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All Posts by Athelan - 138 found

6/18/07 11:18 AM
Viewed 18293, Replies 275

Originally posted by Beanpuie
Sorry for chasing you down to the ends of the earth and back but seems i cant wait for beta to have my questions answered, so here goes.

These questions are about combat.


1. In the video interview of relation of combat, it was mention that some references of combat have been taken from game(s) such as Soul Caliber,  that said,  does that anything to do with any tactics when it comes to spacing, movement, timing and positioning while in battle? more or less,  will they have a important part in this new form of combat that will soon be introduced to us through beta and future videos? ( truth be told I'm doubtful of the idea of  8-way movement to have any form of  use in , or an appearance AOC)

I answered this before but it disappeared.
We can never hope to compete with a fighting game directly like Soul Calibur but the game has been inspired by and we have used it for examples. We have movement in combat to move to the side and with the cone targeting this does work to your advantage. If you double tap a direction in combat youll make a quick leap in that direction allowing you to change positions rapidly or strafe more slowly.

2. When it comes to combos, if some one executed a highly key combination combo- it wouldn't be the case of  "end all" or "biggest chain combo wins" situation, would it? if not, are they're any measures that will make high hitting combos to have flaws or disadvantages to them to make them to be used more wisely and not spammed?

Youll want to chain combos based on their effects, and make best use of your stamina and cooldowns. the longest combo's will take longer to activate and thus a smaller faster one could be an advantage if it say had a knockdown or status effect. Combo's in Conan are triggered by A->B->C= becomes A swing B swing C is replaced by the special move.

3.  Another in reference of other games in combat system,  even if it sounds silly please bear with me....   any combo breakers will be placed in the game?  ( i.e. Killer Instinct) 

You cannot break someone elses combo but you can avoid it or the blows that are leading up to the combo

last question and then ill keep quiet until beta i promise.

4.  Any chance off the top of your head you can list  of defenses while in melee, the only two ..or maybe one sticking out of my mind is  AC armor class and percentage of chance?  is there such thing as environmental defense bonuses?

We have loads of defensive stats, defense rating, evasion chance, reactive chance, invulnerability ratings vs types of damage individually for both magic and melee etc. Ontop of that we have the ability for players to customize their defense on the fly to up their coverage of one area while leaving another more open to attack.

thank you for your time, I will be eagerly waiting for the results of the AOC beta

6/18/07 11:12 AM
Viewed 18293, Replies 275

Archery has changed a few times in the way it will work based on gameplay testing and feedback, it is no longer in parrot cam persay so youll have to wait and see :)

Im not sure of what options we have for post character customization customization.

Mounts we arent sure how much you will be able to customize your mount versus  having different options of appearances.

Pets, we have avoided social pets in general but we do have a robust pet/follower system

AI is extremely expensive so we have cut back on the idea of having lots of hired NPC's we will see if we open this up again after launch

Swimming is in but has not been shown yet

6/18/07 10:58 AM
Viewed 18293, Replies 275

The reason we say 2008 is because we need to focus on getting the game out the door before we spend a lot of time figuring out how many changes or alterations need to be made for taking the game to 360

6/18/07 10:57 AM
Viewed 18293, Replies 275

I expect we will be able to use any pay method Anarchy Online does, and beyond that I don't know. I think I heard gamecards discussed before but billing is sort of removed from design sorry.


My post from this weekend was gone also.

an 8600 card should be fine, I just dont know the details on the video memory for them and how it performs versus a card with more but lower ship speed.

6/18/07 10:46 AM
Viewed 463, Replies 12

Originally posted by Lord.Bachus

If i understand correctly, then a big enough guild can start building a borderkeep/town/place in the borderlands.

 

 

So how big are these borderlands ?

is there place enough for every new guild to build their own keep?

Is there only one instance /server of these borderlands?

Can i build my castle/keep anywhere in these borderlands ?

 

I am hoping for a fixed number of plots, and huge PvP battles in the borderlands between guilds...and there will allways be more guilds then keeps...so there will allways be battles.  So i am hoping for a PvE server with PvP in the borderlands, aka DAoC realmwars.

Border Kingdoms is a fairly large area. The ob jectives and their locations are pre planned and limited. There are only a few pre placed keep locations.

Player villages are something every guild can have in a resource and building playfield. Battlekeeps will be an achievement that has to be fought for.

There will be as little instancing of the Border Kingdoms as possible as it is important to the feeling of war, conflict, and "reality"

6/18/07 10:44 AM
Viewed 445, Replies 12

No classes are getting teleport spells etc. Primary player controlled transportation is by mount. Some long distance travel methods are necessary due to the spread out nature of the world.

6/18/07 10:43 AM
Viewed 1382, Replies 26

Originally posted by Baikal
Originally posted by Noskills00
Also, you will only have to do the single player aspect with your first character.  So, let's say I get my main character to level 20, and I want to role an alt.  I can skip the single player part with the alt since I already did it with my main character. 

At least that's how the devs said the system would work since I last checked.  I guess things could have changed.


I could be wrong, but I think you should check again.

If you roll a barbarian (rogue archtype) and you decide to roll another of the same archtype, you wont have to do Tortage again, if you do a different archtype, you'll have to do Tortage.

One time per Archtype I believe.

This is what I remember being worked on but I do not know the exact details of what happens when you skip

6/18/07 10:41 AM
Viewed 1382, Replies 26

Originally posted by Lord.Bachus

If i read correct then the first 25 levels are solo play. AS a true RP fan, i think its a waste that you first have to wayt 25 levels before you can start building a community of friends in your new favourite game.

Since i have a hard time playing any single person RPG's since i entered the worlds of Norath late 1998, i really miss the options to roleplay and chat with others and to make friends in a sigle player game.

But if Conan wants to attract players like me, it should have options for players to meet ingame before they reach level 25..... Maybe they could create player hubs, like those found in guildwars, where players can meet inbetween adventures and talk with friends or form guilds...Maybe they could even add some groupinstancess that start from such a hub.

This would truely lighten up the first 25 levels for me. And i hope that most others here would be happy with such a system too.

 

 

 

 

We wanted you to have a strong story background setting off your characters path through the game. The singleplayer portion of the game has always been online and always been more about storytelling and empowerment than isolation. The singleplayer portion of the game is not really singleplayer and last until level 20 now. You will only be completely alone for around the first hour or less until you make it to the city of Tortage. Once inside you can choose between Daytime Tortage which is multiplayer and has side quests and dungeons or Nighttime Tortage where you take on your singleplayer destiny quests.

note: you can solo to Level 80, but this first part is designed around being solo

6/15/07 9:11 PM
Viewed 18293, Replies 275

I remember the Winterfell storylines yes.

The combat in Conan is not designed around twitch, its designed around control, having the strategic and tactical elements that by mastering gives you an advantage.

If only I could make something like that to put on my Age of Conan race car in Forza :)

6/15/07 7:18 PM
Viewed 18293, Replies 275

I didn't think you were trying to start something, it seemed like you just wondered how close release dates on multiple titles impact eachother.

There are some armor options which cover very little for the "I want to bare my Torso" types :)

6/15/07 3:35 PM
Viewed 18293, Replies 275

I'll have to play them all when I get the chance but I know Ill want to be some sort of evil bastard. From what I have seen so far the Squig herder could be cool, but I love orcs. In 40k they are my favorite too. My fantasy battles Army was Ogre Kingdoms tho so I wish they were there :) then id be a Butcher (Ogre shaman). I am just not entirely sure what the big differences will be between the meatshield, and duel wielding crazy melee orc will be yet or which I will enjoy more until I get a chance to play.

As long as I get to say cool things like "FOR GORK AND MORK" and "dakka dakka dakka" (guess thats for shooting guns tho =/)
I just love their theme, fight because fighting is fun, fighting makes you stronger, and if orc logic says it works this way than it does.

6/15/07 3:22 PM
Viewed 18293, Replies 275

No :P you've gotten enough out of me for now Ice

6/15/07 3:16 PM
Viewed 18293, Replies 275

Originally posted by Saabat
Hey man,

I am only up to page 10 so far :D but I wanted to ask my question (assuming you are still checking these)

In the video's the helms/hats/headgear-in-general look too big or out of proportion... I guess my question is do you guys think the same thing? It kind of bugs me a bit.

Thanks for stopping by.
Part of that is a resizing issue because some of the helmets were modeled for an old head which had different dimensions, and had to fit over hair rather than culling. So yes we have been going through and fixing the buckethead look in many cases :)

I upped the post per page to 30 helps a lot :)

6/15/07 3:14 PM
Viewed 18293, Replies 275

Originally posted by logangregor

 


Originally posted by Athelan

Originally posted by defenestrate
Hey Jason welcome to the forums.

Now my question;

With all of the hype that's being spread around about WAR, what do you think about the whole situation. 2 MAJOR titles being released less than a year apart from eachother. Will their be alot of conflict or do you think that neither one of the games will be affected by having such close release dates?

Thanks and welcome to the community!


I don't think youll find a launch window where you won't have competition nearby anymore. Loads more games being made and loads of those games seem to be MMO's. WAR I expect to do well but Mythic openly admits that they are trying to do what they do best which is take proven  ideas and spin them, in this case taking the premise and general feel of World of Warcraft into a more PvP theme oriented environment. They have done a good job with Dark Ages of Camelot and I expect them to continue to do so.

 


You had to go there with the World of Warcraft comment didnt you.

When you were given the green light to answer questions, were you also told to stir debate and controversy with your closest rival and competitor?


Although I am no fan of your game, I am surprised to see you as a representative of your company stoop so low.


I am sorry I didn't think I was stooping. My point is one of merely that I expect both games to do well. I personally don't see any negative connotations on taking WoW and improving on it, its success speaks for itself as far as proven ideas. The mythic guys took EQ and made DaoC and it stands on its own and has been a testament to their ability. And if you think you can go anywhere or talk about anything in this industry without someone asking you the WoW question you are sorely mistaken. Just because some people are bored of the game or don't like it doesn't make it a swear word. I'm totally playing WAR as soon as I can why people outside the industry seem to think all of us designers hate one another and want to rip on other projects is beyond me. The only reason I do all this is because I love games and want to make good ones and play good ones. Its in general more common for you as someone in the industry to actually be waiting more in anticipation for someone elses game. Why? Because you will get that feeling of exploration you can't get from something you created.

I look forward to general beta when I can actually invite my friends in the industry to play my game and when I get a chance to play theirs.

If you reread my original answer to the question it is nothing negative except for you reading in your own negative connotations to the WoW reference, I was merely talking about how I don't see them as competitors because I see them as very different games.

6/15/07 3:06 PM
Viewed 18293, Replies 275

No you won't Neanderthal if you only play parts of the game youll never be the same as someone who has played more of it. It's not going to be forced on you, and we arent going to design the game to force people to participate in raids but there is no way you can guarantee people the ability to see/do/experience everything equally on their own.

You can't have a city without a guild.

You can't capture a battlekeep without a guild.

You need a team to kill a boss in a dungeon.

You can't participate in a raid by yourself.

I'm not intending to attack or belittle you, I am stating that you are odd because you are very demanding while missing the point that I am indeed giving you answers.

Your hatred of raiding could be likened to someone who hated PvP. Because we put PvP in Conan and we spent time on it and there are PvP forms of progression by the same token of your logic we are out to screw over the non PvP gamer, and I certainly don't see it like that. The fact we support PvP, crafting, guild cities, raids, quests, dungeons, magic you name it, there is probably someone out there who wants nothing to do with that part of the game and in their own way each of those is a form of progression. Everything is not for everyone, and part of the beauty of playing MMO's in my opinion is the fact that there are those differences for different types of gamers who still exist in the same world together, just like there are many diverse types of peoples and cultures in the real world.

There you have it in a nutshell.

6/15/07 2:04 PM
Viewed 18293, Replies 275

Originally posted by IcePROject

Yesterday , my guild and I were wondering about BK stuff so here are some questions :

Is mammoth mountable? (we know they are only for siege but don't realy know how they gonna work)

How does siege engine work? do we build them on place? or we have to move them to where we want to? can we keep them after the fight is over? Only architect can build them?

Can a guild have as many "small" objective as they want (such as towers,mines...)?

How hard is it to take down a battlekeep? I'm giving you multiple choice here
A. Easy
B. Normal
C. Hard
D. Will change during Beta (that one I hate the most)

 

I think that's it... for now

 

I'd think the difficulty of taking anything in PvP is going to depend on how hard its being defended.

Guilds can have as many small objectives as they want.

Mammoths are mountable

Wait and see ;p when it comes to siege.

Im not really sure what you are asking me about SWG and Conan

6/15/07 1:04 PM
Viewed 18293, Replies 275

feats is really too complicated to give a robust explanation of.

we have not decided exactly how we are going to treat the normal player cities on pvp servers

I cannot tell you why Gaute said what he said. There no limit to us only having two types of servers as far as I know. Gaute is just keen to push the fact we are having roleplaying pvp servers. Just because he only mentioned the two in the interview I don't think is cause to worry. Given that PvP servers and Roleplaying PvP servers would be identical except for the presence of some sort of additional agreement or conduct rules there is no technical limitation for it.

If he said "only" which I doubt then it could be he has made a decision I am not aware of. We had already intended to have normal and PvP servers and then I talked to Gaute and Customer Service about Roleplaying servers, and we decided that rather than have normal,pvp, roleplay, pvproleplay that roleplay in and of itself belonged in a pvp environment. The types and numbers of servers we have is far from finalized and i would not be concerned.

6/15/07 11:45 AM
Viewed 18293, Replies 275

Originally posted by b0rderline99
In all the videos we see people riding, walking, and battling in an open area or pathway.  Are we even allowed to walk off the path and explore what lies beyond the lush green?
Definately. Its just hard to portray that in a video.

6/15/07 10:44 AM
Viewed 18293, Replies 275

Originally posted by severius
Ok let me see if I have this right as far as gear and the like is concerned.

Very early on on the official forums there was a post made that stated something to the effect that player skill was going to be paramount.  The example was that a player 10 levels below another player but with far greater skill could take on and defeat the higher leveled character.  This seemingly has changed as it is starting to sound like you are falling into the rut of other games where gear is the single most important thing.  Even more troubling, at least for myself is that the items wont be coming from skilled crafters but from drops; either through extended painful boring quests or through even more mind numbing boring raids.

The reason I feel this way is simple:  For a decade now developers and designers have failed miserably in offering quests and content beyond kill and fed ex quests.  There may be a little twist here and there, maybe some better camouflage but it still boils down to talk to person, person is hungry, person tasks you with going to kill 50 pigs for 10 pig feet.  Or person is a fat lazy bastage so they want you to go find the sword they were supposed to get for someone else and deliver it for them.  Raids are a cop out.  Developers and designers, more and more recently it seems, feel that their creative wells have run dry so instead of adding meaningful things for people to do in game have decided that we the players should sit there and repeat the same content dozens upon dozens of times.  It doesn't serve to make the player more skilled but is instead a time sink where players have to fight moronic drop rates in order to get the flaming sword of uberness. 

If I am wrong please correct me. 
Like I said. Part of the reasons why I can't make promises when it comes to quest etc content is I work along with Jayde and a few others with the Balance/Gameplay oriented strike team. The content teams are structured in strike teams based on 20 level ranges and consist of artists, world builders, gameplay designers, scripters, quest designers etc. It is impossible for me to know exactly what has been done in every part of the game.

I know there are some cool quests that I have seen, I know that they want to do some cool stuff.

I don't think raids have anything to do with creative wells running dry. You want content to be re-usable simply from a cost effective standpoint. Quests as they are non repeatable are extremely time inefficient. Spend weeks working on a quest that takes a player 4-5 hours to do max and they can only do it once. Until content generation of complex quests and such becomes cheaper through better tools and the like its going to be very hard to expect you wont ever run out of new things to do.

Player skill is very important in Conan, we have taken our basic hands on action combat and added onion like layers to it so a true master of the game will be able to overcome great challenges.

I don't think anyone has ever argued that the repeatable end game content in addition to raids is there to improve player skill. If it improves skills its only those of listening to directions and group organization. PvP improves player skill far more in my opinion. Repeatable content is about giving people stuff to do so they dont get bored. Then again its been very rare that I have seen quests in any MMO that made me a better player.

Let me make one thing very clear, and I am pretty sure this can be backed up by the searchable dev posts like www.bymitra.com

The only reason why items, and raiding have been discussed at all by us has been in threads defaming and worrying about it and us trying to defend the fact we think items can have meaning, and raids can exist without removing player skill and destroying the game for other players. And it is our job as designers to be able to make that happen. But no matter how many times we say the same things it just opens another 10-20-30 page thread about the same thing, or 5 of them. Neither Jayde or myself the two most vocally active devs ever started threads to announce anything about items or raids.

As far as I can recall, we also have ever used "we will have all the uber raids" or "come get epics" as even marketing points we represent the game on.

And to be frank im so tired of this issue I dont really want to rehash it, I came over here so I could help clarify questions for the community here knowing that some information has been hard to come by. I did not come over here to have to re-discuss all the huge debates that have been on the official forums. If you want to know the context of those please go over there and look it up as this has been discussed ad nauseam

6/15/07 10:25 AM
Viewed 18293, Replies 275

Originally posted by Tibu
I have question... well maybe not a question but a concern. Why did the devs feel a need to copy the class system that was originally implemented in EQ2?

This is the one thing that I really disliked about EQ2. And in fact it seems I wasn't alone since they did away with it in the latest expansion. The whole pick archetype, level up, pick specialization, level up, pick further specialization, has been tried and it has generally failed. If you come to the realization that maybe the specialization you picked isn't what you thought it would be, then you just lost a whole lotta time and effort as generally, no way is given to be able to revert the choice. Whereas if you simply have specific classes from the get go, you usually have a pretty good idea if you like the class or not in a couple of levels.

 And I admit that my concern may be unfounded as I don't have access to the game and perhaps I will change my mind once I get my hands on the game. But anyway... there you go.
Unlike EQ2 Tho, this choice is a part of the destiny quest of your characters storyline of rediscovery. We used to have archetype, general class, specialized class, but now its just archetype, class.

We have discussed letting you choose our class right in character creation and when the quest gets to where you choose reminding you of the choice you already made or letting you change.

The classes themselves are quite different and since the class merges I don't think youll have a problem with being confused as to which way you want to go. Although so many classes are cool I have a hard time deciding... hmm Guardian with polearm, Necromancer, or Bear Shaman

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