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| Registered User Join Date: Oct 2007
Posts: 68
| [AoC] Release Date Confirmed. (FYI copied from a reliable source) /wink. Review of level 1 through 20 Character Creation The amount of customization is very impressive. I do feel there should be more hairstyles and colors for skin / hair / eye though. Beard and hair not meshing correctly is another issue, but I hear this will be fixed. Then there is the obvious issue of getting disconnected if spending too much time fiddling around. I would also like to see female character creation ASAP. One visual glitch is the slave near to the camera pulling the oar right through the hull, it's not a big deal but breaks the immersion. Starting out One disappointment right off the bat was that it just cuts from the point of "enter the game" from the ship straight to the beach. I feel there should be a cinematic cutscene explaining what happened. Maybe some dramatic view of a ship battle, the ship getting sunk, you swimming away on some piece of wood while people are drowning in terror. The next diappointment was Kalenthes not having any voice dialogue and there were no dialogue tree options. I think this will be fixed though, since I have seen it before in demonstrations. Then the tutorial. The white text boxes explaining what to do contrasts too much with the rest of the UI. Make them alpha transparent like the chat bubbles and the level up messages. The tutorial should also give some feedback relevant to what you are doing, not just text boxes popping up that you have to close. The first few seconds of the game were underwhelming unfortunately. You need to get this 100% perfect, because first impressions are important to most new players. The next few minutes The first few minutes of the game felt a bit confusing. It was immediately apparent with the combat system that you are attempting on something extremely different. With some playing time, it gradually made sense though, and I saw the light: this combat system is far more engaging, more realistic and more fun than what is the norm in other MMOs. I loved slaying thugs in the jungle with the colision detection and real time combat moves. I will speak about the combat in more detail later. The next thing I noticed was the very beautiful graphics, the excellent art direction and the ambient sounds and sound effects. Extremely well done. And then the cutscenes with voice acting and dialogue trees, and quest design that actually makes some sense and feels engaging. The NPC's seem to have personality, from the russian accent slave girl, to the hilariously sadistic "The Gods smile upon Sadurr today...". All this adds to the immersion at an immesurable degree. The immersion factor alone is a big step forward, earning the status as next generation featues in the MMO genre I feel. Will talk more about the NPC interaction later. Level 5 - The gates of Tortage At this point, I was already loving the game. The immersion and the combat system even at the most basic level had me at high seat tilt factor. I was very pleased to find there were interactive NPC's all over the place. When you complete the quest to remove the slave shackles, there should be some more element of immersion though. From a story telling point of view, this is a crucial moment and there should be some dramatic music / sound effects, + improved cinematics as you get free. Level 5-10 Tortage Tortage had me wowed the moment I stepped a foot in. The attention to detail is astounding. The design of the city layout, the harbor, the Dirty Dog Inn, the many interactive NPCs and bystanders, it all came very well together. I was also relieved to see there were plenty of quest givers, and that the high standard of quest design, dialogue trees and spoken voice was continuing. Destiny Quest It was a pleasant surprise to see how engaging and immersive this story line is. The use of a night time instanced environment was a brilliant move which gave a much welcomed relief where you could go on about your business on your own. This kind of feature should be very appealing to the solo player. And if you prefer the more traditional MMO route, you can just switch back to daytime. The difference in day and night lighting is also a very appealing visual feature. The streets of Tortage has a much different feel, when most of the city is asleep, and there are stray bandit thugs and drunks wandering around. Apparently though, there was a bug with the destiny quest xp which made my leveling slower than what could be expected. The Volcano Nice looking area. Very different visual feel than the others, with the red and volcanic rock colors. I also noticed this place got a lot of eccho, giving sound effects a different dimension. Lava flowing looks realistic at close range. I also liked how you had to use climbing to complete the quest. The Underhalls Very well designed dungeon area. Lots of nice visual elements. Some stuff is annoying though, like the long respawn times of the rings and the furs. This could be a problem at launch when people queue up to complete the quests. There are also quite a few hostile NPCs who seems stuck and don't attack (bug). I like how the area scales as you level. It can be done solo or grouped depending on your quest and level range. Very dynamic and clever design. The White Isles I love the graphical quality of this zone, the variety of creatures, and the art design. The water and the beach looks fantastic. The temple of the Black Ones was initially exciting to find, but the quest at the end seems bugged / unfinished. Acheronian Ruins The ruins themselves are breath taking vistas. I spent quite a while just exploring those trying to find ideal sightseeing spots, although there are some stuck mobs at the top. I think there should be some climbing points here though, and I only found one ladder, and it was near the zone entrance. The pict camps are a lot of fun, although the huts have incredible annoying respawn time. Those need to respawn MUCH faster, otherwise that quest is just impossible with lots of people. The stamina running bug was very prevalent in this zone unfortunately. Quest design in general I feel the quest design at least in the 1-20 portion of the game is very well designed overall. One feature that actually makes me pay attention to the quest description more than MMO's where you just skip the text like in WoW, is the interactive NPCs with dialogue trees and spoken voice. This adds tons of immersion. The cinematic cutscenes and the out of the norm quests where you listen in on a conversation etc really brings something extra. I also feel there are enough quests that there is no grind. Combat The real time combat, the collision detection, the directional attacks, the combos, the fatality moves, the defenses etc, they all add up to make this a far more engaging combat system than seen in other MMO's. You have to put thought into how you position yourself for AoE damage, pay attention to the defenses and really use your combos. It feels like a true skill based system. In other words, if you die, it's not because of gear, but because you did something retarded. I was worried this would be a disappointment, but I am relieved it was not. Lot's of depth at an early stage, and I hope the depth scales as you level. Because just hitting one directon to execute a combo is nice at lower levels, but when you get more advanced as you level, you want more. About Dark Templar I heard some people complain about this class, but I had no major issues with it and it was fun to play. I can handle 2-3 mobs my level most of the time just fine. The melee combat is good, and it feels like I am utilising the whole combo bar for variety in combat. I also enjoyed the soldier story arch of the Destiny Quest. The User Interface The UI needs some improvements.. Organising chat channels is very confusing. IMO, left button should be used for click and drag, and right button to bring up menus etc, because this is the windows standard and more intuitive. Look at the WoW style chat interface, it is far more logical and easy to setup. Also, call me old fashioned, but when entering "/emotes" I actually expect a list of emotes to appear. Had to search the forums how to do emotes, and that is not good enough. Emotes should also trigger automatically when I click on any of them in the list. Those are just some examples. Graphics Graphics are beautiful as mentioned before. Very detailed, excellent art direction, realistic animations, breathtaking. One problem was low resolution textures on close range objects though. It seems to be because of placeholders and high detail shaders disabled. A more serious concern is the FPS spikes. On average, I get about 30-40 FPS, but sometimes when you get to a certain geometry, it can drop to 7-14 for a second or two, which is horrible. I hope the Cheetah 2 build will sort out these issues. Then there are the occasional glitches, like NPCs lacking hair or broken clothes, water disappearing etc. Sound / music Sound effects are high quality, and feels real on my 5.1 surround system. Lots of nice ambient sounds as well. The music though, while it is very good quality, there should be more of it. I am thinking like 2-3 tracks per zone looping on the fly. There also needs to be more variety in the battle music. NPC interaction & AI There is definitely some high level AI in there, but I feel sometimes, it is not presented clear enough. For example, the difference in agro range of sneaking up behind and just facing in the front should be far more noticable. I would like to be able to sneak upon and distract mobs (throw a stone for exeample). There also should be more scripting (like in Oblivion) letting the NPCs and mobs doing very specific tasks, giving a more convincing illusion of realistic behavior. Then the dialogue interaction. I would like to be able to start a conversation with some hostile boss mobs before combat, like we saw in the first quest with Sadurr. There should also be more concequences to your dialogue options with quest NPCs, like branching out in different quest and different rewards. While I love the concept of Maslow's need pyramid, (for example mobs attacking each other) sometimes, you can achieve a more convincing result with less resource requiring means (like the scripting in Oblivion). Itemization / gear This is a big problem right now. LDB errors, lacking descriptions, placeholder graphics, gear with identical stats, gear that looks exactly the same, not enough variety. Big thumbs down on this one, I am afraid. Luckily, the game feels skill based, so it is not that critical at lower levels, but it's an issue that needs attention ASAP. Fortunately, I hear this is being worked on and should improve much soon. Also, as a soldier, I am often not able to wear clothes armor. What is up with that? Various bugs Too many to list, but here are some of the more notable ones: - Invisible walls in certain locations, particularly near hills. - NPCs without hair or broken clothes. NPC heads mesh poorly with body texture. - some mobs are stuck and won't attack - diving under water makes the water effect disappear (looks like you are floating in space). - disconnects at login / zoning crash. This is a BIG one, but improved somewhat for me lately. The most critical issue of all besides FPS spikes. Overall Impression of 1-20 Despite all the bugs and and reservations I have, level 1-20 feels near launch ready and complete. The design overall at this early stage is excellent. It feels like you are progressing in a linear RPG / adventure story single player game, which is actually a huge compliment since no MMO I have seen quite accomplished to emulate that feeling. The voice NPCs adds tons of immersion, I listen carefully to what they say, and it adds a new dimension to questing. I think FC shot the golden goose with Tortage, and the quality of these early level areas will no doubt get many potential subscribers hooked. Very well done! Concerns I am somewhat concerned the quality will drop after level 20. I am also worried if highly anticipated features like border kingdoms, crafting and playercities will get the amount of testing it deserves before launch. My first reaction at level 20-23 was, the production quality dropped quite a bit. The biggest thing I noticed was, the spoken voice dialogue had all but diminished, and that made me very very sad. To me it feels like two different games before and after 20 because of that. I am also concerned about the various bugs and the poor itemization. Final thoughts I seen a lot of potential in this game, it just needs to fully come out in the flesh. I remain hopeful and optimistic FC will be able to resolve the various issues and bugs before launch. I will write another detailed report for lvl 20-40 when I reach that level.
__________________ Howitzer of Fusion Proto of Darkhand - [DDH] http://www.fusion-guild.org http://www.darkhand.com Last edited by Proto_DDH : 01-21-2008 at 09:22 AM. |
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| | #2 (permalink) |
| Registered User Join Date: Jan 2006
Posts: 798
+1 Internets | I'm hoping that this game is good. The Ranger Vid really made the game look polished. I guess it's going to come down to what the word is once the NDA is lifted. The days of buying a buggy game at release and "sticking it out" through the bugs is long behind me. Hopefully AoC launches smoothly. At this point if they needed to add the Siege Play in the game a few months after release, this would be fine as this is "end game" type content anyway. |
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| | #3 (permalink) | |
| Registered User Join Date: Mar 2005
Posts: 2,422
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| | #4 (permalink) | |
| Registered User Join Date: Oct 2007
Posts: 68
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__________________ Howitzer of Fusion Proto of Darkhand - [DDH] http://www.fusion-guild.org http://www.darkhand.com | |
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| | #5 (permalink) | |
| Registered User Join Date: Mar 2005
Posts: 2,422
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| I hate NJ Join Date: Mar 2005 Location: New Jersey
Posts: 487
+1 Internets | OK I'll bite: Quote:
Quote:
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| | #7 (permalink) | |
| Registered User Join Date: Oct 2007
Posts: 68
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__________________ Howitzer of Fusion Proto of Darkhand - [DDH] http://www.fusion-guild.org http://www.darkhand.com | |
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| | #8 (permalink) | ||
| Registered User Join Date: Oct 2007
Posts: 68
| Quote:
From your previous post history: Quote:
__________________ Howitzer of Fusion Proto of Darkhand - [DDH] http://www.fusion-guild.org http://www.darkhand.com | ||
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| | #9 (permalink) |
| Slightly OP Join Date: Jun 2004
Posts: 1,089
+21 Internets | Shill? Really though, your post is pretty humorous. There's nothing wrong with looking forward to a game, you are by all means entitled to it, but a new thread just to try to combat what are simply very much deserved concerns about the game? People just don't want to get burned. Also, while that video is fine, how does it show anything innovative that they have promised? You can tell that dodging doesn't do shit (it looks like he's trying to show how dodging works near the end, I dunno, he's still getting hit) and we all know the "real-time" combat so far just involves hitting a QE123 at random times to do moves. Not much different in the end than hitting your abilities or spells in WoW/EQ2. Huge siege PVP? Mmmhm. Maybe in the first expansion. |
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| | #10 (permalink) |
| Cause its better then water. Join Date: Oct 2003
Posts: 6,153
+21 Internets | IBTR we dont need two if these shitstorms....
__________________ Originally Posted by Zarcath: Everyone knows fatties create drag. http://www.wardb.com/ |
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| | #11 (permalink) |
| Fires of Heaven Ancient Join Date: Jan 2002
Posts: 2,692
+40 Internets | I'll try the game because I love the setting, although I'm not really a Conan fan beyond the first movie really, its still my idea of a good setting. (if you've been here a long time you've seen my rants about MMO settings and my love for a more Michael Moorcock style universe) However, the action-oriented combat is a huge turn off for me on paper. I haven't played the game or had any direct contact with a player in beta, but it doesn't sound so great to me. |
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| | #13 (permalink) | |
| Registered User Join Date: Mar 2007
Posts: 1,073
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Popular belief for some posters? Please end the propagandizing that you seem to be so affronted by. Nobody has their fingers on the pulse of "gamers" or "people," so post your own opinions and be convincing and at least come across as genuinely having the ABILITY to form your own opinion. I really, really feel sorry for anybody who allows the filter of the impossible "what most people think" to impact what they try or not. It is then up to the developers to implement a meaningful demo version of the game that is accepted by "many" sources as faithful to the game itself, to give you a good idea. Based on that demo practice you can tell if they're hiding the game and trying to puff out feathers to snag people who will try things based on hype... the 10-finger discount will do, as well. | |
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