There's a bit of balance to be had, where you can have diversity without sacrificing enjoyability too much. This does not change anything in terms of roles, though. The "holy trinity" is not something designers came up with to describe things on their own, but it is merely a simplistic way of describing the basic components of a fight: HP bars go up, HP bars go down, and controlling which of those go up and down. ;)

Focusing too much on that seems to be missing the point, though. The real point is: is the encounter fun, and is it fun for most people? If the answer to that question is yes, then a designer's job is primarily done. While we can't always make things perfect for everyone at all times, we can strive to make fun and rewarding encounters without too much overhead or hoop-jumping required.
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.
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