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The Age of Conan Almanac ~ Answers to your Questions!

AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

 

 

 

Age of Conan Almanac:

Release Date:  MAY 20th 2008

Official Site: www.ageofconan.com

Rating:  Mature Rating ~ N.America   /  PEGI Europe ~ 18+

Archetype & Class List  <Clicky

The Lore Section < Clicky

Official Media Section: Screenshots - Video - Audio - Wallpapers

              

                     Screenshots                                                                Videos

                

                     Wallpapers                                                                 Audio

 

 

PODCASTS / RADIO INTERVIEWS (Very Revealing Information): 

90 minute Interview with Grenade Radio : http://www.mmorpg.com/discussion2.cfm/thread/153332

13 Minute Interview with Pwned Radio: http://www.mmorpg.com/discussion2.cfm/thread/152491

 

Official F.A.Q 

Interviews and Developer Profiles!

 

Clan of Conan > Newsletter Sign up!                > Newsletter Archive! <

 

Photos from Conventions & Presentations

 


 

 


Mounted combat in detail






Rush into battle mounted on furious mammoths, or speed across rolling plains on horseback. It’s time we took a deeper look at mounted combat in Age of Conan!


In a game where bloody, brutal and action oriented combat is held in such high regard, it seemed only natural for us at Funcom to make mounted combat equally as exhilarating. That meant going far beyond what other massive online games have done earlier.

Including mounted combat in Age of Conan is actually a significant step forward for the whole genre. Usually, mounts in these types of games are only used for getting from one place to another as quickly as possible, and not at all for doing damage.

Check some of the mount screenshots here! 

But in Age of Conan: Hyborian Adventures the value of a mount will extend far beyond being just a means of transportation. Whereas other massive online games will force you to dismount when fighting, Age of Conan allows you to stampede into battle mounted on anything from ferocious killer rhinos to noble steeds!

When we set out to design the mount system we knew we had to do two things: create a certain feeling of depth and excitement, in addition to making it balanced and fair.

Freedom of choice

When you finally reach the required level to own and operate a mount in Age of Conan, there is a wide range of choices for you to make before you head out and buy one – and it goes well beyond just choosing what color you want it to be! 

In addition to choosing what type of mount you want (horse, mammoth, rhino and so on), you also need to choose between different variations of that mount.

Each different type of mount has its own advantages and disadvantages. While the mammoth moves slowly, turns slowly and may be difficult to control, it can take a huge amount of beating. The horse, however, tends to be quick and easy to maneuver, but it will never stand up to the same amount of damage that the mammoth can take.

There are also variations of each different mounts. Some horses are quicker than others, while others rely more on heavy armor. What you choose to go for not only depends on how much money you have, it also depends on how you want to actually play the game!

Becoming one with your mount

Heroic tales of Hyborian adventurers, who went through hell and came out on the other side with their trusted steed loyally by their side, are many and plentiful in the world of Conan. Becoming one with your mount is a necessary key to success.

When riding into battle on a mount in Age of Conan you will gain various bonuses depending on the mount you’re using. If you’re using a mammoth, for instance, you will get a solid health bonus that will benefit you in battle. But remember, should you get killed while mounted your mount will die with you – and vice versa!

The control system has been designed in such a way that your mount really feels like an extension of your own character, from the way it moves to the way some of them fights.

“Some mounts have a certain acceleration rate, such as the mammoth,” explains Svein Erik Jenset, one of the designers on Age of Conan. “Riding forward on the mammoth you will actually see that its speed increases slowly, and when you tell it to stop it will not stop right away – it will start to slow down before it eventually stops.”

Another case when you and your mount becomes one is while fighting. If you’re riding a horse you will actually have to swing your weapon yourself, trying to make impact. If you’re riding a mammoth on the other hand, it’s the mammoth that will do the fighting as it thrusts its giant tusks at the enemy!

Machine of death

Fighting while mounted is an art that can be challenging to master in Age of Conan. For instance, in order to maximize your damage output you need to actually ride quickly past your enemy and then hit – the faster you go the more damage you will do! Of course, this also requires you to know exactly when to let your sword go or you’ll miss completely.

If you miss you will have to turn, and if you’re going fast you have to turn in a wide arc. And if you’re riding a mammoth even turning on the spot may take some time!

There is a variety of weapons (such as lances) you can use while mounted, and you can even cast spells and shoot with ranged weapons such as various bow types, but there are also certain limitations in terms of which combos and what spells you can use.

“You will have to evaluate each situation and see if it’s best ride into the battle or do it on foot,” says Gaute Godager, game director for Age of Conan. “Some mounts are really good camp breakers, while others can be used to actually crush entire buildings!”

 


Recent Conventions (With Media):

 


           Dragon*Con 2007:

Dragoncon Presentation (Sept 16)  - Stage6 Streaming 200mb

Dragoncon Pvp (Sept 16)   - PVP-Long Stage6 Streaming - PVP-Short Stage6 Streaming


Female Model (Sept 15)   - Stage6 Streaming.

 


 

 

                GC 2007, Summary:

The Games Convention happened between 23. to 26. August 2007, in Leipzig/Germany ( Homepage )



Videos:

Fanvideo of the screenhots from the Funcom booth, Length 2:39      [ Link ]

4 Gamer's.net Video  [ Link ]

Video-Interview with Tarib, German CM (german version) [ Link ]

Private video Demonologist in PvP  [ Link ]

Private video Assassin-class in PvP  [ Link 1 ] [ Link 2 ] [ Link 3 (Best quality) ]

Gamona-AoC video Assassin in PvP [ Link ]

Gamona video Babarian in PvP  [ Link ]

Gamona video Guardian in PvP [ Link ]

Gamona video Bearshaman in PvP  [ Link ]

Gamona video Herald of Xotli in PvP [ Link ]

Gamona video Demonologist in PvP [ Link ]

YouGamers siegebattle-presentation [ Low quality ] [ High quality ]

PCGames siegebattle-presentation [ Link ]

Gamona interviewed LordOrion. with siegecombat (high quality)  [ Link ]

Gamona shows the dungeonpart of the presentation [ Link ]

Gamona shows the siegebattle-presentation [ Link ]

Funcom booth and gameplay [ Link ]



MMORPG.com shows the siegecombat-presentation [ Link ]

JeuxVideo plays Capture the flag new! [ Link ]





Media:

Official screen shot gallery from the Funcom booth

[ The start ]

[ First day ]





Buffed.de:

The "Throne" found also a place at the GC

LordOrion in action

LordOrion not in action...

Lord Orion not in action 2

But now Age of Conan in action!

Age of Conan in action, LordOrion is not...

"Capture the flag"-ruleset



TenTonHammer: (Concept Arts)

Polearm Halbard

Shield

Pict

Old Tarantia

Mamuth Armour

Mantis

Khemi Auctio House

Ilgergand

Half Giant Sorceror

Fire Demon

Gargoyle

Darkbeast

Ballista

Ancient Evil

Acheronian Warlord

Acheronian Warlord

Picture-Galery from the Age of Conan booth






Live-Interview "Gamers With Jobs" with Jason Stone [ Link ]

Jeux online-Interview with Crippius, French CM French Version  English Version

Screenshot-gallery by allvater.com [ Link ]



Preview:

"Capture the flag"-blog by Buffed.de [ Link ]

Private impressions from SKELLETON [ Link ]

Private impressions from Sham Asar [ Link ]

Private impression from Obosi [ Link ]

Preview by PCGames, includes video and interview with LordOrion (preview german, video english)

[ Link ]

Preview by ingame.de (german) [ Link ]

Preview by Jeux Online (french) [ Link ] [ english version ]

Preview by IGN new! [ Link ]

Preview by Krawall.de (german) [ Link ]

Preview by GameStar (german) [ Link ]



New info:


"Team Annihilation": a pvp-version, also known as "last man standing"

The new fight-system is also part of the GC-gameclient

 

 

     E3 2007


 

Age of Conan E3 News Roundup: Coverage and Awards (July 23th)

- Watch it streaming (www.e3coverage.com)

Age of Conan E3 Presentation (July 14th)

- YouTube Part1 Part2 - Gamespot

E3 Hyborian E3 Wenches - AoC interview (July 14th)

- YouTube part 1 - part 2 - part 3 More E3 Videos at: http://www.ign.com/index/e3/2007/

E3 gameplay trailer (July 12th)

- Youtube




Gamevideos.com Gameplay clip / Decapitation Fatality move

- Gamevideos Streaming Low Definition flash player - Two Handed - Barbarian

Gamersinfo game play clip, 6 min (June 7th)

- Streaming flash player

Friday update, Bear Shaman

- Gametrailers, Streaming flash

 

 

 

 

This is some collected knowledge from what has been officially said, from viewers at presentations and from players at conventions.

 

Remember the game is still in Beta, but as time progresses we still have a good understanding of how things will play out for a large percentage of game content.

 


 

User Interface Combo / Spell/Skill/Combo Bar

Still evolving, currently has 5 directional attacks for melee classes and 3 for rangers and casters. The "Combat Rose" pops up when in combat above the 3 directional indicators. You can swap out spells or combos anytime in the game. This is what it currently looks like.



More can been seen here: YouTube Clip 

 




Collision detection

Collision Detection is in the game. You can use collision detection to block other players in PvP. For example, a row of defenders blocking the entrance of a “Battlekeep”, to prevent the attackers to enter. Or too pressure another formation to somewhere else – maybe as a trap!



Fatalities

You CAN use fatalities in both PvE and PvP. Although, how graphical the PvP fatalities will be might depend on censorship laws of the country. How to deal with fatalities in PvP is something currently under discussion. They are usually instigated via a series of combinations and once you are at a certain level of accomplishment you will have a higher chance to pull one off.





Climbing

Climbing is still in the game and working. You can climb buildings and mountains. Only designated buildings you can climb. For example, there might a ladder, or some climbing foothold, or a special area designed particularly for climbing.



Mounted Combat

Still in and working. Can be used in both PvE and PvP apparently. We aren’t totally sure what type of weapons you can use though, and what if any feats are available to on the horseback. We do know and have seen, Polearms, Swords and Bows so far.

 

 

Reputation and NPC behaviour

There are different ways you can deal with an NPC. Sometimes different paths /choices in a quest which may affect his future reactions to you. You could even attack the NPC and do other horrible things which can cause him to get angry at you. You do not get globally "bad" reputation for this however. The consequences are related to the NPC(s) you dealt with directly. FEB 1st Update: Here is a new developer diary containing relevant info: http://www.gamespot.com/video/927504/6183430/age-of-conan-hyborian-adventures-official-movie-6

 

Spellweaving and Soul Corruption:

Spellweaving is the integration of multiple spells either by the caster or within a group of casters to form a more powerful spell with multiple effects. If you abuse this though there are ramifications. We don’t know too much about Spellweaving just yet, with promised information on its way, same goes for the whole "hell" concept. FEB 1st Update: The Hell concept has been removed from the client due to poor feedback from beta testers and internal testers. People didnt like their team mates being sent to hell during gameplay and affecting everyone else. - esp on a raid. Spellweaving is still in the game will all other ramifactions of over use still in.


MMORPG.com's ScreenShot section (new ones!) http://www.mmorpg.com/gamelist.cfm/setView/screens/gameID/191/setStart/1

 



«13

Comments

  • safwdsafwd Member Posts: 879

    You are awesome Avery. All the good info that i get on Conan usually starts off with something that you posted. Keep it up please, they should be paying you, or at least give you a free month or two.

    Side note, i went to the Acolytes website yesturday and it is very well done. You guys appear to be well organized and im sure you will rock as a clan. Sadly i do not think that i would be a good applicant for your guild due to my playable hours due to RL, plus i like to solo a bit.

    I hope to run into you guys in the world though. Just dont gank me.  :o)

  • lonewolf1980lonewolf1980 Member UncommonPosts: 89

  • CathalaodeCathalaode Member Posts: 281

    Cool, that's a lot of info.

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

     

       Classes

     

    All quoted questions are from Athelan’s (Dev’s) Blog.

    http://forums.ageofconan.com/showthread.php?t=24625



    Mage

     

    Quote: 


    Hi, im still a bit undecided on my class and i was wandering how does playing a Lich would feel, are they more Melee or Caster oriented? I was also wondering what the DPS of the conqueror might turn out to be in the soldier archetype.

     

     

     

     

    A lich is a melee casting hybrid, he has some spells but he will be using them in melee range.

     

    Quote:


    The herald and the lich sounds like they're pretty much alike, same goes for demonologist and necromancer. What's the main differences, apart from lich and necromancer using undead and herald and demonologist using demons?

     

     

     

     

     

     

    Well the Necromancer and the Demonologist are not really alike besides the fact they are both mages with lots of ranged spells. I can see how you could consider the Lich and Herald of Xotli to be more similar but their differences primarily lie in the effects of their combo's and their spells and how those work together.

     

    Quote:


    Will a team which relies on Heralds and Liches for tanking be at a sizable disadvantage versus a more traditional Soldier-based front line?

    I think it will likely depend on the context, the soldier based classes will still have an edge but the Heralds and Liches are front line classes.

    Will there be special formations for Mages? ……..example a group of Demonologists get together and use their combined powers to invoke a giant Demon to smash the walls of the battlekeeps.

     

     

     

     

     

     

     

     

     

     

    This was one of the ways we wanted to see formations be used in Conan; ritualised magic we think is very Conanesque





    Priest

     

    Quote:


    Its been said that almost all of the heals will be HOTs, but will they be pure HOTs or have a small initial heal with them as well?

     

     

     

    We have added one "burst" heal to the priests so they can save someone's life in a clutch situation in case the heal over time is too slow. But this makes the player immune to burst healing for a period to prevent direct heal spamming as a tactic.

     

    Quote:


    I desire to be a healbot. Which priest is the most catered to the "support" role?

     

     

    We intentionally have avoided anyone being a healbot, however any of the priests should fit your desire for being in a support role. Probably slightly more Priest of Mitra or Scion of Set as opposed to the more nuke heavy Stormcaller/Druid or the melee heavy Bear Shaman

     

    Quote:


    Priests of Mitra are said to be great healers, as well as priests of Set. Well, Set priests can turn into a snake and chomp away, while mitra can throw back enemies. Surely Mitra must have something better. Is that the final word on the Priest Class?

     

     

     

     

    Scions of Set do not turn into a snake and chomp away. Each one of the priest classes has its particular methods of offense. No one class is stuck being a healbot, in fact healers as a whole in Conan are not meant to healbot.

     

    Quote:


    will priests be able to use swords and wil the stats help them, and what kind of elites skillz will priests have, and will a lvl 50 priest get killed say by a lvl 40 solider?

     

     

     

    They might be able to wield a sword, but it would be sort of silly for them to do so. Given even level of player skill a level 50 priest should easily kill a level 40 soldier.

     

    Quote:


    I am trying to decide which class I should start with (I will play them all eventually), and was wondering what you think would fit me best. I tend to like to be able to deal fast damage, have a high crit rate, decent tanking ability, and some ability to heal myself and others. In other words the Martial Artist in AO was perfect for me. Right now I am looking at Dark Templar and Bear Shaman as my first choices. What would you reccomend to me?

     

     

     

     

     

     

     

    The Dark Templar does not have much healing. The Bear Shaman would probably be the most like that, possibly a Conqueror but they don't heal either but they have buffs that help with tanking.

     

    Quote:


    In an answer to one of the class questions, you stated "Scions of Set do not turn into a snake and chomp away.". Are Scions of Set not able to turn into actual snakes like the class preview leads us to believe?

     

     

     

     

    Neither the Bear Shaman or Scion of Set are full poly-morphers. Their being imbued with the energies of their totem creature if you will are presented in other ways.

     

    Quote:


    Would you consider making Scion of Set the only priest class available to Stygians? I think that would be more appropriate.

     

     

     

    Some of this is in discussion internally. Personally I do not have much of a problem with it either way, but I can see the point about it not being good for someone to only have one class available to them as an archetype. If we did that and the Dark Templar also that people discuss then Stygians could choose to be soldiers or priests but they would not really have any choices. It's mostly a matter of protecting the player from being shoehorned into a direction that maybe they don't want to go and losing the ability to choose.



    Rogue

     

    Quote:


    Will rangers be purely arching or you can build skills and feat for purely melee? since i would like to be a pure ranger melee user

     

     

     

     

    Rangers have some but very little melee, it is not the focus of their class

    can rangers duel weild

    Rangers use 1h because they get shields.

     

    Quote:


    We know a lot about the other classes already, how they will work etc, but I was wondering about the Ranger. Will they have combo's as well? How will you create diversity in their play style?

     

     

     

     

     

    We try to take inspiration from the other games that have inspired us by the way they played for the various classes. No Rangers will not have combo's the same as melee, but they will have a unique system combining the ability to quickly fire off attacks, with stacking stances, and extra tricks that can exploit enemy weaknesses.

     

    Quote:


    Can a ranger concentrate their volley of arrows in one certain spot? Lets say a multiple rangers trying to stop invading mobs using their volleys of arrows

     

     

     

     

    Multiple rangers could overlap their volleys to make a kill zone.

     

    Quote:


    If I’m looking at a ranger and I see him fire the arrow, will there be a second to move out of the way of the arrow?

     

     

     

     

    Probably not. Better to spoil his shot to begin with.

     

    Quote:


    It was once stated that Barbarians had the highest DPS of any melee class, do they suffer low defensive abilities as a result, in comparison to a Conqueror or Guardian?

     

     

     

     

    Conqueror and Guardian are soldier based classes and have access to heavier armor, so yes Barbarian has lower defensive ability.

     

    Quote:


    Has the class merge changed the fact that Barbarian class is the most AoE heavy fighter of the classes? From the forum I understood HoX and Stormcaller are more AoE focused now. Is this true and is this due to the merge or was this planned before that?

     

     

     

     

     

     

    Stormcaller/ Druid has quite a few area of effect spells and is probably one of the most mage like of the priests. Herald of Xotli has always had quite a few area of effects but these are primarily spell abilities and player based. The Barbarian of course now post merge has the choice, but the two handed swinging Barbarian is still meant to be taking advantage of his weapons reach and arc.

     

    Quote:


    Are assassins restricted to daggers, or can they go sword/dagger combo?

     

     

     

    Assassins focus on daggers and will find them most effective.

     

    Quote:


    Will climbing be available to all classes or only rogue archetype classes?

     

     

     

    All classes will get it I believe but they might not be able to climb as much or as quickly as a rogue





    Soldier

     

    Quote:


    Will all the tank classes tank as well as the other ones in one way or another. Or will one be "the" class to pick as the MT?

     

     

     

     

    As well, probably not, good enough probably yes. The whole dynamics are quite different in Conan so its a bit hard to say.

     

    Quote:


    Will there be major differences in the ability for different warrior classes to tank?? Or will it be more skill based tanking then talent tree/ability like in WoW?

     

     

     

     

    Much like the healers, we have tried to keep one class from being the niche tank class so no one feels stuck. The Guardian will tank slightly better simply because he has full plate armor, but the others should be viable.

     

    Quote:


    If a tank tries to defend another player by standing in the way of a attack, will the attackers melee weapon be stopped by the defending tanks body or go through it damaging both tank and player behind tank. Im guessing arrows cant go through a body damaging other players aswell, will swords work in the same way?

     

     

     

     

     

     

    Maybe if it was a reaaaally long weapon but in general I don't think so



  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

     

    Combat

     


    Quote:

    Can we get some more concrete examples of the PvE aspect of the game? Info regarding this has been very lax I think. I can imagine why, but I'd still like to see some info on a raid in AoC, or a nice questline, etc. Thanks.

     

     

     

    Even if I explained it, it wouldn't be enough to convey what it is you are really asking for, so there is no real point in doing so rather than letting people see it themselves as we continue through Beta.


    Quote:

    Will it be possible to specialize in multiple skill lines (such as polarms, 1HE, 1HB, and shield for a guardian) and maximize 1, some, or all of them? Will your ability with particular skill lines be determined solely by your selection of feats, or is there a system akin to DAOC where you put points into specific weapon/spell types? Will a guardian (again, for example) be able to master only sword/board OR polearm, or can he master all weapon types, or will there be tradeoffs in how powerful you can become with 1 specialized weapon type versus spreading your feats in a more balanced manner. Thank you!

     

     

     

     

     

     

    It's all a matter of tradeoffs, you could train more than one weapon line but what do you want to give up to be able to do that?


    Quote:

    Could you talk about how we can use climbing during combat?

     

     

    You could climb to try and flee but it wont be as fast as running and you can be knocked off


    Quote:

    Will there be real time blocking? Or is just real time attacking?

     

     

    This has been covered numerous times on the forums. The blocking is not done real time, but the combat system is designed to simulate those actions to still keep the depth of block and parry/counter attack type actions.


    Quote:

    Will there be poison and who will be able to use it? Will it be DoT or other effects also?

     

     

    There are poison based dot's, direct damage, and buffs. Assassins are the primary poison users, and also the Scion of Set.


    Quote:

    As a part of making the game less dependant on items will health potions, stamina potions etc also only affect the game in very limited way? Will there be a global potion cooldown or likewise?

     

     

     

    Potions work as over time effects so you cannot spam use them. Potions are pretty common items and expected for people to want to use them, by being common it will be normal for you to have rather than an exception providing an advantage.


    Quote:

    Is anyone going to put the arrow on the left side of the bow?

     

     

    I hope so, I keep nagging about it but other things are of more critical importance.


    Quote:

    What will be the maximum distance ranged combat and magic will function from?

     

     

    This can vary greatly both spell to spell, and crossbow vs xbow etc. It's also very likely to be tweaked during beta so giving a number would be rather fruitless


    Quote:

    I enjoy playing the response oriented classes that require quck reactions (Kind of like a Guild Wars Interupt Mesmer, or a warrior who ripsotes) Is there a specific class that might suit me best? Is there a class that would demonstrate this better than others? Thanks ^^

     

     

     

    Hmm. We have a few classes that might be what you want. The Guardian for example has access to some really cool counterattacks and can specialize in performing these. While the Assassins tend to utilize more of the evasive moves dodging to the side etc to great effect.


    Quote:

    Someone mentioned in an RPC thread that NPC strong and weak points would emit a green or red glow. Can you elaborate on this a bit please?

     

     

     

    We are not certain as to what the final representation of opponent vulnerability will be but we want to represent the strengths and weaknesses of the targets defenses to the player. (The direction attacks come from matters)


    Quote:

    Will there be hitboxes? (melee, range, or both?)

     

     

    Sort of? We use a combination of systems but we track hitboxes for things like where arrows hit.


    Quote:

    I have a question on collisions. Will the "collision-box" always be the same size, width, height no matter how you make your character. Will small tiny females block as much as a big wide males?

     

     

     

    I am not positive on this but I think the size of the character will impact collision sphere.


    Quote:

    With regard to fatalities; are these intended to be mostly vanity moves which are not specifically different from normal portions of a combo except for the look, or are they extra powerful finishing attacks that require a set of criteria (end of completed combo chain, target under X% health) to execute. Also, will a player get to pick what sort of fatality he/she wishes to add at the end of a combo, or will there be preset combo enders?

     

     

     

     

    Fatalities are based around weapon type and tied to combo's. When a combo is going to kill the target you can potentially get a fatality. Think of it almost like a critical finishing blow that completely decimates your opponent.


    Quote:

    Can you explain how soft lock will work exactly? When you use it does it keep you focused on your selected enemy or such, so that the a/d movement keys turn into a circle strafe, or what? Thank you.

     

     

     

    We have experimented with this to a certain regard, we allow for some auto correction of facing but it is not a hard lock that will auto circle strafe for you. It is very possible for a target to still move out of your cone if you are not maintaining it yourself. The soft lock makes minor corrections and helps you orient the center of your cone on your soft selected target that is in the cone. You do not soft lock onto a target that leaves the cone.


    Quote:

    During the GDC, it was mentioned in one of the videos and some reviews that fatality rate was increased to 100%. What's regular fatality rate percentage?

     

     

     

    Subject to change wildly during beta until we find the right balance. Some combos, and some feats, and maybe even some fun items could modify this value as well.


    Quote:

    Do you realize how important mounted combat is to the fans? I see alot of "this isn't high priority" talk when asked about mounts in general.

     

     

     

    Priority is just that, mounted combat is very important to us, but we have to do other things first. To use a terrible pun, "You can't put the cart before the horse" and the same way we need the other aspects of combat to be to levels of polish before we work on mounted simply because its *more* important.


    Quote:

    I am wondering how pet controls will work and how much work has been done on them. Will the pet only follow you and attack your target when you tell it too, or will there be a more in depth control where you can tell exactly where you want your pet to go and use special attacks?

     

     

     

    I'm not going to answer this one in much detail because it is subject to change but I will say that we are more pro having the control be simpler than lots of funky pet control stuff. Pets are cool but the game should still be about playing your character.


    Quote:

    Do the devs see a support class' (i.e. Priest or Mage Archetype) weapon as a serious source of personal DPS, like in AO, or as a platform for buffs, like WoW. In either case, will Priest and Mage classes have the option to substitute a weapon for some for of Fetish/Totem/Relic/Idol/Artifact which would offer no competitive damage as a weapon, but would offer a bigger boost to abilities or spells?

     

     

     

     

    We ditched the idea of relics/totems/idols as primary focus because we did not want to make it so they could not melee if they wanted to.



    One of the reasons why we have used primarily heal over times for healing is because we want people playing these classes to have time to do other things as well, like nuke, or perform melee combo's and the like.



    While we do not intend to make any class including priests as overpowered as a doctor in AO with complete heals and offence, we do not want them relegated to just standing and casting heals either.



  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

     

    General

     


    Quote:

    I would like to know what kind of zones you will keep instanced and in which zones it'll be possible to run into other players. Will a large size of the world be instanced?

     

     

     

    It's quite a mix, most major outdoor areas are not instanced or not instanced in the classical sense of the word.


    Quote:

    Once characters leave Tortage, will each race go to their homeland and "start" the game there?

     

     

    Yes, Stygians will head to Khemi, Cimmerians to Broken Leg Glen, and Aquilonians to Tarantia.


    Quote:

    It used to be (back when the first 20 levels were truly single-player) that even while you were on the game server you would not pay a monthly fee until you entered the MMO part at level 20. It was being billed as almost a separate RPG where you could buy the box and just play the SP part all you wanted. Now that the SP part has been integrated with more multi-player will players have to pay a monthly fee now before they enter the "true" MMO at level 20?

     

     

     

     

     

    We have not changed our goals as far as offering the first 20 levels without subscription as far as I am aware, we have merely listened to the communities desire to want to play together sooner.


    Quote:

    Will there be instruments that we will be able to play?

     

     

    Possibly


    Quote:

    When will AOC contest winners (like mmorpg.com winners) get their beta invites?

     

     

    Sometime in the future I imagine. Winning a contest gets you a spot in line, you still have to get to the front to get "in", and how fast the line moves will depend on beta progress

     


    Quote:


    Will there be any restrictions to wearing cultural armors or if you have the proper heavy armor feat, for example you can wear it all? Thanks in advance!

     

     

     

    The armor appearances are not specially restricted, a Cimmerian can wear Stygian styled armor if he so wishes.


    Quote:

    Can you possibly say a little more about the light side/dark side that we've heard of? I'd guess when you gank people, or respond to various quests in different ways (i.e. Knights of the Old Republic)...Some clarification would be fantastic.

     

     

     

    I can't really as I am primarily working with gameplay mechanics and such and this is a very lore/quest related content question. 


     

    Quote:

    I would first like to say that I love the graphics in this game; everything I have seen from the plants on the ground to the huge cities looks great. There is one thing that has been bothering me about the graphics, and more specifically the human character models. They all look like cave men with swords and armor! I was wondering if this is just some fluke where every screenshot or video I have seen has these cave men characters, or is that just the direction of the art? I personally want to make my Dark Templar have a sort of “gentleman bad-guy” (clean, well groomed, at the very least not some dirty cave-man!) look to him as it fits in with how I want to RP the character. So, do we have the character models I am looking for? It won’t be game breaking, but it would be nice.

     

     

     

     

     

     

     

    We tend to like to make stereotypical characters in screenshots, not too many "pretty boys" running around in Hyboria but I think you'll find something satisfactory.

     


    Quote:

    Will there be Yellow Clown Hats of uber plate mail and Green Chain boots of the warrior, or will armor continue to look realistic throughout the whole game (not just whats shown in screenies). Or, will there be a simple/cheap way to dye gear as seen in DAoC?

     

     

     

    As far as dyeing I am not sure, its easy to make stuff look like crap when its dyed because it only works well on stuff with grey scale. Most all of our armor is stylish but more realistic. I don't forsee it ever really going "cartoony"


    Quote:

    Will there be quests that you can do without doing any fighting at all ? More like a adventuring quests with exploring targets or similar ? Learning languages, study old ruins in search of a lost treasure and similar ? Maybe you got a quest to search an area for something special, and then what you found might give you access to a special raid or combat mission. Maybe have special long timed quest lines where the reward was good, but you would not have to combat. (would be something that would be fun to do when you were tired of the combat grind

     

     

     

     

     

    I think that there will be some quests that do not revolve around combat. I am not a quest designer though so I can't say for certain what is there but we have a very talented team.


    Quote:

    will there be raiding

     

     

     

    Yes, we plan to have multiple group or "raid" dungeons and events in Conan


     

    Quote:

    Are lianas in jungle actually real objects which could block your way or just images you run through? I think it could be fun to be able to use the terrain/environment like this.

     

     

     

    Most flora that is larger than small bushes or grass has collision. I do not know if specifically what exact stuff you are referring to however so I cannot answer this for certain.


    Quote:

    Do you plan to have the game translated to other languages? I'm specially interested in if you are going to translate Age of Conan to spanish. Thanks in advance.

     

     

     

    Conan will have localized versions but as to which languages will recieve translations will probably be decided by Eidos


    Quote:

    Will NPCs react to you in a certain way if you're a certain class/religion like in EQ? Will there even be religions? And how will the good/evil character attributes effect NPC reaction and such?

     

     

     

    We got rid of faction pretty early because we almost universally agreed factions and faction grinding is often one of the least fun parts of the MMO's we had played. Choices rather than your class/race will have more impact on how you are viewed by different NPC's


    Quote:

    Can you go into detail on how the storyline/quests will be structured? Will it revolve around the normal mmo style of "talk to npc, get quest, kill things," or will it be quite different/more involving, perhaps borrowing from multiple dialogue choices/branching storylines and things from FC's other game, TLJ/Dreamfalls and such?

     

     

     

     

    I am not a quest designer, and do not work on what we call the Destiny quests so I cannot really answer this with certainty. We have lots of standard MMO type quests, these are important for leading people to content and giving people direction. The destiny quest has much more planning put into it, I would not expect it to have branching paths or different "endings" for example but I know that it is quite different for different classes.


    Quote:

    How does stealth work in the game now?

     

     

    You trigger the stealth ability and based on your skill and the darkness level of the area you succeed, and anyone around you gets a chance to make a perception check vs your skill vs them and the light in the area


     

    Quote:

    How will instancing be handled in AoC? I think a little instancing is necessary, but it is also very much needed.

     

     

     

    In general the world will not be entirely instanced. It is a mix, we believe strongly in the use of it to augment gameplay by allowing parties some private areas to adventure in but also areas that are shared to give a greater feeling of cohesiveness and permanence to the world.

     


    Quote:

    How big will the world of Hyboria be? I have recently played Vanguard, and the concept of very large continents seems attractive at first, it didn't work very well for me in Vanguard and many people I have talked to believe this as well.

     

     

     

    The world of Hyboria is quite large but the area's represented in the initial release will not include everything. It's a bit hard to make size comparisons and the like but I can say that we have tried to keep the feeling of vista's and the magnificence of mountains in the distance while still accomplishing areas that feel more interesting and intimate.


    Quote:

    How will treasure be divided when adventuring? DDO-style where 99% of the treasure is in chests, but everyone is guaranteed something; or ninja-raid style where reward bags drop everywhere and whoever clicks on it first gets everything?

     

     

     

    There are different methods of loot distribution, ranging from need/greed, round robin, free for all etc. I believe when a chest drops it can have items for more than one person if in a party and rare items can still be rolled for, but I am not absolutely positive.


    Quote:

    Is there an armor in the game that looks like a Roman legonaire armor?

     

     

    There are armors in the game that are similar in appearance or style to many of the historical armors of armies such as Rome. Such is the nature of the broad reaching and time spanning backgrounds of the people of Hyboria.


    Quote:

    Is it possible to have your character say something right as they die?

     

     

    As far as an automated macro or something of the like, no, not at this time.


    Quote:

    Mounts: Are there going to be different grades of mounts (different attributes)? Or is everybody going to use the same horse/camel with different skin perhaps? Is it possible to armor your mount? Also, as general thing, what is the main difference between camels and horses in AoC, what are pros and cons of each?

     

     

     

     

    Mounts are capable of having all the differences that NPC's or players have, and we have the possibility of having different variants and even of armor. However, this is not a priority in my opinion when it comes to initial launch. Yes we do have different mounts, and as to Camels, I am not sure exactly what the differences will be yet. Most of these things will be decided and change greatly during beta.


    Quote:

    Will AoC be released with a UI tool kit?

     

     

    Probably not. Conan's UI will be customizable but we do not have time to develop a UI toolkit simultaneously with the game.


    Quote:

    This one is about "skill trees." Will skill trees in AoC be structured similar to the system used by Warcraft?

     

     

    The feat system is not like World of Warcraft's talent trees. There are some lines, and prerequisites for training various feats but it is more integral to your entire character advancement than it is simply a layer of customisation.



  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

     

    Guilds 


     

    Quote:

    Does the guild leader have to be an architect in order to layout the city or will there be a permissions system where the GL can be whatever s/he chooses and the designate someone else as the "head" architect? Will all of the building and layout be in the hands of one person?

     

     

     

    There are some permissions regarding city building. I do not know the specifics.


    Quote:

    Which mechanism will prevent the merging of guilds into superguilds on some servers resulting into that one supersize guild to control half of more of the available number of keeps

     

     

     

    Guilds can only have one keep. If you had two and you merged you would lose one.

     

     


    PvP

     

    Question: anyone know if FFA PVP and rp-pvp is the same thing?

    Athelan: they would be the same as far as server sets, but a pvp server would not have the RP restrictions

    Question: what restrictions?

    Athelan: The RP ruleset or whatever for guidelines regarding conduct

    Question: so you can get attacked anywhere on a rp-pvp server?

    Athelan: Anywhere but hubs, whats the point of having a RP PvP server if you cant choose when you can attack people.

    Question: Hubs = cities?

    Athelan:  yes like Tarantia

    Question: so the servers are the same... but in RP you cant attack each other in cities?

    Athelan: No, its the same on both servers, the differences are in the roleplaying, or lack thereof.

    Question: Which server will be the one where people are only attackable in the Borderlands?

    Athelan: normal servers

    And posted today : http://forums.ageofconan.com/showthread.php?t=42644


    Today, 11:01:53

      #1

    Athelan vbmenu_register("postmenu_1070236", true);

    Developer

     

    Athelan's Avatar

     

    Join Date: Apr 2005

    Location: Lost in BCC Land

     



    default A clarification




    Some people reported that there was a recent statement made at eXperience saying we would not have RP PVP servers but only RP servers.



    As far as myself and Jayde are aware at this time there have been no changes as far as cutting PvP servers, and Gaute and myself (and Jayde and probably many others) all agree that RP does not exist in Conan without PvP.



    So in short as far as we know, we should still be looking forward to RP PvP servers.



    Just so you know PvP and RP PvP servers would be identical as far as code, the difference would the added presence of the RP guidelines that will be composed by Customer Service.

     

     

    Today, 12:22:50   #36

    Athelan vbmenu_register("postmenu_1070529", true);

    Developer

     

    Athelan's Avatar

     

    Join Date: Apr 2005

    Location: Lost in BCC Land

     



    default




    As far as I know the FFA tag was something people applied on their own.



    All PvP servers in Conan are by default "free for all" because we do not impose sides.



    We do not have official plans of special ruleset looting PvP servers yet, as stated before we were looking at ways of working looting in but that is not final nor is where it would be deployed if it came to be.

     



     

    We are playing with the idea to publish the best 10-20 PvP Players of each server on the internet each month, and we are thinking about possibilities to reward them in game as well.



    First of all there are points and you climb up the ladder, but there might be some kind of prestige stuff, it might be that on the road to King Conan’s Palace, statues of the best 20 players of last week will be placed, these will be visit able, so you can click on them and see who was among the best – that’s just an idea, that’s not yet in game, but with such ideas we are playing with at the moment.




    It might be as well a Death Match – in which the best 10 will be brought to the arena at a specific time and will fight each other. The last one standing will get a special item or a special rank, with all these things we are playing a bit, when its clearer you will get an update!

    ~ TARIB ~ Community Manager (German)

    Quote:


    I know many things are still in developement, but could you explain how blood money will function somewhat? It has been advertized as a good substitute for item destruction or looting, but many people don't see how this would work. How blood money will work, especially on PvP servers is crucial to developing a mental picture of what AoC PvP will be like.

     

     

     

     

    It seems blatantly simple to me.



    Blood Money = Coin loot



    What makes Blood Money unique is that it can be controlled separately from the other coin                           in the economy


    Quote:

    Is it possible for guild members to fight each other? ….. it would be fun if we could in a controlled way simulate rebellions in the guild ….or rivalries between groups in the guild ….or individuals as well. Maybe a tool for the guild leaders to build pre-define groups and then PvP enable one group against another. Each group could be like a usergroup on a forum having a moderator that can determine who is allowed into the group.

     

     

     

     

     

    No we won't have usergroups with permissions including if you can fight them inside your own guild etc. We will be looking at ways for you to be able to mess around with PvP however.


    Quote:

    How is friendly fire going to work? If I throw a fireball into the middle of a mixed group of allies and enemies, will it only hurt my enemies, or will I be damaging my friends as well? Will this be any different if its friends and NPCs as opposed to friendly and enemy players?

     

     

     

     

    If they are friendly flagged the npc's will not be effected, if they were neutral they might. There is no friendly fire as it is too exploitable.

     


    Quote:

    You have mentioned previously that it will be overwelming to win a 2:1 fight as a group. However in DAoC there have been a few that have been able to tackle excessive numbers and win ( 8 v 20-40), due to their extreme co-ordination, optimised items, flawless teamwork, and perhaps a few mistakes by the enemy. As a game that will require 'more skill' then DAoC (items were a minimal factor, 90% players optimised their equipment), wouldn't it be quite possible then that 10 legendary players will be able to beat 50 average players?

     

     

     

     

     

     

     

    I would venture to say the primary reasons for their win were co-ordination that allowed dynamic alterations in tactics to exploit mistakes by the enemy, of which these mistakes where their fatal fall. They failed to adapt and were beaten.



    If your opponents don't have tactics, don't co-ordinate, and basically don't know how to play of course you could beat the "impossible" odds especially if you were using the world to your advantage, splitting them up, etc etc. I was saying that in regards to a reasonably even level opponents or at least a competent foe. If you know what you are doing a very small group can be very potent.

     


    Quote:

    I mentioned this on the forum and I'd like your opinion since there are no player limits in seiges. When you die the first time, your respawn is relatively short. When you die the second time, the time is longer. It is even longer if a very short amount of time passed since your last death. Conversely, your spawn timer gets shorter the longer you stay alive and the more people you kill. It punishes people for suicide zerging and rewards people for being good and contributing to their team. After the respawn hits a point, such as 3 minutes, you are sent to hell rather than respawn, effectively removing you from the fight.

     

     

     

     

     

     

    Well.... this is somewhat solved by the fact you have to control something nearby in order to respawn nearby. So a co-ordinated battle wont just have people running back one at a time unless they are stupid :P


    Quote:

    In a faction game the enemy faction is usually coded red, friendly green/blue, and neutrals gray/white, but since this isn't a faction game (or at least the guilds are free to choose which factions they will create) will they have the ability to mark the other guilds they will encounter as enemies, friendlies, neutral to prevent mass confusion in these completely open siege battles? If there won't be floaty guild tags that can be colored then what is the design for keeping some order in who is the enemy and who is the foe before anyone is attacked?

     

     

     

     

     

    Possibly

     


    Quote:

    Does the sponsor at King Conan's court have any real impact on the battles in the Border Kingdoms? Will he give out quests? rewards? penalties? Or is it mostly just a construct as an entry into the Border Kingdoms and nothing more?

     

     

     

     

    It is tied to the storyline in the Border Kingdoms, as to mechanical effects of said relationship, we shall see.

     


    Quote:

    This question is about your recent quote "I ditched the declaration of siege system." If Sieges are now a kind of free-for-all, with defenders holding it against all commers, and all attackers competting for the prize... Can Ally guilds shared ownership of a keep? Otherwise, I can't see much incentive for alliances in a siege.

     

     

     

     

    The problem is that it felt very artificial to have an open PvP area and then make it not open PvP during a siege. Yes it is possible for people to gang up, guilds cannot share ownership of a keep, but guilds can merge together to form stronger guilds capable of holding keeps. Since a guild can only hold one keep if an alliance is capable of taking them separately they are better off doing that anyway.


    Quote:

    It has been said that all players will have the ability to push away others to prevent groups of players to block of parts narrow places in the terrain. In a meating of two players, who will push away the other player? Will tanks be able to push away enemies to defend teammembers?

     

     

     

     

    Hubs is wear squishy collision will be. In PvP you will need to use things like knockback to literally shove them out of your way.


    Quote:

    One of your previous answers acknowledged that more than 2:1 odds in pvp is usually overwhelming. Since I usually pvp solo or in a small group of 2 or 3 is it possible to prevent my small group from being overrun by a group of say 10 in a pvp area? For example I am solo and run across a group of 4-6 players, instead of all 6 attacking me and killing me in 2 seconds, could they not attack unless 1 or 2 of them disbanded from the group? If there were 2 in group then 4 could disband etc etc. Conversely, If I attack someone in a group of 6, a second one of the 6 could disband and assist the person i attack but the other 4 would be locked out until the first fight is over. This would provide a much more challenging pvp encounter than losing to greater numbers or winning because of greater numbers(booooring) all the time.

     

     

     

     

     

     

     

    That is terribly contrived and I am against it. I understand your wanting to even the playing field when faced with a larger group but having people be locked out is just silly. If you want to take on a larger group then find ways of splitting them up into defeatable bite sized pieces.

     


    Quote:

    One of your answers says "here is no exclusion for participating in a siege". Does this mean there will be no limits to the number of people allowed in a siege? And if there are no limits to the number of players, will that lead to massive zergfests ala shadowbane?

     

     

     

     

    Using the term Siege, or Massive PvP and then the term "instance" or "population cap" seems wrong to me. So the answer is yes, I do not want to limit the number of people artificially. The problems with Shadowbane I had as a player were not from the number of people but the unplayability of the game with that number of people and the lack of collision etc which made "stacking" the uber tactic in many situations. So it's more about how we are able to handle the lots of players in the area rather than locking them out.


    Quote:

    What is the survivability-rate of a 100 man max-leveled balanced(in classes) player group vs an equal force, healing implemented? 30 sec, 1 hour, or something in between? So to speak, how important and life stretching would healing be in this battle?

     

     

     

     

    If we are talking time frame for the whole group? Are we talking about individual deaths? Focus fire? etc I would imagine that 100 vs 100 would be a pretty epic fight that would take some time to resolve the battle.


    Quote:

    Will group PvP in AoC be skill-based enough that a leet group of 5 could beat a not-so-good group of 7 or 8? Or will having more people determine the outcome of the battles?

     

     

     

    That's hard to say until everything comes together, however it is my belief that a co-ordinated group of 5 could easily take out a not so good group of 7-8-9 maybe even 10. My experience has been that in PvP voice communication and Organization and tactics make huge leaps in combat effectiveness unless facing more than 2 to 1 odds at which point the numbers sort of become overwhelming.



  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    Technical Aspects

     **Age of Conan is currently optimised for Dual Core processors and Quad Core optimisation is in process.**

     

     


    Quote:

    You mentioned that the layout for combat controls had been changed from the numpad to the Q, E, and numkeys above those. That would seem a bit counter-productive to me speaking of being able to move(w/s/a/d) and pull off combat moves since you'd have to move your hands. Can we still re-bind them back to the numpad and if so will it work fine as far as the camera view, etc goes?

     

     

     

     

     

    You can bind the keys however you like but moving with the keys and using numpad makes it so you can no longer mouse look which is why we moved it. Its far better feeling just using q,1,2,3,e with the other hand on the mouse for me.

     


    Quote:

    Have you taken a look into the SDKs for Teamspeak and Ventrilo and seen if there are things you can do that can ease the management for both guilds and pickup style use of 3rd party applications like TS and Vent?

     

     

     

     

    I am kind of torn on this, because 1) People usually prefer to use their own solution 2) Not everyone likes to use voice 3) I hate voice solutions in public areas (See Kids on like Xbox Live) 4) There is no point in doing your own solution unless it matches the features of the 3rd party apps 5) then you have to support the voice stuff also.


    Quote:

    What prevents you from changing the 8 available combos on the quickbars while in combat? Is it not possible to do combos that are not on the quickbars?

     

     

     

    You can do this if you like, it won't break game-play.


    Quote:

    Will it be possible to bind keys to camera positions, to see who is behind you without turning the character?

     

     

    Not that I am aware of.

     


    Quote:

    How will the combat system work with the 360 controller for windows. Will there be any advantages or disadvantages to using it?

     

     

     

    I would not say there would be an advantage or disadvantage, it is more preference.

     


    Quote:

    Is there the remotest possibility FunCom would consider an Oceanic Server (just in time not in location) for all of the night Owls and Oceanic people out there?

     

     

     

    I don't know where all we will have servers.

     


    Quote:

    How confident are you that AoC's game engine is capable of handling many characters on screen at once as an example, not to mention some game engine flaws such as "sliding" that were present in Anarchy Online (apparently) considering the game engine is an advancement from that game? How would you convince a pessimist with negative views about AoC's game engine otherwise?

     

     

     

     

    I am not really sure how to impress people with the engine, I just know personally that I find the world amazing, and the characters keep getting cooler. Some things like sliding happen in various situations in any game especially online, and with over 2000 animations on the character the complexity is way up there. We have had loads of people on screen before and it wasn't really an issue.


    Quote:

    Will there be an in-game interface for linking groups to a raid? If so, what is the player limit for a raid? Also are friendly buffs/auras designed for group, raid, or friendly vicinity? Thanks.

     

     

     

    Most buffs are for your group. There are a few friendly in area spells. There is an in game raid interface GUI and system. We can change the limits but right now we want to keep them in the 20-30 range maximum.


    Quote:

    Is Funcom working with Creative to ensure the Vista drivers for the X-fi actually provide decent sound? (unlike the current Vista drivers)

     

     

     

    I have no idea, that’s an audio coder question


     

    Quote:

    Any plans (that you can talk about!) to use Games for Windows - Live functionality?

     

     

     

    I don't know. I would not be surprised? It could be cool, but beyond that just being my opinion its not something I have dealt with.


    Quote:

    Following up your response of "It really depends on how bad your lag is. A little bit of latency does not effect the game much. Even with the more action approach to combat you need pretty serious lag to really make a big difference." How will oceanic players fair? (200-500+latency) Even wow which isn't point and shoot, aim and swing, you can greatly notice the latency. This leads to will you consider oceanic servers? If so will these be in release? If not will oceanic players be able to transfer characters to them (for a fee?) Basically how will you handle oceanic players?

     

     

     

     

     

     

     

    I think I already answered this when I said I don't know if we will have Oceanic servers or where all there will be servers hosted.

     


    Quote:

    Will there be a function that will automatically log you off the game if you fall to sleep on the keyboard ? Checking if you press down alot of keys at once over a period of time ?

     

     

     

    I don't know could be a coder ninja did this already


    Quote:

    will the keyboard controls in AOC be along the lines of traditional keyboard setups in other games?

     

     

    We will support different base set-ups.



    "FPS" "WoW" etc so people can find something comfortable to them to start with and then start customising.


    Quote:

    You mentioned during PvP voice communication makes huge leaps in combat effectiveness. Are there any plans to implement voicechat into AoC (like at a party level), or will be forced to use 3rd party programs? How will voicechat be handled for XBOX players?

     

     

     

    Xbox Live has chat built into it, so that is no problem. Personally, I do not advocate making a in game chat system because unless you can provide all the features of ventrilo or teamspeak people are not going to utilise it anyway. People who want to use voicechat will go to the trouble of setting up whichever one their group will use, and a lot of people don’t want to use voice even if it is an advantage.


    Quote:

    Will there be a FFA PvP Server?

     

     

    We want to have FFA PvP servers and I have designed around supporting them. (They are currently in!)


    Quote:

    How much do you think any lag-issues will effect the combat in Age of Conan? Will the people with more powerfull/fluent connections have an advantage or have you found some way to balance that out?

     

     

     

    If you use the appropriate settings you should be fine for framerate, connection wise unless you have a terrible connection I don't think it would be a big problem either.


    Quote:

    Will lag have a huge impact on pvp

     

     

    It really depends on how bad your lag is. A little bit of latency does not effect the game much. Even with the more action approach to combat you need pretty serious lag to really make a big difference.

     


    Quote:

    When AoC comes out for the XBox, will the XBox players be playing with PC players?

     

     

    This involves a lot of variables and is something we cannot say one way or the other yet.


    Quote:

    Any plans to support the G15 LCD (eg stat screen, compass etc)?

     

     

    A lot of us in the office are G15 users both at home and work, so I would not be surprised if we do something with it, as to what I do not know.



  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    *Updated 2/11/07*

    Character development in detail:

    One of the most enjoyable aspects of role-playing games is the chance you get to define your character in a variety of ways. While everyone starts out more or less the same, hours of combat and adventure will shape who you are and determine what you can do. In the end you will have a character that simply feels like it is yours.

    Age of Conan: Hyborian Adventures is very much a traditional role-playing game in the sense of you developing your character by gaining experience points and rising in levels. As you progress you’ll advance your character in a number of ways, such as:

    • Attributes: Your basic attributes, such as strength and intelligence, increases automatically as you gain new levels to further advance your character.
    • Skills: Every character has a basic set of skills such as perception, climbing and hiding, and you can distribute points into these every time you gain a level.
    • Feats: By gaining levels you get points that you can invest in a multitude of feats that gives your character new capabilities or that improve existing ones.
    • Abilities: Gaining a new level may also grant you new combos for melee fighting, new stances that alter your combat style, as well as new spells.



    (Above: A defensive stance on the left, attacking stance on the right.)

    Simply put, you gain experience while playing – either by killing enemies or by completing quests – and by gaining experience you will also gain levels. There are eighty levels in Age of Conan, and progressing through them is they key to making your character more potent and to unlock a vast array of different feats and abilities.

    Attributes

    Native to all characters in Age of Conan is the attributes. Everyone has them and they will affect your character in multiple ways, such as determining how much health and how much mana you have. The basic attributes – strength, dexterity, constitution, wisdom and intelligence – are automatically raised for you as you level up.

    Here are some of the attributes available in Age of Conan.

    • Strength: Gives you a damage bonus for melee attacks, and also increases the attack rating for certain specific weapon types.
    • Dexterity: Gives a bonus to defense rating and increases attack rating for daggers and ranged weapons.
    • Constitution: Provides you with health and stamina.
    • Intelligence: Provides you with mana and increases the magic rating for mages.
    • Wisdom: Provides you with mana and increases magic rating for priests.

    Of course, you might also encounter items in the world of Hyboria that can strengthen your attributes. Surely any adventurer would brave the deepest depths of the Black Ring Citadel in search for the sword that grants its bearer a stronger arm? Or how about that magical ring guarded by the demons within the Sanctum of the Burning Souls that will expand your wisdom and grant you intelligence beyond your mortal boundaries?

    Skills

    All characters have a set of basic skills applied to their characters. These include, but are not limited to perception, bandaging, renew mana, casting concentration, hiding, climbing and taunt. Whenever you gain a new level you get a small amount of points that you can distribute freely between these different skills. They do not increase through use.

    Below are some of the skills available in Age of Conan.

    • Perception: How well you observe the environment around you, for instance noticing hidden enemies or possibly even traps.
    • Bandaging: Allows you to quickly heal when you’re not in combat.
    • Renew mana: Similar to bandaging, but this affects your mana pool.
    • Casting concentration: Determines how prone you are to having your spell cancelled when casting. For instance, being attacked causes distraction.
    • Hiding: In the world of Hyboria everybody can hide a little, making you difficult to spot. Not everyone is equally as good at it, though!
    • Climbing: Determines the difficulty of objects you can climb.
    • Taunt: The higher your skill is in taunting, the greater chance you have in increasing the hate value of your attack. Perfect for tank characters.

    Some skills are based on so-called clickable abilities, meaning they must be activated by clicking on an icon on your hotbar. This includes, for instance, the perception skill. This skill will always work in the background and notify you about certain things such as hidden enemies. But if you get a message saying you’re detecting something, you have to use the clickable ability to try and reveal the hidden enemies. Others are passive skills, such as the taunt skill or the casting concentration skill.

    You will notice that you do not improve weapon skills. Your class determines what weapons you can use, and you do not have to improve any skills to hit any harder.

    “While skills are less character-altering than feats, they are still an important part of character development,” says game designer Andre Griffin. “For example most spell-using classes will want to invest heavily in the Casting concentration skill to avoid interruptions as much as possible, while player-versus-player players will want to invest in the Perception skill so you are less likely to be ambushed.”

    Feats

    At the core of the character development system in Age of Conan are the feats. This allows you to use points gained when leveling up to give your character new capabilities and more existing ones more potent. It can be compared to the talents system found in other games, usually being a tree-shaped system to display the various talents.

    Every character has three feat trees and they can be viewed at any time by clicking the appropriate icon in your interface. There is one general tree specific to your archetype (Soldier, Mage, Priest or Rogue) and two trees specific to your class.

    As an example, the Dark Templar has access to the general Soldier feat tree in addition to his class specific feat trees called Depravity – focusing on combo-oriented feats – and Desecration which focuses on spell-oriented feats. The feats are designed to improve his combos and his spells, as well as to grant him new abilities. Feat trees all have different names for the different classes, such as the Juggernaut and Tempest trees of the Guardian class and the Brute and Carnage trees of the Conqueror class.


    (Above: Dark Templar Depravity feat tree, note that everything here is work-in-progress.)

    One example on a new ability the Dark Templar receives through the feat system is the Dread Shadow that lies at the far end of his Depravity feat tree. Using this will summon a shadow companion that will rise from below and fight for him.

    Here are some examples on a few other feats available in Age of Conan:

    • Ravenous Eater: this Dark Templar feat gives you a large damage increase whenever you use your life tap combos (thus making them more potent).
    • Overcome the Odds: this Conqueror feat raises his invulnerability ratings based on how many enemies he’s fighting, making him stronger if he’s ganged up on.
    • Nature’s Revenge: this Bear Shaman feat allows all their melee attacks to have a chance of triggering a counter and when that counter goes all the way up to ten, all friendly targets around the Bear Shaman will receive a heal.
    • No Escape: this Barbarian feat allows them to throw their weapon at a target, causing a large amount of damage, but it will also disarm the Barbarian.
    • Fortify: this Guardian feat increases the weight of all your team members causing them to resist knock-back effects. Another feat will improve this feat and cause a counter knock-back attack on all enemies that attack the team members.
    • Impish Horde: this Demonologist feat kills your current pet and then summons four to eight small imps that goes berserk and wreak total havoc.

    “Our feat trees aren't being designed to define the character or character roles as much as they are there to help you customize your character somewhat and enhance elements you already have,” says game designer Evan Michaels. “We don’t want to punish you for making the choices that you want. We don’t want to make it so that you feel like you are less effective because you trained a certain series of feats.”    

    There are also different feats in the game that will be trained automatically as you gain new levels, specifically the feats that determine what weapons and armor you can use. You also have crafting specific feats, but these are trained by performing crafting quests that will take you from novice to master in your chosen professions.

    Abilities

    Last, but certainly not least you will find the combos, the spells and the stances that you will acquire through leveling. As you gain new levels you will be able to find shopkeepers who sell spell scrolls, and some might even be found through adventuring. The stances and combos, however, will be automatically granted to you as you level up.

    • Combos: These are melee combat techniques that you receive as you level up. You perform combos during fights by executing a series of different swings with your weapon, resulting in a fascinating animation and a bigger damage output. It can also lead to other effects, such as stunning your opponent.
    • Spells: It wouldn’t quite be a fantasy role-playing game without it (though Age of Conan is very much a low-fantasy game where magic is terrible and dangerous), and by purchasing spell scrolls or finding them in your adventures you will be able to acquire new spells that you can cast. They are not automatically trained.
    • Stances: To make combat even more interesting we added the stance system which allows you to go into a certain position when fighting. Attacking stances might allow you to do more damage but will also lead to you taking more damage. Then again, a defense stance might work the other way around.



    (Above: a Barbarian's combo bar.)

    Combos and spells can increase in effectiveness, for instance by investing in certain feats. For instance, the Glowing Embers feat for the Demonologist will make the Flamestrike spell do more damage, while the Boiling Blood feat for the Barbarian will make all his Berserk combos do even more devastating damage than usual.

    “We are putting a tremendous amount of effort into making character development in Age of Conan something you can really sink your teeth into,” says game designers Griffin and Michaels. “We want to give you a lot of different ways to play the game and we want to make sure character development feels easy to understand.”

    ……..

    This will be a continually evolving post, hope it was some use for people new to the forums and a source for those who want to know more.

    ……..

     

     

    Want to know more?

     



    Developer Quote Search (search left side with key words): www.bymitra.com

    wiki  - http://aoc.wikia.com/wiki/Main_Page

    Official Site Archetype & Class List: http://community.ageofconan.com/conan/frontend/static/classlist/

    Lore: The Lore Section

    More to see:  AoC Official Media Section



  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    *UPDATED MARCH 5th 2008*

    RECENT MEDIA COVERAGE

     

    28.02.08Video interview with Jason Stone on TTH

    26.02.08COMPILED COVERAGE FROM GDC 2008 #2

    25.02.08Video interview with Gaute Godager on TTH

    22.02.08Video interview with Erling Ellingsen on TTH

    19.02.08GDC 2008 preview on Jeuxvideo.fr (French)

    19.02.08GDC 2008 preview on Jeuxvideo.com (French)

    19.02.08GDC 2008 interview on Gamekult (French)

    19.02.08GDC 2008 preview on Gamekult (French)

    16.02.08COMPILED COVERAGE FROM GDC 2008 #1

    15.02.08Video interview of Gaute Godager on GameSpot

    13.02.08Class interview #7: The Bear Shaman on TTH

    05.02.08Voted “Most Anticipated of 2008” on JeuxOnline

    05.02.08Class interview #6: The Ranger on TTH

    24.01.07Hands-on preview article on Multiplayer (Italy)

    14.01.07Age of Conan report from CES07 on IGN

    14.01.07Age of Conan report from CES07 on Joystiq

    14.01.07Age of Conan report from CES07 on Gamespy

    14.01.07Age of Conan report from CES07 on Massively

    14.01.07Age of Conan report from CES07 on Voodoo Extreme

    11.01.07Hands-on preview article on PC Games (Germany)

    09.01.07Hands-on preview article on PC Action (Germany)

    08.01.07Hands-on preview article on Mpogd

    08.01.07Hands-on preview article on ShackNews

    08.01.07Hands-on preview article on Voodoo Extreme

    08.01.07Hands-on preview article on Fragzone (Sweden)

    08.01.07Hands-on preview article on PZ Zone/CVG (UK)

    08.01.07Hands-on preview article on Eurogamer (UK)

    08.01.07Hands-on preview article VideoGamer (UK)

    08.01.07Hands-on preview article on JeuxVideo (France)

    08.01.07Hands-on preview article on JeuxVideoPC.com (France)

    08.01.07Hands-on preview article on 3DJuegos (Spain)

    08.01.07Hands-on preview article on Vandal (Spain)

    08.01.07Hands-on preview article on Meristation (Spain)

    08.01.07Hands-on preview article on Onlinewelten (Germany)

    08.01.07Hands-on preview article on Gamona (Germany)

    08.01.07Hands-on preview article on GamesWelt (Germany)

    08.01.07Hands-on preview article on Eurogamer (Germany)

    17.12.07Hands-on preview article on Gamona (Germany)

    17.12.07Hands-on preview article on WarCry

    17.12.07Preview videos available on GameTrailers

    17.12.07Hands-on preview article on GameSpy

    17.12.07Hands-on preview article on GameSpot

    17.12.07Hands-on preview article on IGN

    17.12.07Hands-on preview article on Mmorpg.com

    17.12.07Hands-on preview article on Curse Gaming

    17.12.07Hands-on preview article on Allakhazam

    13.12.07Interview with Erling Ellingsen on Mondes Persistants

    10.12.07Mitra's Method: The Year That Was

    10.12.07Assassin class preview on TenTonhammer

    04.12.07 Interview with Erling Ellingsen on GamingEye 

    27.11.07Interview with Erling Ellingsen on ITPro (Norwegian)

    27.11.07Video developer diary #4 on GameSpot

    26.11.07Feature interview on the Conqueror class

    23.11.07Editorial on WarCry

    13.11.07Hyborian story #1 on GameStar (English & German)

    13.11.07Interview with Erling Ellingsen on GameStar (German)

    12.11.07Interview with Jørgen Tharaldsen on QJ

    12.11.07Feature interview on the Guardian class

    12.11.07Editorial on WarCry

    07.11.07Interview at IGN with Gaute Godager (part 2)

    02.11.07Interview at IGN with Gaute Godager (part 1)

    29.10.07Jørgen Tharaldsen speaks on the Dark Templar class

    29.10.07Jason Stone speaks to Überguilds Radio

    26.10.07Mitra's Method on WarCry

    17.10.07Age of Conan featured on GIGA TV (German)

    17.10.07Erling Ellingsen presents the game in Tromsø (German)

    16.10.07Age of Conan in USA Today

    15.10.07All new Age of Conan screenshots

    09.10.07German CGI video available (German)

    25.09.07Interview with Erling Ellingsen (French)

    24.09.07Interview with Jørgen Tharaldsen

    24.09.07Interview with Jørgen Tharaldsen

    17.09.07Interview with Jason Stone

    10.09.07GC preview on DemoNews (German)

    06.09.07GC preview on Onlinewelten (German)

    06.09.07GC preview on ComputerBild (German)

    06.09.07GC preview on MMORPG Planet (German)

    03.08.07GC preview on EuroGamer

    30.08.07GC preview on JeuxOnline (French)

    27.08.07GC Preview on Mondespersistants (French)

    27.08.07GC preview on TenTonHammer

    27.08.07GC video interview with Erling and Jørgen

    25.08.07GC preview on MMORPG

    25.08.07GC preview on Allvatar

    25.08.07GC preview on 4Gamers.net (Japanese)

    25.08.07GC preview on PCGames (German)

    25.08.07GC preview on GameStar (German)

    24.08.07GC preview on Meristation (Spanish)

    24.08.07GC preview on Vadejocs (Spanish)

    24.08.07GC preview on InGame (German)

    24.08.07GC video interview with Erling Ellingsen

    24.08.07GC preview on Krawall (German)

    24.08.07GC preview on YouGamers

    24.08.07GC preview on Curse Gaming

    24.08.07GC preview on IGN

    23.08.07GC preview on Gameswelt (Swiss)

    22.08.07GC preview on Buffed (German)

    22.08.07GC preview on Exp (German)

    20.08.07GC preview on Vandal (Spanish)

    18.08.07E3 preview on GameVortex

    18.07.07E3 preview on Grrlgamer

    18.07.07E3 preview on 1UP

    18.07.07E3 preview on GameTactics

    18.07.07E3 preview on Joystiq

    18.07.07E3 preview on GamersInfo

    18.07.07E3 preview on WarCry

    18.07.07E3 preview on MPOGD

    18.07.07E3 preview on Team Xbox

    18.07.07E3 preview on WorthPlaying

    18.07.07E3 preview on GameZone

    18.07.07E3 preview on Voodoo Extreme

    18.07.07E3 preview on TenTonHammer

    18.07.07E3 preview on MMORPG.com

    17.07.07YouGamers reporting from EDF

    17.07.07TVG hands-on preview

    16.07.07Interview with Erling Ellingsen

    16.07.07E3 preview on Gaming Today

    16.07.07GamesRadar hands-on preview

    15.07.07Interview with Erling Ellingsen

    13.07.07E3 preview on RPGFan

    13.07.07E3 preview on Destructoid

    13.07.07E3 preview on Gamespot

    13.07.07E3 preview on Kotaku

    13.07.07E3 preview on The Escapist

    13.07.07E3 preview on RPGamer

    10.07.07EuroGamer hands-on preview

    RECENT FRIDAY UPDATES

     

    22.02.08Website content updates

    15.02.08What’s up with beta (Redux)?

    08.02.08Screenshots and Collector's Edition info!

    25.01.08Community Event Q&A #1

    18.01.08New official website launched!

    11.01.08Screenshots and Collector's Edition info!

    21.12.07And the winner is!  - ME! lol sorry!

    14.12.07New music available

    07.12.07New trailer available

    28.11.07New video developer diary 

    23.11.07Updates, updates, updates

    16.11.07Postcards from Beta #2

    09.11.07Making Keaira

    26.10.07Postcards from beta #1: Silly hats only

    19.10.07The women of Hyboria

    12.10.07Server and beta update

    05.10.07Interview with Elliot Kingdon

    21.09.07Community Q&A #2

    14.09.07The drinking cape

    07.09.07Tales from DragonCon

    31.08.07Community Q&A #1

    21.08.07Live from Leipzig

     

    AGE OF CONAN FAN SITES:

     


    EN Conan Chronicles

    EN Temple of Crom

    EN World of Conan

    EN Bymitra.com

    EN Age of Conan Blog

    EN Opinionator Games AoC

    EN Hyborians

    EN Wiki AoC

    EN Age of Conan Role-players

    EN Age of Conan MMOz

    EN Age of Conan Wiki



    FR Hyborian Codex

    FR Age of Conan - FR

    FR JeuxOnline

    FR AoC Mondes Persistants

    FR Luna Atra

    FR Hyboria Info

    FR AoC-Fan

    DE Gamona

    DE Onlinewelten

    DE AoCSzene

    DE MMOZone

    DE Ingame

    DE AoC Wikian

    DE AoC Blog

    DE AoC Radio



    IT Age of Conan @ alterego

    IT Lo Scriba Stygiano



    NO The Covenant of Mor'Di

    NO AoC Vanaheim

    NO AoC-Norge.no



    RU aocfinland.net

    RU ageofconan.ru

    ES Spanish Age of Conan



    ...and counting!



    You can also check out the many Guild websites here



  • CathalaodeCathalaode Member Posts: 281

    Oh, my, god...

    I'm never going to need to look anything about this game up, ever again.

     

    You win, Avery, you win.

  • DrevnarDrevnar Member Posts: 48

    You should make a PDF out of this and link it for download.

    Rising Arms.
    {{ Site | Forums | ">Recruitment }}
    Rethaul, Dark Templar and squad leader of Scions of War
    image

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

     *UPDATED* APR 21ST 2008

    One of the BEST pre-game communites around...

    Age of Conan GUILDS

    Listed from AoC Wiki : http://aoc.wikia.com/wiki/Category:Guilds

    Yours not submitted then just post here and I'll add it :) Once we get a guild section on these forums I'll re post over.

    ALL ORANGE LINKS TAKE YOU TO A GUILD DESCRIPTION AND FURTHER DETAILS AT AoC WIKIA ;)


     

    A

    B

    C

    D

    E

    G

    G cont.

    H

    I

    J

    K

    L

    M

    N

    O

    P

    R

    S

    S cont.

    T

    U

    V

    W

    X

    The Guild Hall itself can be found on the official forums here: http://forums.ageofconan.com/forumdisplay.php?f=17

    Please see this thread too on official forums: http://forums.ageofconan.com/showthread.php?t=20097

    Short breakdown of those that have submitted what type of server playing on so far in this thread (more to come - lots more!): http://forums.ageofconan.com/showthread.php?t=43247

    Links in Red writing.

    Regular Guilds



    US

    Brotherhood of the Sacred Shadows - PVE, US server, Light RP and is optional.

    Cerca Trova - PvE, regular US server. RP is completely optional, and will not be forced

    Knights of Darkness - Regular guild on a US PvE server, focused on PvP and PvE.

    Legion - PVE Guild - US PVE Server - Mature, Dedicated Raid Guild Focused on PVE Progression

    Receipt Upon Death - Mature Regular guild on a US PvE server,Primary on PvE and PvP.

    The Darkest Hour - Regular server. NA server.

    The Free City of Lochlainn - Regular server. Two cities, on both EU and NA server.

    The Old Timers Guild - Regular, US Server, 25+ years old persons only



    EU

    Anarchía - PvP/PvE Guild - EU Regular server - currently recruiting everyone

    eu-tribe.net - A group forming an EU medicore tribe on a regular server to provide a theme for light Rpers and a group with ambitious aims.

    SolidLine - A Regular European Guild for friendly, mature people.

    Svart Lotus - EU, Standard Server. Primarily PvE and raiding, but also PvP raiding and sieging. GMT +1

    The Black Knights - we are called The Black Knights and Eu based guild that are mercenaries.

    The Free City of Lochlainn - Regular server. Two cities, on both EU and NA server.

    TrueBlood - EU Social guild aiming towards fun both in PvE and PvP, will play on normal server most likley.





    RP Guilds



    Hour Of The Gods - RP Guild, US Server (But Accepting All). A Stygian only guild, focused heavily on RP.







    PvP Guilds



    US

    Addiction - High end pvp and raiding. US PVP.

    Axis - AXIS US PvP Guild: LF Hardcore PvP'rs!

    Clan of the Mandrill - US PVP Server-PVP & Raid Team-Community & Camaraderie-avg age approx 28

    Diva - small guild for carefully chosen players only (pr0's)

    The Disciples - PvP. Raiding oriented guild w/ moderate pvp. North America Only.

    Empyreans - The Empyreans are a group of dedicated players who will strive to be the best.

    Krypteia - The Guild of Guilds: Play with your Clan, Bleed for your Brothers, and Conquer with Krypteia! North American PvP server

    Lords of the Dead - Lords of the Dead- 13 years of Hardcore PvP success, US Server.

    Oblivion Gaming - US PvP Guilds as a FFA Guild Powered by Live Gaming Engine ©2007 OblivionGaming.com

    Population Control U.S PVP

    Red Cell - US PVP-Gaming guild with roots from AC

    Rising Arms - Straight FFA PvP. No RP what-so-ever.

    The Divine Messengers - PvP server.

    The Exodus Syndicate - 90 daily active members, 130 weekly. One guild, one goal: Domination

    The Fremen Knights - US - FFA PvP - Fighting the Good Fight Since 1999

    The Professionals, since 1999, FFA PvP.

    Varangian Guard - PvP Guild, US Server. We will be enabling our European members to play with us.

    Veritas Equitas U.S., a mature guild that strives in both PvE and PvP. Preference: PvP Server



    EU

    Anathema - Hardcore raiding both PvE and PvP (min 6 times a week). Maturity, respect, dedication and loyalty are ideals we live by

    Epsilon Team - FFA PvP - European

    Immortal Few - PVP server, we are a guild which focus on teamwork and we aim for around 80 members

    Legio X Invicta - EU/PvP. We´re an Italian guild with 60 members at the moment.

    Nidvardir - EU/PvP

    RusCorp - PvP/EU server. ~150-200 members. The best PvP clan in Russia. (PVE when it's necessary)

    The Soap Salesmen - PvP-server, Europe. Finnish PvP- and PvE-oriented guild with a superb attitude and a wicked sense of humour.

    Vindication - PvP/PvE Guild - EU PvP server - serious raiding/PvP - currently recruiting







    RP-PvP Guilds



    US

    Acolytes - NA Server, RPVP, RP Name Required, 17+ Age Requirement, Any ingame Race allowed, Multi mmo Guild.

    Black Lotus - RPVP, NA server RP optional, accepting all nationalities.

    Cult of The Serpent RP/PvP Server. RP/PvP, PvE Guild. Mature Stygian Based Guild.

    Grey Order - NA (EU welcomed) friendly/serious RP guild joining RP-PvP server, based in Aquilonia (all races), RP required (beginners welcomed).

    The Guardians- RP PVP US server

    Hand of Set - A Stygian only guild on the RP-PVP server

    Hope's Antagonists is a specialist Cimmerian rogues guild mainly in the US focusing on the RP/PVP server type.

    Imperium - RPvP server located in the US, Light or Situational RP.

    Redemption is a RP-PVP guild based in the US.

    Ronins of Crom - A RP-PvP Clan LF Cimmerians.....We are currently accepting Blood Pledges

    Sanguiphoria - RP-PvP (RP-guild that will join an RP-PvP server)RP Optional

    Silver Wolf Clan - RP-PVP Guild. US Based. Our focus is group oriented for the best overall game experience.

    Spawn of Akivasha - RP-PvP (US). Fun, easy-going RP guild (Vampire theme), all races/classes welcome.

    The Murder Herd - MurderHerd is US-based, Serious PVP-RPers with a not so serious additude.

    The Snowhawk Clan - A Cimmerian-only, lore-centric guild for the North American RP-PVP server type.

    Varangian Order - Light RP focus with great PVP players in our guild already. In-depth guild ranks/awards system and fun play styles.

    The Venarii - Aquilonian Only Rp-PvP guild US Server, EST. RP Required - beginners & veterans.

    Virakar - Lore based PvP Guild, North American Server. While mostly NA there are several European and Asian members.



    EU

    Dark Desires: RP-PvP guild, European server. Adult players, female characters only, hardcore roleplaying pleasure workers of all kinds.

    Defiance - RP/PvP, underground rebellion, encourages roleplay, solid Guild structure (check Guild Charter.)

    Sons of Camulus - (SoC) RP-PvP European Only Guild, Strong PvE/PvP Focus & RP.

    The Free Companions - RP-PvP/EU. Mercenary guild. Light roleplaying.

    Titans of Hyboria - EU guild. Member of Hyborian Coalition. New guild and actively recruiting.



  • DameonkDameonk Member UncommonPosts: 1,914

    "If they are friendly flagged the npc's will not be effected, if they were neutral they might. There is no friendly fire as it is too exploitable."

    That quote disturbed me a bit.  Maybe you can answer my question Avery.  If there is no friendly fire in the game (it was also mentioned in a video) then how is PvP going to work?

    And thanks for the great post!

    "There is as yet insufficient data for a meaningful answer."

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    Originally posted by Dameonk


    "If they are friendly flagged the npc's will not be effected, if they were neutral they might. There is no friendly fire as it is too exploitable."
    That quote disturbed me a bit.  Maybe you can answer my question Avery.  If there is no friendly fire in the game (it was also mentioned in a video) then how is PvP going to work?
    And thanks for the great post!

    Hi,

    I think its in this video (mmorpg.com's) http://www.mmorpg.com/gamelist.cfm?GAMEID=191&SETVIEW=videos&VIDEOID=1098&bhcp=1

    Where they explain it a little, from what I gathered, it would be too hard to put in friendly fire with regards to Siege fighting. Explosions caused by say a trebuchet might affect so many people that the computations would not be feasible in an mmo of this nature. Having to calculate trajectory, damage out put and then calculate all of that including debris would be too difficult in real time, on such a scale. Besides, when I think about it a bit further I'm not sure if I would like it, say in a siege the opposition bombards your "keep" gates and everytime you go to get them you get creamed for "insta kill" via siege weapon - it would be best to keep things flowing imo.

    This could quite be possible in a single player rpg but I've never heard of it on the scale proposed (150 people potentially)

    I don't think its too big a deal that friendly fire in general PvP wont be in, I've been playing Guild Wars since release and I know my team mates wouldn't like it if I dropped an AoE spell on a foe they were fighting if it would effect them. It would make big nuke spells like that not worth it, when sometimes they can be the most fun =)  Same with ranging and general casting, because the system is directional and not "Auto Attack" my spells and arrows would have to be mightly accurate. Seems just too much trouble to me.

    Hope this helped!



  • DameonkDameonk Member UncommonPosts: 1,914

    Thanks for the quick response, Avery. 

    But it didn't really answer my question.  Let me rephrase it.

    Lets say we are on an RP PvP server.  Characters A and B are adventuring together.  Characters X and Y attack us, while we are fighting character Z comes along to help us.

    Now, the way I'm understanding it, there is no friendly fire.  So that means that I can not hit someone in my own group, but I can hit anyone else on a FFA (or RP) PvP server (correct me if I am wrong) with an AOE attack.  So character A, who is a Barbarian, swings at characters X and Y but accidentally hits character Z as well.

    I'm just looking for clarification on if that is how it's going to work.

    Now for a larger example.

    During a Siege battle there are 10 groups of players attacking and 10 groups defending.  What makes it so I can only attack the defending players and not accidentally attack the attacking players?

    This is the part that is confusing me.  Without friendly fire, it seems like you either would not be able to attack ANY other players, or ALL other players. 

    I just don't understand what distinguishes friend from foe, especially with the mercenaries.

    "There is as yet insufficient data for a meaningful answer."

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    Originally posted by Dameonk


    Thanks for the quick response, Avery. 
    But it didn't really answer my question.  Let me rephrase it.
    Lets say we are on an RP PvP server.  Characters A and B are adventuring together.  Characters X and Y attack us, while we are fighting character Z comes along to help us.
    Now, the way I'm understanding it, there is no friendly fire.  So that means that I can not hit someone in my own group, but I can hit anyone else on a FFA (or RP) PvP server (correct me if I am wrong) with an AOE attack.  So character A, who is a Barbarian, swings at characters X and Y but accidentally hits character Z as well.
    I'm just looking for clarification on if that is how it's going to work.
    Now for a larger example.
    During a Siege battle there are 10 groups of players attacking and 10 groups defending.  What makes it so I can only attack the defending players and not accidentally attack the attacking players?
    This is the part that is confusing me.  Without friendly fire, it seems like you either would not be able to attack ANY other players, or ALL other players. 
    I just don't understand what distinguishes friend from foe, especially with the mercenaries.
    Im afraid I am not sure either in your first query. Sorry. I am personally under the impression they should be "partied" with you to eliminate said friendly fire. How it would work in a situation like that im unsure. Nevertheless a good point to bring up!

    I think in a full on Siege there would be the two opposing groups inclusive of merc's would be aligned with each side from the get go. Or if Merc's are requested they can only do damage to the opposing side if they came late into the battle (I think there is an option for that) So the Mercs would be tied into either the attacking side (the side who plants the "war tent") and aligned with the defending occupyers of the fort / battlekeep, so no confusion with the "main" sides. With others though, the Border Lands are supposed to be Open PvP, so if your solo then I guess your solo, if your in a group/party of however many people your protected from all other party members in a friendly fire situation/scenario I guess. Say if there are a group of 10 people waiting in the foiliage during a fight if they want to help out at some point on one particular side I guess it would be as simple as sending a tell / invite to join that side. This is all considering the limitation of players and the overall ruleset which have still to be detiremined.

    Thats how I see it so far lol



  • DameonkDameonk Member UncommonPosts: 1,914

    I'm hoping that's the way it's going to work too.  :)

    "There is as yet insufficient data for a meaningful answer."

  • CathalaodeCathalaode Member Posts: 281

    Yes, Avery is quite the quick responder. It's my theory that he watches the these forums like a hawk 24/7 just waiting for the word AoC to come up, to provide helpful tips.

  • Enforcer71Enforcer71 Member UncommonPosts: 780

    hmm I wonder what game Avery is looking forward too. LOL.. I must say you sure do keep up with anything to do with this game. Very nice post!!

    Out of every 100 men, 10 should not be there,
    80 are nothing but targets, 9 are the real fighters.
    Ah, but one, ONE of them is a warrior,
    and he will bring the others home.
    -Heraclitus 500BC

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    Compilation of Wexx's Unofficial AoC Surveys can be found here:

    http://forums.ageofconan.com/showthread.php?t=41561

     

    Interesting read and shows what members of the official community are like in relation to their preferences and ideas for AoC.



  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    Updated Front Page


    State of the Game: February 2008

    Posted: - 12.02.2008



    I know that all of you are anxious to learn more about what's up with Age of Conan, especially after our recent announcement.

    I know that all of you are anxious to learn more about what's up with Age of Conan, especially after our recent announcement. I will use this opportunity to try to, in a rather detailed manner, go through the very essence of the game – what we have accomplished, what we have changed, where we stand, and also touch on the great future ahead.

    As all of you know we are deep in Beta at the moment, and so far way more than ten thousand people have been invited. Naturally not all people are playing all the time (reminder from me: check your email;), but we have some really awesome testers, hacking away at our systems and design. As you all also know we have been in various stages of beta for a long time, but it's over the last months we have really been able to get the feedback we need.

    Let me take side-step here to tell you a bit how we look at various aspects of the game. You probably don’t know this, there are more than 500 or so code-features that we have in the game. Each of these features are tracked with a status description defined by QA, beta testers, the core team etc. They also have a level of importance. We do this for all the content as well, every region/zone, monster, mesh and item. We do this to try to make sure nothing slips through the cracks – that everything gets enough testing, polish and rework. We, as most developers, call each round of creation, testing and polish “iterations”. The higher the iteration count, the better the result.

    Most of the content and most of the features have been deployed to the beta, or are waiting for deployment in QA. Let me give you an example on some things we have a special focus on right now. Things like core hands-on combat (iteration nine now), items and quest rewards (iteration 3), feat system (was redesigned after last delay. It is now in a new iteration and feels truly awesome), PvP mini-games (iteration three, soon going live on Beta, with more areas on the way) and GUI (iteration 5, 3, 2 or one depending on the area) are all things we have a special eye on.

    Some places in our development things are coming slowly to the beta version, in other places it is blindingly fast. As an example; when the new rendering engine was patched to beta recently, the engine we had on the beta was almost three months old. On other stuff we patch it out almost instantly, and what it all boils down to is quality and iteration. Is it good enough to test yet, are we happy about it? That is why we have features in the beta which can only be triggered by GM commands (like building a battle keep). The entire foundation and code is there though– it just needs cleanup before it is enabled. Through the rest of February and March (and beyond) we will implement what we have, make it available to test, and then polish, and polish. Once we move towards our initial March deadline we will then focus harder on shifting to a launch mind-set, but still continue the polish as we move towards May 20th. Seeing from my side of things, and seeing that I can play or peek at ALL parts of the game, I therefore actually feel very good these days. It’s busy, for sure, but what we have coming for you is something special.

    So then; what about the cuts you might have heard about after the community event? First of all; we wanted to tell our community sites this first as they are so important to us. That some cuts had to come is a natural part of creating an MMO, and I will tell you why. As you all know it is my responsibility as a Game Director to guide the vision, tinkering at every little part of the game to make the WHOLE much better than each of the parts. That means that my job is not only about creating but also about changing stuff, or cutting them – or as in the case of classes pool them up. At the end of the day someone has to say «this was a much better idea on paper than in the game. Let us focus on what is there – for the good of the whole game.» I do this all the time, through the whole development cycle. I do this on hundreds of things you have never heard about. I do this with regret more often than not, but I always know it is the right thing to do. With more than 500 features, tons of content and endless combinations of features and content to balance - each and every one a building block in the great MMO world of Hyboria, it must be done. 

    For each and every single one it is my job to go in and say «go go go», or, «cut», or «this must change». I don't do alone of course, thousands of beta testers, the Funcom team and our close partners are also part of this. For let's face it. When we announced Conan in 2005 we had to go out with a feature list. We had to communicate what our game was about. When announcing a feature list we also made a promise to you! And our promises are very, very important to us as a company as well as to me as a person. When it comes down to the essence of this promise to you it is however clear that the most important is the one about giving you a good game as a whole when played, not as a list of features on a piece of paper or in a message on a board. I wish I had the fantastic ability to communicate an idea, a vision, an feeling – not as a list of features in mere words ,p Sadly, it is not possible. List of features are what the players expect and will get. I will go through the list of features changed or cut compared to what it sounded like three years ago. And, honestly, these cuts DO actually make our game better, I know you might not want to see this from my point of view, but it’s true.

    Global Forced Player Formations – This is a fantastic idea on paper, and we have even demoed it live. At E3 we had fifty people in a formation. The player formations were implemented and tested, we even have tools to set up positions and add their effects. The problem was, it never excited people to lose control over their characters. Having your character move when someone else moves sort of undermines the idea of a game don’t you think? The coordination of a voluntary formation was just too much for most players, especially with the collision system we have. It simply wasn’t fun! It has now melted down to location based effects only for some classes. (Stand in line with a Conqueror when he is running his formation, and you will have a great deal of resistance vs knockbacks for instance…)

    Two more classes merged – The Lich into the Necromancer and the Stormcaller and Scion of Set merged into the Tempest of Set. I use the word merge here instead of cut, as we have not really cut what those classes could do. We have rather taken the best of what they had, to make our other classes even more unique. At the end of the day we chose «unique, varied, fun, solid». Remember that unbalanced classes are the number one topic of all released MMOs, or where you know EXACTLY what a class must do in the end-game. When it comes to our classes it has been more important for us to look at the whole instead of each single piece.

    Prestige Classes - It was a great idea those many years ago before we got into the depth of our character progression, but as we moved deeper and deeper into development and our internal alpha testing we found that the prestige classes were not giving the experience they were supposed to. In fact, the prestige classes were doing the opposite of what we wanted them to do when they got into the mix. It didn't give more variety or more solid character progression, it rather cornered the player. We wanted character progression to be about choice, and not about running down a small corridor to a given end. The end result was something people weren’t used to and upset them too much. 

    Going to hell as a result of screwing up your spell-weaving - Hmmm, two crucial magicians wiped from a raid test sort of left us asking if this idea was even good on paper ;p I rest my case.

    That was our cuts, and you might not ever see these things either. It’s not a lot, and it won’t make the game any lesser. In fact, most of our ideas and announced features have proven to be sound, well performing features, and the ones who haven’t been was better off left out.

    That is not to say that everything stays the same as it was originally intended, seldom anything do, it only means that we have found that the vision was working as intended, and gone with that. This means that Age of Conan keeps on having a feature list which is groundbreaking for the launch of any MMO. I mean, the siege PvP is still in (and you will have an awesome time with it as you come to the end-game), mounted combat is still in (and it works, he he, I know some didn't believe we could pull that one of ;p), our great hands-on combat system is still in, PvP progression is still in, our raid dungeons are still in, player-made cities are still in (and they will still be in the resource and building regions) tradeskills are still in, thousands of items and great rewards are still in, all of our dungeons are still in (and they look and play great), all of our cities are still in, Conan is still in the game, Tarantia noble district is still there, our destiny quests are still there, our thousands of general quests are still there, our amazing landscapes are still there (and working great with the updated engine;), our 7.1 audio technology is still in (and what an audio landscape!), the dynamic camps are still there, the AI is still there, the hundreds of emotes are still there (yes, you can sit of course – even on chairs – just wait and see ;p), the ability to solo to level 80 is still in (but it won't be trivial), the feat tree is still in (and getting better all the time!), great solo game play in the beginning is thriving, you can behead, dismember, gut and gawk at the sexiest females in the MMO universe…

    ...phew.

    When we gave you our feature list it was not an empty marketing promise to merely grab your attention, but our serious effort of telling you what we were trying to accomplish. We told you about our vision for the game. The vision has not changed at all! The true Conan experience awaits. 

    So what about the open beta then, when can you get to play? We will continue to invite more and more people to our general beta and our tech events all the way up to the end of April. If that number goes up to 35000 I wouldn't be very surprised at all, perhaps even more. With these numbers we are able to test all we need to test – and to control the logistics of a simultaneous US and European launch in 4 languages! And then in May, well, we will soon tell you ;p!

    So what about the times ahead then? In one of the first postings I did several years ago I talked about what I think we have a proud tradition of doing in Funcom – have a dialogue with our players. We ask, you tell - we listen, you ask, we tell - you listen. In the post launch road this is what we will have the highest focus on – dialogue. An MMO is a joint venture.

    The first months will only be about instantly (or as fast as possible) deal with “issues”. After that, we shall have more foci: expansion packs, live content updates and working on an Xbox 360 version. Before launch I plan to commit on a roadmap for all content that we at that time want to add, change or investigate. I am not sure I will communicate this entire plan, but some of it will come as another statement, and will include loose dates with a solid order. I plan to make some of these features and areas actually come in the order as decided by a poll. We shall see what the future brings!

    I have told the dev-team quite often – “I have never worked on a better team”. I can now say to you, “I have never worked on a game of which I have been more proud”. The other day the Combat and Control team and I visited a level 37ish “outdoor dungeon” called the “Sanctum of the Burning Souls”. It is a group instance. We were sweating through the dungeons barely managing to stay alive as the Guardian lost aggro because a Barbarian did too much dps or the Tempest of Set went out of mana and couldn’t keep his heals up - and I thought to myself: “I am playing a real, deep, fun and truly engaging MMO here, but with approaches and action like no other online game before!»

    The great house of Hyboria has been erected, and we are now doing the final interior work. The red (blood stained;) carpet is ready to be rolled out . Soon!  And I just know you will love most all of what we have ready for you. I know this now.

     

    Yours truly

    Gaute



  • vaelynvaelyn Member Posts: 18

    wow splendid

    Nice work compiling all this.

     

     

  • SmackrSmackr Member Posts: 56

    Good information^^ I'm booking this thread

    ..............

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