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Old 05-02-2008, 05:24 PM   #1741 (permalink)
Ninajrr
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For those of you praising the graphics so much, care to let us know what MMOs you are coming from?

They certainly aren't ugly but I truly don't see them as some magnificent leap in MMO graphics (though I will admit the character models during character creation are excellent and definitely praise worthy; sadly, they didn't seem to carry through entirely into the game).
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Old 05-02-2008, 05:36 PM   #1742 (permalink)
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Originally Posted by Ninajrr View Post
For those of you praising the graphics so much, care to let us know what MMOs you are coming from?

They certainly aren't ugly but I truly don't see them as some magnificent leap in MMO graphics (though I will admit the character models during character creation are excellent and definitely praise worthy; sadly, they didn't seem to carry through entirely into the game).

I have so far very much liked the graphics, but I came from WoW and have always had a distaste for WoW's graphics... You cant really make anything look that "bad-ass" and "cool" when it has a cartoony feel to it. I have been looking for a more, realistic MMO for awhile... Conan's graphics look pretty good for a realistic game
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Old 05-02-2008, 05:41 PM   #1743 (permalink)
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Originally Posted by Ninajrr View Post
For those of you praising the graphics so much, care to let us know what MMOs you are coming from?

They certainly aren't ugly but I truly don't see them as some magnificent leap in MMO graphics (though I will admit the character models during character creation are excellent and definitely praise worthy; sadly, they didn't seem to carry through entirely into the game).
We're coming from pretty much any MMO you've probably played and they all look terrible in comparison. None of them have done properly what AoC seems to in terms of things like bump mapping, water, shaders, etc. Granted AoC has its flaws in graphics (Cylus pointed one out with the lava), but they blow anything released thus far totally out of the water. EQ2 and Vanguard both look disgustingly "fake" in comparison.
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Old 05-02-2008, 05:48 PM   #1744 (permalink)
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I disagree. I think the environments in VG are much better than in AoC. The characters don't even compare; VG's plastic dolls are horrible next to AoC's models. I might change my tune later if the world in AoC opens up, but from what I've seen so far, the world is very linear and limited, whereas VG has many many vistas and awesome, long-distance views. Plus flying mounts.
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Old 05-02-2008, 05:50 PM   #1745 (permalink)
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While I admit that the player models in EQ2 and VG look very fake, and in many cases so do the "(small) man-made objects", the landscapes and environments seem (imo) to be equal or above, at least in some aspects, to Conan. I say this specifically with regard to lighting, which I found was pretty poorly done in Conan. Though I agree that the water is pretty well done.

Certainly I don't mean to say it doesn't have its pros, some of the flora is pretty well done, but it doesn't fit together with the lighting engine to create a very 'completed' environment. As someone else mentioned, something just feels "off", and while EQ2 and VG are also "off" in many ways, I think it is silly to say Conan is some far superior looking game.

edit: Another thing I did like was the base animations in Conan--far superior to VG and slightly better than EQ2 imo, so props for that.
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Old 05-02-2008, 06:08 PM   #1746 (permalink)
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well one thing that conan's graphics trump eq2 and VG in is, i have not found any plastic trees or rocks yet.
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Old 05-02-2008, 06:15 PM   #1747 (permalink)
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After playing this game the only thing I can say thats weak so far is the publicity for this game. I just hadn't heard about this game enough to bat an eye till this hit the forums.

This is going to be a game that has a decent launch numbers but will pull people in masses a month after. So many people are looking for a wow replacement and this feels like it!

Can't fucking wait for more!
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Old 05-02-2008, 06:35 PM   #1748 (permalink)
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Quote:
Originally Posted by madmaan View Post
After playing this game the only thing I can say thats weak so far is the publicity for this game. I just hadn't heard about this game enough to bat an eye till this hit the forums.

This is going to be a game that has a decent launch numbers but will pull people in masses a month after. So many people are looking for a wow replacement and this feels like it!

Can't fucking wait for more!
I hope you are right.
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Old 05-02-2008, 06:54 PM   #1749 (permalink)
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So many people are looking for a wow replacement and this feels like it!
I think the system requirements are too high to be the next WoW if that is what you mean, however I can see a large number of folks who have new systems and are playing WoW to go to AoC just for something different.
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Old 05-02-2008, 06:58 PM   #1750 (permalink)
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Originally Posted by madmaan View Post
After playing this game the only thing I can say thats weak so far is the publicity for this game. I just hadn't heard about this game enough to bat an eye till this hit the forums.

This is going to be a game that has a decent launch numbers but will pull people in masses a month after. So many people are looking for a wow replacement and this feels like it!

Can't fucking wait for more!

I see things as going ok at first and people getting tired of the carpel tunnel syndrome from mashing keys and having to redo everything exactly the same with every alt because there is so little content to level up on. The classes and abilities, especially for the melee are pretty meh for me as well.

Pretty world though. Still lots of hitching though and buggy.
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Old 05-02-2008, 07:17 PM   #1751 (permalink)
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I'm not sure anybody has mentioned it, but I did the switcharoo with the LocalConfig files that Twobit had posted earlier, and it works just fine for entering Closed Beta. Thank you very much, sir!

The DL from Open to Closed betas was about 49mb, so there is at least a little difference between the two clients.

Closed beta has 4 servers (all Low Load as of 9PM CST Friday), and one PvP server (also Low Load). Anybody on Server #1 (sorry, not really interested in the PvP server), feel free to let me know! It sure is nice not having that level 13 limit hovering over me now.
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Old 05-02-2008, 07:30 PM   #1752 (permalink)
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yea cuz there are so many level "paths" in WoW ...
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Old 05-02-2008, 07:41 PM   #1753 (permalink)
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They patched again today during the downtime. Several of Twobit's complaints were fixed (like the one where Casilda's arms stay stuck in the "chained" position).

Load times also seem to have improved, but I need to run around more to confirm it.
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Old 05-02-2008, 07:45 PM   #1754 (permalink)
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Didn't see this linked yet, new PVP article:

GameSpy: Age of Conan PvP Interview

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Age of Conan PvP Interview (PC)
We grill Funcom's Game Director Gaute Godager about the particulars of Conan's PvP system.
By GameSpy Staff | May 1, 2008

Click Here
If the PvP system from Anarchy Online was any indication, it's clear Funcom takes PvP seriously and isn't afraid to diverge from the MMO norm. The way that it evolved from its rudimentary state during the game's launch into the unique guild-on-guild warfare that exists today bodes well for Age of Conan's PvP scope.

But we've never been 100-percent clear on how all the systems will come together for Age of Conan. On one end of the spectrum we have the PvP "mini-games" -- essentially, Funcom's take on World of Warcraft's instanced, objective-based Battlegrounds. On the other is the siege system, which Funcom is hoping will become the premier endgame activity for the hardcore PvP guild. Tying all this together is a statistical system through which characters augment their PvP prowess and also acquire rewards -- weapons and armor specifically tuned for fighting with other players.

With Age of Conan now only weeks away, we thought it would be a good time to talk to Funcom's Game Director, Gaute Godager, the principal man behind Conan's most intriguing interactive iteration yet.



GameSpy: What scope of the PvP game will be available at launch?

Gaute Godager:Everything is [in the closed beta] right now, and we're just timing it for the right level of testing, the right performance, and the right look. I've been participating in the massive sieges myself a couple of times in the last few days, so that should be coming to the beta very soon. So yeah, everything should be there [when the game launches]. We'll have [PvP] mini-games, PvP servers, open PvP [areas], and massive siege PvP. The works.


GameSpy: Are the bar brawls still in there?

Godager: The bar brawls are being worked on. They look good, but they aren't ready for deployment yet. They're coming up.

GameSpy: At what level can players start participating in PvP?

Godager: You can actually do the mini-games from level five. There really isn't a level cap on siege PvP, but since the PvP system is open, I'm guessing you'll have to have a substantial number of level-80 characters to pull it off. You can still put level-40 characters in there, but they'll just die more quickly.

GameSpy: Where do you find the mini-games at level five?

Godager: The upper-left button in the game is where you search for other people for grouping, entering a guild, or hiring people into your guild. Just click the upper-left button. One of the tabs is called "PvP." Click on that, and you're good to go from level five.

GameSpy: Is there a reward system in place for PvP mini-games?

Godager: There are two systems in place. First, you have the PvP level. You can see your PvP level, your best kill ratio, and several other PvP stats in your character tab. So your PvP level is the main stat system for PvP.

[You also get the chance] to buy PvP-related gear. It's not meant as a money sink. You have to have a certain PvP-level to equip it. They're equivalent to blue gear in normal terms for your level, but they have [stats that favor] PvP, that increase your PvP DPS, your PvP defense, and so forth. In addition to that, the PvP [mini-games] are part of the massive PvP recruitment scheme. When you as a guild enter PvP, or want to enter a massive PvP system, you will be ordered based around your guild PvP score. Your guild PvP score is based around several things like the number of people your members have killed and the number of small towers that [your members] have laid siege to. But also the success [your guild has seen] in the mini-games.

So people who enjoy the mini-games will help their guild advance their possibilities of participating in the siege system. You'll also get points from doing PvP in the open PvP servers outside the mini-games, so you're not forced to do them [if you play on a PvP server]. Even on the PvE servers, within the PvP playfields.


GameSpy: What are the barriers for entry into the siege PvP game?

Godager: The entry barriers are numerous. First of all, the number of siege spots available in each server is capped. These are not instanced playfields. There are eight spots throughout the world found in different regions, and basically, you have to compete for them. That's one entry barrier. Secondly, you as a guild -- because [it's] only guilds who can participate in siege PvP -- [are required to have] a tier-three crafting city to participate. I'll tell you about the exceptions to the rule later.

In addition to the tier-three crafting city, you will need to have harvested [enough] resources to set up your own PvP city, or Battle Keep as we call them. Resource gathering is part of the system; it's part of the investment [you have to make] in order to participate in this. Then you need to have the [PvP guild level] as I said. Basically, what we want with the massive siege PvP is [for it to be] guild PvP raid content. I can't really call it anything but that because is it not easy and accessible. It's going to be spectacular, but it will not be something that everyone can [be successful at]. Everyone can participate, but to be able to win, you need to have a good guild -- one of the eight best on the server.

There are some exceptions though; you can be hired as a mercenary [and get invited to] a siege PvP event. That system is very simple. In the same search tab that you find the mini-games, you will also find a filter where you can search for people who want to be hired as mercenaries and see their PvP ratings. So if you get a good PvP rating, you can be hired as a mercenary. But of course, this system [requires that] you agree with the guild [in regards to] what your price is, how much you want. Very often, people are going to do it just because it gives them a kick, but sometimes you will get some people [who want to be paid]. That's why we call it the mercenary system.

GameSpy: Will it be worth it for guilds to spend money on mercenaries?

Godager: Absolutely. But there won't be an unlimited number of people on the field. We have systems in place to balance [the siege battles]. Naturally, as in any situation, there is maximum number of people that can be viewed onscreen or handled by the servers. So we don't want this massive fight with five or six hundred members to just bog your system down. To be able to avoid that, we have a system that makes it fair by having the attackers and defenders enter a siege with a set number of players.

GameSpy: And as individuals drop the event, others will be let in?

Godager: Absolutely. Our grouping system is server-based; it's region-independent. What you do is when you [perform] these social searches, you get the list of people, and then you invite them there in the search. Once they accept the invitation, they [are transported] to the zone with the massive PvP.

There's also a finely balanced and tuned point system in the massive PvP. You get points for killing opponents, you get points for destroying [or capturing] buildings. I would say it's like a scale; when the PvP game starts, the defenders have 100 percent of the points. As the attackers destroy buildings or [kill opponents], the defenders' points go down. Whichever side has the most amount of points at the end of the match gets to build their Battle Keep on the ground and get all the bonuses. The PvP matches are capped at two hours. That's the number that we're going with now, the extent to which we think they'll be enjoyable.


GameSpy: Will Battle Keeps be open to attack at any time, or will there be specific times when this can happen?

Godager: There is a vulnerability-window system where the defender can define when, [during] any given time of day, they would like to be attacked. Then, it will open [during those times] twice per week. The attacker is then pulled from a list [of potential guilds]. This system isn't like an open free-for-all. We have tried that system before, and we have found that we need in a game like this that we need more ritual and rules around it. [If you don't have those], you get constant skirmishing and annoyances to the players. We have this sort of system in [Anarchy Online], where it's open all the time, and we have this thing called "tower-dinging" in which attackers just go in, fire one shot [at a rival guild's structure], and teleport out, just to irritate the defenders rushing to defend.

That's why in Conan we went for a system that's more like a ritual. You basically have a virtual gauntlet that you slap on the opponent. Once they accept the challenge from the hardest slapper, then you have a PvP match.

GameSpy: Can you talk about how the PvP servers will work?

Godager: Basically, when the players play with these systems, they say, "Hey, we don't want to be told what to do, we want to be able to do what we want to do. We would like to be the ones deciding to be careful, or to be nasty, or [do things like] pretending to help the ones we want to kill, and then stabbing them when they're at low health." That must be part of the game, that type of betrayal is quite vital in a Conan game. And that's basically what we did.

When we started out the system was very refined, and as time went on and iterations were applied, we made it more and more brutal every time. So right now it's open, free-for-all, you do what you want. Nothing is stopping you. The only exception to whom you may kill are zone-based. Certain zones are PvP-disallowed. In particular, those are the big major cities, the hubs as we call them. Apart from that, there isn't any level cap, there isn't anything stopping you from going after people.

There are, however, post-zoning and post-death invulnerabilities. We don't want [people getting] respawn-point ganked or anything like that. You will have enough time to get wherever you want.


GameSpy: So can you attack anyone on a PvP server? Even party members and guild mates?

Godager: The basic rule is that you can never attack anyone that's in your group. But then we have a different type of PvP set up [which comes into play] in the Battle Keep zones. In those zones, even though you're not on their team, you cannot attack guild members. But outside of [Battle Keep zones], you can definitely gank guild members, and many guild members enjoy doing that.

GameSpy: What are the death penalties?

Godager: We have been playing with various versions of PvP penalties because we know, from a hardcore point of view, what they want to do is not to kill, but to punish their opponent. But at the moment, we're not planning on having any of that for beta. Basically, I'll be honest and say that I'm afraid of the PvP balance being in such a way that if that penalty was too harsh, people would be aggravated about it. So I'd rather have a live open product for some weeks, and then apply the penalty. We're getting invaluable info from our beta, but still there is a difference between that and hundreds of thousands of players.
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Old 05-02-2008, 07:45 PM   #1755 (permalink)
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1. No Friendly Fire in battle keep fights. Friendly fire is the bane of zergs and it's unfortunate they're taking it out.

2.
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our guild PvP score is based around several things like the number of people your members have killed and the number of small towers that [your members] have laid siege to. But also the success [your guild has seen] in the mini-games.
I hope there's an alternative for people so we don't have to suffer through more 'kid's gloves on' PVP mini games. Maybe I don't want my time playing a hero relegated to gameplay with the word 'mini' in it.

We'll have to see how it's calibrated, but if I want to lay siege to small towns like they said, I had better not be at a loss compared to someone who wants to play soccer in a mini-game.
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