[ Last Update: 20 June 2006 ]
The only reliable source for facts about Age of Conan are the developers answers at the Forums and interview quotes made mostly by the Game Director himself, Gaute Godager. To make it easier to find quotes about a certain topic I started to collect and sort all the quotes from the interviews and official Forums and put them together on this page. So if you are looking for info about something, take a look here. This page gets of course updated as soon as there are new interviews or dev-Forumsposts available.
As Funcoms decides to change some rules and plans , some of the quotes get obsolete over time. Those are marked with OBSOLETE QUOTE, FACTS HAVE CHANGED so you know which ones aren't up-to-date anymore.
You can either read all the quotes one after the other or you chose the topic of your interest at the menu below.
To get a better idea about 'who said what', here's a list of the people who are quoted below:
- Athelan (Jason Stone) - NPC designer
- Attila (Andreas Öjerfors) - Quest designer
- DaveDread (David Nilsson) - Game designer
- Gaute Godager - Game director
- Jayde (Evan Michaels) - Item designer/implementation traps puzzles
- Johan (Johan Tenga) - Lead designer
- Jørgen Tharaldsen - Product director
- Khayman (Roar Selbo) - Gamecoder
- Mjoellnir (Trond Meier) - AI designer
- Silirrion (Craig Morrison) - Community Relations Manager
- Terri Perkins - Funcom
However there's one thing you need to remember when reading the quotes:
"All this is valid with the current design, it might change. We're currently tweaking and making alterations to lots of things." Forums, 18th October 2005 (DaveDread) |
Topics
[ AI NEW ] [ Archery ] [ Armor ] [ Auctions ]
[ Beta_Testing ] [ Blocking NEW ] [ Bounty_System NEW ] [ Brawling NEW ]
[ CD_Copy_Protection ] [ Character_Customisation ] [ Classes ] [ Collision_Detection ] [ Combat ] [ Combat_(Defense) ] [ Combos NEW ] [ Communication ] [ Community_Site ] [ Console_Version ] [ Controls ] [ Crafting ] [ Creatures ]
[ Death ] [ Duel_Wielding NEW ]
[ Equipment ]
[ Factions ] [ Feats NEW ] [ Food_&_Drink ] [ Formation_Combat NEW ]
[ Game_Content NEW ] [ Game_Story ] [ Game_World ] [ Gladiator_Matches ] [ Guilds ]
[ Healing ]
[ Ingame_Customer_Help ] [ Instanced_Areas ] [ Inventory ]
[ Languages ] [ Language_Versions ] [ Levels ] [ Loot ] [ Lore ]
[ Magic NEW ] [ Master_+_Apprentice_System ] [ Monthly_Fee ] [ Mounted_Combat NEW ]
[ Nudity ]
[ Online_Action_RPG ] [ Online_Part ] [ OS NEW ]
[ Player_Housing ] [ PvP ]
[ Quests ] [ Quests_(Guilds) ]
[ Races ] [ Raids ] [ Rating NEW ] [ Release_Date ]
[ Servers NEW ] [ Siege_Combat NEW ] [ Single_Player_Part NEW ] [ Skills ] [ Slavery ] [ Soloing ] [ Sound ] [ Special_Moves ]
[ Thieving ]
[ Weapons ]
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AI
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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)
Forums, 21st September 2005 (Mjoellnir)
In the scripting tool, I make both simple and more complexed behaviorscripts.. Say one script for what the NPC will do when he is hungry, and one for when he is lonely and want some company. In the braintool, I set up what the NPC should use as a default script, and what scripts he should use when he get hungry or lonely. And then I define the emotion values that decide when what script should run. Emotions may also be triggered by the main scripting tool trough events happening in the world. If a NPC is afraid of say, magic, he may run away when someone cast something. The AI can reside in any dynamic object and also be a part of the playfield. As for toning down the AI.. well we'll see how badly the NPC's hit you in Beta. I don't think I can be more presice now. Forums, 20th September 2005 (Mjoellnir)
Forums, 25th August 2005 (Mjoellnir)
Forums, 18th August 2005 (Mjoellnir)
I can't say much about it at this time. But we are working on an AI that do just that.. Forums, 18th August 2005 (Mjoellnir)
Forums, 12th August 2005 (Mjoellnir)
Forums, 11th August 2005 (Jayde)
conan.mmorpgs.info, 2nd April 2006 (Jørgen Tharaldsen)
conan.mmorpgs.info, 2nd April 2006 (Jørgen Tharaldsen)
conan.mmorpgs.info, 2nd April 2006 (Jørgen Tharaldsen)
The need system in Conan AI is loosely based around famous American psychologist Abraham Maslow's pyramid of needs where NPC AI is categorized into several distinct categories – like the need to eat, sleep, survive, fulfill your dreams and so on. Each of the levels of our pyramid contains a steady grow in need, and will need to be fulfilled by the AI. So in the night, the character will grow tired and close up his shop, and might walk home. On his way home he might be attacked, the need to survive will be kicked into high-gear, letting him defend himself. And so on. 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) |
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Archery
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Well specialized archer classes could potentially help form ranks of even non archer types to boost their skills and they could get formation bonus's while in these defensive type formations on walls etc. So then even if you were not an archer you could take part as one and the more experts you had the more powerful the unit would be.
Forums, 20th September 2005 (Athelan)
Forums, 23rd September 2005 (Athelan)
Forums, 14th November 2005 (Athelan)
Forums, 2nd February 2006 (Athelan)
Community Site, 10th March 2006 |
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Armor
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I believe this is somewhat a misrepresentation, though. Just because Conan was dressed a certain way does not mean everyone else in the world was, or should be. There will be certain classes that rely more on Dexterity than others, thus will want to wear light (or maybe no) armor. Other classes, however, will not. Warrior types will certainly be wearing chain or platemail most of the time, as it suits the role and nature of their class.
I don't think players want to see a game where everyone runs around with a loincloth any more than they want to see a game where everyone wears the same high-level armor, though. Forums, 17th August 2005 (Jayde)
I like the idea, but typically what happens in such a situation is that players will gravitate primarily to the "coolest" armor look available. Take a game like Phantasy Star Online--where you just chose your outfit at char creation, and it had no impact into your stats--how many random players picked a HUmar with the black outfit, some form of spiky hair, and named themselves some variation on a DragonballZ or Final Fantasy VII character? (The answer is: a lot.) Although it seems as if free-form customization would decrease the amount of "cookie cutter" looks, in most examples I've seen where something like this was implemented, it actually seems to increase the amount of similar looks instead. The other element is that I think we would prefer for players to "discover" some of the cooler armor looks as they progress through the game, and not have everything available to them right off the bat. From my point of view at least, there doesn't seem to be much surprise or extra achievement in getting something that looks really awesome later in the game if someone level 13 could be wearing something that looks exactly the same. Forums, 26th September 2005 (Jayde)
Personally, I like being able to see on a character what class he is and/or his approximate level. "O.o here comes a badass warrior" or "now that's a n00b thief" kinda. Connecting an armors visual appearance to the armors stats does exactly that. The armor looks good = the armor is good. We also have a system where not all classes can wear all armor (no mages in plate as an example) so we need to limit character access to armor graphics depending on armor stats anyways. Having a large selection of graphics available to a lot of people does tend to make some grahpics overused and some underused. City of Heroes is a great example where visuals work great, but in CoH you don't get new armor pieces constantly like you do in Conan. To keep the gritty, dark, look we want to have in Conan, we need to have control of the combinations and color schemes... in CoH the player has access to every color in the palette. We dont want Cimmerian warriors in pink loincloth. A lot of the visual appearances in games where the players can choose their visual appearance tends to be outrageous and humorous, and while Conan will surely be a fun game we will want to keep the fun factor of clothing under strict control. Forums, 27th September 2005, (DaveDread)
Personally, I would rather put my effort into making more choices viable than hiding the fact that everyone is using the same stuff through this kind of implementation. As you mentioned WoW, I will give an example: Say I'm a level 60 Warrior. The Battlegear of Might set is probably one of the coolest looking sets of armor in the game--if not the coolest in many people's eyes. A full set of Might looks pretty awesome on a Warrior with a massive weapon. Now, though, Might isn't the best armor for every situation--I have an additional PvP set, and also a fire resist set of armor. Does Might look cooler than my PvP armor set? Yep. If I had the option of always looking like I was wearing my Might set, would I take it? Probably, yes. Would 90% of every other level 60 Warrior take it as well? Also--probably, yes. So, instead of being a situation where you have multiple Warriors wearing different gear and looking diverse based on which particular pieces chosen, a vast majority of them would be running around in the cool-looking Might set. Personally, I think this would be boring. Although some would take the opportunity to wear something very unique and interesting, many many players would be prone to gravitate towards the "cool" stuff at all times. Another example of what I think Dave was trying to say is simply: although there are benifits (anti-ganking) to being able to hide your looks, it can also be quite unfair. Why should someone be able to make their +10 Uber Shoulderpads of Doom look like level 5 shoulderpads so people don't know they have decent equipment? In implementation, a lot of a piece of armor's "value" can be derived from its looks. e.g. a high-quality piece of armor typically *looks* like it is a high-quality piece of armor--it would always make sense for something with the protection value of X item to look like Y item visually, as the visual representation of its quality/worth (condition of the metal, thickness, size, layers, etc.) would no longer match. One other thing I would point out is as soon as you implement a system for making visuals a reward, one has basically just created a secondary "item uberness" scale independant of the items. In addition to a focus being on the stats of the items you have, the "cool" or rare looks would become valued just for being cool or rare. "Dude you have the EvilBlackWarrior look! Where can I camp for that?" Forums, 28th September 2005 (Jayde)
This will contribute a more "glacing blow" type situation, where those in full plate are still getting hit--just for less than they would without it. (Evasion oriented classes will be able to reach similar ends via different means.) This also allows us more flexibility in the "active defense" systems that Athelan has posted about in the past I think. Stiler, as for "buffs"--I think Dave is just using that as a generic term for anything that may temporarily raise the attack or defense rating of the player. For a hypothetical example, a warrior may have a combo which causes him to enter a more offensive state--therefore raising his attack rating for a short period of time.time. Forums, 6th October 2005 (Jayde) |
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Auctions
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I believe it is currently in the works to have Auction Houses.
Forums, 11th December 2005 (Jayde) |
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Beta Testing
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We will have a beta testing phase. Exactly how it will be - open, public, closed, invites, Canadian lottery - it is too early to tell. Since the single-player part of the game is story-driven it would be really bad for the players if all of the narrative was well known at launch, which is why you don't see single-player game betas all that often.
IGN, 22th July 2005 (Gaute Godager)
Forums, 9th August 2005 (Mjoellnir)
I alphatested an expansion of UO some years back, and it was not an enjoyable experience. Betatesting however starts when a game is in its very final stage of development. All features are supposed to be in, and devs are hunting down the final bugs. Forums, 14th September 2005 (Mjoellnir)
Forums, 11th October 2005, (DaveDread)
Forums, 11th October 2005 (Athelan)
Forums, 17th October 2005 (Athelan)
IGN, 21st November 2005 (Gaute Godager)
IGN, 21st November 2005 (Gaute Godager) |
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Blocking
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NEW Manual blocking will not be put in. You have a base chance of blocking attacks with your shield arm, especially those striking the side your shield is on, this is the same as having a chance to evade. The shield is not a mystical passive addition that just bumps up an armor stat. Forums, 23rd May 2006 (Athelan) |
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Bounty System
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The bounty system is more of a two part deal. The bounty system which tracks the criminals and the prison system that punishes them. I should ask the trap guys about a stocks that we could put particularly bad griefers in the stocks in town so people could walk by and laugh at them.
Forums, (Athelan)
The payback wouldnt be by the players directly but by NPC's. So lets pretend I have a perfect system designed so that placing bounties on people isnt exploited and only true griefers and not PvPers are getting bounties. When the griefer goes to a safe area he is still holding a flag on his character saying he is wanted. A group of armed NPCs approaches the character and states that he is wanted for crimes committed and a bounty lies on his head for X amount. If he tries to run or do anything the NPCs attack him. Maybe he can win, maybe he cant it could be based off the size of the bounty how many people come after him. Or perhaps you could bribe your way out of the bounty by paying the bounty + an additional amount. (This could get harder also as you had a bigger bounty). So I get upset with some guy and decide to gank him, I do so when he is fighting a mob and I am way higher level so I am eligible for a bounty. The guy puts a bount on me of 50 gold and I run off to town. 3 NPCs approach me and I think I know I cant take them and that I dont want to have them keep coming after me so I try to bribe them. I spend 65 of my own gold to buy them off. Now I have been killing a lot of people and I have built up a 5000 gold bounty. I run into town and a large group of 10 armed soldiers comes looking for me. No way I can fight them but to bribe them would be 8000 gold way more than I have. So they drag me off to jail or kill me. And maybe they loot the items the same as someone would in PvP. Of course this is a pretty complex way of dealing with it, you can just wait for the guy to leave safety and get him then too Forums, (Athelan)
Forums, 7th September 2005, (Athelan)
Forums, (Athelan)
Forums, (Athelan)
Forums, 2nd December 2005 (Athelan)
Forums, 15th February 2006 (Athelan)
The bounty/prison system will be in place. What qualifies as a crime is to be determined but in general this is specifically there to combat grief behavior. Now that probably wont keep you from getting beat up by 10 guys, but it will help in high level vs low level etc situations, Forums, 6th June 2006 (Athelan)
The bounty and prison system is a two part system designed to combat the most undesirable behavior in a PvP environment. The two parts are the bounty system which is designed to track criminal behavior and dispatch NPC bounty hunters to pursue the target. These bounties may start locally (as in Cimmeria only) but can grow to be world wide. Escaping from a bounty hunter will not decrease the bounty, the only way to remove a bounty is to a) bribe the bounty hunters at a premium (perhaps guile skills could help but it wont be cheap) over the bounty amount or b) do your time in prison. Prison is defined as an area, maybe the interior of the iron tower in Tarantia where the guilty are placed and must serve their sentence. Instead of being straight time based this is based on objectives that must be accomplished to serve their sentence. Think hard labour. Now these sentences can never be so brutal that people must spend hours in jail doing mindless tasks. But they need to be severe enough that you question your actions before committing a crime. The real question is what constitutes a crime? The easiest ones in my opinion are someone much higher level killing someone of lower level. When you get into attacking someone already engaged with a mob you get exploit material, same thing with attacking someone already low on health (plus if they are low on health because they just fought and killed your friend then you arent really griefing them) Forums, 6th June 2006 (Athelan)
The idea is if you were only to break the law occasionally then the bounty would be low enough you could bribe it off or do the time and killing the guy if he was a punk would be worth it, but if its just a regular joe you probably wouldnt bother. Forums, 6th June 2006 (Athelan)
Logging out should never reduce the crime, as then people would just swap different characters, logging off is not a punishment. If your bounty gets high enough youll become globally wanted not just in Stygia. Forums, 6th June 2006 (Athelan)
This system will be global. The rules will not be changeable by the players, for exploitation reasons. Some exceptions may be made for example you shouldnt be in the massive pvp area if you arent ready to get beat on, and in a siege you dont want to be thinking oh I cant hit him or ill get a bounty. Forums, 6th June 2006 (Athelan)
It wont reduce your bounty to kill bounty hunters but it should not be impossible Forums, 7th Junde 2006 (Athelan) |
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Brawling
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The other type of PvP is something very unique and Conanesque, and it's simply called "brawling". It is only turned on for drunken players who frequent bars and inns. Here, you fight with other stats than the regular level abilities, and the system is based around how much you drink, what type of brawling weapon you're holding (table, bottle, stool, etc.) as well as other abilities. The object here is simply to drink yourself satisfyingly intoxicated, and smash down your fellow bar-brawling drunkards in an all out fun and games setting. Nothing serious, only for fun.
IGN, 11th July 2005 (Gaute Godager)
a) you enter such a place b) you buy and drink an alcoholic beverage Then, you can no longer fight with your normal abilities, spells, levels, skills etc. All normal RPG rules are totally thrown out the window, as you toss those drinks down. You are yourself, alone with your wits (or lack thereof) and a barstool in both hands. A level 1 is as powerful in drunken brawling mode as a level 80. You swing, score and reduce the consciousness of the opponent. Drinking a lot might make you less conscious, but then again, you might chose to disregard any puny glass bottles broken over your head. How much, how fast and what you drink make you fine-tune that drunkenness. During this stupor, you actually get access to other special moves that are not available in normal combat, like nasty head butts, haymakers and so on. If you drink the right type of beverage, you might get something called "bliss" that will reduce all damage done to you. You might also "sway" a lot more, making you harder to hit. But your "focus" and "brawling" skill might go down, along with your ability to hit. You fight, kick, brawl and pass out. It is all part of the normal life in a Hyborian bar or inn. IGN, 21st November 2005 (Gaute Godager)
Gamespy, 25th April 2006 (Gaute Godager)
The first tavern you can brawl in is right there on Tortage I believe :) Forums, 6th June 2006 (Athelan) |
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CD Copy Protection
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Since our games can only be played on our servers that kind of copy protection (Starforce and similar) is a non-issue, if you dont have a valid CD key and account you couldn't play the game on our servers regardless of whether you managed to clone or copy the actual software client. No valid account, no playing, that simple. That is one of the strongest advantages of the game being fully online in terms of ensuring that piracy doesnt effect us in that manner too badly.
Forums, 14th December 2005 (Silirrion) |
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Character Customisation
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At the very beginning, all you do is customize your race and your looks. I have always felt that the character customization is lengthy enough, with the number of choices given by a modern character customization engine, to not give players even more choices this early. Choices will be given as a result of what you do and how you like playing, more than a vision at the very beginning. Many times I am not only extremely impatient at the beginning of a new game, but I have found later that I have made the wrong choices at the beginning, due to my impatience. So, this led to the conclusion to get the player going as soon as possible. Then, in the game, do the choices.
IGN, 11th May 2005 (Gaute Godager)
IGN, 21st November 2005 (Gaute Godager)
MMORPG, 27th March 2006 (Jorgen Tharaldsen)
MMORPG, 27th March 2006 (Jorgen Tharaldsen) |
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Classes
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The choices are as follows: You start out with race: Aquilonian, Cimmerian or Stygian. They can not all have all archetype classes. Aquilonian and Cimmerian can later choose among Rogue, Priest or Warrior. Stygian can chose among Rogue, Priest or Mage. This is set to be in character with the universe.
IGN, 11th May 2005 (Gaute Godager)
The choice of archetype class will be done at level 5, when arriving in the city of Tortage. Then, when you finally reach level 20, you can choose from 3-4 main classes per archetype. IGN, 11th May 2005 (Gaute Godager)
IGN, 11th May 2005 (Gaute Godager)
In addition, when choosing guild class, at level 40 you can choose the "Commander" class. This will enable you to increase the size of your party. When two commanders team up, the party can become the size of 10 people! IGN, 11th May 2005 (Gaute Godager)
Gamespot, 11th May 2005 (Gaute Godager)
The archetype classes are warrior, mage, priest, and rogue. You get to choose a class at level five, as you arrive at Tortage, the freebooter town on the Baracha Isles. You begin your life without a class, and all you need to choose is your looks and race. At level 20, you get to choose between three or four branching classes, and this becomes your main class. You keep your main class all the way to level 60, when you chose your specialization. There are two specializations for your base class. In total, there are around 40 different class choices available for the player. Gamespot, 11th May 2005 (Gaute Godager)
Add to this the guild classes that you choose at level 40. There are four different guild classes accessible to you, regardless of what your main class is. The guild classes are like an overlay class, with mostly social functions. Among these are a path of manufacture specialty (although everyone can do some item creation), tactical expertise (increasing the size of teams, accessing advanced formations), strategic expertise (creating and using siege engines, creating main halls in the guild village), and lordship (getting a permanent follower with unique artificial intelligence). Gamespot, 11th May 2005 (Gaute Godager)
Forums, 12th August 2005, (DaveDread)
Forums, 14th August 2005 (Mjoellnir)
For instance, a classical example is: Rogue jumps Cloth users, Rogue kills Cloth-users quickly, Cloth-user crys "nerf Rogues." Now, does this mean Rogues are overpowered? Perhaps...perhaps not. It could be that Rogues get killed easily by Barbarians or the like. Or, it could just be that the Rogue in question used special skills designed to provide an advantage in that situation--and if the other person had seen him coming, they would have won the fight. Obviously, we will strive to make the classes as globally balanced as possible, but all classes will have both strengths and weaknesses. Oftentimes, players of a class view balance as trying to remove all of the classes weaknesses--when, in reality, those weaknesses are there to preserve global class balance. A class with no weakness is typically the true "overpowered" class in a game. Also, as has been touched on already, balance is more than "who can kill X, Y, Z." Other skills, especially those valuable in other situations than a straight head-to-head fight, are also very important in figuring out the value of any given class. Forums, 15th August 2005 (Jayde)
Forums, 19th August 2005 (Jayde)
There are four base classes in the game, the normal Thief, Fighter, Priest and Mage. Which base classes are available to you depend on what race you choose. There are three races featured in the game at launch: Stygian, Cimmerian and Aquilonian. Only Stygians are able to become the dreaded Conan Mages, for instance. The arch-type classes are selected at level 5. Then you select your base class at level 20. Here each arch-type branch into 2-3 choices and then these base classes branch again at level 60. This leaves the player with more than 40 class branch choices through the game, towards the current level cap at level 80. In addition to this, we have the so-called prestige or social classes picked at level 40. This is a set of four different classes focusing on social activities, and can freely be picked by any class. They generally allow the player to build villages, do crafting or other things. PC.Gamezone, 22nd September 2005 (Gaute Godager)
Forums, 30th September 2005, (DaveDread)
Forums, 3rd October 2005, (DaveDread)
We will try to handle this by having a reasonably wide selection of options available for the classes. We enforce defensive capabilities strictly, no mages in full plate. Ever. A mage can choose to pick up a sword and fight with it, but he will never get close to the sword skill of a warrior, and since he's not really supposed to wave a sword around he'll have to sacrifice other skills to wield the sword. The warrior in return will never get the capability to cast mage spells, etc. Forums, 3rd October 2005, (DaveDread)
Forums, 14th October 2005 (Mjoellnir)
I could be a barbarian commander or a priest of set master, or a priest of set commander, its my choice. To me this is a cool additional level of customization. Who wouldn't like to have an infinite amount of additional depth in customization and class? Don't think anyone can argue with that but we do need to finish what we have and make Conan a great game, and while I think the ideas presented in this thread are interesting I do not think it would be something worth the amount of implementation time to do now. But, that is just my personal opinion P.S. You can still advance in these professions you just won't "change" professions Forums, 25th October 2005 (Athelan)
Forums, 26th October 2005 (Athelan)
While I agree that it is good to see more varied gameplay and a shift from the baseline requirement of certain archetypes in a party, I do believe that having roles adds to the experience and a feeling of individuality. I'm not really concerned about the healing bit and honestly if I was I would be making a big deal of it. It's all about the overall gameplay for me and empowering the character. We are doing a lot of things to be much more realistic than previous endeavors but if it game down to choosing realism or fun, Ill always go with fun Forums, 26th October 2005 ( Athelan)
At level 60, you choose your specialized class. Each main class has two specialized ones to choose from. A rogue at level 5, for instance, becomes an Assassin at level 20 and Lotus Master at 60. At level 80, the final level, you gain access to the so-called elder feats. These are specialized powers that boost your character in various ways. IGN, 21st November 2005 (Gaute Godager)
However, more to his point, the Warriors in the game are more of the "heavy armor" mentality as a general rule, whereas the rogue branches are more of the "light armor" way of things. In theory, a Warrior could go for a light armor type build, but I don't think it would very much suit the skillset of the class too well. That said, I'm not the main class balance guy and those issues are still subject to change. I think once you see the "theme" of the classes in action, it will be more clear which route would be most fitting to your playstyle...and kinda what we were envisioning for the "Warrior" route vs. the "Rogue" route. Forums, 9th December 2005 (Jayde)
The Warrior branch will have some concepts that I think (and hope) people will find very interesting, regardless of if the name "Warrior" doesn't match with what some associate with the term. I don't think I can give too many details about the specific sub-classes at the moment though, sadly...so that will have to wait until our class tree is revealed totally. Getting hung up too much on semantics is something I would discourage, though. Forums, 9th December 2005 (Jayde)
Anyway, the thing to remember is that there are a number of "branches" off the main Rogue and Warrior classes, which means that there is a decent variety of playstyles available. Not all of the Warrior classes will be Sword+Shield--but they will have similar base abilities and have heavy armor available to them. Not all of the Rogue classes will be focused around thievery--although they have similar base skills and lighter armor/dex type builds. I'm fairly confident that most fans of melee classes will be able to find a class among the tree that suits the playstyle they're looking for. Forums, 9th December 2005 (Jayde)
To the end of Rogues, I would say that calling it a "Thief" is to sell short the endgame options of that archetype. Not all the branches of the Rogue class are based around thievery (in fact, a minority in the current design), and the class is actually quite flexible in many ways. Some Rogues will be built around an evasion/light armor while others are built around something in-between with access to light (hide, studded leather, etc.) armor. Some Rogues will be focused on ranged combat, others won't. I could mention other differences, but I think those will become apparent eventually. To put it simply: The "Warrior", "Rogue", "Mage", and "Priest" archetypes are only the most basic forms of the endgame classes available... players should find a lot of variety within the later branches of the classes, and us on the design team have spent many hours in meetings about each class's identity to try to make each end result feel unique and see that it satisfies a distinct style of play. In regard to your final comment, I must point to that alluded to in your own post... the game should not be defined by other games. Perhaps people will initially think of Rogues or Mages as they were defined in some other other game... but just because another game does it that way doesn't mean Conan will. I think most will find out after a short time that the nature of gameplay in Conan combined with what the various classes will offer will forge a different picture of what each Archetype represents. (This will also become clearer when the whole tree is revealed.) Forums, 10th December 2005 (Jayde)
Forums, 11th December 2005 (Jayde)
On the other side of the spectrum, we have some interesting stuff planned for Warriors as well--they will have some unique properties that set them apart from the "typical" Warrior as well, just in a different way. Forums, 11th December 2005 (Jayde)
Forums, 12th December 2005 (Athelan)
We have some flexibility in the restrictions, IE a mage can use Claymores or Sledgehammers, but they will be quite bad at it and it will take feat points from their casting abilities. Forums, 21st December 2005 (DaveDread)
Forums, 7th February 2006 (Jayde)
Forums, 7th April 2006 (Athelan)
Forums, 7th April 2006 (Silirrion) |
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Collision Detection
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Collision is an important part of the feeling of combat in Conan
Forums, 7th September 2005 (Athelan)
Im not sure that we will turn it off but that is an option. Sort of "sliding" or semi rubbery like collision might work too. Forums, 9th and 12th September 2005 (Athelan)
Forums,22nd November 2005 (Silirrion)
Forums, 9th December 2005 (Athelan) |
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Combat
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Stringing directions together might lead to a special move. Imagine raising your hands, holding the long heavy chain, and swinging against the right-side neck of the bloated slaver - as he is grinning at you with his blackened teeth and cracking his wet whip, soaked in slaver blood. Would it not, after slicing his right neck, make sense to swing against the left side of the neck, one second after? It would seem easier than swinging at his legs, would it not? It comes with the motion of the weapon I would think, and players will learn this instinctively as if they held the chains themselves. "Real Combat" analyzes (with our help - hehe) the motion of the professional fighters we used for motion capturing the animations, giving players room to let instinct and feeling guide their moves! When I pick up the rumble-joypad, it almost, almost, feels like I am there. There in the lush, sinful and brutal Age of Conan, crushing skulls. When the deck rumbles as the slaver gut crumbles the floor, you will know you chose correctly.
IGN, 11th May 2005 (Gaute Godager)
IGN, 11th May 2005 (Gaute Godager)
Gamespot, 11th May 2005 (Gaute Godager)
Gamespot, 11th May 2005 (Gaute Godager)
Gamespot, 11th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamecloud , 19th May 2005 (Jørgen Tharaldsen)
IGN, 17th June 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
mmorpgs.info, 8th July 2005 (Gaute Godager)
Forums, 11th August 2005, (DaveDread)
A similar issue is to have armor types with different strengths and weaknesses against weapon types. It's not fun having to swap weapon to a warhammer just because your opponent wears chainmail and is impervious to your blade. Personally I'd like it to make a differance but not to be something you as a player have to do to be successful. Forums, 12th August 2005, (DaveDread)
Forums, 13th August 2005 (Khayman)
Forums, 12th September 2005 (Athelan)
Forums, 3rd October 2005 (Athelan)
Forums, 3rd October 2005 (Athelan)
As Khayman said the issue is lag, you cannot rely purely on reading an opponents moves and the twitch because of the synch time on your seeing the movement, than the 20ms rule of pattern recognition in your bran combined with the time it takes to send your response back etc. Based on this I have built my system on top of our active defense and parry stances and active evasion moves like rolling. The system is locational with a degree of flexibility to allow for more effective and less effective rather than completely useless stance decisions. The premise of the system is that when I am in reactive defense stance I am not only trying to defend myself but I am specifically looking for an opening to counter an opponents move. When an opening presents itself I can execute an attack or even a combo of attacks that are special for this purpose. Forums, 3rd October 2005 (Athelan)
When handling stats that give bonuses to several things (attributes as strength or dexterity as examples), we'll place them where appropriate to the greatest extent possible. IE +Strength on a belt if fine, it supports your back and makes your musclegroups focus the energy to lifting, not supporting. +Strength on a dagger is wierd. Having stats percentage based is tricky. When you have several %-based stats and need to calculate them they start behaving oddly, and you need to treat them as absolute numbers anyways. Forums, 3rd October 2005, (DaveDread)
Forums, 7th October 2005 (Mjoellnir)
Forums, 11th October 2005 (Athelan)
Forums, 20th October 2005 (Athelan)
Optionally, you have fixed animations and control the size/position/rotation of the characters involved. In effect, the server takes control of your character and moves him around so the animations fit with the target. It also means you'll need to limit mesh differences so that no wierd stuff happens. Forums, 24th October 2005 (DaveDread)
Forums, 25th October 2005 (DaveDread)
Forums, 25th October (Athelan)
Forums, 25th Obctober (Athelan)
Forums, 26th October 2005 (Athelan)
IGN, 25th November 2005
Forums, 9th December 2005 (Athelan)
Forums, 9th December 2005 (Athelan)
Forums, 9th December 2005 (Athelan)
Forums, 4th January 2006 (Jayde)
Forums, 2nd February 2006 (Athelan) |
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Combat (Defense)
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Well, in a 1 vs 1 situation, we can certainly design a system that has reactive, or twitch, blocking. We can probably design it so it scales upward in numbers to a certain extent so it could work in a MMO situation.
But this is Age of Conan. You likely wont have time to see if your opponent is going to make a high or low attack. The screen should be full of flaming arrows and impacting catapult stones, the dust cloud of the cavalry charge mixing with the early morning mist, making the blood of your opponent almost hover in the air... And it's not like you'll be fighting a single baddie very often, so which of the seven howling picts charging at you do you want to block? Anyways, the best defence is offense. At least in my humble opinion. Forums, 13th August 2005, (DaveDread)
Another reason I personally am reluctant to have a twitchbased defensive system is that it moves us away from the RPG system a bit much. It really shouldn't be the player that parries, it should be the character that the player is playing. If we have a reactionbased defensive system, the defensivly strong character has no advantage over the defensivly weak character if they are played by players with similar skill. Unless we put a restriction on how much skill the player can use, and that would be, uh, bad. Forums, 13th August 2005, (DaveDread)
Forums, 3rd October 2005, (DaveDread)
Forums, 3rd October 2005, (DaveDread)
We can do it, but currently we are choosing not to. Mostly because the combat system itself handles this well enough by itself. IE a slow, heavy weapon acts and feels different then a quick, light one. Forums, 3rd October 2005, (DaveDread)
It's all handled in one calculation, it wont be layered so the player rolls a hit and then the armor rolls a miss, that would suck hehe. Generally, the hit ratio will be high. More fun that way. Forums, 4th October 2005, (DaveDread)
Yeah, we see them as glancing blows and display appropriate animations, particle effects and sound for it. With the fast pace of combat tho, as a player you won't really feel a difference. It'll look prettier for you and be easier to balance for us. Damage reduction is somewhat problematic, since most MMO's end up with increasing numbers on equipment (since new weapons and armors are constantly patched in and they should be better then what's already in-game). Take AO as an example, a lot of the original weapons were good for a long time, then damage reduction numbers reached a threshold and suddenly certain weapons with a high minimum damage became superior to anything else, thus rendering most original weapons useless. Keeping a strict control of damage reduction and keeping it's effect low is the way we plan to go. Forums, 4th October 2005, (DaveDread)
"Evades" now work as a separate layer, the intention is to be hit less often but harder, if you go for the dodgy style. We have lots of other goodiegoodies in this combat iteration, but those are the ones I can tell you about for now. It will continue to be refined and tweaked for a long long time. Forums, 6th October 2005, (DaveDread)
Forums, 7th October 2005, (DaveDread)
Forums, 21st December 2005 (Athelan) |
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Combos
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There's a marked difference between "special moves" and "combos" in Age of Conan. Combos will be the only way of dealing additional damage in battle. By stringing attacks together normal attacks, they will convert to combo moves, doing additional damage, adding negative effects to the opponent or yielding beneficial bonuses. This also works in ranged and magical combat. The exact number is different from player to player. For many classes the number of combos can reach more than a hundred at maximum level.
Gamespy, 17th May 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
All of the melee classes primary form of using abilities is done through the combo system, there are a few activateable types but they are few and far between. Some combos for the hybrids like the Herald of Xotli actually combo magic and melee attacks. Fourms, 6th June 2006 (Athelan)
Our queue is based "per combo" so to speak and is limited at a cap of 5 that expands as you level and have need for the longer combo strings. We are not planning on a lot of positional requirements for attacks either so I dont see that as becoming a big deal. Forums, 6th June 2006 (Athelan)
Yes you can. Each weapon type has unique attacks, unique combos and unique fighting style. In addition to that, the different classes have unique combos that look different from other classes (hm, note – there is some sharing here and there, just to add this disclaimer) and do unique damage. We have motion captured all of these moves using melee combat experts and directed them to focus on realistic, brutal fighting – a clear alternative to a light-weight [cartoonish] look on the animations. ShackNews, 16th June 2006 (Gaute Godager) |
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Communication
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How do players communicate with each other in these massive battles,
Chat, Teamspeak, Skype -- take your pick. Only chat is built into Age of Conan, though. What happens when one disobeys? I guess that is up to you? Kick him from your guild, ostracize him, challenge him for a duel, or congratulate him for creative thinking when he saves the day -- I guess the situation defines what happens.
Gamespy, 17th May 2005 (Gaute Godager)
Forums, 12th August 2005 (Jayde) |
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Community Site
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He beat me to it! Yes, building up some nice stuff for a fan site kit that will be available with the release of the new community site later in the year....and now I am going to proceed to be an evul tease and say that I saw the latest draft of the site artwork today and it looks totally awesome. I think you will all really enjoy the new portal site when it is ready.
Forums, 13th October 2005 (Silirrion)
Moggers.de, 10th November 2005 (Jørgen Tharaldsen)
Forums, 6th December 2005 (Silirrion)
Forums, 24th December 2005 (Silirrion) |
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Console Version
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Whilst we havent officially announced any console versions as yet, it is something that will seriously be considered and the game is being developed so that it would work on both types of platform. Also as the new generations of consoles get better and better the limitations of those platforms for certain genres (like MMOs) become far less noticable.
It is also, as noted above, an important gaming market and one we would be foolhardy to dismiss just because it makes the development a little more of a challenge. Forums, 4th November 2005 (Silirrion) |
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Controls
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We have tried to let the game be playable in 3rd person view, almost everywhere. The controls should mimic the most popular games out there, and it should be easy to get into, fluid and with good response. At the same time we have tried to improve it by adding something we call "dual focus" as an option. Here the 3rd person camera will try to keep you and the opponent in focus at all times.
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
On the Joypad (like any Logitech Joypad for instance), the D-Pad will define the directions, and the directions correspond directly to the attack. Using the mouse you can hit glowing triangles corresponding to the directions around the target (sort of floating in the Graphical User Interface). PC.Gamezone, 22nd September 2005 (Gaute Godager)
Forums, 26th October 2005 (Athelan)
Forums, 26th October 2005 (Athelan)
At the moment strafing becomes circling when you have a soft lock on someone. You can still rotate your character freely to pick another target. Separate keyboard buttons for strafe/circle and rotating the character of course. I'm sure we'll allow for different options and remapping of keys so you can yourself decide on how you want to play. Numpad as the standard works rather well tho. And I doubt you'll have time moving the camera around while in combat. Conan won't be autoattack and wait for a timed special to recycle. Forums, 30th January 2006 (DaveDread)
Yep, you can be attacked by several opponents at the same time. Mobs will do this to you all the time. Under some circumstances you can attack several targets at the same time, so positioning becomes (very) important. One bad guy in front and one behind you? Move away, try to get them both in front and slash them both in a single stroke. Forums, 31st January 2006 (DaveDread)
The details of how to use the mouse for directional swings is being redesigned, so I can't tell you how it'll end up at the moment. It should be simple and easy to do tho, no clicking on little moving symbols surrounding the target. Probably an unintrusive clicking at/around the targets center. Lower Left swing? Click the lower left of the target. Forums, 2nd February 2006 (DaveDread)
Forums, 2nd February 2006 (Athelan) |
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Crafting
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In Conan, the crafted equipment is slated to hold a very special place in the object hierarchy. The player-made items are the only ones where you can insert socket gems - thus their role will be that of flexibility and adaptability. The crafting system is a no-nonsense, quick approach where the focus is on being quick and usable, not quasi-realistic.
IGN, 11th July 2005 (Gaute Godager)
IGN, 22th July 2005 (Gaute Godager)
As for unique looks, that depends. Certainly a low tier sword will look different from a tradeskilled high tier sword, but we are putting our fabolous graphics people to work on things that have the most visual implact. You'll probably see more distinct variations in shields then in daggers as an example. Forums, 18th August 2005, (DaveDread)
If a monster requires a special type of specialized gear, crafted gear is the way to go. This option, of flexibility and adaptability, leave the players with less irritation. The player made gear will not have to compete with equipment from other situations, but rather let the various methods fill different roles. In addition to normal gear, the players can make potions, siege weapons or even buildings. The raw-material for crafting will be found in the specialized ‘Resource and Building’ regions. These are larger, more dynamic areas focused around player interaction and building. It will not be possible for a player to only be a crafter. Though we do have an additional crafting leveling system (20 crafting levels) these are not available to the player until level 40 adventuring level, as you get access to your crafting abilities through your prestige / social class. Having said that, our level curve up to level 40 is very casual friendly, and even your mom will be able to get there. PC.Gamezone, 22nd September 2005 (Gaute Godager)
Just fair warning, at this stage other systems may be mixed and matched in, things may be changed or cut... but this is the way we're hoping for it to work as of now. (And given that I've just gotten done making massive spreadsheets for this stuff, I'm hoping it all makes it into the final product.) Forums, 2nd January 2006 (Jayde)
Ogaming, 20th January 2006 (Gaute Godager)
I think my current plan for the general relative power of tradeskill items is something like: Basic Drops < Basic Tradeskills < Good Drops < Good Tradeskills (w/ full quality Gems/max slots) < Uber Drops (special, highly difficult encounters) < Uber Tradeskills (special, highly rare components) The current rationale from this on my part is that tradeskilling will take effort, and thus the end result has the advantage of being customizable (through Gems), which is a plus. With maxed out gems/slots (rare components) the result should be slightly better than standard good drop rewards. These will not, however, be better than Uber/Epic drops--although the customization will probably be rather worthwhile. Later, of course, phasing in Uber/Epic tradeskills is the intention as well. Also note that the difference levels are yet to be totally nailed down, so it's not always a huge gap between the stated list...and each gap isn't always the same size as another gap. Time is the key balancing factor I'm working off here... how much time does it take to make a basic TS item VS. how much time it takes to kill a sub-boss or boss VS. how much time it takes to get "rare" materials VS. how much time it takes to kill an epic boss VS. etc. etc. etc... The relative power of the item should be somewhat related to the time investment of the action of getting the item, or the components related to crafting the item. Time is money in an MMO, so time will somewhat dictate the power of tradeskill items compared to what you could get in a similar amount of time if you were trying to get a drop. Again: This is preliminary and I'm just trying to give a bit of info. It is quite subject to change as I tinker with the numbers over the coming months. P.S. This is preliminary. P.P.S. This is subject to change. Forums, 16th February 2006 (Jayde)
For example (totally made up numbers): In an hour of farming, a player will get, on average, 100 gold in vendorable drops. In an hour of gathering, a player can get enough tradeskill resources to build 2 items. Those items should have the raw sell value to a vendor of roughly the same amount of money as the farming. Also, any buyable components in the tradeskill are balanced on this, so the contribution from that buyable is balanced to the money/hr budget. This is the goal, at least. As far as the "rare components" go, there will be different ways to get these, depending on the component in question... often, it will just be a random lower chance when gathering normal materials. For instance, you gather some wood, and out of those 10 wood drops maybe you found 1 "rare" wood. Other possibilities for rare compoenents are drops off mobs or quest objectives...this will vary from resource to resource. On the issue of "uber items", there -will- be better drops in Conan from harder encounters or tradeskills, as stated before. Not all weapons will be the same. Some weapons will be better. This isn't going to go away. Some armor crafted from the scales of some uberhard boss will result in a better piece of armor than what is crafted from a few pieces of this-and-that you picked up while gathering for a few minutes. I have to agree with Vilje that just because there are differences doesn't mean that they will always be huge differences... however, there will be incentive to grow one's character and get hard-to-obtain things because they are higher quality than some rusty sword you picked up in Tortage. Anyway, I don't think there is any reason to make "easier" to make tradeskills better than drops when tradeskills already have the innate bonus of being flexible. Tradeskills will probably always be in high demand simply due to the socketing system and that each item can be tailored to the specific desires of the player--in theory. Forums, 17th February 2006 (Jayde)
Forums, 17th February 2006 (Jayde)
Forums, 11th April 2006 (Athelan)
Gamespy, 25th April 2006 (Gaute Godager)
Gamespy, 25th April 2006 (Gaute Godager)
Gamespy, 25th April 2006 (Gaute Godager) |
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Creatures
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A multitude of monsters and enemies from Conan's world will be encountered in the game. Without dropping names of actual encounters, you will find Picts; giant apes; Black Ones; bandits of all types and races; snakes, snakes and more snakes; demons and gods… All are in there. So, yes, if you know the lore, you will enjoy this game like no other interactive representation of Hyboria to date!
Ogaming, 20th January 2006 (Gaute Godager) |
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Death
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There is a special form of "death" in PvP - with less "downtime" as a result of dying. Details will be given closer to launch.
Gamespy, 17th May 2005 (Gaute Godager)
IGN, 22th July 2005 (Gaute Godager)
We also have the risk of griefers sending you offline for good this way.. Say you are in the fields hunting rabbits, and some dude come with a full train of mobs who decide to have a taste of you instead (yeah I know.. bad AI, but it is just an example)..Would you say 'oh well' and make a new character? I have a feeling that in most cases, we would have lost a player there. Permadeath is a great option in some games as it makes the gameplay more exiting and risky, but I think there are to many factors against it, to have a pure permadeath system in an MMO. Forums, 12th August 2005 (Mjoellnir)
Ogaming, 20th January 2006 (Gaute Godager) |
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Duel Wielding
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We will have a few styles of duel wielding.
Forums, 2nd December 2005 (Athelan)
Forums, 5th December 2005 (Athelan)
I believe I have said this before but I have made a concious decision when it comes to the presentation of duel wielding in age of conan. It consists of three unique weapon styles, dual dagger, off hand dagger, and duel non dagger. This is because I feel that in most games the offhand simply happens occasionally and does not feel a part of the style of using the weapon. While limited to some extent in its usefulness as people have mentioned when duel wielding there is specific uses for the second weapon. Regarding the Soldier comment in the original post however, I dont really seeing it make sense for all classes as an example to have the option of dual wielding, soldier as we have stated is more disciplined more military and I don't think there are many examples where complete "armies" are trained specifically with two weapon fighting. Forums, 23rd May 2006 (Athelan) |
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Equipment
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We're looking into item decay, and there might be some, but details are to be decided when we see how the balance pans out.
Gamespy, 17th May 2005 (Gaute Godager)
IGN, 11th July 2005 (Gaute Godager)
IGN, 11th July 2005 (Gaute Godager)
What we strive for is that the bonuses should make sense. Well balanced and sharp edged weapons do more damage then crude and dull ones. Cimmerian wool should give better protection against cold then Stygian silk. An archers ring will help him to nock his bow better, and a rouges dark cloak will help him blend silently into the shadows... while chainmail will be bad for any sneaking attempts and wearing a heavy helmet will lower your perception abilities. We do not want the skills and attributes of a player to be completely determined by what he has equipped, but it will be a factor. IE the majority of the attributes will come from the player himself, but he will be able to equip himself to enhance them. Availability of powerful items is a tricky balancing thing, and it is too early to go into details on it. However, we want to reward players when they have done something difficult, and items are a good way to do that. We aim to spread out the availability of the wanted items tho, so players can aquire a good polearm from several different sources, be it from tough mobs, quests, tradeskills or something else. We also want to avoid having a single item being superiour to all others, there shouldn't be an end-all-be-all sword that is always best, but several swords, axes and scimitars that are better for different situations. Tradeskills will play a part in this of course, more on that below. Currently we are not pursuing an encumbrance system. In my personal opinion it slows the game experience down and isn't very fun. Forcing archers to have a pack mule with them to carry their arrows is perhaps an extreme example, but you get the point. You always have to skip on realism for the sake of fun gameplay, and then the realistic purpose of encumbrance is gone. Forums, 11th August 2005, (DaveDread)
Forums, 12th August 2005 (Jayde)
Forums, 12th August 2005 (Jayde)
Forums, 12th August 2005 (Jayde)
Balancing this will be an on-going struggle, I'm sure, but it is something we will be keeping a close eye on as the game develops. Forums, 15th August 2005 (Jayde)
Anyways, say that we have a well-balanced weapon. The weapon speed is a fixed stat on the weapon itself, so it would be equally quick in the hands of a characters with high or low dexterity. Now, we could modify the attack speed depending on the current dexterity of the character. This could be a weighted calculation so that you get dimininshing gain when you have very high dexterity on your character to counter min-maxing, and it could also lower the attackspeed if the character has very low dex. So, if we add a dexterity bonus to the weapon, it could change the attack speed dynamically depending on how the character wielding it is built, equipped and buffed and what feats the player has chosen. Thus the weapon wouldn't do X damage/sec, it does X (+-Y) damage depending on character stats. This is strictly controlled by a DPS budget that all weapons need to stay within for balance reasons. So, we can use the stats on items to enhance the players ability to create his own character and play it in different ways. Dexterity would also modify other things, like dodging or the ability to avoid traps etc. In some cases this is something we want, we would like to give the player something that enhances several of his/hers abilities. We could do it by attaching bonuses to the all the specific skills themselves, or add a generic bonus by attaching an attribute bonus. Having a generic system helps to avoid the need to have items that boost every specific skill, IE a rouge wouldn't need to swap between his "boots of lockpicking" and "boots of sneaking" if the boots had a dex bonus. This is of course something we control carefully and have measures to keep under control, noone wants stats on items to take over the game experience. Not that this is just an example to explain how we think. I seriously doubt that we will have attribute bonuses on weapons and the RPG system does not work like this in game. We will not divulge our game mechanics in greater detail tho. It's our little secret for you to figure out in-game later. And again, we will hop through hoops to try to make all stat bonuses make sense as well as having the in-game effects we want. Forums, 18th August 2005, (DaveDread)
Depending on your characters class, level, feats etc you will have the ability to equip different tiers. This is to provide a framework for the players skill to work within, and for balancing reasons. We don't want stygian sorcerers in full plate armor with a cavalry lance, nor do we want a level 20 character to equip a too powerful weapon and go and pwn people in pvp with it. Forums, 18th August 2005, (DaveDread)
We could have a system that enables a low level player to have a high-tier weapon and dynamically nerf it down to an appropriate level, but that's a roundabout way to go methinks. It's logical, but it's not very fun. There wouldn't be much work for the tradeskillers nor a very active player economy if characters only use one weapon throughout your career. Forums, 18th August 2005, (DaveDread)
Honestly, though, simply removing items would not change anything in terms of the competitive environment. Most people look at items as a time-sink, required to be at the level of "everyone else." However, players with the most time will often also be the "best" players, even in a 100% skill-based system. Practice makes perfect, and the more time to practice the better a player will be. The best CounterStrike players are not the people who play casually a few times a week, but the folks who spend hours on end every day playing the game. The same goes for sports, tests, or any other competitive atmosphere. I also personally hate the idea of being able to use the same weapon from start to finish... the fact is, if there is no incentive to upgrade most people won't. I really don't want to see a game where 95% of the players are running around with Generic Shortsword v1.0 and Leather Tunic A at leve Forums, 8th September 2005 (Jayde)
Forums, 14th September 2005, (DaveDread)
Forums, 14th September 2005, (DaveDread)
Forums, 2nd October 2005, (DaveDread)
There will be notable improvement in the equipment you find at level 1 and the equipment you find at level 80. Likewise, there will also be notable improvement between equipment you find off easy mobs and equipment you find off harder mobs. That said, I think you will find the gap of item progression to be somewhat smaller in Conan than the average game. To use WoW as an understandable example: epic weapons generally are as powerful as a superior item 10 levels higher, while rare weapons are 5 levels higher. The gap in Conan between "epic" types of items compared to superior items will be considerably smaller, as the base weapon damage between those weapons will not change. The main difference is that "epic" (boss) drops have a higher mod budget, and thus may have slightly higher modified damage--but not dramatically so. Rare items may also have access to different types of mods not available on more common items. For instance, a "superior" type weapon you find off a sub-boss may only have access to some simplistic mods, like "+Taunt" (barbed) or "+Attack Rating" (sharpened)... whereas an "epic" drop of more distinct nature may have something more magical about it. Standard drops shouldn't be found with a magical attribute enchatment, but drops from very difficult bosses--and thus items being protected/horded by the boss--may be of a (slightly) magical nature. That said, the raw base DPS of the weapon should be very similar. Forums, 8th December 2005 (Jayde)
Some of this is ofset by the nature of weapons/armor that I mentioned before--sure, it may be nice to get the magical item, but it shouldn't be required. If you someone doesn't want to go to lengths to get some rare drop from a boss, I don't think they will feel "gimped" in the current proposed system. Sure, the guy with the other weapon will have an edge, but not such a massive edge that it skews the "need" towards rare drops. I think most players will *want* the more powerful drops--just because that's the way people are--but that's another issue. As I've expressed before, I'm of the opinion that if every sword was just a sword, there wouldn't be much need to pick which one you use very carefully. I like the concept of allowing players to choose their equipment in a "tactical" manner, and to accomplish that the items must have some kind of bonus and/or detriment that differenciates from another item. Forums, 9th December 2005 (Jayde)
Forums, 17th December 2005 (Jayde)
Forums, 21st December 2005 (Jayde) |
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Factions
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We will not have the kind of faction system some other MMO's have, where your standing improves with certain groups by grinding mobs.
Instead you can change the reception from certain NPC's by changing how you dress. Get the same clothing that a certain sect or group wears, and they might treat you differently, sometimes thinking that you are one of them. I don't want to say too much, but doing this might help you in some quests. You could also be treated differently by certain NPC’s by doing quests that somehow affect them, but not through a faction system. Forums, 22nd August 2005 (Attila)
Forums, 4th November 2005 (Athelan)
Ogaming, 20th January 2006 (Gaute Godager) |
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Feats
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NEW You customize your character mostly with Feats , binary abilities that let you access various powers or abilities. They can unlock your ability wear armor, cast spells or do special moves. There are more than 14k different feats in the game, all sorted by Class, race, featline and level – so there is no doubt a massive and deep system for the player to be able to customize his character. We have a clear goal to let all characters look, feel and play differently from another. Our visual character customization will go hand-in-hand with our RPG character generation and hopefully make many, many distinct classes and characters. Funcom is known to let players really customize their characters, and have a real choice in how they build their characters. ShackNews, 16th June 2006 (Gaute Godager) |
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Food & Drink
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Roleplay reasons I like having food Money sink reasons I like having food I dont want my character to be tomagochi(sp?) or like a sims character where I have to lead him around and make sure he eats and showers and is happy :P Forums, 31st August 2005 (Athelan)
That said, being "well fed" (or whatever) will probably be something most people want to do to either be somewhat buffed up and/or reduce downtime. Forums, 17th December 2005 (Jayde)
With the current budget, these effects should provide a *huge* bonus, but should be something enough that most teams would want to sit around and eat/drink together every so often. I think it rides the line between being good enough that people will want to do it, but not too intrusive that players will be doing it all the time, non-stop. (Come on, people aren't *that* hungry!) Forums, 20th December 2005 (Jayde)
As for PvP, I don't think you will find the magnitude of these buffs to be nearly to the point of being tide-turning... of course, if two players were identical in every way, the smallest edge could win the battle--but, in general, it will probably be a small enough impact as to not penalize people for chain-eating. Forums, 21st December 2005 (Jayde) |
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Formation Combat
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In the multiplayer part of the game (with between 1000-1500 players per "server") being with other players is more fun, as I see it. This then, is a social game, too. I think the major step-up is found in the formations. Not only are these useful in a group / party setting of 4-6 people. The nice thing about them is that they offer protection against "knock-back" effects of larger monsters / charge attacks. In addition to that they give a substantial ability bonus (as in "buff") to the members. They offer special attacks (from charge-attacks when mounted, to firing a massive volley of arrows) and finally - they give you one, great collision "volume" usable to protect the "softer players" (Mages and their like ;p).
IGN, 11th May 2005 (Gaute Godager)
Only other formations or special bosses might break a formation against the players will. I will not disclose the list of formations, atm, but there are several - from 4-6 party formations up to massive battle formations of 20+ players. You can also use mounts in formation battles. IGN, 11th May 2005 (Gaute Godager)
Secondly they are used extensively in Boss battles. Fighting a giant demon from a dark nameless hell should feel like being a golf-ball, unless you are ganging up on him using a formation. I have always felt it was silly looking at 20 tiny guys hacking at the toes of a giant - only to fell him. To alleviate that, the big bosses in Conan will literally eat you - unless you are locked in a formation, that is - which might help... some. Thirdly, it should be used extensively in PvP battles. More on that later. And finally, and most importantly - I would say, they should be used in siege battles against "hiving" monsters. IGN, 11th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
The leader will make the formation. The leader can give leadership to another in the formation. If the leader leaves the leadership will be given automatically to another player. Gamespy, 17th May 2005 (Gaute Godager)
Players in Age of Conan will have collision, so you cannot pack an unlimited number of players into an area. Creating formations will be an effective way of controlling who gets attacked. Formations are for to six people and up. The biggest formation is yet to be decided. Gamespy, 17th May 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
Forums, 20th September 2005 (Athelan)
MMORPG.com, 14th October 2005 (Gaute Godager)
IGN, 21st November 2005 (Gaute Godager)
2. Moving formations. These are used to do more massive damage, smash dig-in formations, and knock individual monsters/players out of the way. Options include berserker charges, rows of knights riding or whatnot. Characters in these formations won't collide as they flow and move and these tactics are extremely offensive in nature. 3. Party formations. These are smaller, but hold a mix of the two above attributes. They can enable offensive or defensive bonuses, let you dig in for shorter amounts of time, or enable charged special attacks... Ogaming, 20th January 2006 (Gaute Godager)
Tothegame, 4th May 2006 (Gaute Godager)
Formation combat is the Age of Conan teams venture into redefining group combat. In the game it does not only matter which classes you have in your team, but also how they stand in relation to each other. For instance, the pen-and-paper RPG most beloved ability; that of blocking doorways to hold opponents at bay, protecting the "softer" targets in the group is finally a reality. You get different bonuses to your group if you stand close enough to each other, in a certain formation. The formations can also give you special attacks to attack your opponents, especially opponent formations. The most important feature in the Formation is that you can add NPC’s (for example Master Followers) in your formation to bolster its effectiveness. This is especially important as they will always stand in their correct spot and do as they’re told to increase the effectiveness of the group. ShackNews, 16th June 2006 (Gaute Godager)
Here the formations are especially useful. No siege engine can withstand a formation of charging cavalry. On the other hand, place a formation of pike-men in front of the siege engine to dig in as the cavalry charges, and we shall see many a rider less horse trotting nervously around on the battlefield. Well, unless you blast the pike men with spells or a formation of archers. ShackNews, 16th June 2006 (Gaute Godager) |
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Game Content
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Will there be a live team focusing on creating new content for those that choose to participate in the MMO portion of the game?
Oh, yes. But also sequels and expansion packs building on new regions of the Hyborian world. IGN, 11th May 2005 (Gaute Godager)
Moggers.de, 10th November 2005 (Jørgen Tharaldsen)
The game is designed to be approachable by people with varying schedules. It does not mean the game has been dumbed down or restricted to not include enough content for people who want to play all the time or play "hardcore" Forums, 29th May 2006 (Athelan) |
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Game Story
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When examining Conan's life span, as Howard told it, the need to have Conan himself present for every player was paramount to us. Creatively, using the time after the novel The Hour of the Dragon was by far the best setting. Conan is king. He has been weakened, and we know his vassals are not 100 percent behind him. It is a time where all players can relate to him without actually having to play him, as we have seen in previous titles. Besides, to us, Conan is a somewhat reluctant king, which makes him a very interesting figurehead in a realm where players are to make it on their own.
Gamespot, 11th May 2005 (Gaute Godager) |
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Game World
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Hyboria, Conan's universe, is a massive one with creative contributions added for more than 70 years. The task of selecting the base material was a massive one, but luckily, when we chose to focus the base of the game around 3 countries in the land, much fell into place. The snow-capped peaks of Cimmeria, the rolling hills and dark cities of Aquilonia and the burning deserts of Stygia lent themselves naturally to our task of recreating Hyboria. Seeing that I am a huge fan of this universe, like so many on the team, working on a Online Action RPG based around the Hyborian Universe is a dream come true, and I think this will show in the final game. By selecting three countries we got a natural selection of the Lore in place. Basically we try to include as much lore as possible in our game.
IGN, 11th May 2005 (Gaute Godager)
IGN, 11th May 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
mmorpgs.info, 8th July 2005 (Gaute Godager)
The world is not seamless. To keep the game true to the lore, there is a small or big journey between the different regions by boat or horse, etc. This also works well with our technology that is not seamless. Naturally with the more than 100 books published in the more than 70 years since Howard wrote his first stories, it is impossible to let the players explore every inch of the world. This is though, without a doubt, the truest, deepest and most immersive representation of Hyboria done in any computer game ever. PC.Gamezone, 22nd September 2005 (Gaute Godager)
And No. No Orcs. No Elves. We take the Hyborian age very seriously and we will stay as true to Howards work as we possibly can. If we find that we need to add things not in his stories, we will take utmost care to create them so they fit. Forums, 19th October 2005 (DaveDread)
Forums, 5th December 2005 (Athelan)
Forums, 18th December 2005 (Mjoellnir) |
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Gladiator Matches
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We have talked about arena fighting and what sort of technology would be required to allow for spectating without the ability to interfere.
Forums, 19th September 2005 (Athelan)
It is something we would like to see as well, but as to it going in at initial release I cannot say. Forums, 3rd October 2005 (Athelan)
1. Siege PvP 2. Mini Games 3. Drunken brawling The vision is to have all Mini Games within a coliseum, imagine the film the gladiator and you get the picture. We are also looking into adding a 4th arena PvP. It will be just like AO where there is free for all PvP but no where to zone and hide Forums, 19th November 2005 (Johan)
IGN, 21st November 2005 (Gaute Godager) |
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Guilds
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To address the question of tabards and whatnot, I believe that we are considering allowing one's guild coat of arms to be placed on various parts of the player's equipment--as well as battle standards--to help emphasize guild identity. I couldn't say exactly where on the priority list this feature would fall, but it's something I would like to see make the final cut.
Forums, 12th August 2005 (Jayde)
Forums, 21st September 2005 (Athelan)
PC.Gamezone, 22nd September 2005 (Gaute Godager)
So, for example (and this is purely an example, not an actual figure ) if being a Master provided your guild with a % bonus to their resource gathering you wouldnt be able to create x number of alts on the same account to add x% bonus to your guild. I dont believe though that there will be anything stopping any alternate characters having a prestige class. Forums, 31st March 2006 (Silirrion) |
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Levels
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The core character development is done through feat points (of which you gain 1 each level, plus a big chunk, every 5). The ability to wear certain equipment, train special moves, learn spells or combos - all are gained through the feat system. It's meant to be one simple system, with massive choice. As you can see it is a clear goal for me as Game Director to give players a real choice on how they create their character, and allow for difference and personalization.
IGN, 11th May 2005 (Gaute Godager)
As I mentioned, you start your life as a slave. At that time, you only select your race and visual appearance. Then, at level 5, you get your archetype class, Warrior, Priest, Mage or Rogue. Not all races have access to all classes. The Stygians are the only ones that can become mages, for instance. You keep this class until you select your main class at level 20. You will have between three and four different choices per archetype. At level 40, you select your Guild Class or Social Class - which are from four different classes, all of which are universally available. And finally, you specialize at level 60, selecting between two different choices. In total there are around 40 character development class choices available for the player through his life. At level 80, the last one, you get access to something called Elder Feats. This will give you access to some unique end level character empowerment. IGN, 17th June 2005 (Gaute Godager)
We are also working on something that will help the players have a faster leveling speed if they have stayed out of the game for some time. How this will be, exactly, is yet to be seen. These various features, combined with a single-player part, extensive instancing and much more should to make Conan a game that basically everybody can enjoy, for shorter or longer periods of time. IGN, 22th July 2005 (Gaute Godager)
What we have tried to do though is to make a system where skill matters more than in most other RPG's. With the multipoint system, which also works with ranged combat, we are finally taking online RPG's away from the static, almost ritualized, combat and into an arena where you are more active in the gameplay experience. This is all for the good in my personal opinion, and think it will hopefully be as revolutionary as when we first came up with for instance the instancing and mission systems in Anarchy Online. mmorpgs.info, 8th July 2005 (Gaute Godager)
MMORPG.com, 14th October 2005 (Gaute Godager)
MMORPG.com , 31st October 2005 (Jørgen Tharaldsen)
All players can access content, fast or slow they can still get there. (Sure that doesn't mean fighting solo the demonic overlord in the depths of Pteon) The journey itself is fun (Dont have to be max level to enjoy oneself) Achieving max level doesnt mean being done with the game or character (And not just from a collect the loot standpoint) If the above are true does it really matter how quickly it takes to level? Myself I find I like it when I hit max level and don't have to be concerned about leveling, generally speaking I just find some games don't have anything for me to do then that feels meaningful. Forums, 2nd November 2005 (Athelan)
Forums, 12th December 2005 (Athelan)
Invulnerable? No Easy to kill? No You probably wont be able to go away from keyboard with twenty level twenties beating on you while your natural regen out heals their damage if that was the question. Forums, 21st December 2005 (Athelan)
Forums, 21st December 2005 (Athelan) |
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Healing
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Priests will heal their allies, how this is presented visually we will see. But Priests will not be relegated to standing there "spamming" heals and I highly doubt you will ever see "OK guys we need a 2 second complete heal chain set your macros"
"Healing so and so next person in chain is up" "Healing so and so next person in chain is up" Can't really say anything more at this time. Forums, 26th October 2005 (Athelan) |
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Instanced Areas
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We will be using instancing technology for sure. We were the first company to introduce the concept in Anarchy Online and Age of Conan will utilise the technology where appropriate to provide the best gameplay experience for each situation.
Forums, 30th August 2005 (Silirrion)
The team are using instancing as they should, as a tool to be used in the right places, you can also rest assured that where it is used, its used creatively as well! It's also important of course to have non-instanced areas as well for players to meet and share some adventures as well of course. The key thing, as with all game mechanics, is that they should be used where appropriate to enhance the game experience Sometimes instancing is the right solution to a design choice, sometimes its not. Forums, 16th February 2006 (Silirrion) |
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Ingame Customer Help
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Indeed we do plan to have a similar (editor: as in AO) support system in Age of Conan, the exact details though aren't decided as yet though given that Age of Conan is a very different game to Anarchy Online. We will make announcements about this closer to launch.
Forums, 20th December 2005 (Silirrion)
Fourms, 3rd January 2006 (Mjoellnir)
conan.mmorpgs.info, 2nd April 2006 (Jørgen Tharaldsen)
We will most likely have a player volunteer program of some manner (similar to the ARK program in AO) that supports the game and the GMs, the actual GMs though will always be official members of staff. Forums, 3rd May 2006 (Silirrion) |
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Inventory
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Even without a "weight" system, it would be inaccurate to assume that the inventory space is unlimited. We will be evaluating the balance of available inventory slots when the game is in fully playable form in order to figure out the correct ratio of space.
I would point out that encumbrance is certainly no sure-fire way to get rid of camping/farming. In fact, I can think of many games that had such systems in place, yet are some of the worst in regard to "farmers." Forums, 12th August 2005 (Jayde)
Some games get around this by making arrows/ammo basically weigh nothing... but that creates a double-standard that other people may not appriciate. Forums, 12th August 2005 (Jayde)
We will have other ways of limiting the amount of stuff a player can carry around at any given time, so you'll need to prepare properly before heading out to the killing fields. While I personally love to to adapt to different situations by swapping equipment, we aim to limit it to a somewhat realistic level. We will also have items that increase stats like regeneration, hit points etc, but we are aiming to put them in a proper context. If a priest wears a Symbol of Mitra around his neck, it could inspire him to ignore lesser wounds, if a Cimmerian warrior wields an ancient Atlantean blade, it would make him feel stronger and faster. It should make sense, double the fun that way. Forums, 12th August 2005, (DaveDread) |
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Languages
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I can't recall seeing any talking restrictions in any designs..
However, Conan does not seem to have any problems talking to Stygians in the books, so I guess we expect our players to be as skilled in languages as him! Forums, 11th August 2005 (Mjoellnir) |
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Language Versions
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There are no firm plans for fully localised versions at this stage, but it is certainly something that we will consider in the future.
Forums, 16th September 2005 (Silirrion)
Moggers.de, 10th November 2005 (Jørgen Tharaldsen)
Forums, 11th February 2006 (Silirrion)
conan.mmorpgs.info, 2nd April 2006 (Jørgen Tharaldsen)
conan.mmorpgs.info, 2nd April 2006 (Jørgen Tharaldsen) |
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Loot
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Anyways, we aim to have a logical loot system. If you slay an clubwielding pict, he shouldn't drop a halbard. He should drop the club he was wielding or if you are lucky, a slightly better blunt weapon. If you kill a wolf, he shouldn't drop a kite shield. For loot, as with items in generafor a decent level of realism, tho I can't guarantee anything of course. We are making an effort tho.
Personally I like if mobs drop what they have equipped, but it'll be overwhelming to have every mob drop everything they have equipped... how many dirty pict loincloths do a player really want? In a few minutes of combat, there will be a lot of corpses lying about. More fun if you know that the loot you get is useful methinks. Forums, 12th August 2005, (DaveDread)
But if I am level 32 and the smacktalker is 40 I can fight him at the same tier level and when I win I can loot items from his inventory. Makes decent sense, also keeps a group of lower tiers swarming a higher tier and looting them as well. Forums, 23rd September 2005 (Athelan)
Forums, 2nd January 2006 (Jayde)
As Jayde says, we'll try to put loot in logical groups, and of course special encounters will be more wysiwyg so to speak. A pict scout will probably drop a pictish item, but not the exact same one he was wearing/wielding. Forums, 3rd January 2006 (DaveDread) |
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Lore
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I must also note that we use writers from Mongoose Publishing to aid us in our quest, the creators of the excellent Conan pen and paper RPG. They have Conan lore experts that are always accessible (I need to point out, though, that the game system Mongoose Publishing has created, is not the same as in our game, Online Computer RPG's have other needs that pen and paper RPG's.)
It is also important to underline that it has been a clear goal to bring the Conan universe into the 21st century. Robert E. Howard wrote his masterpieces a long time ago, and the world has moved on. It is vital to make new creative choices, while loving and keeping the essence of the universe. For one thing, there will be more female warriors in our game, as an example.
IGN, 11th May 2005 (Gaute Godager)
Gamecloud , 19th May 2005 (Jørgen Tharaldsen)
IGN, 17th June 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
IGN, 11th July 2005 (Gaute Godager)
Personally, I don't believe an "unfun" class should exist in the game. Different, sure...but any option the player chooses should be fun. Forums, 17th August 2005 (Jayde)
PC.Gamezone, 22nd September 2005 (Gaute Godager)
Ogaming, 20th January 2006 (Gaute Godager)
Ogaming, 20th January 2006 (Gaute Godager) |
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Magic
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It is true that we try to make the visual look and feel of magic in Conan different from what you have seen in other games and the more traditional fantasy settinGS. The clownlike, fireball-tossing magic users in pointy hats, with puffs and multicolored robes, are not part of the Hyborian universe. In Conan's age, magic is dangerous, hidden, and dark. Men who meddle with magic inevitably fall to its temptation and powers. Magic uses you as much as you use it. Naturally, the ultimate power comes when you are able to walk the fine line--the one between destruction and creation.
Gamespot, 11th May 2005 (Gaute Godager)
Gamespot, 11th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
The users of magic fall, as normal, into two main categories, the ones with magic being offered from their gods or the earth, and the ones where magic is created through rituals and bargains with darker powers. In both cases, you memorize spells into your spellbook, and use mana to cast them. The current system allows you to prepare a set number of spells for casting into your arcane wheel - our ritualistic shortcut system. Casting the spells in a certain order will allow for magical combos and criticals. Most buffs will be team-based only, to eliminate the need to run around targeting everyone all the time. IGN, 11th July 2005 (Gaute Godager)
Moreover, the different priest classes will look and feel different. The various gods in Conan are extreme in their outlook on life and death, and casting them all in one mold would be wrong. We have summarized what magic should look and feel like in the four words "realistic" (visually), "scary" (it should have consequences casting and using magic), "dynamic" (the system should have depth) and "empowered" (the ease of use and the feeling of power given to the user). IGN, 11th July 2005 (Gaute Godager)
IGN, 11th July 2005 (Gaute Godager)
Forums, 17th October 2005 (Athelan)
Forums, 1st December 2005 (DaveDread)
Forums, 1st December 2005 (DaveDread)
Forums, 1st December 2005 (DaveDread)
Magic will be more prevalent in Conan than it was in the books, simply because in the books its almost always in the hands of someone else so you only see it in glimpses. We rarely follow a magic user in what their routine or daily life would be like and see how often they might use various types of power. Magic will have dangers associated with it, I certainly dont think opening a dimensional portal to some outlying hellish void and calling forth assistance from a demon could be considered safe.. ever :P Forums, 7th December 2005 (Athelan)
Forums, 8th February 2006 (Khayman)
Ogaming, 20th January 2006 (Gaute Godager)
Speaking of spells, entering mage-only formations, or summoning circles, can be very useful in these battles too. A really hungry 8 meter high Demon summoned from Hell by 8 Demonologists surely will be able to gobble quite a lot of Mitra Priest before it is banished... ShackNews, 16th June 2006 (Gaute Godager) |
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Master / Apprentice System
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Finally, but most importantly, we offer a Master-apprentice system. Here you may include a lower level player in your party, and "sponsor" her or him with levels. This boosts the lower level player's hit-points and power - without giving access to the level locked areas or powers. This is - we think - the most useful option to really let friends play together even though they gain levels at different speeds.
IGN, 11th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
IGN, 22th July 2005 (Gaute Godager) |
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Monthly Fee
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What has been decided is that although you play on our servers, you will play the SINGLE-PLAYER GAME as if it was offline, without any additional costs other than when you bought the game.
Gamespot, 11th May 2005 (Gaute Godager)
Forums, 7h October 2005 (Mjoellnir)
Forums, 20th November 2005 (Silirrion)
IGN, 21st November 2005 (Gaute Godager) |
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Mounted Combat
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The mounted combat will come in two forms. First, you can fight from horseback with almost any weapon. You'll move quicker, but you won't have as many combat options. You can't strafe with a horse, for instance. Second, you can access special moves which include charges that have a fair chance of flinging your opponent around as you thunder past.
As with any NPC player follower, the mount can be beaten unconscious, and can not be revived until the end of battle. Gamespy, 17th May 2005 (Gaute Godager)
Forums, 30th September 2005 (Athelan)
IGN, 21st November 2005 (Gaute Godager)
Forums, 8th April 2006 (Athelan)
In Conan, I need to say for the first time in any MMO, mounted fighting actually means something. A mount is not only a way to move from A-B quickly, in Conan you do more damage with your weapons as you move faster. As you mount your horse (it can also be a camel or a mammoth) and then enter combat, you can hold your weapon over the side and swing as you are close to your enemy. It is then not only the skill with your weapon or the type of weapon you wield, but also the speed of your mount that determines how much damage you do... Different weapons will also behave differently as you ride. You can use a lance or spear to destroy your opponent, ride them down or simply sit with your horse and swing from left to right. Mounted combat is not as easy as it sounds though. Hitting your opponent is harder and the horse is not so easy to control. It requires both character and player skill. ShackNews, 16th June 2006 (Gaute Godager) |
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Nudity
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We had scantily clad harlots in Tortage and in the temple of Derketo back at E3. I still feel that for our player characters we will give females the options of being more like Valeria or Belit. We certainly are not going to consign all female avatars to wearing the torn wisps of cloth barely covering their naughty bits of the damsels in distress from the books. (Note that I did not say it wouldnt be an option if they want to wear something)
Forums, 25th October (Athelan) |
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Online Action RPG
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The reason we call Conan an Online Action RPG is because it takes game-play a level above what most people categorize as an "MMORPG". It seems this is a point of confusion but as Dave mentioned earlier we are looking at an expansive world, and one of REH.
Conan is not a step down from a standard massively multiplayer online role-playing game to a more simplified result, instead Conan is a step up to the addition of more interactive and action driven game-play ontop of the stereotypical features of games placed in this genre. I feel that we as the developement team have put a great deal of effort into sharing with the community and far more detail and personal opinion has been discussed then I have encountered previously. These are not alpha/beta only secret Forums, this is our community this is public and yet there are open discussions with developers here. That is something to be commended in my opinion, yet I understand your thirst for more information and more answers. The world of Robert E. Howards Conan is large enough to create countless numbers of expansions, discussion as to what expansions may include would be a pointless waste of time. I want our focus to be on making Conan the fantastic experience is should be before worrying about adding additional content and areas. Make Conan successful and I will guarantee that expanding the game will come :) . I hope that this will help some of those who are concerned about the game. Forums, 19th October 2005 (Athelan)
Forums, 21st November 2005 (Jayde) |
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Online Part
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Although all players are united by beginning at the Baracha Isles, after level 20, when they leave the single-player experience, they go back to their own country to set out on their multiplayer adventures. Cimmerians will go to Broken Leg Glen, Aquilonians to Tarantia, and Stygians to Khemi.
Gamespot, 11th May 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
Moggers.de, 10th November 2005 (Jørgen Tharaldsen) |
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OS
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NEW We are partnering with Microsoft to make Age of Conan a showcase title for Vista, this means that the game will use many of the new features offered by the system, it does not mean that we have entered into any 'exclusive' deal, and Microsoft are not involved in the publishing of Age of Conan. The game will run on XP as well, and as previously stated we do also plan console versions. Forums, 17th May 2006 (Silirrion) |
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Player Housing
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In Conan we have special, massive, regions coined (but they have distinct names - "Laceish Planes", "Murrogh Forest" etc.) "Resource & Building Regions". They contain 5-8 village locations. These village locations can be occupied by guilds, putting up their walls, towers, keeps and production facilities (to make swords or what have you.). That is, they can put these up unless monsters have settled there first. Picts, bandits or other darker creatures will sometimes call their mates and create their own village when they stumble upon these locations.
As a matter of fact, most of these locations will be occupied within a relative short matter of time. The struggle for resources in the Hyborian world is fierce, and there are no free lunches. Your guild will have to destroy the upstarts, and oust them from their straggling village. Then you can settle. The method of kicking monsters out is to use formations, individual battle and siege engines. Be that as it may. The monsters can be thrown out of all the places they "hive" except one - the mother hive so to say. Here you will have to "chastise" them, or they will attack your village, burning it to the ground - if not protected. Most likely these sieges will be the places where the formations will "come into their own". IGN, 11th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
For the villages attacked by monsters, they will burn to the ground, but they can of course be rebuilt. The cost of rebuilding is much less than that of building a complete new one. The buildings and keeps destroyed in PvP will be permanently gone, but you can of course rebuild when the heat of battle has calmed down. Gamespy, 17th May 2005 (Gaute Godager)
IGN, 22th July 2005 (Gaute Godager)
Forums, 2nd November 2005 (Athelan)
Forums, 11th April 2006 (Athelan)
Forums, 12th April 2006 (Athelan)
Forums, 21st April 2006 (Silirrion)
Gamespy, 25th April 2006 (Gaute Godager)
Gamespy, 25th April 2006 (Gaute Godager)
Gamespy, 25th April 2006 (Gaute Godager) |
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PvP
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There will be PvP in many forms on release as PvP is important for these types of multiplayer games, and they are increasing in importance with the increasing number of players flocking to participate in the online experience.
IGN, 11th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
No other fantasy license lends itself so well to bloody battle and bloody PvP as the saga of Conan the Barbarian. Here, crushing your enemy is the definition of the soul of the license, and it has grown on us how profoundly that should influence the in-game battles. We are really thankful for having such a clear combat vision to guide us, and it will be something we know will be more brutal and honest than anything you have seen before! IGN, 11th July 2005 (Gaute Godager)
Those games made killing other players too easy, too unbalanced or too crude - no depth. This led to a high degree of unpredictability for the player - or so it seems - and it made PvP into something you either had to do all the time, or not at all. It wasn't until we got Dark Age of Camelot with Realm vs. Realm, and Anarchy Online's Notum War that PvP really grew into its own. After that, all modern MMOs have seemed to address PvP as something important. The unpredictability of early MMOs led to a dichotomy in player perception of PvP. You either loved it, or you hated it. Luckily this is now fading, and PvP is in most new MMOs, becoming something you do for fun and purpose, but always in addition to whichever other activities you participate in. IGN, 11th July 2005 (Gaute Godager)
IGN, 11th July 2005 (Gaute Godager)
King Conan has opened Aquilonia up for expansion into the bothersome Border Kingdoms. Several individuals in his court will thus sponsor settlements in this region. This means that the players can choose a side and set up their own castles in these instantiated areas. The castles must be defended against other guilds that want these highly lucrative areas. This form of PvP will provide large-scale battles where a set number of defenders and attackers can clash together at predefined, regulated, intervals. To aid in these battles, the players can use hirelings, siege engines and all the tricks in the books to fight their way to the glory of King Conan's court. IGN, 11th July 2005 (Gaute Godager)
Using a matchmaking interface, the players are quickly grouped together into equally sized teams, and then their levels are equaled out. This auto-leveling feature lasts the length of the battle, and means that your current abilities are boosted to be almost as good as they would have been if you had gained the level the normal way. Going the distance is naturally preferable as you will gain totally new abilities that are not available to the auto-leveled. This auto-leveling system will also be in place in the massive PvP, with a set number of units in each category. IGN, 11th July 2005 (Gaute Godager)
IGN, 11th July 2005 (Gaute Godager)
Finally, I would like to mention that PvP is voluntary and will never be forced on the player. It should never encourage griefing, allowing a high-level player to gank a lower-level one, nor should the glee of winning be based on the loss of time and effort on the side of the loser. IGN, 11th July 2005 (Gaute Godager)
Secondly there are group-focused mini-games. They use a match-making system to pitch groups of fighters against each other. Finally we have a very special, Age of Conan – Hyborian Adventures exclusive--: Drunken Brawling. This is a fun, free-for-all system (specifically only found in bars) where players do not fight with their normal level, but rather with a system where how drunk you are defines how hard you hit, and to which degree you hit. We hope this will lure even the most avid PvP opponent into some stool smashing and table bashing in the essence of Conan. PC.Gamezone, 22nd September 2005 (Gaute Godager)
I think it was a big mistake to put items/gear as a PvP reward that rivaled or was better than gear gained in raids. It made PvP into a treadmill instead of recognizing the true champions. In Conan our PvP rewards will be based around PvP so they will be useful to a PvP player but will not imbalance the rest of the game for everyone else. Forums, 11th October 2005 (Athelan)
MMORPG.com, 14th October 2005 (Gaute Godager)
Forums, 22nd November 2005 (Athelan)
Forums, 16th December 2005 (Athelan)
Forums, 5th January 2006 (Athelan)
Forums, 5th January 2006 (Athelan)
Forums, 5th January 2006 (Athelan)
Gamespy, 25th April 2006 (Gaute Godager) |
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Quests
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Giving out a level when finishing a quest would be tricky. Gaining a level at 41 is worth more experience than gaining a level at 40. Doing quests in Conan is a great way to level, though. If you play a quest that takes a lot of effort to finish, you will be richly rewarded in experience (not to mention the goodies you get).
Forums, 22nd August 2005 (Attila)
Forums, 6th September 2005 (Attila)
Forums, 7th September 2005 (Attila)
Forums, 21st September 2005 (Attila)
PC.Gamezone, 22nd September 2005 (Gaute Godager)
Forums, 9th December 2005 (Attila)
Forums, 9th December 2005 (Attila)
Ogaming, 20th January 2006 (Gaute Godager)
Forums, 3rd January 2006 (Attila)
Forums, 3rd January 2006 (Attila) |
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Quests (Guilds)
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Giving rewards from your own/the guilds pockets is fine. That's basically just a transfer of items/money between players. I doubt we'll create a system like that tho, it is easier and more flexible to just have the players handle the whole thing by themselves... any framework we provide will be too limited and not suitable for the cool whatever you players will want to do. We will not have a system where players gain xp/money created by the game, that is when even a small flaw in the system will have very grave repercussions.
Forums, 11th October 2005, (DaveDread)
If players choose to handle the whole thing by themselves, that is of course fine. We want to encourange that. But having a system in place for it is very unlikely. Forums, 10th October 2005, (DaveDread) |
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Races
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In Hyborian Adventures, which is the first in several titles planned on the Age of Conan brand, the playable races are Aquilonian, Cimmerian, and Stygian. Over time, this will be increased. They will have different looks and hometowns, but the choice of classes will also be different for the various races. For instance, only the Stygians will have access to the mage class and its branching specializations.
Gamespot, 11th May 2005 (Gaute Godager)
mmorpgs.info, 8th July 2005 (Gaute Godager)
Forums, 2nd November 2005 (Mjoellnir)
Forums, 4th November 2005 (Athelan)
Also while the Stygians did have large armies and the nobility was known for their archery and the like they still employed a great deal of foreigners for armies. As far as Aquilonian mages the only one I have ever read about was Hadrathus who wasnt really Aquilonian. Stygians will have melee classes but not those branching from the warrior tree. Forums, 7th November 2005 (Athelan)
Based on the size of the three different regions, I don't have a problem with having "only" three different "races" in the game. The locations at which the game takes places do have members from other cultures present, however as Conan's setting (at least at this point) is primarily in these regions, I think it is appropriate to have those populations in the majority represented. If there was a game set in modern-day UK, would you complain that most of the players were British? At any rate, I think there will be more than enough customization between physical changes, class choices, in addition to the three different cultures to allow people the opportunity to feel unique. Forums, 25th December 2005 (Jayde) |
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Raids
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I have been fortunate enough to be involved with the design of some of our most challenging regions. I can tell you that we emphasize having encounters/events of varying size that people would want to participate in multiple times not just for loot but also for entertainment. I can also tell you that those sizes range from individual or small group play up to larger raid type encounters. I personally tend to enjoy a semi open ended setup for progression in a raid area that lets you pick and choose. I think that Blizzard definately took a step in the right direction with the introduction of the Zul'Gurub instance as it allows smaller groups to complete things on their time while having an end boss that required completing all of the other bosses to be defeated but in no set order.
Forums, 6th December 2005 (Athelan)
Forums, 7th December 2005 (Athelan)
Forums, 12th December 2005 (Athelan)
Gamespy, 25th April 2006 (Gaute Godager) |
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Rating
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The Conan license is a brutal and gritty universe with raw violence, dark magic, evil gods and strong warriors.
To water down the feel of the universe was for sure not something we wanted to do, and we are thus trying to be as true to the spirit of Conan as we can be.
We are fans after all ;p .
We expect the rating for the game to be mature, but at the same time we are not speculating in the violence and brutality.
You shouldn't, for instance, be able to spray the ground with the blood gushing out from the artery of a fallen enemy, but you should be able to behead a demon or two. As for women Gaute and the team are trying to take Conan into the 21st century, and you will find that women are just as strong as the men! mmorpgs.info, 8th July 2005 (Gaute Godager)
MMORPG.COM 2nd September 2005 (Terri Perkins)
Moggers.de, 10th November 2005 (Jørgen Tharaldsen)
IGN, 21st November 2005 (Gaute Godager)
Yes we are aiming for the game to be classified as a Mature game, but the 'M' rating does not allow for any overt sexual acivity to be depicted, and getting an 'Adults Only' rating kills a game in US retail, something we would not want to do with Age of Conan, besides which it is not the focus of the game! We are not making an 'Adults Only' game. So whilst of course Conan himself was undeniably a hit with many of the ladies he encountered thats not an aspect of the barbarian life that the game will feature in an explicit manner. Forums, 31st December 2005 (Silirrion)
Just because the game will most likely have a mature rating does not mean that it will be an excuse for malcontents to be abusive. Players will still be expected to observe social guidelines that will include but not be limited to, not using excessive public profanity, not using racial or sexual profanity, not harrasing other players or generally being abusive or disruptive to the gameplay enjoyment of others. Idiots can always try and claim the 'I was roleplaying' line, but from experience it is usually very clear when the line between honest roleplaying and harrasment has been crossed. The guys leading up our support staff also have four plus years of experience with handling these situations within Anarchy Online so you will be in safe hands in that regards. The rating of the game will in no way prevent us from enforcing social guidelines where appropriate. Forums, 5th January 2006 (Silirrion)
I'll restate this again as it is an important point, we are not intending to have any sexually explicit content in Age of Conan and are happy that we will be able to stay true to Howard's vision of Hyboria without offending modern sensibilities. Yes, we will have mature themes and storylines. Yes, there will be a suitably hyborian showing of flesh (both male and female), but there will not be anything that would put us at risk of being rated higher then 'M' in the US. Forums, 20th May 2006 (Silirrion) |
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Release Date
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There is no set release date as yet, some of the online retailers seem to like putting dates up, in terms of where they get those from your guess is as good as mine :) . The game is still in the very early alpha stages and we certainly and going to be rushing anything out for the sake of it.
Forums, 13th September 2005 (Silirrion)
IGN, 21st November 2005 (Gaute Godager) |
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Servers
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Our server technology is all created in-house. We have used very few licensed / sponsored modules, and not more than about one percent of the total server code base. One of the things that we are pushing to a new technological level with Conan, we think, is the load balancing system. With this, the level of detail for updates around you is defined by load. The more people or monsters around you, the more focused the updates you get will be. You get most updates from the monsters you are fighting, the people in your team, etc.
This enables us to control the frame rate on the server and the client - making it scale much better with the dynamic load changes. This also allows us to let the players see really, really far when the server frame rate is good or when you are at certain lookout points. Basically, it is a much more custom tailored experience than seen in other online games.
IGN, 22th July 2005 (Gaute Godager)
mmorpgs.info, 8th July 2005 (Gaute Godager)
Forums, 10th October 2005 (Athelan)
Forums, 20th November 2005 (Silirrion)
Forums, 7th December 2005(Athelan)
We havent finalised the peak number of concurrent users that we will host on a single server yet, but certainly something between 1500 and 2500 will probably be a good educated estimate, but it might be slightly higher, like I said it isnt set yet,and probably wont be until we get closer to launch. Forums, 29th April 2006 (Silirrion)
That's our US office, where much of our QA and Customer Service work is based. The servers arent hosted there. The Anarchy Online servers are based in New York, however that doesnt mean that the Age of Conan ones will be there. For Age of Conan we plan on having multiple datacenters around the world. The game will most likely be playable on any, but we will probably recommend that you play on the servers closest to your location to ensure the best online experience. Whilst we will be striving to make the game as playable as possible from 'anywhere' it is pretty safe to assume that you will get better performance from the servers closest to your geographical location. We also havent finalised our plans in regard of the different territories in terms of questions like 'can europeans play on american servers?'. There are several factors in that kind of decision that havent all come together yet and will be made closer to launch. Forums, 26th May 2006 (Silirrion) |
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Siege Combat
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Finally, there's "siege PvP". This will take place in the infamous "Border Kingdom" lying on the borders between Cimmeria, Aquillonia, Brythania, Nemedia, and Hyperboria. The "Border Kingdoms" were always a constant place of battle, skirmishes and war in the books and Conan visited these areas on numerous occasions before he settled down as King. Now, as King, he has let it be known, that anyone proclaiming one of these areas part of "Greater Aquillonia" will be rewarded with a title at his court. This means that several court-based individuals will sponsor forays into Border Kingdoms with the goal of setting up a castle to control an area in Conan's name.
Gamespy, 17th May 2005 (Gaute Godager)
In one you will defend your village, city, or castle against a rush of monster opponents. In the other you can take the battle to their village, and crush them in an RTS style of gameplay. The third is the PvP Border Kingdom battles we already discussed. The walls and buildings in Age of Conan are attackable. In fact you can swing at them with any weapon. The only problem is that they will only take damage from the siege engine and magical attacks. To break through you need to find a weak place in the wall, and hit it with all the siege engine powers you have. Even then, though, you're not home free. You need to knock out the automated defense towers firing NPC controlled volleys of arrows to enter safely. And yes, these towers can also be controlled by players. Naturally, the siege engines are slow moving and slow firing. They're also easily crushed by rushing cavalry attacks. They can also be knocked over by attacks by other siege engines. I guess they need protection to be functioning properly. I wonder whose responsibility that is? (laughs) To win an attack, you need to destroy the Keep in the center of the village. Gamespy, 17th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
IGN, 21st November 2005 (Gaute Godager)
Ogaming, 20th January 2006 (Gaute Godager)
Tothegame, 4th May 2006 (Gaute Godager)
To get through, into a city, you must take down its walls first. You cannot fly, teleport or jump into it. The only, and I mean only, way to get in is through the walls / gates using siege engines. These are player made, expensive and slow moving and quite easy to destroy themselves. To attack you must plan, find a hard-to-defend gate or part of the wall, bring enough siege engines to get through and finally protect the engines as hard as you can. ShackNews, 16th June 2006 (Gaute Godager) |
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Single Player Part
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Especially in the Single Player part of the game, the first 20 levels, you will find old friends and enemies of the great Barbarian King all over. If there are any discrepancies, we try to weigh the lore like this:
IGN, 11th May 2005 (Gaute Godager)
will not tell anything about the meat of the story, but I can mention that there will be four story arcs, braided together, with one story arc for each archetype, (Warrior, Mage, Priest and Rogue). Common for all the arcs is the very beginning. Everyone "comes to life" as a slave. Everyone has strange, disturbing, marks on their chests. In the bowels of a slave ship, you select your race and looks among the rowers. Everyone will as much recreate who they were, as make a new life. Everyone will participate in tracking down the evil force behind it all. After having your shackles torn lose when your slave ship gets rammed by a another galley, in the midst of a massive storm, you will swing the chains and smash the brains out of your tormentors, before you dive to the waters, escaping the sinking slave vessel. The next day, you find yourself on the beautiful beach, a rosy morning where the deep jungle stretches before you. You are somewhere on the Barrachan isles, and your true adventure begins… IGN, 11th May 2005 (Gaute Godager)
IGN, 11th May 2005 (Gaute Godager)
IGN, 11th May 2005 (Gaute Godager)
Gamespot, 11th May 2005 (Gaute Godager)
Gamespot, 11th May 2005 (Gaute Godager)
Gamespot, 11th May 2005 (Gaute Godager)
Gamespot, 11th May 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
mmorpgs.info, 8th July 2005 (Gaute Godager)
MMORPG.COM 2nd September 2005 (Terri Perkins)
PC.Gamezone, 22nd September 2005 (Gaute Godager)
Moggers.de, 10th November 2005 (Jørgen Tharaldsen)
Moggers.de, 10th November 2005 (Jørgen Tharaldsen)
IGN, 21st November 2005 (Gaute Godager)
IGN, 21st November 2005 (Gaute Godager)
Ogaming, 20th January 2006 (Gaute Godager)
At all times you are actually playing against our servers, and you will be able to send/receive tells to and from friends playing in the MMO part of the game. You will have to enter your credit card, and also gain access to the full month of free play time in the MMO part of the game. The players will be able to enter the MMO at level 20, were you also choose your specialized class. Even without paying any monthly subscription you will be able to play the solo campaign as long as you want, and as many times as you like – as long as you have a valid CD key and have registered a Credit card. ShackNews, 16th June 2006 (Gaute Godager) |
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Skills
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Each class hasn't got too many skills in the strict, literal sense of the word), but they will have many, many feats, combos and special moves. Some classes will have spells. Combos will be the main addition of damage in battle. They will be learnt from tutors, and need to be trained. Combos will kick-in even for ranged combat or spell combat.
IGN, 11th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager)
All this is valid with the current design, it might change. We're currently tweaking and making alterations to lots of things. Forums, 18th October (DaveDread) |
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Slavery
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There are slave NPC's yes and some slavery present in the NPC world. But I don't see us having the taking of slaves or having of slaves as a player. The racism stuff is more about the perspective at the time of Howard's world and as mentioned before because Howard tied the races in his world to real cultures and their stereotypes. We are well aware of how it fit's in as a part of the world but that doesn't mean we need not be careful and tasteful about how things are presented.
Forums, 30th September 2005 (Athelan) |
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Soloing
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The development team has always been a strong believer in pushing people together in a friendly way, in the online game. There will be team match making, guild match making, PvP match making, formation gameplay for teams, PvP mini-games, social building of villages, massive RTS-like guild encounters and so forth. There will be substantial experience point bonuses for teaming, though it is not the only option. You can solo all the way, if you want.
IGN, 11th May 2005 (Gaute Godager)
Ogaming, 20th January 2006 (Gaute Godager) |
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Sound
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A unique 7.1 interactive sound system
Gamecloud , 19th May 2005 (Jørgen Tharaldsen)
IGN, 22nd November 2005
Forums, 10th December 2005 (Silirrion) |
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Special Moves
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Special moves will be a way to move faster, dodge more or similar move-based abilities. Among the available move types are rolls, flips, charges, entering defensive modes, entering combat stances, sprinting etc. But you also access special abilities like listening, hiding in the shadows, opening doors, locks or even more. Climbing buildings will also be available, and possibly swimming.
IGN, 11th May 2005 (Gaute Godager)
Gamespy, 17th May 2005 (Gaute Godager)
IGN, 17th June 2005 (Gaute Godager) |
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Thieving
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As you might know, Conan was thief in an early part of his career. This has very much inspired us. Not only can the players sneak around, like in most Action RPGs, the thief can climb walls, use physical shadows and to gain advantages to disappear. It is important to know that in Age of Conan – Hyborian Adventures, the player will not be able to “Pop invisible” in front of the NPC’s or other players. He will have to drift into the shadows, using real occlusion to gain the opportunity to hide.
In addition, Conan will be the first Online RPG to feature a whole region (almost) exclusively focusing on the Thief and its sub-classes. This region, “Tarantia Noble District”, will include many, many opportunities to sneak, hide, climb, pick-locks, steal, pick-pockets, assassinate, remove traps and sell your loot to other shady characters. It is my belief that Thief sub-classes will return, time and time again, to this trove of sneaky treasure.
MMORPG.com, 14th October 2005 (Gaute Godager)
Forums, 25th October 2005 (Athelan) |
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Weapons
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Honestly, I do not see anything wrong with a "better" sword having, for instance, +110 damage. This is, in fact, realistic. Higher quality weapons are simply more destructive than lower quality weapons.
The ideas in regard to quality vs. durability are interesting, though... however it remains to be seen as to the way durability ends up being implemented in the game.
Forums, 12th August 2005 (Jayde)
Forums, 12th August 2005 (Jayde)
Forums, 15th August 2005 (Jayde)
Again, we will put in a large effort to make the bonuses make sense, and the majority of the stats will come from the player and not the items. Forums, 17th August 2005, (DaveDread)
Forums, 22nd August 2005 (Jayde)
Forums, 2nd October 2005, (DaveDread)
I'd guess that spears are generally "overlooked" in MMO's because it's tricky to make them look impressive. There's not very many different stabs you can do, and treating it like a Halberd and slash with it, or like a Quarterstaff and spin it around snazzily doesn't ring true. Long stabbing things also wrecks havoc if you want to have the spear tip be near the target. Any rotation will make it flail about and probably miss by quite a bit. Forums, 7th October 2005, (DaveDread)
Forums, 3rd January 2006 (DaveDread)
Ogaming, 20th January 2006 (Gaute Godager)
Spears and polearms will use the same melee combat system as the other melee weapons, IE your six directional attacks, but they do get the benefit of larger range. You could put a swordsmen in front, a spearman behind him and they could attack the same target. Forums, 10th February 2006 (DaveDread) |