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Which alliance?

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Since the launch of ESO, at least for me, is only 8 days away I have started thinking what I will pick & choose in my new MMO journey. As you know I will stick to my one character philosophy and all other usual choices will carry over to ESO: my character will be human, male and blond. The race came naturally to me: The Imperials. This is the closest thing to Aquilonians and the racial passives are ok for the purpose of assassination/pvp builds.  Of course they are races better suited for assassin/rogue types , but when I have to pick between getting my character "right" or "optimal" I will go for "right" feeling.
However this time around I am faced with yet another choice: which alliance should I be in? I have went through Elder Scrolls Lore youtube crash course (really well done series BTW) so a have a basic idea about the world, races and alliances themselves. Here is what I have gathered so far:

ALDMERI DOMINION - easiest decision in "what not to pick" category. There is not a single thing that I would enjoy about this alliance. High Elves, in general, can suck it (yes, very mature of me, but I have never been fond of elves in any genre), wood elves are pretty much the same (minus the cannibalism? that's unexpected :X) and KHAJIIT are a race for furries. No need to go any deeper.

EBONHEART PACT - I am very much afraid that this is where are all "cool kids" will hang out. Nords are badass, that is sure. Dark Elves? Well, I can stomach that more than their high born cousins (and sometimes Dark Elves are good, right?).  Now for Aegonians? This is a kind of race that I would enjoy butchering more than haing out with.

DAGGERFALL COVENANT - for now this is my pick. Since all this taking sides turned into figuring out which alliance pisses me off the least, Daggerfall is a prime candidate with 2 of it's races being pretty much human (Bretons have a trace of elven blood). Orcs are acceptable, you guys can tank for me. All that plus Breton assassin is just OP in the trailer.

So what is your race/class/alliance? 

Ignorance is bliss

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AOC and ESO for me have one thing in common: I knew about them for some time, but got interested with them few weeks before launch. Ignorance is bliss, it really is. I remember obsessing about Age of Conan few days before the game going live and I am going through same thing with Elder Scrolls Online. Don't get me wrong, I love the excitement, the camaraderie and the potential that new AAA title brings to MMO genre as a whole. I remember when AOC was in the shops (as far as I remember there was no DLC option back then, it was 2008 after all :X) and I actually had to make a call to check if AOC box was on the shelves and...it was. JOY! I ran to the shop straight from my office, tearing through crowd like a fat kid chasing down an ice cream truck. Of course when I came to the game shop i'st shelves were groaning with abundance of AOC boxes, but I was so full of glee that I couldn't have walked to the shop even if I tried, I had to run. Priceless nerd moment :X The fact that I am in my thirties now apparently doesn't stop me obsessing about whether I should pick blacksmithing or not. For me nothing has changed. 
All this positive buzz about ESO makes me realize how AOC became a dried up husk that I am leaving behind. I have squeezed every bit of juice out of Age of Conan and it seems like it is just a time for me to move on. To be honest I was less than ecstatic about AOC for quite a while now, but it really took something different in MMO space to make me consider changing my game of choice. I mean I did pass up on Rift, GW2 and other after all. The pvp nerd in me is picky.

Well at least some people try to stay competitive in the field of nerdom:

Zark Cromhout Haha imagine how I feel after the beta weekend, nothing is worth doing anymore


No other game does the things AoC does well

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Two things happened today: I tried The Elder Scrolls Online early access and Game Director for Age of Conan spoke the truth and got scolded for it.

Let's begin with Nusquam post:


Today, 08:47
  Report Post   Nusquam is offline   #32
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Funcom

Quote:
Originally Posted by twinklez3 View Post
Tell me why, as someone who paid to play this game for 4 years, why I should resub and give you more money when there are other games which release far more frequent content updates for 15 dollars per month.
Because no other game does the things AoC does well?

I mean, it's not a difficult question to answer. If "generic game that releases more content updates" is equivalent in your mind to what AoC has to offer then you would switch games.

AoC is a unique experience in the MMO space and that is why it has a dedicated, loyal customer base.

Playing ESO for the first time it became painfully evident that it's not Age of Conan (which it's not supposed to be), but also...well, it doesn't really measure up to Age of Conan. To others ESO has nice graphics, rich lore, voice overs in quests, interesting combat system and diverse classes, but for me graphics don't really matter, I couldn't find it in myself to give a poop about elves and voice overs in boring quests aren't helping things. To top it off the combat brings nothing new to the table and it's pretty much a point & click experience with occasional blocking and a dodge. While I was pumped for ESO exactly how I was hyped for AOC it was AOC that really glued me to the monitor while ESO felt more like "I have to give it a fair shake, I paid GOOD MONEY FOR THIS". Money well wasted I suppose :X Needless to say I am re-subed to AOC and crawled back to Fury server with a tail between my legs. 

To give credit where credit is due ESO had a smooth launch for me, the experience was bug free and the game seems polished. A well made product...just not for me. Since this was the only game on the horizon that had any potential as my AOC successor it is pretty clear that I am here to stay. AOC has it's painfully evident shortcomings... but then again.. No other game does the things AoC does well. Truer words were never spoken.

4.2 sexyness incoming

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In a titanic effort to have at least one post this month (don't blame me, nothing is going on right now in AOC) I want to grace you, my readers, with an update from TL server:

As you know in a last letter Game Director wrote:

"4.2 is not a sexy name, perhaps, and we’ll give it something more appropriate as we get closer to the release, but the contents of the patch are as follows:

Daily open world PvP quests and events.
A new token type tied directly to the above content, which will allow us to provide players with a new tier of PvP gear.
Our 6th Anniversary event"


As we know ANYTHING takes Funcom XYZ amount of time which can be anything from "next year" to "when Moses comes back". It was frustrating as hell, but most of us (me and a couple unmediated lunatics that are current AOC community) endured that with a dignity. That, shall we say unfortunate, trend took strange turn when Joel "the fucking man" Bylos took over AOC and sent CirithGorgor to do his bidding. And by that I mean stuff really started to appear on live server in a timely fashion. If anything I am pleasantly surprised and this trend seems to continue. I am risking jinxing it, but for me things are bug and lag free and the changes are steering the game in the right direction (TM). 
Anywho CirithGorgor made it very clear when we can expect 4.2:

 04-17-2014, 01:17 PM  Report Post   CirithGorgor is offline   #24
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If you look at what Joel mentioned will be making up patch 4.2 you should be able to work out the likely patch date . Specifically the anniversary element.

Currently we are in the process of verifying an event build which can be pushed to testlive as well as itemising patch 4.2. A large part of this itemisation will be put on testlive along with the event build.

We'll start focused feedback threads and a final event day once that build goes to testlive.


The anniversary, as my calendar proudly states (yes, I keep track of that, call me romantic), takes place on 17th of may. Since it's Saturday it might or might not launch on that particular date, but it will be very close to that.

The first installment of 4.2 is already on TL:

Old Yesterday, 05:32 PM  Report Post   Erelon is offline   #1
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Funcom Update 4.2 Notes

Update Notes for 4.2
**These notes do not necessarily reflect the final version that will be deployed on Live**


NEW!
* New social items have been added to the Contraption Merchants for purchase using Conquest Trophies
* A new vendor has arrived in each of the Armory areas, this vendor offers unique new items in exchange for Victory Tokens


GENERAL
* Tier 1 and 2 accessories have had their stats improved to bring them more in line with the Tier 3 accessories
* Tier 1 accessories no longer have any PvP level requirements and their gold cost has been reduced
* Tier 1 accessories available (and previously purchased) through the item store have been upgraded to match the stats of the new Tier 2 accessories
* White Sands Isle is now PvP Enabled on all PvP servers


DUNGEONS
Temple of Erlik
* At least 1 of the new weapon and accessory items are guaranteed to drop from each boss.
* The Bat of Nergal now provides Dragon's Tears instead of rare relics
* Zaal drops a dragon's tear instead of rare relics, and also a chance at his minipet
* Archfiend of Gore now also drops Phials of Heavenly Knowledge

I took it upon myself to explore this 4.2 craziness and bring you the news:


Two new kinds of tokens. Victory token is self explanatory (it really is since it has a description stating that it's gained via world pvp events). Tokens of Gilding is  a bit of mystery. Some say it will be dropped by world bosses and some predict its a new T1-T2 raids reward. Me? I am betting my money on new daily quests. Lead Designer said one that world quests that are not pvp related (like smuggler run) will give pve rewards for completing them. It makes sense.



Here is the vendor that sells you crap for new Gilding token. Vanity all the way.


Here are new pvp vanity stuff. It is not yet finalized so don't worry that 4.2 is only about pets. Final blow ability is for tauting people in pvp as it allows you to "finish off" already dead opponents (animation looks like Hox).


More vanity, but also a bit of transformation stuff (similar to Jiang Shi spell).


The pvp gear gap is officially closed. You can now take a fresh lvl 80 character and in a matter of few weeks have him geared up and able to compete with veterans. New pvp T1 set is all epic, costs only few golds and is for pvp lvl 0-4 which can be made super fast (probably even faster with new world pvp quests).

Last but not least one of the most interesting pets that will stroke your epeen until it is swollen and bloody. This pet will actually call out your stats so people can hear about stats that currently cannot be viewed by other players.



PvP guild - is it possible?

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With the 4.2 patch right around the corner and the daily pvp quests about to hit live servers I have a high hopes that group pvp will once again make people excited about pvp. The very concept of me being in a pvp group with non-strangers (aka people I know) is so alien to me that I will need to ease into it (thanks Craig! We all owe you one). Having an alternative of "random minigames with random strangers" and "open world pvp quests that you can do with friends" I can very much see myself grouping with people for pvp on a daily basis. This leads me to the point of this post: 100% pvp guild as a possibility in post 4.2 reality. I am talking about an organized guild of individuals committed to doing pvp as their main and pretty much only in-game activity. It was always a dream of mine to be in a such a guild as my in-game guild history is llittered with PVE guilds doing...pve without me. I did my time in The Law - a pvp centric guild - but in all honesty I joined them at worst possible time: there was no group pvp content whatsoever (the only chance to interact with guild members was usually fighting them in minis) and The Law was taking a shot at T4 raiding (to get PVE weapons to stay competitive in PVP). All that have lead to...less than desirable scenarios.
But that table has turned with wild concept of PVP gear being better than PVE one (even more so with impending T4 pvp gear) and above mentioned open world pvp objectives. So will the pvp guilds show up on Fury? I surely hope so.

Matter of fact I have asked that very question on the official forums and.........hilarity ensues with usually "Crom is the best fuck the rest" type comments springing up. I have so many hopes for this patch, but will it be a "game changer"? We shall see soon enough as may 20th is right around the corner.

The Age of Conan, 6thAnniversary event will run for several weeks starting on the 20th of May and is titled “Shadows of the Past”. - http://www.ageofconan.com/news/game_director_letter_april_2014 

Feat Improvements - Assassin report

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Senior Designer Cirith opened a proverbial can of worms by asking the players to post suggestions about feats and perks.... which is awesome! Because of lack of class changes AOC grew very stale since ROGS and nothing pumps players more than breathing new life in their old character (Blizzard knows this very well as every single WoW expansion resulted in total skills overhaul). 



Here is the post:
 05-20-2014, 08:40 PM  Report Post   CirithGorgor is offline   #1
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Funcom Feat Improvements

Along with the class balance changes (which are still in the works) we also want to be able to provide a little something for every class, in the form of reworking some of the most undesirable feats for that class (disclaimer these may not all be in the same patch(es)).

We would be interested in seeing what the communities input is on this, so what we would like to find out is what do you think is the most undesirable feat for your class and why?

We'd like to use a format something like this.

Class : class
Feat Name : name (tree/aa location)
What is undesirable about it : reason why you think this feat is undesirable.
What would you like to see changed about it : in an ideal world how would this feat behave (changes that are stand alone and do not change core mechanics are more likely to be considered).


As time progresses we will start finalizing which feats we'll take a look at and start focusing any feedback when that becomes appropriate.


I have made my own list of the issues and fixes. Personally I miss the old Lotus/General and Corruption/General builds with Hybrid being just one of possible, viable speccs. Of course this is a raw draft as I can't do any number crunching in order to balance things out.

CORE ISSUE:  SOUL SHARDS
Soul shards were originally designed to be a “limiting factor” in assassin’s game play. The devs decided that assassin was so powerful when unrestricted that a “power cap” in a form of limited soul shard resource is required. Since patch 1.6 the game went through a lot of changes, especially CC revamp, which made the soul shard system outdated and mostly pointless.

Managing soul shards is a chore, it is not fun, and having the system in place is grossly limiting any variation in assassin’s builds. To perform adequately in solo pve and pvp you need to feed your character a constant stream of shards which is only possible with both Crystalized Lotus Extract feat (lotus tree) and Necrotic Empowerment (corruption tree) feated in. This pretty much creates a scenario in which only hybrid builds are viable and there is little to none variations between those builds (otherwise you are risking severally gimping your performance without making the game play more “fun” or interesting).

Assassin also has no means of “generating” soul shards outside the natural regen (which is absurdly slow), feats (Crystalized Lotus Extract, Necrotic Empowerment) and a perk (Castration combo). Especially assassin should have means of “capturing” additional shards in an active manner.

 Ideas how to address this:

1/Bring back the old mechanic of generating 1 soul shard upon stealth attack. Since stealth is back to the PVP this would be pretty nice way of generating additional shards

2/ Bring back the old mechanic of Relish in Death feat where assassin was capturing soul shard upon fatality and team fatality - another way of adding the shards,

3/ Allow assassin to “consume” his remaining energy to get additional shard. This would promote “last stand” type of decisions where assassin can chose to run using his energy or take a risk, use up his energy and try to finish the opponent with his shards.

CORE ISSUE:  HYBRID BUILDS ARE KING
Assassin can get all the best stuff offered by both trees via hybrid build. There is no need to pick and chose because you can afford everything you need from lotus and corruption tree (and general even!). More so Corruption tree doesn’t have any means of dealing with casters (very low protection, no way to mitigate spells) and Lotus tree doesn’t have any self heal (Avatar of Death corruption tree is a powerful health tap) which makes it super ineffective both in solo pve and pvp. Lotus tree used to have Golden Lotus feat that gave the class a self heal (heal over time effect) which made Lotus/General builds possible. Without self heal it is very hard and ineffective to go against melee classes as lotus (especially tanks). Self heal should be deep in lotus tree so it is unavailable to Hybrid. Arcane Backlash seems like a perfect candidate for this.

PERKS:

Class : Assassin
Feat Name :  Master Assassin (golden perk)
What is undesirable about it :  once perk is equipped and pvp T3/T2 armor is used this perk will grant 117% (well over 100% anyway) tenacity. Tenacity makes crits unavoidable with 100% chance so added 17% does absolutely nothing and it is a gross overkill. In other words: the game punishes you for using pvp gear with this perk even thou it is a perk for pvp only.
What would you like to see changed about it : perk should have tenacity amount lowered to be 100% chance with full pvp gear (it will always give 50% tenacity to pve gear since pve gear has 0 tenacity) and the loss of tenacity should be compensated with a second stat (penetration, critical damage rating) or a high chance to crit with combo opener (this would promote landing combo openers instead of preloading every single combo).

Class : Assassin
Feat Name :  Chocking powder (golden perk)
What is undesirable about it :  you have to stand perfectly still to be able to use it, it requires 2 souls shards to be used
What would you like to see changed about it : This perk should be usable during movement. It shouldn’t have any soul shard requirement as it is not nearly as powerful interrupt as other classes have.

Class : Assassin
Feat Name :  Castration combo (silver perk)
What is undesirable about it :  very long animation
What would you like to see changed about it : this combo has absurdly long animation which roots assassin in place and makes him very vulnerable to counterattacks. Change animation to Lethargy rank III.

Class : Assassin
Feat Name :  Disfigure (silver perk)
What is undesirable about it :  it burns stamina and mana on target and returns some stamina to assassin. The mana and stamina burn are very low and stamina returned to assassin is useless to him (such is stamina to all classes in post running energy revamp). The perk is also bugged: when assassin is doing the stealth attack it deals additional 1 x Face Stab miasma. However if you have disfigure perk equipped the x 1 Face Stab from stealth attack won't remove mana or stamina as it should with that perk.
What would you like to see changed about it : it should add more damage to Face Stab (since this perk supposedly upgrades it) instead of mana and stamina burn (assassin already has 2 other feats that do exactly the same)  it should burn energy (used for running) and feeding some burned energy to assassin.

Class : Assassin
Feat Name :  Dance of Death (silver perk)
What is undesirable about it :  it gives very small hit rating debuff that also needs to be triggered via face stab. The hit rating debuff is negligible as both PVE and PVP gear is currently LOADED with hit rating, also assassin doesn’t have enough evade rating on his own to take advantage of this.
What would you like to see changed about it : - make the hit rating debuff scale more with added points, currently 5/5 doesn't give enough,
- make the dance of death base poison consumable with ANY miasma, not just face stab. The problem is that this perk is too cumbersome to use because it works only with face stab, if any miasma like soul strike or lotus dart would trigger it then it would be faster and more efficient to use.
- the description on the perk says that consuming the base posion with face stab gives damage that scales with points. The damage is only 432 which is not nearly enough for a  perk 

COMBOS:

Class : Assassin
Combo Name :  Lethargy (basic combo)
What is undesirable about it :  does very small damage, the animation is long and the debuff is laughable (-6% melee damage)
What would you like to see changed about it : Assassin already has a combo that debuffs both melee and magic damage for -30% (Atrophy, feated in combo). Lethargy combo doubles Atrophy in that regard, but is much muuuuuch worst. Change animation of all lethargy combos to Lethargy rank I animation (its very fast) and make this combo apply snare instead of -6% melee damage.  Snare effect also fits perfectly the name of this combo. 

Class : Assassin
Combo Name :  grim corruption (basic combo)
What is undesirable about it : this combo adds both snare and basic poison on the target. As soon as basic poison is consumed via miasma (and this is why you are using grim corruption in the first place) the snare is also removed. It is counter productive to have both snare and basic poison in one effect because you usually want to consume basic poison as soon as possible. 
What would you like to see changed about it : remove the snare effect completely from Grim Corruption and give it to Lethargy combo.

Class : Assassin
Feat Name :  Flurry of Blows (Lotus tree)
What is undesirable about it :  too low offhand chance (only 5% more than deft hands which gives passively +10% offhand chance).
What would you like to see changed about it : buff offhand chance to 25%

Class : Assassin
Feat Name :  Deft hands (Lotus tree)
What is undesirable about it :  too low offhand chance 
What would you like to see changed about it : buff offhand chance to 15%

Class : Assassin
Feat Name :  Cat’s Paw (Lotus tree)
What is undesirable about it :  too low evade chance (40%) This feat remained unchanged since 2008. Since then massive hit rating introduced to post ROGS PVE and PVP gear makes 40% evade chance very low.
What would you like to see changed about it : Buff the evade chance to 60% or add 10% evade chance passive effect to the feat.

Class : Assassin
Feat Name :  Lotus Coated Dart (Lotus tree)
What is undesirable about it :  Every other miasma has a second effect (when used without base poison present) that is usefull. Soul Strike gives protection debuff, Face Stab deals damage 1 x (which still can go way beyond 1200 dmg) Lotus Dart deals…about 150 damge.
What would you like to see changed about it : add debuff or other effect to Lotus Dart. This could be 20% spell fizzle chance.

Class : Assassin
Feat Name :  Dull Pain (Lotus tree)
What is undesirable about it :  this feat mitigates every type of magic damage except holy. It is counter intuitive and there is no reason why assassin should be at disadvantage against certain class.
What would you like to see changed about it : add holy damage mitigation. 

Class : Assassin
Feat Name :  Flesh Rot and Lotus Weapon (Lotus tree)
What is undesirable about it :  very low damage coupled with low proc rate
What would you like to see changed about it : add more damage per tick, increase proc chance and procs per minute

Class : Assassin
Feat Name :  Snap Kick (Lotus Tree)
What is undesirable about it :  Snap Kick combo removes 1 soul shard upon usage
What would you like to see changed about it : remove soul shard consumption. There is no reason why using snap kick should be penalized via soul shard consumption. Snap Kick used to be instant pre CC revamp, but now it is 1 step combo that is single target (has very small cone so it’s hard to KB more than 1 target) and is limited by weapon range which in case of daggers is already shortest range in game.

Class : Assassin
Feat Name :  Lotus Overload (Lotus tree)
What is undesirable about it :  it has no visual effect
What would you like to see changed about it : it is a pretty powerful effect against casters and it procs quite often. Visual indication that Lotus Overload is active should help casters to make more tactical choices (like saving up their CCs). Visual indication would also help assassins to make more informed choices in both pvp and pve (like not using dull pain because lotus overload is active). 

Class : Assassin
Feat Name :  Impede Essence (Lotus tree)
What is undesirable about it :  it removes mana and stamina from the target. Stamina is already useless to all classes and the mana drain is not big enough to justify 5/5 investment
What would you like to see changed about it : added points should also improve Impede Life combo’s damage, more mana drain 

Class : Assassin
Feat Name :  Opportunistic Strike (Lotus tree)
What is undesirable about it :  it is a stun that: costs 2 soul shards, has casting time, roots assassin in place AND is limited by weapon range so with daggers distance wise it is shortest spell in game.
What would you like to see changed about it : make it a 10s buff that gives you 100% chance for your combo opener to crit and 100% chance for your next successful combo to stun your opponent.

Class : Assassin
Feat Name :  Corrupted Body (Lotus tree)
Suggested Name change: lotus heightened senses
What is undesirable about it :  it adds protection against spells, but assassin has soooo many protection stuff (Lotus overload, dull pain, lotus tainted blood, natural protection, protection wards passive perks, chromatic ward, arcane backlash)
What would you like to see changed about it :  make corrupted body stack evade chance on hit. Assassin because of his low armor and low HP has big issues with surviving large scale battles (especially if targeted by ranger).

Class : Assassin
Feat Name :  Arcane Backlash (Lotus tree)
Suggested name change: Golden Lotus Leaves
(it is lore based, In “Xuthal of the Dusk” REH story Conan drank golden lotus wine that healed his almost mortal wounds).
What is undesirable about it :  it decreases spell damage, but assassin has soooo many spell protection stuff (Lotus overload, dull pain, lotus tainted blood, natural protection, protection wards passive perks, chromatic ward). If you do 3/3 Arcane investment and 1/3 corrupted body then you also get arcane backlash which does very very small damage (unchanged since 1.5).
What would you like to see changed about it : another spell protection is not needed. Lotus tree self heal IS needed (see Core issue: Hybrid Builds). Change it to give heal over time effect.

Class : Assassin
Feat Name :  Lotus Overdose (Lotus tree)
What is undesirable about it :  it renews stamina which is useless post energy revamp, doesn’t have any visual effect
What would you like to see changed about it : add visual effect (Avatar of Death on corruption tree has very clear visual), remove stamina regeneration and add energy regeneration, remove +10% scale (no idea what the devs had in mind with this 0_o).

Class : Assassin
Feat Name :  Crippling Weakness (Lotus tree)
Suggested name change: Exploit Weakness
What is undesirable about it :  it adds more snare power to grim corruption and this combo adds both snare and basic poison on the target. As soon as basic poison is consumed via miasma (and this is why you are using grim corruption in the first place) the snare is also removed. You hardly ever will take advantage of snare power and it is very costly.
What would you like to see changed about it : restore all time Lotus tree favorite mechanic of dealing more DOT and OFFHAND damage the closer the target is to death (it worked like that in 2008). It promoted switching targets in order to maximize your damage output and it made target assisting in pvp rewarding. Also Lotus tree needs more damage compared to Corruption or Hybrid and it capitalizes on Lotus tree two themes: dots (Flesh rot, lotus weapon) and offhand (Flurry of Blows, deft hand).

Class : Assassin
Feat Name :  Kidney Shots (Lotus tree)
What is undesirable about it :  it doesn’t do what the description says. The description is “assassin attacks deal additional piercing damage”, but instead feat gives weapon damage buff. Piercing damage is a relict of pre-1.5 stats revamp.
What would you like to see changed about it : keep the weapon damage buff but also give armor penetration rating, Lotus tree doesn’t have any penetration or armor debuff which makes it very hard to play against armored classes.

Class : Assassin
Feat Name :  Curse of the Lotus (Lotus tree)
What is undesirable about it :  lack of any visual effect
What would you like to see changed about it : add visual effect, it is supposed to be lotus bomb so perhaps a greenish dust/smoke?


CORRUPTION TREE
Class : Assassin
Feat Name :  Unholy Strength (Corruption tree)
What is undesirable about it :  it upgrades swift strikes combo damage only by 5% while Lotus tree’s Swift Ending upgrades SDS and GC by 10%
What would you like to see changed about it : Give it 10% Increased damage to Swift Strikes and Lethargy

Class : Assassin
Feat Name :  Accelerated (Corruption tree)
What is undesirable about it :  Lotus tree has too many means of dealing with spell damage and Corruption tree has too many means of closing in with the enemy. 
What would you like to see changed about it : Switch feats around to promote more balanced experience with single tree builds and it won’t affect hybrid builds. Switch Dull Pain with Accelerated. Add small chance to resist snare or root to compensate for 2 souls hard requirement.

Class : Assassin
Feat Name :  Dark Weapon, Dread Weapon (Corruption tree)
What is undesirable about it :  too low damage, too low proc chance
What would you like to see changed about it : upgrade both damage and proc chance

Class : Assassin
Feat Name :  Poisoned Blades (Corruption tree)
What is undesirable about it :  20% fizzle chance upgrade to bad combo (lethargy). Not worth it, ineffective, not needed.
What would you like to see changed about it : bring back old mechanic of removing directional shielding. This should remove opponents shields for couple of seconds.

Class : Assassin
Feat Name :  Blind Side + Bewilder (Corruption tree) 
What is undesirable about it :  Blindside combo on it’s own is a two step, low damage and long animation and it gives some stamina which is useless in post energy revamp situation. Bewilder upgrade removes stamina and mana so it does EXACTLY the same what Impede Essence in Lotus tree. There shouldn’t be two feats that do same thing (and are both bad at it).
What would you like to see changed about it : Both the combo and it’s upgrade are not needed in their current form or even with huge boost to damage (it would cause combo bloat as assassin already has huge amount of them: Swift Strikes, Slow Death Strikes, Grim Corruption, Lethargy, Atrophy, Sins of Flesh, Impeded Life, Castration, Snap Kick, Death Whirlwind, Grave Blossom). Remove it completely and use the freed points to create something new from scratch.

Class : Assassin
Feat Name :  Burden to Bear (Corruption tree)
What is undesirable about it :  you only need 1/3 point added to make it effective. Adding more points increases proc rare very little and it is not worth it.
What would you like to see changed about it : increase proc chance upgrade value.

Class : Assassin
Feat Name :  Soul Corruption (Corruption tree)
What is undesirable about it :  very low shard regeneration upgrade
What would you like to see changed about it : major boost to shard regeneration rate

Class : Assassin
Feat Name :  Corrupted Poison (Corruption tree)
Suggested name change: Unholy Armor
What is undesirable about it :  it adds more snare duration to grim corruption and this combo adds both snare and basic poison on the target. As soon as basic poison is consumed via miasma (and this is why you are using grim corruption in the first place) the snare is also removed. You hardly ever will take advantage of snare duration and it is very costly.
What would you like to see changed about it : Bring back Unholy Armor that gives assassin more armor to survive in large scale battles. This feat is deep enough in Corruption tree to prevent abusing it via hybrid builds.

Class : Assassin
Feat Name :  Vampyric Nature (Corruption tree)
What is undesirable about it :  lack of visual effect
What would you like to see changed about it : add visual effect

ROGUE GENERAL TREE

Class : Rogue Archetype
Feat Name :  Quick Recovery
What is undesirable about it : It adds stamina regeneration, stamina is not a problem in post energy revamp reality  
What would you like to see changed about it : change it to energy recovery 

Class : Rogue Archetype
Feat Name :  Second Wind + Endurance (general tree)
What is undesirable about it :  Awfully long cool down, stamina recovery (not needed!) and costly upgrade.
What would you like to see changed about it :  cut the cool down to 3 minutes, Endurance should upgrade Second Wind with more energy recovery and passive 5% speed bonus for the duration of Second Wind. 

Class : Rogue Archetype
Feat Name :  Keen Senses (general tree)
What is undesirable about it :  not worth even 1 point
What would you like to see changed about it : allow for search to be usable in stealth (so you can search without leaving the stealth yourself).

Class : Rogue Archetype
Feat Name :  Acrobat (general tree)
What is undesirable about it :  too low evade bonus
What would you like to see changed about it : major boost to evade chance

Class : Rogue Archetype
Feat Name :  Swift Shadows (general tree)
What is undesirable about it :  both the stealthing bonus and stealthing speed bonus are negligible.
What would you like to see changed about it : boost the bonuses considerably.

Class : Rogue Archetype
Feat Name :  Ambush
What is undesirable about it :  stealth requirement, no other function
What would you like to see changed about it :  remove stealth requirement as mandatory to use, make ambush kill minions also in pvp (like killing Demonologist minion). If Ambush is used in stealth it should give weapon damage bonus for 3 seconds.

Class : Rogue Archetype
Feat Name :  Mountaineer (General tree)
What is undesirable about it :  there is no use for climbing bonus
What would you like to see changed about it : add some small bonus to resist root, snare, knock back and stun effects.

Here are most common assassin builds http://aochideout.blogspot.com/2013/03/guide-assassin-builds.html (pretty much all viable ones) so the devs can check how the changes will affect current speccs in both PVE and PVP. 

Interview with Joel Bylos

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Joel "Nusquam" Bylos (as seen in this picture "air guitaring" theme to 1982 Conan movie) took his time to talk to me about the nitty gritty details of running 3 MMOs at once and keeping AOC relevant in the MMO genere: 

1/ How does one tackle such an enormous task as taking over two major MMOs (AOC and AO) in addition to already time consuming TSW? I am sure things have settled down by now, but how were those first few initial weeks? Have you kept tabs on post ROGS Age of Conan developments or was there a need to catch up on a lot of things?

With trepidation is the right answer, I think. It all happened incredibly fast, the downsizing of the company and I was suddenly in a position where I had responsibility for three projects instead of one.  
The first few weeks were complete insanity. On one hand I had a new, much smaller team, with responsibility for more than one project.  All of the team had different levels of expertise with different sets of tools – AO has a completely different set of tools to Age of Conan (with a couple of exceptions) and The Secret World has major changes again.
And then, as well, I had to catch up on everything that had been done since I stopped working on the game (roughly a month after launch) and even though I had been following and still playing, I needed to get more insight into the playerbase (they evolve over time!) and see what they were asking for.
I had been following the development of new content on Age of Conan – Craig has always been a mentor, so I always stopped by for a chat whenever I was in Montreal – but I wasn’t “in touch” in the way that someone who works full time on the project is. 
In the end, it was a pretty frantic period and I’m not sure I’d tackle it the same way again, but the choice for me was pretty clear – I wanted to do what was best for the games and their future was quite uncertain in terms of development so I wanted to ensure that they weren’t left untended and unloved.

2/ How exactly the development team is shared across the games? Many of us have this vague idea that devs, much like a horde, just rush in to work on AOC and after some predetermined time drop everything and switch to TSW. Could you elaborate a little how things are handled with a centralized team?

It’s somewhat more organized than that, but only barely.
Essentially, we have some devs who are focused full time on a particular game (like Cirith), usually based on prior knowledge of the tools and the systems. And then we have more general developers – coders, artists, animators, audio etc. We build the roadmaps for the games at the beginning of each year, get estimates on the development resources as needed and then shift those resources around from patch to patch.
Things get a little rocky when something takes longer than expected *ahem* Tokyo *ahem* and that can have unfortunate ripple effects on the other projects.
We’ve learned a bit over the past year, and we’re refining our processes to avoid these kind of situations but sometimes it happens to us.

3/ How does one set a development road map for already 6 year old MMO such AOC? Is it more or less about steady flow of additions or perhaps we will see adventure packs making their way back to Hyboria? ROGS sized expansions are ruled out or perhaps nothing is set in stone right now?

Well, I can probably rule out ROTGS sized expansions off the bat – my team for that project was much larger than the current live team for all three projects, everybody on the team was experienced at creating content for Conan and we had 1.5 years to work on it.
Currently we set the roadmap based on a few things – past promises to the playerbase that need to be fulfilled, things that we think need serious love (usually confirmed by the player base) and what we can achieve that provides long-term value to the playerbase.
Anyone who has been playing knows that we have been putting out some recurring, automated content – for me this is important so that people always have multiple options when they log in. But hand-crafted content tends to reach a higher quality bar with the downside that it takes more investment.
I want to get us into a state where we have fixed/revamped/improved systems that are not functioning as they should, and delivering new content for those systems. This means PvP and PvE, but it also means things like Achievements and Crafting. 
I’m a bit more of a narrow focus developer. I believe that fewer systems, done well, is always more interesting for players than a ridiculously broad spectrum of systems done in a mediocre manner.
Unfortunately, Conan currently falls into the second category, so we have to choose to focus to certain things and improve them to a standard we are happy with, before we move on. 

4/ In recent interview Matt 'Cirith Gorgor” Bennett hinted at pvp being one of the features that will now get their fair amount of focus. Are you planning to address just the most pressing issues in pvp or is it a sign of more balanced approach with both pve and pvp getting attention?

This falls a bit in line with what I mentioned above – we’re going to put focus on the core elements of PvP (items, abilities) for a while. 
On the other side of that, it was long overdue to make some additions to content on the PvP side of the game. We do want to take a more rounded approach to the way we deliver content – but I hesitate to divide content along neat lines of PvP or PvE. Especially in Age of Conan, which has open world PvP. Theoretically, all content should be built around creating player enjoyment. 

5/ How are you handling the issue of inheriting a lot of unfinished content that you and your team are now expected to deliver (like Dragon's Spine). Is there a temptation to just throw everything away and start working on your own ideas or perhaps it is common thing in games development that sometimes you have to finish someone else's work?

Heh, so I have this presentation that I give to newly hired designers. It’s kind of a “set your expectations for this type of work” presentation. One of my points in that presentation is that nobody who works for a decent sized company will ever work on “their game”.
It goes for almost all designers, they are usually working towards somebody else’s vision and even the people with ultimate creative responsibility are limited by the budget/tools/team etc.
So the live team, being pretty experienced in their own right, get this and I don’t think it bothers them much. I’m certainly used to it, Khitai was determined as the expansion location before I was on the project, I had no say in the scope etc.
Unfortunately, what has caused problems for us on Age of Conan was the knowledge loss from the old team to the new. The coders who work on the crafting system now are not the people who worked on it originally. The artists on Dragon’s Spine are not the guys who originally modelled it etc.
And that is the part that slows you down – having to learn how/why something is built the way it is. It’s almost always faster to start from scratch than start over, but we don’t have the resources to start many of these things from scratch. So we learn, adapt and hopefully get them finished eventually!

6/ With The Legend of Conan in production and Paradox Entertainment fully backing the reboot will AOC also provide content based on the film? You have already confirmed that it might happen, but are you perceiving it as a great opportunity for the game to reach new players? Did the last Conan The Barbarian movie with Jason Momoa have any significant impact on AOC population?

I think anything that spreads the word of Conan out to more people (and I mean the general REH word of Conan) is a good thing for the game. I’m sure we’ll do some tie-ins to the movie, it really does depend on the scope I am given for said tie-ins.
I don’t have the numbers from the period around the release of the earlier movie, but it is always hard to pinpoint the cause and effect around population fluctuations, so I usually don’t play the guessing game unless there is a large and very obvious trend.
Age of Conan’s population is at a point where it seems to be quite resilient to the factors that affect other games – like newly released MMORPGs for example. 

7/ Are there any plans to change/adjust the current payment model? Will we see the F2P expanded? The Rise of The Godslayer expansion opened up to F2p crowd? Or perhaps current subscription model is working well? With "The Savage Coast of Turan" we had an adventure pack that was sold as separately regardless if someone was a subscriber or not. Is this something that is again being considered or perhaps we will see something totally new?

In this regard, I have very little control. I have made a series of recommendations about the future of F2P on AoC, several of which were taken from the community, but I don’t have any news on that front.
I would prefer, currently, to keep any future content updates for subscribers for as long as we have that model. System updates become available to everybody and I think the base content for a free player is already very generous. That said, I agree it is slightly odd to have to purchase the expansion and then subscribe to use anything beyond Gateway to Khitai. I have made certain recommendations in this regard, but it isn’t my call
As for whether the current subscription model is doing well, it’s probably something you’d be better off asking the business people. Age of Conan earns money, which is the single most important factor for my team and I, and as long as it continues to do so I don’t see dramatic changes being made to the way things work.

8/ If we were to day dream about content based on a particular REH Conan story, what would it be?

Let me tell you a story. When the expansion was wrapping up in 2010, I wrote a proposal for a series of single player adventures based in the world of REH. They were essentially reproductions of the Howard adventures in the Age of Conan engine, and you could buy them stand alone, or tied to the MMO itself.
You played Conan through these adventures, targeted to 3-4hrs long and at the end of each, you received a code which could be redeemed in Age of Conan for an item based on these legendary adventures.
Alas, the team was moved to Montreal, we went through another round of layoffs and I was moved to The Secret World. But I still have the design document I wrote for the first of these adventures, and it was Pool of the Black One.
Why? Because we have the assets for that island, we have the Black Ones, we have the pirate assets and because making it as a prototype for the concept would have been extremely cheap.
Those reasons really haven’t changed, so if I was to start building adventures based directly on the REH stories, Pool of the Black One would likely be where I would start.

9/ are you still actively developing AOC or have you switched to more of a Game Director's role and deal only with "vision and direction" ?

Those quotation marks make vision and direction seem like they are simple concepts! Believe me, not at all.
In any case, on Age of Conan I still get my hands dirty in the tools and on a design level. I wrote the story and flow design for the last few events, implemented the quests (at least for Halloween) and wrote all of the texts.
I certainly don’t (and can’t) do as much as anybody who works full time on the project, but I like to use the tools every now and then. It keeps me clear on the limitations of the engine that we are working with and helps me to understand more what my team is struggling with.
I don’t need to be an expert – that’s why I have a team full of them – I just need to be able to understand what the experts are saying and why.

I hope that gives you some insight, thanks for listening!

PvP Events - not so hot

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I didn't want to post about Festival of Bloodshed until I have taken it for a good spin (Bori taught me that impressions can be deceiving). My verdict: I don't like it in it's current form. I am not claiming to be objective on this matter, but when it comes to my personal opinion I want to be honest in here: it is a cheap content done in a sloppy manner and it doesn't address my issues with the game. Not even Funcom denies that this content was cheap to produce and it really shows. But quite honestly I have a low expectations for 6 year old MMO when it comes to budget and resources allocations (even more so now that AOC doesn't have it's dedicated team). Still I cannot overlook the sloppy implementation of the events and by that I mean complete lack of any UI and visual indicators that would allow me to have a basic understanding of just what the hell is going on. You see all the information about the events is feed to player via on screen messages and system whispers. That is just less than elegant. Any revelant information is usually served to me with just tons of text clutter informing me that I might not have enough soul shards to perform something. Things like score goes into whispers which is even more messy. The result? Things like arena events are just blood baths in which you "Live.Die.Repeat" (in true Edge of Tomorrow fashion) with your guildies asking over TS: "is it over yet?", "is this still going?" How the hell I should know? 
To add insult to injury whatever class balance issues that are present in minigames are magnified ten folds when it comes to open world pvp. My recipe for utter destruction? Take soldiers, and some healers and just a pinch of ranged damage (Necro for 30s dots is preferable). Arenas are just rogues chasing casters while getting their asses pierced by ranges with soldiers just racking up the kills. There is no respawn downtime, no limited lives or any structure to those "arenas" so if you die just respawn and run back. Live.Die.Repeat (unless you are a soldier and in that case just live). 
Furthermore you have to take just absurd amount of quests from Picts NPC instead of those quests just spawning when the event is active (minigame style). Since I am already crapping on Picts I might as well go all out: I think that it was a horrible decision lore wise to use Picts for these events. It's a pet peeve of mine but seeing skin clad, body painted, gruesome savages that Picts are just HANGING OUT IN in Tarantia Commons with the locals is dumb. Funcom have always treated Conan source material with respect and this is first time in 6 years when I am actually upset about the story, writing and the implementation.  

But I can stomach all that. Class balance was always out of whack and the PvP Events got a lot of fixes and updates which is a nice change from Bori. My problem is being capped on gear/AA/pvp lvls. I have absolutely zero incentive to do those events. This is still a MMO and it needs progression. 
I could just repeat every point that I have made in "No progression" post and it would be as valid as it was a year ago.




A taste of things to come

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We all know that Funcom has a nasty history of not keeping their promises. Fact. However, say what you will, I am rather impressed with last few months: stuff like pvp gear or pvp events (never mind what I think about the quality of those) got promised and then delivered at speedy pace. Furthermore recent patch 4.3 class changes (and more to come) gave me that warm feeling that maybe, just maybe, AOC might be in the right hands for once.

So I will let my guard down (a guard of an asshole sceptic) to daydream about the features that were already promised and are in the works.


New Conan movie Arnold
This is a pie with a side dish of pizza: not only we are getting new Conan movie (have you seen pictures of Arnold lately? Bro must be lifting), but also in-game  movie tie-in. While Game Director Joel Bylos mentions that the thing is not set in stone I think Funcom would be stupid not to cash in on the release of CTB movie. However I won't be disappointed if nothing comes out of it since there is a lot much much cooler stuff to be looking forward to.


Cross server PvP and PvE queues
I will be honest: I am eye-balling Crom server from time to time because a lot of cool stuff is happening there simply because of a very high population. Furthermore the idea of queuing up for dungeon in AOC is just awesome (yeah I know that it is a MMO industry's standard for some time now, AOC is old!). Nothing drives me away from PVE more than time consuming LFG/LFM and then getting everyone to the dungeon. It feels so dated.

Unchained PvP Revamps
I don't really care about it (probably because I am on top of minigame pvp food chain), but if it got more people back into game or introduce them to pvp (chances are it would)  then bring it on. Not on top of my "zomg" wish list but it is out there.

Tradeskill System
To quote the letter: "This is probably the single most anticipated update from the players". QFT! Its been so long since I have crafted in AOC that I forgot that it is even in game anymore. This is my #2 thing that I am looking forward to the most and, from what I understand, it will change pretty much every aspect of AOC. I have always enjoyed this type of activity in MMOs and if I could...*gasp* PVP and craft at the same time? No more content is needed then.


Palace of Cetriss 
As of now we know that POC (see what I did there?) will be a tier 5 raid content. I am planing to REALLY get into raiding when next tier goes live. This will be the first opportunity for me to participate in discovery & progression parts of raiding. Until now when I was raiding (T3 and T4) it was with an experienced team that knew the fights like the back of their hands. Because of this, even if I was contributing DPS, I felt a little like I am being carried through the encounters. I never had to "figure out" Zodiac and train for taking him down, the knowledge was simply served to me on a golden platter. New raid gives me a chance to enter the unknown with the rest of the guild and figure stuff out with them. I might like it or it might be a horrible experience, but I will certainly try it.

New minigame map
So the letter says that "Palace of Cetriss and the new minigame map which are being developed in tandem.". Kind of forgotten stuff, eh? Since I don't really need tokens or pvp exp anymore I am usually just rotating two maps: HV and LT over and over and over again (and I am not even slightly bored of them, such a good design). I don't really feel a need for new minigame in a rotation...unless it is something unique like 3v3 or  new type of map setting (deathmatch!).  


Achievements
This is my #3 on the "zomg" list. It seems to be combining all the things that I already love in AOC: lore, exploration and vanity items. PvP achievements are only sweetening the deal. Coupled with crafting system achievements are a feature that will add a long lasting content to AOC even if it means merely re-visiting old stuff (Mitra is my witness I will go back and complete all quests in Tortage just to get an achievement!)


The Great Hyborian Race
I will pass on that and I am glad that it got put back on a shelf. AOC already has too much stuff for new characters to do and merely not enough for seasoned veteran's maxed out toons. I want to finally have some sort of progression and creating new character from scratch and then re-doing old content as fast as possible seems like a nightmarish idea to me.


Tier 4 PvP gear
First of all I am so glad that strange and alien concept (at least to the previous team) of PvP items > PvE items for PvP got finally fully implemented in AOC. I don't really feel the need for even more power in PvP (especially since it was made clear that T5 POC raid drops will not upset the pvp balance) and the power gap between fresh lvl 80 and PvP T4 veteran will get even bigger but... well I don't care, I just want more goals in PvP and this is certainly a powerful incentive for me to look at PvP as something else than just getting more kills. What I am worried is that T4 gear will be hard-locked to PvP events which.. I am less than ecstatic about . There has been a talk that T4 pvp gear will be more about choices than flat power increase but lets face it: gear for pvp is about getting that max crit rating + combat rating values. Unless we get some hard caps on stats or diminishing returns (which I am a big proponent of) there is a very little room for pvp gear optimization (and by little I mean none). 


Slithering Chaos as 12-man instance
I have always loved the concept of smaller scale raids as pulling together 24 people can be very challenging for smaller guilds (or just damn impossible). It can also be a great second choice for those raid night when not everyone shows up but there are still a bunch of people ready & willing to take on something bigger than 6-man hardmode

New Alternate Advancement Abilities and Loot Progression in Tier 5 raids
New AAs? #1 spot on my "this is fucking awesome" list. I am a little worried with the implementation because many peoples (me included) are already capped on their AAs and are accumulating every day more and more AA points (I think I have something like 150/120/160 to spend). There is something else that is also intriguing: "New Alternate Advancement Abilities and Loot Progression in Tier 5 raids - these two are intimately tied together and we have a solid idea of how we are going to build player progression through Tier 5 raids and new content. I’m saving all the details for a future game director letter, but new weapon combos, new items and new ways to play your favorite class are all on the table!". So new AAs are exclusive to Tier 5 raiding? One a one hand it addresses my main woe "not enough content for veterans", but also seems like a very small player base would get their hands on new AAs if it meant that you had to be in T5 raiding guild. If new AAs are purely cosmeting (and something tells me they will) then new AAs will be just more e-peen0r to weave around (I am more than fine with it).


PvP streak reward system
What I like about it is that "there will be different types of streaks covering both the regular minigame level and the tournament mode". Tournament mode! Holy crap how I wish we could have "group" back in "group pvp" (another wild concept that couldn't be fully grasped by old team). To actually group up with pvp buddies for pvp....like I used to back before freaking 1.6 (yeah 2010 called and they want their group pvp back).On the other hand I am a little afraid that PvP steak will be, again, a simple "more tokens more pvp xp" type of deal which PvP events turned out to be. I don't need that.


Unchained Raids
Unchained T1 raid will be first encounter in Tier 5. This is smart move by Funcom since, as far as I know it, majority of T4 raiders are done & bored (TM) with the Citadel and are looking for a fresh challenge and progression. Since I have NEVER done a T1 raid (imagine that) this is something that I might want to explore a little further. I also hope that unchained T1 will provide raiders with T4 tokens (it should since its part of T5) so I could complete my T4 set.


That is about it, all the major and exciting promises in one place. Without being overly negative about it this looks pretty awesome. 

Interview with Peter Lavoie "Pyzerius" Massicotte

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I give the interview with a true "working class hero", a man that co-created much of the most enoyed content and AOC (and never truely got a credit for doing so) . He is currently tinkering with class balance changes on TL server.


1/ You have showed up on TL forum around the time Cirith left for break so please tell us: have you locked him in a deep dungeon (Scarlet Citadel style) and took his place or perhaps you got your developer position in a much less sinister circumstances? How did you end up on AOC team?

I've known since I was about 7 years old that I wanted to design games, but never thought a career in game design was attainable or possible.

In 2006, I began my career in the industry, starting as a QA tester. I further specialized my talents by learning and becoming a certification tester for the three major console companies, as well as serving as a French localization tester.

When Funcom opened up in Montreal, I switched over with the intention of trying to make my way into the development team. I subbed to Age of Conan immediately to get a sense of what the game was about. I remember my first go through Tortage, the music, (Knut is a genius imho), the ambience...I was hooked. I would go on from there to level every class to 80 to really experience my options, (having been an MMO veteran, this is typically how I approach MMOs). After 4 months of QA at Funcom, I applied to become a designer and got the position. Thus, I began my journey as a content designer for Age of Conan, back in 2010. I was ecstatic!

My first assignment was to create a solo dungeon in Kara Korum, so I designed and implemented Refuge of the Apostate. From there, I moved on to group and raid designs, working on dungeons such as The Vile Nativity, Temple of Erlik, Jade Citadel and Sepulcher of the Wyrm. Cirith and I became fast friends during this process, (as we worked together on these dungeons), eventually going on to becoming roommates. I even had the honor of being co-best man at his wedding! 

I was also tasked with the responsibility of handling the changes to Thoth-Amon's Stronghold and Amphitheatre of Karutonia (normal and unchained).

There was a period of about 18 months or so where I was not present on Age of Conan. I won't go into too many details as I don't want to bore anyone, but I had a nervous breakdown. I have always had to deal with depression and anxiety disorders my whole life and in the years I spent in the gaming industry trying to get noticed, I pushed myself physically and mentally beyond my limits for too long, which ended up in a crash. After lots of therapy and rest, (during which Funcom was infinitely patient and understanding), I am back with a vengeance and ready to tackle whatever needs to be done to continue enriching Age of Conan!

Just so happens that Cirith was getting married and going off on a honeymoon adventure, so I picked up some of the stuff he wanted done while he was gone. He's back now, 100% more married than ever. (Age of Cirith: Chained)

2/ Please explain, and in details too, what is exactly that you do as a developer? Most of us have a very vague idea how the content for the game is made. Lets say you need to develop a dungeon. What tools and assets do you use? Do you have complete creative freedom or do you follow some kind of rough draft of a dungeon? 

- First thing we do is decide what the design goals of the dungeon will be . This acts as a sort of foundation for the whole dungeon, something we can come back to for inspiration on spells, NPCs, etc... It also helps keep the entire dungeon cohesive. During this step, we will decide the basic level design, (layout).

- After the design goals have been decided, we then move on to the concepting phase. Here we will decide how many bosses we'll have and begin a writeup on their design. For the concepting phase, we normally don't decide numbers, just a rough draft of how we want the fights to work and which of our core design pillars we’ll be trying to hit and how. We begin documentation at this point, and once we're happy with our concept, we send it off for approval, (it normally bounces back and forth a few times before both the designer and lead are happy with it). We don't have 'complete' creative freedom, but we have a huge amount of creative freedom, which makes Funcom a lot more interesting to me than some other studios in the area.

- Once the concept is done, we begin the design. This is where we cement things in our documentation to have a guide to follow when implementing things; this is always written and considered from the players’ perspective with the sort of experiences they will encounter at the forefront. Around this point is where we see if we need to request new art assets or whether we can use existing ones. 

- Next is the implementation phase. This is probably the longest phase, as we now have to "make" everything we whipped up with our imaginations in the concept/design phase. We have many tools at our disposal to help us with this, but I can’t go into much detail as they are largely proprietary. Now we can start scripting logic and prototyping mechanics alongside abilities to see how they play out in reality rather than just in theory.

Moving on to particle effects is a logical next step, since they are tied to the spells we just made, so we'll decide on spell visuals with special attention paid to what we need to communicate through visuals. For this step, we either use existing particles if they fit nicely, or create new ones if we can't find a particle that does exactly what we want it to do. Soon after, we create every NPC needed for the dungeon and decide what armor they should wear, what race they will be, etc... The World Designer will be working on the physical dungeon, and once they have a version of it ready to use, this is usually in grey box format to start so that we can test mechanics in the ‘correct’ space as soon as possible. 
These steps are usually cyclical in nature, so we constantly shift from one to another and come back to each several times until the dungeon is ready for testlive. This iterative approach to design is pretty important to how we work and allows us to adapt the original concept as we play through the mechanics and later after we start getting player feedback.

3/ Can you share some details how the class are adjusted during the struggle to balance the game? Again many of us think that the developers haphazardly mix a bunch of nonsense together and call it a day. Pure math and number crunching, player feedback, statistics and developer’s own experience with certain class – how are those used in the process?

The first step is to address the problem at hand or the outline the goal we want to achieve. For example in the current iterations you are seeing the goals are two fold, firstly continuing with the class re-balancing that kicked off in the last patch and secondly highlighting key feats which are undesirable or largely avoided by players and reworking them into something which is at least an interesting option. Of course time factors for the patch are a consideration in what we are able to do too.
The next step we took in this case is to go through thread after thread on the forums and start compiling a list of sane suggestions and valid problems for each class and the game as a whole.

Once we've formed a list, we begin research, testing and documenting on the shortlisted changes so that we can highlight the problem and then think about possible solutions. Once we have a bigger picture after looking into every item on the list, we consider how much of an impact making these changes will have on the game, (ie. if they are particularly skewed toward one class/archetype, whether adding any of these suggestions will make other classes feel less useful, etc..). If we have ideas for some changes that we have wanted to make for a while, we normally throw them in this list too.

Next would be patching out a rough draft of our work, essentially paper prototyping the changes. This process means reading through a lot of feedback and making tweaks where necessary. Here's where it's easy to get trapped, because the player feedback is easy to drown in. We have to make sure that we keep a level head and use our research to make informed decisions, and not just implement everything we see on the forum. There's not much more to it than that, we just bounce between prototyping, feedback, tweaking & balancing until it's ready for live!

I think the most frustrating thing about class balancing is the feeling that we will never be truly satisfied. For example, the latest class balancing, Cirith gave me a list of 10-12 things to change. Since he was on vacation and I was inspired, I went a little nuts and added a lot to it. We've now reached the point where we want to patch it out and where I am needed elsewhere, but I feel like there is so much more I can do! But this is why we want to keep these class tweaks coming in future patches, its easier for us to balance in batches and we can then gradually gauge the state of the game and that provides a spring board for the next set of tweaks.

4/ You have developed Refuge of the Apostate solo dungeon which, at that time, was a pretty unique in AOC (compared to old, boring Villas in Noble District). Where did you get the ideas and inspirations for this dungeon? The maze/puzzle part of the dungeon reminds me of old school Tomb Rider and the “nightmare” sequence looks a lot like Max Payne 1. Am I on to something or did you have something totally different on your mind?

 For Refuge, I wanted to bring a console-like experience to our MMO. It was something that I felt was lacking from the MMO genre in general, and since I had an opportunity, I decided to go for it and try for something different that AoC players had not necessarily experienced in our game. Since Refuge was going to be a solo experience, we had a little more freedom than in group or raid dungeons where there are many unpredictable variables, (players). 

I had just finished Lara Croft and the Guardian of Light and was nuts about it, so the maze area was fueled largely by that. I won't lie, getting that aspect of the dungeon functional was probably the longest and most difficult task of all of Refuge, but I am happy with how it turned out. As for the nightmare sequence, both the artist and myself loved the Scarecrow sequences in Batman: Arkham Asylum so we used that as inspiration, (the artist even threw a "scarecrow" straw dummy in one of the prison cells in the nightmare realm if you look closely). The nightmare realm itself is just the boss room of the actual dungeon broken up into several pieces to make a new, creepy version of that boss room.


Fun Fact: The Tian-bai in the nightmare realm is actually the largest NPC we have ever put in the game, (take that Frost Father!)

5/ How much of a lore fan are you? Is Hyboria just a setting for MMO you are working on or is it something that you are passionate about? When designing new content do you pay close attention to making it “in line” with lore, or is it something that you leave to the writers and artists?

We are all lore fans here on the AoC team! I don't think there is a single person who was not read every Howard story. When making new things, keeping the setting in mind has always been important. Sometimes we stray a little from the setting, but it's normally to offer players something fresh, or something that will improve their quality of life, (therefore, something mechanically fresh that adds a lot to the game but does not necessarily fit with lore. A good example would be the plethora of exotic mounts. There's only so many types of horses we can make.) Its inevitable any individual/company inheriting a licence will take a little bit of artistic freedom, but the essence of Howard’s world is always in our minds.

6/ If you can share this: how much server wider stats are available to the developers? Characters made, resources gathered, gold acquired, most kills by class, most deaths by class, most crafted item, most popular dungeons, bosses killed most oftne…. Most of us drool at the thought of having those stats to win forum arguments. In all seriousness thou: are stats important in day-to-day development, or perhaps they are just a tool used to monitor for very very serious issues?

The database contains a vast amount of information which can be cross referenced to aid in the solutions to many problems, however data can only really prove so much and should never be the only tool or factor in determining the solution to any problem. Something we added recently for example was zone traffic information to see where players are going and when, its some very interesting reading, especially during World Boss and PvP Festival weeks.




T5 loot, update 4.4 and new era for AOC

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Age of Conan has always struggled when it comes to loot and stats. Not many of you will remember the old stats system that came with the game back in 2008. It was a mess! The items were ridden with weird, useless stats while not giving any meaningful progression. You could pretty much fight naked and there would be very little difference. When FC tried to create more powerful items in the old system things like PVP armor those came out with absurdly strong resistances. Since there was no future for AOC under old system (that is up for a debate but that it my opinion on that subject) so second game director Craig Morrison decided to re-do whole stats system and roll it into update 1.5 (that was both BIG news and looooooong time waiting). The 1.5 update was more or less a a success, but the system as a whole was designed in a very short-sighted way. New stats system didn't have any modern solutions to limit gear power  (such as diminishing returns or hard-caps on stats) while AOC followed an absolutely unique to MMOs model under which 80 lvl was a max that would never be raised (not even by the single expansion that came out).
This created a scenario where gear progression was linear and people quickly realised that, apart from tanking, you really only need combat rating/magic damage and as much crit/bonus crit as possible. Then came the ROGS expansion and apart from new type of stats (critigation, tenacity) it brought more of the same: stacking huge amount of combat rating and critical damage. When T4 was finished it was pretty obvious that T4 loot is nothing than Khitai epics slightly buffed. It was evident that AOC had reached the point of no return: the stats could only go up and up to satisfy the players, but at the same time no dungeon epic drops should surpass what T4 had to offer. Prime example of this system backfiring on FC are  Dragon Spine dungeons that are offering epic loot which is only super marginally better than Khitai drops. I am talking about 0,67 DPS difference.  At the same time Funcom began to re-use old content in a form of "un-chained" dungeons: old instances got updated with new mechanics and loot. The developers wanted to keep whole Hyboria relevant to the players, but that also meant that there couldn't be absurd gap between somewhat geared 80 lvl characters and max geared 80 lvl characters. If T5 had same lineral stats progression as T4 had it would have been a catastrophe. More so with recent pvp gear changes that brought pvp and pve in line. Simple stats increase on T5 pieces would bring AOC to square one with PVE items being again superior choice for pvpers.

Luckily such is not the case with T5 and the solutions applied to that tier of loot will change the AOCs future when it comes to itemization. 

So without further ado  here is a FAQ that I have compiled with the developer posts on TL:

What new mechanics will T5 offer to the players?
Finesse hits and set bonuses and mini-set bonuses

What are Finesse hits?
Those are "multi-hits"that can trigger on class specific abilities. 

Do Finesse hits work with spells?
Yes

What class specific abilities will trigger finesse hits?
Currently we have confirmed information that finesse hits will only proc on top rank combos for each class. This rule applies to combos gained via Khitai books and upgrades to combos gained via AA system. 

Won't Finesse hits totally ruin PVP?
Finesse hits will only trigger on NPC target so it won't work in PVP. This mechanics was specifically designed so there could be meaningful gear progression in PVE without affecting PVP side of things.

What are the exact numbers when it comes to finesse hits?
Finesse hits will be about damage...at least in T5. The damage on the additional hit will be relative to the lenght the animation and combo builders. The exact numbers are unknown and not yet finalized.

What are set bonuses?
Those are passive bonuses tied to gear pieces that are made available to player once he collects enough pieces.

How many items do I need to get set bonus?
First bonus is made available after equipping 3 pieces, next one requires 5 pieces and fully unlocked bonuses require 8 pieces.

Are set bonuses only applied to armor?
No. Accessories have their own mini-bonuses, However as for now pieces required to unlock tiers of bonuses belong to same category (armor pieces do not share bonuses with accessories).

Will set bonuses be exclusive to T5?
No. It's a new system that is supposed to be applied in the future to AOC items.

Will set bonuses be tied to crafting?
Yes.

What kind of bonuses will players get from sets?
Bonuses are tied to roles: DPS/healing or support/tanking. This is could change. 

Will I be able to mix bonuses from future sets?
Yes. When more set bonuses are made available on new gear you could chose to max out bonuses with 8 pieces from one set or go for a mix of piece bonuses from two different sets. 

What are mini-bonuses?
Those are bonuses tied to weapons and accessories. No further information was posted on this subject.

What will be T5 loot?
Full set of armor with finesse hit mechanic and set bonuses. There will also be weapons and necklaces with mini-set bonuses.

Will T5 be the Dragon Spine raid?
No. T5 are "unchained raids" tied to Dragon Spine area. Palace of Cetriss will be made into full blown T6.

Can you post the set bonuses?
Shit yeah I can:
















Halloween event of 2014 - just good, no cheese

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The weirdest time of the year is upon us and once more I dive in the ocean of cheese that Halloween events used to be. My oh my was I pleasantly surprised with this year's Thirst of the Serpent God: the writing on it was truly excellent. One of my many complains about the events in Age of Conan was poor, sometimes cheesy writing. Matter of fact last year's anniversary even was so poor that I didn't even write a review for it (it would have been  100% grade A complains). So what is so special about Serpent God? The story simply works and is largely inspired by REH Conan books. 


What really surprised me that there wasn't a whole tons of text, the story naturally unfolded via game play and occasional cut scenes. 


I have also appreciated the event for  how well it handled ALL of my previous complains posted here

Lets do a small re-cap of old events (Night of the Lost Souls):

- zero replayability,
- same rewards for everyone,
- no challenge at all,
- very short,

The Serpent God event has two parts: the story mode in which you learn about the bloody festival itself and the survival mode in which you have to last 10 minutes on the streets of Khemi filled with bloodthirsty priests of Set (NPC) and other players (with PVP enabled).

While I enjoyed the story mode for what it was I am not really up for re-doing it. I have to note that the quest chain is pretty long, but it's nicely paced so I would say it's just about right.
The survival mode nicely fills in that "repeatable content" gap with something that I can do on a daily basis and get a reward out of it.. Granted the PVP part of the event is not all that well done but it was a BOLD and fresh idea and defiantly a step into a right direction. 

As for rewards Funcom decided to give us special tokens that can be traded for chests filled with random loot. I think it is a great to distribute loot, especially that you can get a unique mount if you try hard enough (or get lucky). You can check the rewards on Henryx's Blog.   

What more? The event is actually pretty hard. What pissed me off in the previous years that everything about the event was "on rails" and all the player had to do is just click the glowing item and kill the most obvious opponent. This time around not only you have to think a little (not too much) but also there is a buff/debuff mechanic that you have to manage in order to survive. I didn't have much troubles with the event, but I like that the devs made an effort to challenge the veteran players. In that regard the fact that official forums have "Halloween Quest Too Hard" thread is a good thing.

Given the story, new mechanics, rewards and cut scenes I would dear to say that we got served a quality content. The survival mode has some major flaws (like an area where once you get criminal debuff you can get farmed), but I am all for allowing the devs to experiment and learn in the process.

The fact that you can also re-do previous Halloween events along with the new one is pretty great so if you intend to do Lost Souls, By The Light of the Moon and Serpent God you are looking at pretty sizable content that will  take you a good couple of hours to tackle. 



Owned by eunuch


Mayhem on the streets of Khemi

60.000 kills episode spectacular - no to solo arena!

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Another milestone conquered: 60.000 kills. While my ultimate goal is 65k a new challenge presented itself: PVP Arena.

What is it?

Last time I got excited about new AOC content was when Mozes was a cowboy so...back in 2012? I remember that Dragon Spine got me pumped quite a bit (oh how crappy it turned out to be..).
I was pleasantly surprised to read Game Director Letter – October 2014  achievements, pve and pvp arenas? Damn right! After re-reading the letter couple more times (reading comprehension fail) I noticed that....PVP arena will be a solo content. I immediately did what any sane person would: I tore off my clothes, ran through my neighborhood butt naked and screaming and then, while rocking back and forth at my desk, I got on forums and complained about it.  



Game Director was very blunt about the PVP Arena:

Forum GodNusquam's Avatar

Default

Quote Originally Posted by ne-X-us View Post
2Nusquam Can we expect 2x2 3x3 arena with premade?
The design I have read is for solo. Premades etc require more codework for matchmaking and greater scope. Can be considered for the future.


Solo. Wow. There are two things that Funcom made me allergic to: "solo" and "bragging rights".

Sitting down to write this post I promised myself that I wouldn't cry and I wouldn't write over and over and over again how PVP needs to be enjoyed with friends and not with random strangers.
Well since I am already sobbing I can only keep my word on not explaing the importance of social aspect of pvp. Let me direct you to my other posts about friends and PVP (and how Funcom took that away from us):


By the way do developers even know what it is like to play with strangers in highly competitive environment? Have you guys been ON THE INTERNET?

Let me simulate the experience by copy/pasting my group chat from two games that, mind you, we have won!

[Group] [Acke]: where the fuck are u all
[Group] [Acke]: ffs
[Group] [Kryptoshaman]: get off this ledge idiot
[Group] [Kryptoshaman]: noones here
[Group] [Kryptoshaman]: lol
[Group] [Pasathor]: go flag
[Group] [Boyaka]: fucking noobs
[Group] [Crypthon]: i go flag... please a couple of guys def
[Group] [Crypthon]: nec - play
[Group] [Crypthon]: kill flag
[Group] [Onlymydemo]: cc this barb
[Group] [Onlymydemo]: wher is this all fucking team
[Group] [Napaljenica]: my ? to
[Group] [Napaljenica]: cretins
[Group] [Napaljenica]: cretins
[Group] [Napaljenica]: cretins
[Group] [Napaljenica]: cretins
[Group] [Napaljenica]: cretins
[Group] [Napaljenica]: cretins
[Group] [Bomby]: NO SUPPORT NO FLAG
[Group] [Napaljenica]: u didnt even tRy to get it
[Group] [Napaljenica]: by
[Group] [Onlymydemo]: lol all hit fucking tank
[Group] [Onlymydemo]: what a retard team
[Group] [Napaljenica]: y
[Group] [Napaljenica]: y
[Group] [Napaljenica]: bye
[Group] [Bomby]: NECRO
[Group] [Onlymydemo]: do you know what is fucking stun or fear?
[Group] [Bomby]: who do you mean?
[Group] [Napaljenica]: bye
[Group] [Napaljenica]: bye
[Group] [Napaljenica]: bye
[Group] [Onlymydemo]: specaly you tard
[Group] [Napaljenica]: FUCK YOU TARDS

Can you imagine this kind of communication while playing with friends? Yes? Well then perhaps they are not your friends :X

I don't need THAT in my live and this is what AOC pug system forces me to endure. 

With that put aside I can get right to the point why Solo Arena is a bad idea.

Back in the day along with Renown system we got arenas that are located in Khemi and (I think) in Keshatta too. Everyone got excited about those arenas until we learned that there is almost zero difference between dueling in arena and dueling in the open world. If anything the system was more cumbersome that just pvping out in the open. 

Lets see what the new arena is all about:

In the PvP version, you approach a different NPC, where you can queue for a PvP match. When a challenger does the same, a message is broadcast to the arena, informing everybody of an upcoming match.
During the period before the match, other players will be able to wager on the outcome with a Bookkeeping NPC. Once the Arena is cleared, bets can no longer be placed and both combatants are teleported to the arena floor, and after a short countdown, the duel begins and continues until one player has been defeated.
The prize pool is always based upon the actual money that was bet, preventing system abuse but also providing incentive for duelists to encourage people to come and watch them fight!
Finally, in order to give the entire proceedings a sense of progression, you can earn faction with the Pit Masters (who have both a PvE and PvP faction) for competing in the arena. Over time, you will earn access to new pets, armors and vanity items as well as unlocking special quests from the Pit Masters.

So it seems that PVP Arena is indeed 1v1 and also random.

Here is what is wrong with the core idea of instigated 1v1 PvP experience:

AOC is far from being balanced for 1v1.
Every MMO struggles with pvp balance and AOC is no exception. While I consider the game somewhat balanced I am maxed out on gear and AA, veteran pvper. It is true that every class can kill every other class, but some archetypes are more "forgiving" than others. Necro making mistake and getting KBed by Guardian? He probably will be dead before he gets a chance to get up. Guardian feared by Necro and DOTed up? A dent in Guardians HP pool. It takes different amount of skill to by successful with different classes and gear/AA difference makes that gap even wider. Furthermore the classes are obviously doing better at different things: Demo will excel at AOEing enemies in minigames and score kills, but same tactic doesn't apply to 1v1. 
Last thing that makes 1v1 tricky to balance is the abundance of ready-to-use stuff that you can launch at enemy the second the fight starts. In duels you will always have your best stuff ready and we all know how things like Last Stand can affect 1vs1.
If you add gear and AA difference it can turn out that the fight will last couple of seconds and will end up in a bloody mess.



Just an example: https://www.youtube.com/watch?v=r82Ll7O9h80

This very much simulates what 1v1 arenas will turn out to be. Thats hardly fun for anyone.

Also there is no "depth" to 1v1. It usually results in "all in" type of combat where combatants simply try to overpower one another with everything they have at their disposal. There is no reason to hold off on any cooldown since the fight might last just couple of seconds.

So what could be better? 2v2 or 3v3 arenas. I would begin with 2v2. There is so much more complexity when it comes to four person pvp dynamics. Healing, CC coordination (very important with global CC immunites), target switching, baiting, kiting, bubbles and so on. Assassin might use dull pain and go after the Demo, but that Demo has POM partner and dull pain doesn't mitigate holy damage, but what if Assassin has  HOX back up who will interrupt POM spells? It is infinitely more interesting both to play 2v2 as well as to watch 2v2.
What about bets? Well it's super easy to predict outcome of class vs class match up, especially if you know one of the combatants is skilled. Necro vs veteran Guardian? My money is on guardian. In 2v2? Well it can get tricky and of course more interesting to place the bets. 

What about balance? Fuck balance! Let us go at each other throats. Make arena vicious, brutal, unforgiving content in which everything goes and winners take it all! If someone is not ready for top tier PVP competition then he has PvP events, Bori and PUG minigames to enjoy. Don't ruin your most loyal pvpers fun just to make things "even". Arenas will never be "even" or "balanced" so don't try to make it so, capitalize on competitive aspect of arenas. It will be fun because it WILL BE HARD. There is no glory to be had if there is no struggle. 

And last and not least: put back "group" in to "group pvp".Seriously I think we all had enough with solo pvp experience and taking verbal abuse from frustrated, anonymous strangers.


Blast from the past ep.1 - Dat AI!

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I really like going through old 2005-2008 posts and articles and uncovering what the game was supposed to be and comparing it to how it turned out. Nostalgia is my drug of choice.
To my surprise a lot of most innovative AOC elements never made it to the live game and those strong points were made it into AOC's weak points.

AI and scripting  was supposed to be most impressive, ground breaking part of AOC.

Just look at it:

We have made this neat AI not to create something we think will revolutionize gaming, making the world "real". I think all such claims are Utopian. We have done this to be able to let the NPCs be a little bit more intelligent than just "quest vendors" or "battle-monkeys" or whatever you will call the behavior of monsters / NPCs in todays MMOs. The NPC’s will approach a player and try to sell stuff, talk to him or interact if appropriate. The NPC’s will have loyalty to their leaders, and various degrees of social abilities.
It is important to note, though, that combat AI is quite a bit more linear. This is because for battles it is most likely more fun to interact with a predictable enemy than someone that seems "random".
ShackNews, 16th June 2006 (Gaute Godager)

It's 2014 and I can't really think of MMO that really pulled that kind of stunt off (or even attempted it). Quest NPC and MOBS pretty much behave the way they used to since ....well since ever I suppose? NPCs just hang out with exclamation marks above their quests and pretty much all you can do in terms of interaction is pick up the quests while reading some dialog (your choices are meaningless). Funcom briefly experimented with "dialog options have consequences" with the launch of ROGS where you could actually offend the NPC and lose that little bit of reputation. That concept was never taken further and is pretty much gone.

One example would be in a village where you will see different behavior based upon the time of the day and also the needs of the person you are encountering. And you'll also see the A.I. working with group behavior. If you are out in the countryside and one wolf is coming along you will probably be spared. But if there's a whole pack of wolf you might be attacked because they will have different behaviors depending on how many there are and also how many players you are with. Hopefully it won't be 100% for real because this is a game. It has to be a parameter of fun. So what is fun and what works will be kept. The player of online rpgs often like to have some hunting grounds, some regions which will be good for that as well. I guess the essence is that it should be to some degree unpredictable, it should be varied, and that is what we are trying to achieve. More than anything it should be fun though!
conan.mmorpgs.info, 2nd April 2006 (Jørgen Tharaldsen)

You can still notice that little bit of AI in animals in Potain (cows will run away when approached). This concept was again brought back in ROGS where some animals are displaying a bit different scripting (like wolf when attacked will call out the rest of his pack to join the fight, water buffalo will protect the calfs and so on). I guess it was supposed to be so much more than that.

With the need based system we are working on now, we can give all NPC's their own mind.. meaning they will be hungry, thirsty, sleepy etc and act accordingly to their emotions and needs. Some NPC's will avoid conflict, others will warn you not to come closer while others again will attack on sight. We are trying to make this as good looking as possible rather than having static NPC's who are just looking at you until you get close enough to fight.
Forums, 14th October 2005 (Mjoellnir)

Unfortunately AOC launched with just three possible "statuses" that NPC can be in: green and not attackable (quest NPCs), yellow-neutral and attackable and red/gray that are hostile and attackable. It is pretty much a standard behavior in all MMOs and it was super ambitious for Funcom to even attempt doing things diffrently. This kind of player-to-NPC interaction is usually reserved for huge, offline RPGs like Skyrim and even those major titles have abundance of game breaking bugs. The potential for AI abuse was huge and I can't imagine how this system would work with dozens of players present near the same NPC.

We can give every single NPC, dynel, item, puzzle, trap, quest and even playfield its own AI script, and this script can be very simple or very complex. That means that the entire world can be controlled with AI, something that give us the possibility to make a good, dynamic environment where nothing really is predictable unless we want it to be!
If I can help it, we will not have static NPC's, other than those who are supposed to stand in a certain area. I don't want to go into more details than I have in some of the other posts, but when we design and script the behavior of animals we try to see how they act in real. A migrating system is interesting and not impossible to implement, so I'll keep it in mind.
Forums, 25th August 2005 (Mjoellnir)
 
AOC is extremely static game. In fact I am considering that AOC's the biggest flaw. Despite the fact that players have obviously participated in world changing events (like killing Toth-Amon) it never has a bigger impact on the world than 1-2 lines of NPC text that pads the players on the back for killing XYZ. If I had to point to the single biggest blunder I would say that it's Tarantia Noble District where, imagine this, Nemedians have laid siege lasting since 2008. Nemedians are displaying some of the "trench warfare" tactics to say the least. I would love for Nemedian invasion to be a random event that just happens, you know, like invasions usually do?
The idea of dynamic evens was re-visited during path 1.5 with the launch of Tarantia commons. The zone is supposed to have dynamic evens with riots and players being able to control the outcome of the struggle between peacekeepers and rioters. I have always considered that content to be no more than a gimmick and few players ever have bothered with it (it was mostly made to spawn bosses that drop rare recipes). Again in ROGS there is a little more of dynamic elements like ritual in The Temple of Yun in Paikang (the ritual starts at 12:00 server time and player must participate in the dance to earn quest reward). However recent additions to AOC in a form of World Bosses and PvP Festivals are definitely step into right direction since those are dynamic, with limited spawn time and repeatable.  

If Funcom could pull of the AI system it would be revolutionary even now and I cannot imagine how that promise must have pumped people up back in 2005. I wish more of that old systems/concepts were present in the game today, but I can also see how that system could be easily abused and needlessly complicated. 

My horse is amazing!

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I have made this post so you can look at my horse and decide for yourself that....my horse is amazing. It happens that I have recently received two rather sweet mounts.

One is Strategists Steed offered via Kickstarter campaign for...Age of Conan Board Game (more info here). I was looking to buy that board game for some time and KickStarter offer loaded with extra stuff made it only a sweeter deal. Strategist Steed is a code which you apply to your account and then you receive the mount via /claim command. The Mount is account wide with unlimited claims and it a bit faster than swift horse (or at least as fast). The claimed mount icon is epic in color and surprisingly it has no description.




Tarpani Stalion is a different beast. I wrote about this mount in this post calling in an undead magic mount. Well you get this mount via quest chain which can be started when your guild gets to the 20 lvl renown. After pretty nice story you have to force an NPC to talk and he won't spill the beans unless you pay up .... 200 gold pieces. After you have stuffed NPC's face with golds he reveals that the horse is only "conditioned" via horrible means to be much stronger than other horses. That "conditioning" also makes it look undead which is... a plus in my book. This mount seems as fast as Hyrkanian horse, but then again I didn't test it and I don't know shit about shit (unlike Cynara who posted pretty definitive guide on mount speeds). The added benefit of this mount is +590 protection buff that you will get when mounted (might come handy during sieges or so).






1 year in review - 2014

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Yet another Hyborian year has passed and it is time for my savage review. When you look at the list of things that were promised in 2013/2014 it will be pretty obvious that most of the stuff did not get delivered. On another hand new gear mechanics had to be introduced to add any new meaningful content to AOC. Lets see what was going on in Hyboria during those 12 months.



COMMUNITY MANAGMENT
  1. All Your Tomium Are Belong To Us
  2. [Forum Event] Epic Tales of Uncertainty - a forum game
  3. Halloween Streaming!
  4. Adventurers vs Kang - Hardmode! - youtube re-post
  5. Player Spotlight Rishis
  6. Forum re-design
I often give community managers a hard time because I feel like so so very little has been done over the years to really help AOC and it's community. I spilled my beans on that subject here. With an addition of new community manager I didn't expect for things to change drastically, but I gave the benefit of doubt. Without being an asshole about it the above list is what pretty much has been done for the community over 12 months. Epic Tales ended on a less than epic note. Halloween Streaming was two community managers giggling on Twitch and dieing on their low level characters. It was painful to watch as it was pretty obvious that community managers had little to no idea how to play the game. If someone expected insights about AOC, Q&A session with a dev or learning anything about the game then it was a big let down. I don't mind that "shits and giggles" approach to streaming once in a while IF it is a break from your regular streaming that has both purpose and content to offer. If just laughing your ass off for 2 hours on Twitch is the only thing you are going to do over 12 months then why even bother. We also had one youtube video re-post and one player spotlight. What was that about? Why even bother to do something once and then abandon it completely? I am not going to talk about forum re-design. I will just mention that old design was the best thing I have seen when it comes to MMO boards and I am saddened to see it gone. However if it was needed for technical reasons then be it, it's not that super important. Community management, again as always, resorted to posting server status and path notes with addition of Tomium offering a wide array of snarky comments to the players (which is less than welcomed and opposite to helful).

EVENTS
  1. Age of Conan's Sixth Anniversary!
  2. Age of Conan Halloween
Sixth Anniversary was a bit of a let down because of poor writing. The story was rushed, uninspiring and to make it worst it was used later on for PvP events lore. Halloween even was on the other hand very well put together and pretty much addressing ALL of my concerns about this type of content in AOC. Bonus points goes to Funcom for sticking with this new philosophy of adding something new to the events in every year. 

WORLD BOSSES
  1. added a buff which will give players amnesty against criminal/murder status
  2. The first kill of each month will now provide a new Portent Token which can be claimed on each of your characters.
  3. Portents spawning on the PvP servers now have lower health to compensate for the increased challenges provided by these locations. 
World Bosses are here to stay. While WBs are glorified, gigantic pinatas but no one can deny that it is a super popular content. The improvements to the WBs, especially addressing the problems on PvP servers (where sometimes it took more than 1 hour to take down bosss) made things a lot better.
I only wish that Funcom has went a diffrent route with WBs and instead using gigantic monsters they should have used armies and generals. Cutting through the ranks of Nemedians to kill their general would be, at least for me, a lot more epic than sticking my dagger in some fat, flying demon. This content is what it is and recent changes are appreciated.

ITEMIZATION
  1. Update to all PvP vendor weapons to have improved stats that should make them much more competitive in a PvP environment
  2. Stats have been redistributed on all tiers of PvP armor. Tier 3 PvP gear should now be of a similar standard to T4 raiding gear.
  3. New social items have been added to the Contraption Merchants for purchase using Conquest Trophies.
  4. New vendor offers unique new items in exchange for Victory Tokens.
  5. New mechanic in a form of Finesse hits,
  6. New mechanic in a form of set bonuses
  7. New mechanic in a form of item buffs
Even thou changes to existing pvp gear were deemed "very hard" by the Game Director later on we got awesome stats re-balance which resulted in closing the gap between T1 and T3 pvp gear and making T3 pvp gear more desirable for pvp than T4 pve gear. Great change! I did't enjoy pets this year. Pets, pets, pets, everything gives you pet reward. New pvp currency in a form of victory tokes can be spent pretty much on more pets. At very least  with the planned addition of solo arena all those pets are making sense now. The single most important addition to AOC this year were new gear mechanics which were needed for AOC to expand and provide future content. Developers have coded themselves into trap post 1.5 because with no stats cap item budgets could only gone up resulting in T4 gear making pretty much everything painfully obsolete. New mechanics are great for adding new items that are not simply a flat power upgrade and also set bonuses encourage mixing and matching between set pieces. Bonus points goes to Funcom for making finess hits a PVE exclusive and thus avoiding the age old issue of PVE gear being more valid for pvp. Check out more info on new mechanics here.

RAIDS
  1. changes to memory cloud, loot has been redistributed over to The Zodiac & Emperor Yah Chieng
  2. changes to Temple of Erlic T3.5 raid. At least 1 of the new weapon and accessory items are guaranteed to drop from each boss.Some bosses drop Dragon's Tears, rares, minipets or Phials of Heavenly Knowledge.
  3. All existing raid vendors now offer weapons and accessories for sale in exchange for their respective tokens.
  4. All existing raid vendors now offer weapons and accessories for sale in exchange for their respective tokens.
  5. A new vendor offers new unique mounts, social pets, and morph abilities in exchange for tokens from Tier 1 to Tier 3. This new vendor also offers an exchange for Simple Relic Is > Simple Relic IIs and Simple Relic IIs > Simple Relic IIIs.
  6. T5 unchained raids.

I am not much of a raider so I can offer a little insight about raid related changes. T5 raids are developers buying themselves more time in order to pump out T6. Adding T5 was a smart move because it was painfully obvious that T4 raid was .... raided to death (sorry for this bad pun) and PVE players were ready to move on (to another game most likely). T5 raid uses old bosses and raid zones but has new mechanics. I would call it a blatant attempt at stopping PVE population from leaving if it wasn't for the addition of gear with new mechanics.


PVP

  1. The contraption merchants now offer an exchange of Campaign Badges into Conquest Trophies.
  2. PvP Festival events
  3. Daily PvP Questing System
  4. White Sands Isle is now PvP Enabled on all PvP servers
  5. PvP Minigame streak system
  6. A new item, "Indemnity", has been added to act as insurance against a minigame loss
  7. Individual minigame statistics are now visible on the player info window. New statistic added in a form of minigames abandoned count.
PVP Festival turned to be something oh-not-so-hot (check my article here). Most of the veteran pvpers ignore daily quests and pvp festival as they have nothing to gain there and what is left are mostly alt farmers that are making the events into Bori 2.0. The event and daily pvp zones lack of proper UI solutions (on screen messages and whispers are lackluster and remind me of MUD games) and it's not even clear where the even/daily quest is taking place, players must go from zone to zone and discover it for themselves (hint: most don't even bother).
But events are what they are: cheap content delivered very fast and I cannot argue with the cost-to-quality ratio because, in all honesty, it still beats Bori by far. 
What I am very upset about are Minigame streak system and minigames abandoned count. Game Director promised that Minigame streak would be also made for tournament mode so to encourage group play in AOC. He didn't deliver on that promise. Furthermore minigame streak quest can be broken/failed not only by losing the game but also via abundance of bugs like server kick, or getting CCed under map. What is Funcom solution to that? New item called Indemnity which pretty much acts as insurance against losing. So what it bad about it? Its cash-shop exclusive item and that is just evil. It's Funcom saying: pay us not to get fucked over by AOC bugs. This item should be buyable with tokens and the fact that it is not is a blatant money grab executed in a worst possible manner. To add insult to injury minigame abandoned count, a new type of visible stat, doesn't really count minigames left but rather the amount of bugs. I for exemple didn't leave a single game and I can boast an amazing 13 minigames left. You can check a video of me getting 2 minigames abandoned in one game (while staying in it!) and see the bug report thread. If I had to sum up pvp content for the year 2014 I would say: most noble of the intentions, most poor execution.

FIXES AND CHANGES
  1. Requirements for gaining offline levels have been adjusted. In addition to premium account status, players must now possess a level 70 character before offline levels can be earned on the game account.
  2. The active PvP Daily location now provides all players with a buff which will block criminal/murder status.
  3. Guards will no longer come to player's aid during the Pictish Festival of Bloodshed (daily or festival week) in the festival location.
  4. Players below level 80 will receive PvE XP boosts in the festival location.
  5. It is now possible to signup for minigames from the Border Kingdoms : Cimmerian End, Border Kingdoms : Aquilonian End and the Border to Kush.
  6. An Auto Loot feature has been added
I really liked how the devs quickly responded to obvious problems. In previous years it took months for anything to get fixed and now a lot of stuff got hot fixed within a week or so. An auto loot feature is amazing addition to the game.

CLASS BALANCE
  1. changes and fixes to a lot of classes
  2. alternative advancement changes
Changes to the classes were very welcomed as it's been years since even most simple tweak. I especially like how Conqs got finally toned down a bit. Alternative advancement changes were a nice try, but as long as the game rewards stacting +crit everyone will use same set of AAs.

[Guide] Soul Shards

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Since my pre 1.5 soul shard guide is out of date I have decided to re-do it and talk a bit about basics of soul shard management.

Soul Shards are located near your health bar and you can have no more than 5 of them at any given time. The Soul Fragment system has been changed as part of the Assassin changes in patch 1.6 and Assassins will regenerate Soul Fragments at a rate of 1 every 8 seconds.

Every skill that uses soul shards in any way have information about in it's description.

There are 5 different mechanics related to soul shards management and those are:
  1. spenders
  2. consumers
  3. generators
Spenders are those skills that won't work at all without required amount of soul shards available. Miasmas (face stab, lotus dart, soul strike) need as little as 1 shard, but CCs need 2, Lotus Pollen as much as 3 and Avatar/Lotus Overdose a whooping 4. Most of assassins skills are spenders so if you find yourself out of shards your options might be very limited even if none of your skills are on cool down.

Consumers are those skills that will only use up soul shards if those are present. Snap Kick for example will consume shard if you have one, but there are no benefits to using kick with a shard. On the other hand Death Whirlwind/grave blossom will use all soul shards that you have, but the more they can consume the harder those combos will hit.

Lastly there are generators. Crystallized Lotus Extract will grant you instant 3 soul shards while Necrotic Empowerment will give you 4, but over the period of 16 seconds. Castration perk (gained via Alternative Advancement) will grant you 2 soul shards on successful combo hit. Lastly soul corruption will speed up your passive soul shard generation, but in it's current form it is not worth any investment.

 Q&A:

Are there any benefit to spending/not spending your soul shards?
None. Soul shards don't provide any bonuses on their own. Think of then as currency that you use to "pay" to be able to use your stuff like CC. Anything close to soul shard related bonus are damage buffs to DWW/GB based on the amount of shards.

Why do assassins "pay" with soul shards for things that other classes have for free? (Fear/Stun).
Back in 1.6 CC worked differently: those were instant and you could effectively "stun lock" your target by chaining CCs together. Soul Shards were a system designed to limit assassins power.

How many generators do I need?
My stance on generators is that you need both Crystallized Lotus Extract and Necrotic Empowerment to be effective in both PVE and PVP

Should I spend my soul shards or conserve them?
It is very situational but my rule of thumb is spend, spend, spend and use Crystallized Lotus Extract and Necrotic Empowerment whenever the cool down has ended.




Achievment unlocked!

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 Achievements are in the Age of Conan as of now and I am all in. As always I want to give you my personal take on it and I want to make that clear because achievements mean veeeeeeeeery different things for different players. More so even if I am pumped for achieves in AOC I couldn't care less about them in other MMOs.

Why?

I am at "mastery phase" in AOC and very much at "you suck noob phase" in other MMOs (which I don't play, just dabble with from time to time).

I don't think achievements are content per se. If someone left AOC because of lack of content this update is not substantial enough to give them a solid reason to re-sub. For people like me, AOC veterans, achievements is a perfect desert. For new players achievements are a side-dish. For people in between? I am a bit lost in my food analogies so I will just say that it might not be for them. 

I am very much stuck in a same place for far too long now. Are achievements addressing that? No. Achievements are a neat distraction, they provide just that little bit of gratification necessary for me to actually enjoy re-running 7 year old Villa content (which I haven't done since... patch 1.6?). I had like a 10 minutes this morning so I fired up AOC and completed some old old Tortage quest for achievement. I got the kick out of reading lore bits (Pool of the Black ones implementation in AOC is jaw dropping), I got achievement and loged off. I enjoyed it.You could argue that I could have gone back to Tortage questing any time I wanted and that it provides ZERO challenge and that is true, but I guess achievements is that special sauce that makes everything taste better. That or it might be pure EGO thing. Whatever rocks your boat, achievements work for me.

 I don't want to give achievements too much credit or make it sound like FC all of sudden re-invented the wheel and turned MMO industry upside down. Not by a long shot, but when to comes down to clost-to-fun ratio I will say that I was a good idea to dedicate resources to achievement system. There are some hick-ups like awarding certain achievements retroactively to seasoned players (I prefer hick-ups over "screw you guys, want all achievements? Reroll!"), but overall I think its well made. The UI looks a bit out of place but then again most of UI elements were developed pre 2008 and quite honestly no post 2008 update that added new UI elements was able to fit them perefctly into existing interface. The UI is clean and usable which is all I need. If I had to complain about something it would be....rewards. The rewards are  mostly titles and teleports. I care little about titles and AOC already had WAAAAAAAAAAAAAAAY too many teleports. I was hoping for more social items like hair styles, tatoos, vanity armor - the works. I suppose it is the first iteration of achievement system so maybe the experience in the future be more ....rewarding. 

I am glad that my feedback regarding kill count in pvp got noticed, because at first top tier pvp kill achievement was ....5 000. Now it's 50.000 so if you are boasting "The Slaughterer" title like I do you really earned that. 

On a personal note I am trying not to get overwhelmed by the system and picked stuff that I want to do first. Going back to old zones to finish quests from 2008 and beyond gives me that nostalgic feel which I personally enjoy so I have decided to tackle zone mastery first. I was surprised to find how quests I have finished in each zone because back in 2008 I rushed to lvl 80 like there was no tomorrow. Good times.

The achievement system overall rewards my type of gaming which is focusing on one character. Since I don't care about account wide achievements I will get most of them eventually (saved for gems like "get all classes to pvp lvl 4", I ain't doing it). For those that have a lot of alts and on different servers there are two bad news: most achievements are NOT account wide and "account wide" does not mean "cross-server". Luckly that second issue is being addressed soon enough.

DeveloperCirithGorgor's Avatar

Funcom

Quote Originally Posted by Norther View Post
Account wide achievements are not account wide, but server wide. Any plans for fixing that?
yes,
but as the achievement data is completely separated between servers it is not as easy as gaining the account wide achievement and then having it passed across immediately to the other server(s). The solution we have to go with is for these achievements to be credited across the servers during the weekly server restart. So you should first start seeing these being credited between servers after the downtime next week.
This of course only applies to 'account wide' achievements and the only scenario where this isn't instant is when it goes cross-server.

Last thing that I hope Funcom will address are bugs related to not being able to finish old quests (tons of feedback here). Nothing takes winds of out my sails than not being able to finish zone mastery achievement just because some Tortage quest is not finishable after beating the main story line.
Overall If I had to grade Funcom in this feature I would give it a solid 8/10. The foundation is there but the system as a whole still needs some kinks being ironed out. 

Joel is no longer master of it all!

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It seems like yesterday when someone from Funcom dropped a hot tip in the comments saying "Everything is true, Joel is "the master of all" now.."


Now, almost 2 years later Joel Bylos drops unexpected news on us in latest AOC dev letter.

Game Director gave us some hints about him stepping down from his current position:



I'll chip in a bit.
I haven't died guys, and I haven't left Funcom.
I've been asked to work on something that is super exciting and totally not something I am allowed to talk about, and the time commitment means that I can't keep up my duties on TSW and AoC (AO I have been mostly advisory for a while anyway).
But I am still right here. The entire roadmap we went over in the US is based on my planned outline for the game going forward (yes I still have plans through Issue #24 or so). I'm a message/call away for Tilty and Scriv and work aside, we're pretty good mates so I will be talking to them regardless. I'll also be playing the content and sending my feedback to the team.
I just can't keep up with the day-to-days of TSW and AoC while doing this other thing - it's more work than one person can do. TSW has been going from strength to strength lately - all of the live games have - and my moving off is actually more of a consequence of that success.
And while they need to change my forum tag to a retired tag, I am still going to pop in and post. They can't stop me (actually they can, but please don't Tomium)
See the source.

This reads like either "Funcom has a new project and JB is going to handle it" or "Lego MMO is tanking and I am supposed to save it and sound excited at the same time". I find JayBe to be very genuine so I am assuming that indeed Funcom has something new going for them and Joel is the right man for the job. I think a lot will be revealed in FC's Q1 report which is due soon.

Joel Bylos had 2 years to tackle AOC and here is how I would grade his performance:

8 out of 10

Right off the bat: Joel didn't have a huge team or budget. It is hard to do extraordinary things without extraordinary money. It is just that simple. If I had to point to strongest points of his regin as Game Director it would be this:

Improving existing content, quality control, bug fixes
I always hated how old content in AOC, even when obviously messed up, was left there to rot (I am looking at you Bori!). Joel had a clear vision of refining existing stuff and a clear example of this are World Bosses. This content was already popular, but Joel and the team tinkered with it some more and made it great. Obvious bugs and flaws were very quickly adressed (like guards and criminal debuffs in Pvp daily zones) and bad systems are due for a revamp (like a notification system which is badly needed for things like PvP events).

Being ready to back down from previous decision
Joel displayed many times that he can drop some idea on the community, listen to the feedback and then decide to change his stance. Unchained PvP Revamps and The Great Hyborian Race are good examples of that. Both were a horrible ideas and when asked about them Joel was ready to admit that it might not be best content to throw money at. Same goes for pvp systems: at first Joel said NO to even simple pvp weapons stats changes and then gave as a full blown pvp items revamp.

Nailing it 
With his limited time and resources Joel made few good decisions that paid off immensely: achievements, loot Progression in Tier 5 raids and T5 unchained raid. Not many truly believed in achievements to have any meaningful impact on AOC and yet here we are with boards full of achievements related posts and Tortage filled with new and returning players. New raid, while totally a re-used content, was badly needed to keep the raiding hordes of Crom in the game while waiting for T6 Palace update.Changes to the T5 itemization where great for two reasons: those open new possibilities for the future loot updates (legendary cloak is a good example of that) and it terms of power it has little effect on PvPers.  

So why 8 out of 10?

Joel Bylos, unlike many AOC forum posters, is not perfect. I have few grudges:

Not adressing group pvp issues
While the team did a lot of the pvpers the main woe remains: pvp minigames are still "solo" pvp content that you play with random strangers over and over again. Pvp streak system seemed like a perfect opportunity to bring back Tournament mode and it was even mentioned in directors letter. For some reason the team backed down from this design and never really mentioned it again. The added new pvp stat that counts minigames left is a pille of mess that counts the amount of bugs players encountered rather than actually games they abandoned.   In Joels defence I have to mention that he did change his stance on PvP Arenas, but we don't know how that is going to turn out.

Cash shop taken to the extreme
The cash shop updates for AOC were horrible money grabs. Don't get me wrong, the game needs money and I am providing it for years now, but it just screams bad design when certain items are real cash only. Everything should be available through content event is reserved only for premium players. Prime examples are chests that expand your inventory. Why can't we get the from just playing the game? It is "pay us not to get screwed overy by obviously flawed inventory system" type of message.
Indemnity consumables are even more atrocious: it is an item that you consume in order to prevent your pvp streak quest from failing when you lose a minigame. Ideminty protects the player not only from more skilled opponents but also from AOC bugs (like server kick, being CCed under the map, joining minigame with cowards shame debuff) which are there, ready to mess up your streak.The problem is that indemnity is a cash shop exclusive and it is another example of "pay us not to get screwed over by both the bugs and random people we are forcing you to play with".

Lore fail
I simply can't stomach lore behind the pvp events. The very idea of picts just chilling in major cities all over Hyboria gives me a nerd rage debuff.



The story is bogus and it doesnt make any sense (and BTW the story in a nut shell is: "we are doing the events so we get to hang out where we want, but don't worry, we are kinda good picts").
Anyone that have read the original REH Conan stories will know that it's against the lore.

It was Arus, a priest of Mitra, that brought Picts into contact with Aquilonia.

"Picts now came and went freely into Aquilonia, under safe-conduct, and
they returned with more information as to armor-forging and sword-
making. More, they entered Aquilonia's mercenary armies"
 
- REH, The Hyborian Age

The only problem is that happened for the first time about 500 years after the events shown in Age of Conan.The story in the pvp event is poorly written. It is actually the first time I have seen AOC treat cannon lore badly.


So there you have it folks! Joel Bylos, overall, did very well and I am sure he is the right man for whatever new project Funcom is cooking up. 


AOC Server population

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I am not here to prophesize end of AOC as we know it (people have been doing that since 2008), but it is hard not to notice a major shift in population. Again, I am not claiming that AOC is "bleeding players" (far from it, if anything recent updates brought more players back), but Crom has became black hole server that is sucking in players from Fury and Rage (that second one is pretty much a non-server already). Why is this happening? Well population > all. People will sacrifice personal preferences in order to get on populated server because at the end of day AOCs is a MMO and this type of beast thrives on player-to-player interaction. Fury still has some people because there is a pay wall between this server and Crom (aka paid transfers) and Rage players can't transfer at all. What would happen if you just let people transfer between servers for free? I don't have to do the guess work because I have witnessed it in Wildstar which was launched last yet. Interestingly Wildstar team made every single mistake possible, pretty much retracting the steps that Funcom took with AOC launch. Examples? Wildstar launched with gross abundance of servers and then had to merge them all into mega-servers giving EU and US players one PVE and one PVP server. Now the interesting part: Carbine (team that developed Wildstar) made up this dumb rule that PVE players can't transfer to PVP server, but PVP players can transfer to PVE (the reason for that was, get this, "it is harder to lvl up on PVP server").
Here is where shit went wrong: since PVE server had better population to begin with some pvpers decided to move to PVE server and that created snowball effect of pvpers transferring en mass.
After few days PVE server became the only server and PVP server is left as place for odd balls and angry loners (I am both those things). You can check the PVP server boards here and here to get the full story.  

Same thing is happening to AOC and the only factor that is preventing that from fully unfolding is above mentioned transfer fee. This is, of course, nothing new, but the all time low in population resulted in end of T4 and beyond raiding  with many last of dedicated raiders leaving for Crom. With geared and experienced players leaving the server it is pretty much impossible to recover from that: there won't be people capable of raiding nor players experienced enough to lead them. If T4 can't be farmed on regular basis then no guild or group of players on Fury can even dream of attempting T5.
In this state T6 raid (Palace of Cetriss) and crafting revamp (which seem like will be PVE focused) will be proverbial nail in Fury coffin. 


With PVE activity dieing down on Fury the state of PVP is far from declining. If anything minigames are poping all day and all night. But then again if miniagames are your thing Crom can offer same content and probably even more minigames on hourly basis. 

With the addition of Arenas (instanced PVP) Crom players will again take advantage of superior population while on Fury people will be forced to play against same, small numer of teams. 

And how will Funcom react to this? I doubt it will be even noticed. Server mergers/folding are bad press for any MMO and seeing how Rage is still kept around the bar for "population deemed acceptable in order to keep the server running" is set very loooooooooooooow, So hold on tight Fury, your population is due for some spring cleaning,  Crom has a broom and knows how to use it. 
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