Archief - Age of Conan: Hyborian Adventures

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Sir.Killalot

Legacy Member
Nieuwe trailer is nu dus officieel gereleased :)

Silirrion zei:
Yes, I know a good majority of you have already seen it, but the new trailer is our officially today and available from the community site for download in HD and standard versions.

This is a promotional video we used at several press events with nVidia recently. Unfortunately of course it was made available on a press ftp over the weekend somewhere so we didn't quite get to do the 'reveal' we would have liked ;)

Enjoy!

Sephiroth

Legacy Member
da spel zieter zooooo goed uit :x
jammer dat het nog zo lang is tegen de release...

Sir.Killalot

Legacy Member
Friday-update!

Behind the Scenes #5 - Beta progress

- Nov 17, 2006
This week we take a look at how beta feedback shapes and improves the gameplay experience and development process.

In this weeks update we wanted to go through some ot the process of change that goes hand in hand with the beta schedule. As you all know we are now in closed Beta internally, and we thought it would be interesting for people to hear about what we are working on and what is changing as we move through the beta process!

This time we take a look at how feedback has affected the work on the games opening on the Island of Tortage.

As you all know Beta is a time of finalization and changes, and as we see it the changes are for the better as it’s based on feedback from people actually playing the game. Like everywhere else in life change is unavoidable as no amount of planning, design documents or ceremonial sacrifices to the gods of game development will prevent your prized creation being subject to some alterations.

As a developer you always know that it’s coming, even if you don’t admit it, and doing changes is almost like one of those ‘unspoken truths’ of development that designers like to pretend won’t happen to them but is inevitable. (The devs don’t really fear change; it’s actually a good process, as ideas on paper might not always translate as well into real life. It sounds so much more impressive though when you picture it as some kind of mysterious evil entity that stalks the halls of our offices looking for some unwary dev to pounce on!)

Luckily in actual fact it isn’t such an evil entity and the changes brought on aren’t all about removing things, but more about reacting to the feedback we get and tweaking or improving the experience the player will have in the game.

So what have we been looking at with this beta feedback in hand? Today we wanted to take a look at how the beta feedback has affected the way we integrate the single player elements into the game and tying this into the greater journey players take into the big wide world of the multiplayer Hyboria.

Allowing players to establish themselves and learn the game in a solo campaign has always been the plan for the first twenty levels, and we always had a mind for how we would weave the multiplayer world into that experience. It still is, very much so, but after learning more about how this experience ties into the core MMO experience we have ended up in a direction that we believe will make for a more engaging experience for the player.

The chance to tell a great story, the players ‘destiny quest’ has always been the focus for this section of the game and we have been delighted with how testers have reacted to being able to experience such a story driven mechanic in an MMO environment, but we also want to ensure the blend between the single-player elements and MMO experience was as seamless as possible, and wasn’t an abrupt interruption of the play experience. The question was how to achieve that!

We always wanted players to want see more fellow players earlier in the experience. That we expected and planned for, we had laid out some communal areas where players would meet each other at certain points of the experience. The original thought though was for these to be more social areas and not really do have any real co-op gameplay elements.

It was soon apparent though from testing that this could be improved upon. While players were greatly enjoying the solo elements they also itched to tie up with other players through more than just drunken brawling and social interaction.

So we were faced with a slight dilemma, we certainly didn’t want to dilute the solo elements and the story of the players Destiny quests, but we also wanted to find a way to allow players to experience a more true MMO experience a little earlier.

In doing that though we also had to be sure though to not force the players into co-op game play, as we also didn’t want to water down the appeal of the ‘personal’ journey to level twenty!

So what to do with the Tortage island section suddenly became a new kind of challenge! How to get the best of both worlds? After locking the design team away in meetings for a while (the Game Director will neither confirm or deny the use of any potentially dangerous motivational tools!) they came up with a solution that we feel is ingenious and ‘fitting’.

So what was the solution? Now when players get to Tortage during the day, you will see other players around, and you will be able to group with them if you want and do areas and dungeons on a small team level. This is optional though, it was very important for us that even in adding co-op gameplay to this area the entire experience remains soloable!

Then as night creeps forth you will be sent off on the next legs of your personal quest in a pure single player environment again. The night time sequences are triggered by visiting a bed in an Inn , which we felt was a good, and natural, mechanic to use as people would be familiar with it from many single player RPGs. These sections allow the story to continue and the ‘destiny’ quests to play out for each individual player.

The solution has allowed us to keep the first few levels intact exactly as we originally planned as the players quest to seek access to the town at the centre of life in Tortage, but after we get there we have added more co-op gameplay elements than we originally envisioned to give players the option of seeking help with certain stages of the single-player experience should they want to.

So the daytime sections allow you to level up either alone, or in a small team, in order to progress to the next main section of your destiny quest. While at night you are always completely on your own, in and around the environs of Tortage.

We felt that this evolution of the original intention means that players get a better, more flexible and more social experience during the solo campaign (should they wish) and as we are now getting ever closer to the final iterations we think we have found the right way to integrate the different styles of gameplay. Getting that blend of both worlds is something we have really been striving for, and hopefully all of our players will agree on our choice once they can get their hands into the final product!

These changes have allowed us to improve the gameplay experience based on real input from real people, people who love MMO games. With Age of Conan we have set out to provide some unique MMO game experiences, of which the single player start is one. So with this new approach think it offers the best options for the players and has been reshaped to become something better and more involving then what we originally designed, and at the end of the day that is what matters most.

Sir.Killalot

Legacy Member
Mithrandix zei:
interessant :)

wat ik me afvraag, zullen er ook echte "skills" zijn bij melee gebruikers? of enkel het numpad ?

Jayde zei:
Sure, some people will just button mash or "hack and slash." However, some people also just auto-attack in other MMOs, so I don't really see how this is different.

Also, many classes have abilities that aren't tied directly to combos.

Kan je eindelijk +- een antwoord geven ;)

Sir.Killalot

Legacy Member
Antwoord op de vraag of de game volledig soloable zal zijn.

Silirrion zei:
Well, there will always be some content that will require a team, this is a multiplayer game so you will see content that requires co-operation with others. There will be guild vs guild pvp, there will be raids and group encounters.

You will not be able to solo everything in the game, thats just not something thats practical in an MMO. Just as we will provide content for solo players we will also provide content for those who like to PVP and raid. That kind of content is in the game, as it should be, as its a game play preference just like solo play is that we will also cater for as an MMO.

Sir.Killalot

Legacy Member
Antwoord op vraag of skill echt belangrijk gaat zijn...

Jayde zei:
I might also mention that combos are a huge portion of the DPS/damage budget of any melee class... not using them will result in you doing significantly less damage. Even in PvE, killing stuff is significantly more difficult if all I do is mash buttons. Doing so is akin to just sitting there on auto-attack in other MMOs...which is something nobody would really expect to have too much luck with.

And, no, you can't just use the same combo over and over--they all have their own specific cooldowns. ;)


Dit geeft ons wel goeie hoop voor de beginlvl's in Tortate :cool:
Jayde zei:
Personally speaking, I actually wasn't a big fan of the shift to allow grouping in Tortage myself--until I saw how the NPE (new player experience) designers ended up implementing it. The transitions flow really well and I'm not actually forced to spend time around people if I don't feel like it...then again, I still have the option to meet up with buddies playing the game at launch and hang out if I want to.

So, even though I wasn't a believer at first...turns out that I think it was probably a really good idea to do it the way it was done. :)

(Not sure what I can or can't say about how it's done... since I don't know what was already released...so we'll just have to leave it as a surprise if it wasn't mentioned before. ;))

Sir.Killalot

Legacy Member
Nieuw fimpje gereleased, toont ons weer een prachtig stukje omgeving! +! morgen nieuwe newsletter met bom info ;)

Silirrion zei:
Tomorrow will see the release of the next Clan of Conan newsletter, as a sneak teaser we have teamed up with the folks at Gamespy to show you a great fly-by video from Conall's Valley. You will find the new video here.

Keep your eyes on your in-box tomorrow for the full newsletter!

Remember you can sign up for the Clan of Conan here.

Sir.Killalot

Legacy Member
De nieuwsbrief is er! :woohoo:
Silirrion zei:
This week sees the release of the latest Clan of Conan update so check your inboxes over the coming hours!

The eagle eyed amongst you will already have seen the articles appear on the website ;) You can find the newsletter on-line here.

Enjoy :)

Vooral dit artikel over Conall's Valley is enorm interessant! Maakt je echt watertanden om te spelen :evil:

Screenshots van Conall's Valley vind je hier

Sephiroth

Legacy Member
wanneer gaat dit spel ongeveer uitkomen? op mmorpg.com staat er Q1 2007 maar is er geen meer specifiekere datum?

L0k1-

Legacy Member
heb gelezen dat het maar in Q2 van 2007 uitkomen dus april-juni :)

soms is het toch zo lastig om een juiste release datum te vinden :p

Sir.Killalot

Legacy Member
L0k1- zei:
heb gelezen dat het maar in Q2 van 2007 uitkomen dus april-juni :)

soms is het toch zo lastig om een juiste release datum te vinden :p

Idd.

When is the game due for release?

Age of Conan is set to release in Q2 2007, with the closed beta starting summer 2006.


Staat op de officiele FAQ :) nog zo lang:(

Painkill02

Legacy Member
Sir.Killalot zei:
Idd.

When is the game due for release?

Age of Conan is set to release in Q2 2007, with the closed beta starting summer 2006.


Staat op de officiele FAQ :) nog zo lang:(

Ik vind het gewoon top dat ze niet beginnen "rushen", laat ze maar alles rustig op z'n tijd doen :niceone: :bow: .

Sir.Killalot

Legacy Member
Elke class zal verschillende animations hebben:

Athelan zei:
While flexibility when it comes to special moves for the classes and weapon types would be nice thats a *very* expensive proposition given how much effort we are putting in to making the classes combos have unique animations. If special attack animations were only based off the weapon wielded then you would have a more generic system, but due to the decision I made of wanting to make the classes themselves actually have unique animations it would be a lot of extra work to do that for all possible weapon combos.

Lots of games in the past have made use of generic weapon special attacks. As your animation is derived based on what is equipped. I think it is about time that a Barbarian looks like a Barbarian not just because he is wielding X weapon sure that might be a part of it, but if a Conqueror is wielding the same weapon he shouldnt have the same moves since his special attacks are going to do different things. If I perform a stun move I want to hold my sword in one hand and maybe punch the guy in the mouth, I dont want to delink class and special attack effect from the animation personally just to be more generic about people wanting to run around with anything for appearance sake.
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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