| MMORPG.com: | First off, Tim, tell us a little about yourself. How did you end up being the dev behind the player versus player aspect of Age of Conan, and how long have you held the position? Also what are some contributions to the game you have made so far that players would be familiar with? |
| Tim Donks: | I am from the Netherlands and have been working for Funcom, here in Norway, for about a year and a half now. My main responsibility is the PvP in Age of Conan, and I do this as part of the live team. During the last 12 years, I have played all sorts of MMO titles. It started with Ultima Online, followed by EverQuest for quite some years - some slight detours to Anarchy Online, PlanetSide, and Dark Age of Camelot. Eventually, I ended up in World of Warcraft and Age of Conan. I actually enjoy PvP in quite a few different games; this can be in MMO games, but also in First Person Shooters, such as the Battlefield series. I was actually following the development of Age of Conan as a fan, before I was hired by Funcom as an AI designer. When I started here at Funcom, I was put on the dynamics team. The primary responsibilities of this team involved resource gathering, tradeskills, player cities, and Massive PvP. Slowly, during the months after launch, my responsibilities shifted to a point where I was in charge of the minigames and eventually the rest of the PvP systems. Because of my previous responsibilities, most of the changes that the players are familiar with affected the sieges. An example of this is the introduction of the PvP resources. Other things that I contributed to was the reintroduction of resurrection point selection for PvP deaths, various changes done to the guards so that they are less disruptive, and the changes done to the PvP minigames. I ended up in the position late last year and hope to keep it for quite some time, as PvP is definitely one of the most interesting systems in Age of Conan! |
| MMORPG.com: | To some, PvP is the highest selling point in Age of Conan, while to others the ganking and griefing that its open PvP system allows is a major turn off. In response, Funcom released the murder points system into open world PvP along with PvP levels that unlock special rewards for players who actively seek out "fair" fights that offer more PvP exp. This system has been given mixed reviews by the PvP community. What are your thoughts on it and do you think this system was/is successful, simply a step in the right direction or will it need to undergo changes the likes of the PvE changes seen in patch 1.05? |
| Tim Donks: | I would love to say that the PvP in Age of Conan is perfect, but honestly, no game is perfect. PvP has come a long way in our game since the launch, but there still is room for improvement. There were some issues during the introduction of the consequence system; there are still are some issues left with it to this day, but it is much better than it used it be during the introduction. It should be harder to accidentally gain murder points than it was when the system was introduced. The system does what it is supposed to do: discourage unwanted behavior, but not totally prevent it. Some players enjoy the thrills of getting hunted down, even if it is being done by higher players. We will keep observing how this system works and make tweaks based on player feedback. The PvP advancement system, on the other hand, still has some issues; while it gave players some much needed advancement options, it also encouraged antisocial behavior. It is currently much more beneficial to jump and kill someone that is low on health than it is to help this person. There are also quite a few threads from players complaining about the effort required to get to PvP level 5. This, combined with the fact that it was easier to level at lower levels than it is at higher levels, leaves room for improvement. We might be able to improve the system and make it more fun for everyone. Having a system that allowed players to progress in PvP, on the other hand, was a big step in the right direction, and we should improve and build on top of this. Ideally, I would like to change this system, so that it is harder for players to stage arranged fights and level up quickly that way. This might be something that we should focus on in the future: make the progression come from the PvP minigames and PvP-related quests and objectives. |
| MMORPG.com: | PvP mini games are some of the most fun you can have in Age of Conan, but stacked to the sky pre-made teams, limited selection of maps, and a sometimes small pool of players can end the experience before it begins. Anything in the works to help smooth this over, such as a non-pre-made mode, more maps, or cross-server games? |
| Tim Donks: | We are continuously making improvements to the minigames. The latest additions are adjusting the level brackets for the improvements made to the Totem Torrent minigame, adding a PvP XP reward for participating in the minigames, and lately it has been tweaks to Capture the Skull to make the game more team oriented. We have also indentified an issue with classes not properly getting distributed between the teams in the queue. This fix will be part of one of the upcoming 1.05.x patches and should prevent problems like one of the teams having three healers while the other team has none. In the future, we will keep making changes to the minigames so they will be more fun and accessible to everyone. Players enjoy them, and they have a lot of potential to be even better. |
| MMORPG.com: | There have been a lot of suggestions on the forums that would help add variety to everyday PvP - a few of my favorites are: Arenas that allow you to duel guild members or an actual dueling system where the player is not killed at the end of the fight along with open zones with PvP objectives and daily PvP objectives. Your thoughts on these suggestions and any plans to implement something similar too them? |
| Tim Donks: | I greatly enjoy reading player feedback on this subject. We have a very dedicated fanbase that hopes their feedback will make a difference. I do read a lot of these threads, and some of them do provide inspiration for coming up with new game systems and mechanics. I highly encourage the players to keep providing us with this valuable feedback, even though at times they might feel their feedback gets ignored, because there is no official Funcom reply to the thread; it simply takes far less time to read posts than it takes to go over all of them and write a reply. I am guilty of this myself, although it is not always due to time constraints, but simply getting totally caught up implementing new content. One of the interesting things that I have witnessed while playing on the live servers was players using the Caravanserai in Khopshef Province as an area to do player-organized tournaments. When I observed players announcing these tournaments in the chat channels, I went to Khopshef take a look for myself. It was actually a lot of fun to see the fights, and there were quite a few spectators. Unfortunately, every once in a while, one of the players would get killed by the guards. This made me decide we needed to adjust the guard patrols in the area. A few days after this tournament, I spend a few minutes after work adjusting the patrols of these guards to make sure they will not disrupt these tournaments in the future. The funny thing about this was when it was mentioned in the patch notes, some players were complaining about Funcom wasting time on useless changes like this, instead of fixing the big issues. This was just a quick and easy change to make some players happy. I think we should encourage this behavior, as it results in positive interaction between players. As with any idea, it ultimately boils down to prioritizing what we like to add to the game first, and it does mean prioritizing that over other stuff. Currently, our focus is on improving the minigames and adding new, meaningful content to the Border Kingdoms. Hopefully, in the future, we can implement some of the ideas mentioned, as well as providing more ways for players to run their own events, as both of these appeal to different types of players. It is up to us to cater to as many different types of players as possible. |
Great interview with a lot good informations XD I think AoC is the one of the greatest improvement on market today with a lot of potential. Funcom hardly work every day and it can be seen. Recommend to anyone XD
Good questions and answers. Nice to see Didek come and talk more openly.
He has a good working reputation with the test sever crowd.
Great ideas, now just get them into the game ;)
And i know this is brought up everytime AoC's pvp is discussed, but the siege lag/performance is still far from good enough.
There's so many things with AoC that i think is almost there, but not quite.
Should of thought about this long time ago before 95% of the playerbase cancled , Sadly the game has awesome graphics but a bottleneck PvE system that drove everyone away, Content was promised at a certain time but never given and PvP balance was way out of wack, no communication to the players killed the game and I don't ever plan on playing again..Sorry Funcom hope you learned your lesson
WE WANT ASSASSIN REVAMP!
I just want to say that I think they learned a lesson one that can be seen in the replies from the interview. Content was late coming but did come in many area's, many, many pages of patch notes attest to balance. The whole question of balance is always going to be an ongoing one, just like in every other mmorpg I play, some years later in some I still get the massive overhaul patch notes. As for communication this what we have here is something that especially from Didek has been coming out forthwith (and a lot on his own time) for well over a year now, but especially since the start of the year.
Sure things were not perfect in the past, and sometimes right now there is not as much transparency as I would like but things are much, much better, I can only speak from experience myself, but I'm sure it goes for a few too.
I agree with Evolution8. I thought this game had been closed. Can I get my money back ;)
It's coming! Next class focus! :)
Funcom games come out very rough on the edges and slowly get better. Look at AO, once they got all the bugs out finally it was a decent game. I think you will find that with Conan eventually. The game is certainly much better today.
I think people like evolution8 were hurt by the initial lies of launch, but don't bad mouth Funcom, they have shown dedication to their games and deserve a chance to make good on there promises. I want to know if there is Directx 10 progress being made.
GODD WORK FUNCOM! Your efforts are appreciated.
It's coming! Next class focus! :)
Awesome!!
PvP is a lot of fun in AOC. Overall i think classes or probably as balanced as any game I've played. I like the mini games when I can get in without being in some pug vs premade.
Larger minis would be fun.
Sieges are the biggest disappointment in the game for me. Disappointing because after a year + of playing I've only been able to get into like two. My choice is to either live without Sieges or join one of the 2 or 3 zerg guilds which are full of asshats.
PVP is not my thing personally, I could live without anything other than the minigames, but it is good to see an indepth and frank interview. Maybe a little narrow in focus and I can't say I agree with all his opinions, but like I said I am not a real PVP fan so that is probably not strange :p
It's coming! Next class focus! :)
oh thanks Famine ! by mitra!
this pain will end!
please revamp us with care and love!
a few month ago ive won a 30 day free account to AoC from mmorpg.com (ty btw for that), ive gotten my pom to lvl 75 at those 30 days. the gfx was amzing,( i have a dull sli 9600 gt so no prolem on my machine side), and i have to say this game have some nice features into it. the newbie island was prob the beast part ni the game, very nice feeling around. i found the whole daily quests bit boring, but its an easy way to gain xp i guess. as for pvp,( i was on tyrany server) i found the game a bit lacking, what i mean is this. l love pvp, played gw over 4 years and counting for the single reason that u can log on and pvp whenever i want. in AoC the mini games most of the time were empty, or ive got a pug team vs. a guilds group. as for my worst time, mostly it was the random ganking anywhere on the server, with the pvp ranking lots of people just slay anything to gain pvp lvl. some guild in white sands (the low lvl pvp/pve area) just camp the boat and hide in groups. i just felt as the whole pvp ranking system made the game even more "gankfest" then it was to begin with.
i have played open pvp worlds (perfect world for one) but even in open pvp servers there should be something that prevent people from "over pking". the murder system is not one.
beside all that the cummunity was one of the worst ive ever seen in a game. not alot of people helping, tons of griefers guilds.
in the end, even though the game itself worth playing, the pvp/players just didnt feel fun.
I also won a AoC account from their contest with Eurogamer and I thank them for that. Having intrigue by the aftermath of the launched, it had. Then I was so amazed that the game is great, not the typical mmo that you command a skill then just watch it animates. It's the first mmo I played that everything I do is have this gut feeling that you're actually doing it. And it feels great, although little downside is the account they distributed is EU accounts, and my ping is higher on EU servers w/c brought me to play US. Great thing is I'd tried it before jumping into the game. Unlike my bad experienced in WAR is worst of the worst. A F2P mmo can even match w/ WAR's gameplay and overall package.
I played AoC in HD4670. Now, I'm saving money for new videocard, I don't want to play AoC in limited visuals. I wann aplay it on all max settings. Hopefully this Holiday I may be able to grab a HD5850 or settle for the HD4870. Yes, its cheaper because I'm not the guy that swims with all the money in the world.
I lost allot of good friends by playing this game, after about 30 days it got so boring and everyone was grouped and Solo pvp was laughable cause everyone was always grouped standing around doing nothing, the Raids where bugged all to hell, after 20 attempts to kill the dragon (Can't remember it's name) 140 active members in my guild dropped to about 20, was forced to drop guild and join a more active guild, rinse and repeat tell finally no friends where playing anymore, they all moved on to other games but the core of my guild where together for 8 years and because of AoC they are all gone.
Was invited back for a 14 day trial, logged in and tried to PvP but the current playerbase and all the PvP gear they had it was impossible to kill them, instantly I deleted the game cause returning players have 0 chance at survival in PvP cause the armor is way to good, giving new players no chance at gaining PvP experience and getting griefed right off the server, my assassin who use to kick ass was getting owned so hard it was pathetic, hitting people with everything i had and only taking them down maybe 20% in health and then they turn around and 3 shot me, was not good marketing to invite returning players to a slaughterfest..