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Author Topic: AoC official forum Dev Postings of note  (Read 32686 times)
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StriderGG
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« Reply #40 on: July 04, 2008, 01:55:38 PM »

Quote
which, in my opinion, still is way to much - I read somewhere it was around 20 percent reduction compared to male animations in DPS

What can I say - you really shouldn't beleive everything you read on the Internet. biggrin Especially on the official forums of any game.

A 3-step combo takes about 4 seconds (and that's only if you execute each step right when it's available, which is often not the case) before the animation in question kicks in, which in itself is 2-4 seconds long, depending on a combo. To have a 20% impact on dps, the animation has to be 1.2-1.6 seconds longer, which is definitely not the case.

Even then you would have to spam your combos non-stop to maintain this gap without any stam or aggro considerations. The only situation where it would be possible is fighting a raid boss (which doesn't affect a lot of people right now) and even then it's almost purely theoretical, since in real life there ARE stam and aggro considerations.

Some people just love to freak out about everything.  Roll Eyes (I don't mean you, Razgon, I mean the official forum crowd, most of the people there should triple their Prozac dosage).
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DArtagnan
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« Reply #41 on: July 04, 2008, 02:20:13 PM »

It seems Funcom has fixed the "white damage" attack speed for now, which was obviously part of the problem. They've acknowledged the animation "yellow" damage problem as well, and admitted how serious it is, and they're working on that as well.

Here's a clear demonstration of the problem:

http://www.youtube.com/watch?v=k-C4z-pTrII

It seems pretty clear that the problem is major if you care about DPS output as a female assassin.

Naturally, there are those who believe nothing is seriously wrong with the game, which is cool. But I do find it particularly ironic when they add "don't believe everything you read" and then gives you the "truth" as they see it.

Amusing, really smile

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« Reply #42 on: July 04, 2008, 02:44:02 PM »

Quote from: DArtagnan on July 04, 2008, 02:20:13 PM

Here's a clear demonstration of the problem:

http://www.youtube.com/watch?v=k-C4z-pTrII

It seems pretty clear that the problem is major if you care about DPS output as a female assassin.

You know, I always wondered why my female characters would pause all the damn time while swinging their weapons. Now I know why.
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StriderGG
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« Reply #43 on: July 04, 2008, 04:44:00 PM »

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But I do find it particularly ironic when they add "don't believe everything you read" and then gives you the "truth" as they see it.

Amusing, really

I really don't see what you find so amusing, I didn't say "don't believe that guy, believe me instead". The "don't believe everything you read" remark applies to everything (surprise!) a person would read, including official forum, my posts, game reviews and ads on the bus. Should I be not allowed express my opinion on the matter?

What is amusing, however, is that in the same post you are saying that the white damage issue has already been resolved and then post a link to a video demonstrating... the white damage issue. Adding that "It seems pretty clear that the problem is major if you care about DPS output as a female assassin". Where is the logic?


In any case (although I have to admit that I don't REALLY care about DPS output of a female assassin smile), if there was a 0.1 sec delay after every animation, I'd say yeah, it's a problem (still doubt it's a 20% drop in dps though).

But if it's at the end of a 6-8 sec combo, it's not going to result in a 20% dps drop and most people won't even notice it.

Sure, it's a bug, but nothing to freak out about and start re-rolling your toons.
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« Reply #44 on: July 04, 2008, 05:04:47 PM »

Well when it boils down to MMO'S and DPS for many it is the holy grail and a difference no matter how small will be a major issue. In fact i can bet if you told everyone on release day that females had a lower dps a massive amount of people wouldn't roll female toons.
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StriderGG
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« Reply #45 on: July 04, 2008, 05:14:31 PM »

Quote from: Reemul on July 04, 2008, 05:04:47 PM

Well when it boils down to MMO'S and DPS for many it is the holy grail and a difference no matter how small will be a major issue. In fact i can bet if you told everyone on release day that females had a lower dps a massive amount of people wouldn't roll female toons.

Maybe.

I am not arguing the fact that female toons have lower dps due to this bug. I am arguing the 20% number that was quoted above.

If the delay is 0.1 sec at the end of a 8 second combo, the impact is wooping 1.25%. Which is going to be even less in real life, since a huge number of things (human having to press buttons, aggro, stam, positioning, stuns, knockbacks, lag, etc.) will result in delays much higher than 0.1 sec.

[edit] This issue is similar to what I've seen yesterday in Vanguard. Some guy asked "BTW how is that AoC game?". And some dufus answered "Well, I don't play AoC, but I heard it's unplayable, even their mail system doesn't work. Auctions too."

This is the exact kind of misinformation that fueled my "don't believe everything you read" comment above. And that's why I am arguing with the "20% dps decrease" rumor.
« Last Edit: July 04, 2008, 05:23:53 PM by StriderGG » Logged
DArtagnan
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« Reply #46 on: July 04, 2008, 05:56:20 PM »

Quote
I really don't see what you find so amusing, I didn't say "don't believe that guy, believe me instead". The "don't believe everything you read" remark applies to everything (surprise!) a person would read, including official forum, my posts, game reviews and ads on the bus. Should I be not allowed express my opinion on the matter?

Of course you're allowed to express your opinion, why wouldn't you be?

I just find it amusing because of the irony.

Quote
What is amusing, however, is that in the same post you are saying that the white damage issue has already been resolved and then post a link to a video demonstrating... the white damage issue. Adding that "It seems pretty clear that the problem is major if you care about DPS output as a female assassin". Where is the logic?

I don't know if it's fixed or not, I just posted the video demonstrating the problem. If it's fixed that's good, but the problem was or is very real. I have no doubt it'll be fixed eventually, though, but you made it seem like it was never a problem and that those who claimed it to be were clearly wrong.

Quote
In any case (although I have to admit that I don't REALLY care about DPS output of a female assassin smile), if there was a 0.1 sec delay after every animation, I'd say yeah, it's a problem (still doubt it's a 20% drop in dps though).

The video is just the white damage - or rather the "normal" damage. According to the developers themselves, the combo damage is still bugged and apparently very hard to fix.


Quote
But if it's at the end of a 6-8 sec combo, it's not going to result in a 20% dps drop and most people won't even notice it.

Sure, it's a bug, but nothing to freak out about and start re-rolling your toons.


It's nice for you that you don't really care about DPS, but I'm not sure people necessarily agree that it's nothing to freak out about. Also, I have no problem understanding the frustration. In my opinion, it's a very embarrasing oversight that speaks volumes about the competence of Funcom in general - especially when piled on the mountain of other "oversights" - but then, I'm obviously not a big fan of the game in its current state.

If I hadn't given up on the game and played a female, I know this kind of thing is just what it takes to make me reroll. I care A LOT about my performance, especially in group settings.
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StriderGG
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« Reply #47 on: July 04, 2008, 06:29:38 PM »

Quote
If it's fixed that's good, but the problem was or is very real. I have no doubt it'll be fixed eventually, though, but you made it seem like it was never a problem and that those who claimed it to be were clearly wrong.

First of all, we were discussing the current issue, the one Blackjack posted about. It's about the combo finisher animation, go back and re-read if you want.

Secondly, I never said the issue wasn't there, all I said is that its impact is much less than what was claimed by the rumor quoted by Razgon.

So you take my response to combo finisher dps decrease percentage, transform it into me saying that there was never a "white damage" (or normal attack) glitch and then proceed with your usual diatribe against Funcom's competency lile it's somehow my fault.

Whatever, man. Try reading before hitting that Reply button maybe. I've wasted enough time arguing with you about nothing.
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« Reply #48 on: July 04, 2008, 07:35:43 PM »

Quote from: StriderGG on July 04, 2008, 06:29:38 PM

Quote
If it's fixed that's good, but the problem was or is very real. I have no doubt it'll be fixed eventually, though, but you made it seem like it was never a problem and that those who claimed it to be were clearly wrong.

First of all, we were discussing the current issue, the one Blackjack posted about. It's about the combo finisher animation, go back and re-read if you want.

Secondly, I never said the issue wasn't there, all I said is that its impact is much less than what was claimed by the rumor quoted by Razgon.

So you take my response to combo finisher dps decrease percentage, transform it into me saying that there was never a "white damage" (or normal attack) glitch and then proceed with your usual diatribe against Funcom's competency lile it's somehow my fault.

Whatever, man. Try reading before hitting that Reply button maybe. I've wasted enough time arguing with you about nothing.

How about acting like an adult and stop becoming emotional every time your words are challenged.

Whatever indeed.
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StriderGG
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« Reply #49 on: July 04, 2008, 07:40:17 PM »

Hehe, emotional? Yeah, right smile

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« Reply #50 on: July 05, 2008, 03:25:04 PM »

Real men /cancel AoC and play Vanguard and don't have emotional debates on esoteric points.....


....unless they relate to respecs in which case emotional debates are perfectly OK (especially if you are for respecs).   slywink
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« Reply #51 on: July 05, 2008, 04:56:49 PM »

Quote from: Jafisob on July 05, 2008, 03:25:04 PM

Real men /cancel AoC and play Vanguard and don't have emotional debates on esoteric points.....


....unless they relate to respecs in which case emotional debates are perfectly OK (especially if you are for respecs).   slywink


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« Reply #52 on: July 08, 2008, 12:57:32 PM »

A feat post of interest today from the EU forums (too bad I can't read German, there are lot more dev posts in that language):

Night of the Harvester feat bug fix on the way
http://forums-eu.ageofconan.com/showthread.php?p=685063#post685063
Quote
This is a known issue, as it was modifying the effect of Consume Life and not Essence Harvest. This has been corrected internally and will probably be in next week's patch.
I'm not really sure which character uses it, but don't put points in it (or additional) until the fix goes in.

I finally reset my US forums login info so I could fish around there too. The caveat is you may (I think) need to be logged in to the US forums in order for the US message board thread links to work.

One thing of interest there:

Update on API scripts/documentation (important for UI tweaks and other mods)
http://forums.ageofconan.com/showthread.php?p=1407961#post1407961
Quote
It seems that we have ran into some snags with the release of the full API documentation. I was aiming for this week but it seems we will have to push it back some more to give the guys some more time. However, we will have something for you guys to snack on in the mean time.

I did receive what looks to be a mod pack with a few scripts and a tutorial to boot. So we will try to push this out to help make it much easier for you guys to develop your own custom mods in the future. The pack will contain a tutorial to help the upcoming modders and some scripts for the experienced modders. So look for the updates on that coming up.
« Last Edit: July 08, 2008, 01:09:27 PM by Blackjack » Logged

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« Reply #53 on: July 08, 2008, 03:07:15 PM »

Quote from: Blackjack on July 08, 2008, 12:57:32 PM

I finally reset my US forums login info so I could fish around there too. The caveat is you may (I think) need to be logged in to the US forums in order for the US message board thread links to work.

I can access the US boards without being logged in.  The only thing that doesn't seem to show up is the Voice of Crom boards.
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« Reply #54 on: July 08, 2008, 03:19:31 PM »

Ah, OK. I think though if you're not logged into the US boards, the Dev Tracker (it's a text link in the black bar towards the top of the main page there) doesn't work (takes you to the forum search page instead).
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« Reply #55 on: July 10, 2008, 09:23:14 PM »

The game's regularly sent newsletter should have some updated info soon from the game director on the status of the promised PVP changes/improvements, according to this post (in German from EU forums):
http://forums-eu.ageofconan.com/showthread.php?p=708829#post708829

My attempt to make sense of the Google translation:
Quote
Gaute [Godager] (even if you longer trust him) is writing in a letter from the Game Director with details on individual topics, including the reasons why the PvP update was not done in June, when it is supposed to be expected, or on the test server to be tested, etc. ..

It is therefore an official response soon. As Community Manager, answering such comprehensive questions is simply an impossible position because we are not directors or game producers, who have a detailed overview of the entire development of the game and all the detailed plans.
He was presumably replying to a frustrated poster there.

If I've learned anything from scouring the different language AoC forums it's that players get angry and bent out of shape, in all languages. Being upset that your favorite game isn't living up to one's expectations is the universal language of gaming! :-)

fwiw. This is roughly like giving a single saltine to starving PVP players but it's something. Hopefully the next newsletter will bring more details on the status of the PVP improvements talked about some weeks ago.
« Last Edit: July 11, 2008, 03:11:56 AM by Blackjack » Logged

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« Reply #56 on: July 11, 2008, 05:08:27 PM »

In the French section of the EU forums saw a dev commending the TaranUI compilation mod, which does a variety of tweaks and changes to the hotkey trays, chat windows and other things. I don't know if there's an English language version of the mod yet, or if it matters per se.

http://forums-eu.ageofconan.com/showthread.php?t=68590

Here's Google tools translation (obviously, some of this is off icon_razz)
Quote
=================================================
TaranUI Compilation by Taran
Ver1.01, July 11, 2008
Created by Arnaud Servotte
=================================================

TaranUI is a modification interface for the game Age of Conan. Some changes are the result of a total rewrite of the code by hand while others are the result of other modders, hence the term "compilation".

-------------------------------------------------
DESCRIPTION
-------------------------------------------------
O oo ° bars sorts:
# New semi-transparent skin with 48 slots all assignable to a keyboard shortcuts (see explanatory image on the Hot Keys).
# New skin background for 2 floating bars.
# 42 slots fixed + 9 pages 6 slots of the main bar + 2x20 slots bars floating cover the number of shortcuts of sorts to 136!
# New horizontal skin for the tonnage of lag [ain't that the truth?-bj icon_lol].
# The mini-buttons control pets appear on the text TaranUI above the main bar.

O oo ° Portraits:
# New skin portraits and caches protraits when boss.
# Fixing a bug that moved all the windows in case of long names.
# Changing the animation bars life / mana / endu made for a more fluid.
# Display texts in white on the various bars status for better readability.
# Changing fonts displaying names.

O oo ° Bar XP:
# New skin of the bar xp to give an impression of fireball.

O oo ° Bar cast:
# New semi-transparent skin of the bar cast to give an impression of fireball.
# Display texts in white on the bars for better readability.
# TIPS: Remember that you can move bars cast via the menu of options Thursday (Options interface> Advanced> Bar countdown).

O oo ° window combos:
# New semi-transparent skin of the bar combos.
# Last horizontally thereof.
# TIPS: Remember that you can move the bar combos (run and a combo rather than pursuing it, move the bar).

O oo ° Minimap / Region Map / World Map:
# Elimination of buttons and zoom slider on the minimap.
# Légé reskin round of the minimap.
# Elimination of buttons and the zoom icon eagle on the map of the region and the world map.
# TIPS: Use the mouse wheel to zoom / dezoomer.

O oo ° Bouttons above:
# Addon SmallTabs by Mwbidwel

O oo ° window:
# Addon Viper's Group Window by Rorasho.

O oo ° Messages displayed on the screen:
# Remove black bars which invaded the screen.
# Replacing the image of small swords when gaining new skills.

O oo ° Changes in various colors of texts:
# Based on the addon MirageUI by LedMirage. (I do not make any changes at this level, given that a future patch will do it himself).

-------------------------------------------------
COMPILATION & CREDITS
-------------------------------------------------
Among the other authors addons included, we have:

-- MirageUI by LedMirage: ui I served basis but the fact remains biggest thing now, the only thing I have kept the changes
color made to chat and the panel guild and friends.

-- SmallTabs by Mwbidwel: addon to lessen the central icons above the screen. I just decentralized and relinké Changes Image
to Folder "CustomUI / Taran /" for ease of the installation level and the désinstalation especially.
-- Viper's Group Window by Rorasho: addon amending group window at the graph.

-------------------------------------------------
INSTALLATION
-------------------------------------------------
-- Leave the game completely [exit the game?]
-- Unpack simply files \ Customized \ and \ Default \ of the archive in the folder \ Age of Conan \ cd_image \ Gui \ keeping the structure
the archive.
-- Start Thursday [?????]

-------------------------------------------------
UNINSTALLATION
-------------------------------------------------
-- Leave the game completely [exit the game?]
-- Please delete ...

\ Age of Conan \ cd_image \ Gui \ Customized \ (all files and record in this case)
\ Age of Conan \ cd_image \ Gui \ Default \ gfx \ CustomUI \ (delete the file TaranUI)
One thing that I like (though it may well be possible to do this manually, I haven't experimented enough to know), is that it breaks the chat windows into actual chat windows/tabs on the far left, and system/quest/combat messages on a separate window/tabs on the far right.
« Last Edit: July 11, 2008, 05:11:28 PM by Blackjack » Logged

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« Reply #57 on: July 11, 2008, 09:20:57 PM »

Gaute delivered the promised letter to players today:

New Letter from the Game Director
http://forums-eu.ageofconan.com/showthread.php?t=69515

The subheads are from me, an attempt to organize.  icon_smile
Quote
New PvE Content

As we mentioned in our June update, we are also working on making some great new dungeons and areas throughout the level ranges. This is not «just» quests (which we are making on a constant basis), but fully fledged areas with hours and hours of new content and entertainment. We have made a tentative live update content plan (when it comes to new locations) for the next year, and while I won’t even start discussing the overall plan, there are a few close enough on the horizon to be worth mentioning.

This includes Ymir’s Pass, which is coming as a new big Adventuring Region in the level range 55-60. We are now working hard to ensure it comes out as soon as possible (this summer if the quality is right).

Shortly after, we will add another level 80 dungeon in the Thunder River area. At the same time we will also add another dungeon to the same Outdoor Adventuring Region – being a level 80 group instance, with bosses and cool loot. This is a few examples of the many new areas to come, both for solo, groups and raids, and these will all come as part of the live updates.

Revamped PVP
I am however very glad to say that we have now deployed the PvP updates to our internal test live server (for an overview of these features, please go to http://community.ageofconan.com/wsp/...ontent=issue17 )

As soon as QA gives the go on the internal quality they will be fully deployed to test live, and then to live. While I would have wished these features to be out already, I am happy to say that the update will be an awesome one, and include all of the things we spoke about, including the fugitive system, PvP levels, PvP rankings, the first wave of PvP item drops as well as other PvP consequences.

It also involves several general changes to the PvP part of the game (crowd control, damage against other players and dueling as examples). This is all done to make life as a PvP’er more meaningful, and more fun. These are massive changes to how our PvP will work in the future, and based upon your feedback from test live and live we will naturally continue to hone this important part of the game.

When these changes will eventually hit live is up to the quality and balance, but we expect some great feedback from the test live server in the next few weeks, enabling us to get them out during early August [knock on wood-bj].

Memory handling
While most players have a great time with the game, we also know that we have ways to go for those with the oldest machines. We have therefore continued to look at our memory handling and how to increase general performance, and updates on this are continously in the works. These will be brought to the live servers as we finish them, and while I won't go into specifics I know that those of you with older machines will notice improved performance in the weeks and months to come.

Buddy Keys Going Live Soon
I know many of you have also asked about your buddy keys, and we have now come to a level where we are able to activate them. During the next week you will therefore be able to use your buddy keys, inviting friends to the game with you.
They're unveiling the DX10 version at the Leipgeist show in Germany in August apparently, fwiw.

So I think the motto is, come back in August and things will be special.  icon_razz No, it's all good stuff, but gamers are impatient and we have a lot of choices, and I dont blame anybody who just doesn't want to wait for all these promises to come true.

And the updated PVP goodies should be on the test server (the one players can play on now), pretty soon.
« Last Edit: July 11, 2008, 09:24:34 PM by Blackjack » Logged

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« Reply #58 on: July 12, 2008, 12:41:39 AM »

Quote
This includes Ymir’s Pass, which is coming as a new big Adventuring Region in the level range 55-60. We are now working hard to ensure it comes out as soon as possible (this summer if the quality is right).

Shortly after, we will add another level 80 dungeon in the Thunder River area. At the same time we will also add another dungeon to the same Outdoor Adventuring Region – being a level 80 group instance, with bosses and cool loot. This is a few examples of the many new areas to come, both for solo, groups and raids, and these will all come as part of the live updates.

great, a region I'm too high a level for with my main and a dungeon that I'll be lucky if I can get a group together.
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« Reply #59 on: July 12, 2008, 05:13:08 AM »

Saw another post updating some of the trade/crafting fixes, and some info on guild keep type stuff in progress:
http://forums-eu.ageofconan.com/showthread.php?t=53457
Quote
Rare resources seemingly not dropping
The rare resources that comes from harvesting (for instance Tin and
Feldspar) have a 1% droprate from the nodes. They also have a chance on dropping from the random encounters that interrupt harvesting. This won't change and it does work. I realize that the droprate seems low but datamining shows the droprate to be around what we expected it to be (not counting the random encounter drops)

Cannot hand in resource X [this was what made me give up on the mining quests, the NPCs simply wouldn't accept them when I tried to turn in the materials]
We have had a lot of these issues and we are working on fixing them continuously.

Skinning and Weaving being "useless"
There are plans to make these skills useful - timeconstraints forced us to get these out without the functionality implemented (otherwise it would have completely stopped other tradeskills from functioning).
Skinning and Weaving are intended to post-process the drops already existing. I can't give an exact time-estimate on this.

Blue Recipes progress (Weaponsmith/Armorsmith)
All the items have been created, as have the recipes. We are still working on getting the codesupport for correctly setting this up but hope to get it soon.

Unlearning tradeskills
I'm unable to give out any dates, but this is a crucial feature and we are pushing to get it done as soon as we can.

Traders and Trainers in Guildcities
Next patch going to testlive, traders and trainers will appear in guildcities.

City-life in cities
Guards will start patrolling your keeps next testlive-patch to keep intruders away - additional NPC's are soon to follow.

Alchemy drops
The alchemists cache that we patched in a while back was intended to contain resources so that alchemists could proceed with their craft. It has worked, but it was never intended to be the "end all" help for alchemists. New static camps in the resource and building regions are being worked on and hopefully we should have that on testlive next time we patch. Scorpion Oils, for instance, was always intended to actually drop from... well... scorpions.

Removing random spawns
What we are doing with the random spawns is that we will patch out the new resource and building populations (Lacheish, Poitain, Purple Lotus
Swamp) and at the same time remove these pesky things.

Architecture Revamp
I still can't give a time-estimate on this, but I can release a little more about what we are at least considering for it: Totems that produces team-buffs while in range, Waystones to teleport team-members and/or self, guild-city improvements such as statues, flags, etc.

Costs of tradeskills
The costs of tradeskills in general have been reduced further - alchemists are supposed to be able to make a small profit out of selling potions for instance. Also, the hand-in for tradeskillers have been altered - the tradeskill trainer will no longer keep your created items for themselves, but rather inspect them and hand them back to you.

Gemcutting
Many posts about gemcutting and 'nerfs'. Adjustments for the some of the gems will be out when the system design has been followed up and implemented. It will not affect all gems but there will be some changes in order to properly balance gems.
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« Reply #60 on: July 12, 2008, 06:28:31 AM »

Just reading this makes me realise how much sin't in the game that should be an dhow much of it is just basic stuff, like tradeskills working properly, changing your tradeskill, lack of content etc etc. I still find it amazing that the games aren't shipped with what needs to work work.

It makes you realise that while Warhammer is dropping some stuff which would be nice to have in, surely it is better to ensure what is in at least works as intended rahter than having loads of features which need fixing and just annoy people.
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« Reply #61 on: July 12, 2008, 06:58:02 AM »

Quote from: Reemul on July 12, 2008, 06:28:31 AM

it makes you realise that while Warhammer is dropping some stuff which would be nice to have in, surely it is better to ensure what is in at least works as intended rahter than having loads of features which need fixing and just annoy people.

hopefully you are right.
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« Reply #62 on: July 14, 2008, 09:52:53 PM »

Funcom hired some moderation help (a German biz called Two Pi), which has made it a little tougher to comb through the Dev tracker (they are closing flame war type threads and the like, so a lot of Dev Tracker posts now are moderation-related).

However, a Two Pi guy posted a pretty helpful Official technical faq Post. You may want to bookmark this one.

Official technical FAQ - Crashes, Errors? Read this, first!
http://forums-eu.ageofconan.com/showthread.php?p=731289#post731289

I'll go ahead and paste it in for GT posterity:
Quote
#1 Most actual informations (July 13th)

Bad performance in Villas?
For users of NVidia GPUs (excluding the 260/280 series) it may help to use the old driver 169.21, and / or to switch to Shader 2.0. It's a known problem and has been forwarded.

Authentication Failure Error FAQ - You can't log in? Follow this link:
http://forums-eu.ageofconan.com/showthread.php?t=10985

No magic effects / bad performance (NVidia GPUs)?
Try to download RivaTuner 2.09 and use the option to revert all driver settings to it's default values.

Black screen while running the game on Windows Vista?
Put this into a .txt file, and save this text-file as conan.reg (all files)
Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Contro l\GraphicsDrivers]
"TdrLevel"=dword:00000000
"TdrDelay"=dword:00000010
"TdrDdiDelay"=dword:00000005
"TdrDebugMode"=dword:00000003

If you should encounter any problems, you can easily undo this changings by creating another .reg file with it's following content:

Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Contro l\GraphicsDrivers]
"TdrLevel"=-
"TdrDelay"=-
"TdrDdiDelay"=-
"TdrDebugMode"=-

The patcher hangs / the game or the patcher won't even start?
The game should be properly uninstalled. Please do exactly as mentioned below:

- Deinstall AoC using the "Add or Remove Programs"-Software located in the Control Panel
- Delete the following (hidden) folder:
Vista: C:\Users\[User]\AppData\Local\Funcom
XP: C:\Documents and Settings\[User]\Application Data\Funcom
- Open the registry by running regedit and delete all entries that refer to Funcom by searching for them (F3 key)

Please stop your antivirus program and, even more important, your firewall while reinstalling and patching the game. Just closing the GUI (usually a "Firewall"-Symbol in the system tray) sometimes won't suffice, so you'll have to manually shut down the services (Control Panel -> Performance and Maintenance -> Administrative Tools -> Services). In some rare cases it might be necessary to temporarily uninstall the antivirus program if you can't stop it by other means.

#2a Workarounds for known errors:

1. Crashes, "Updating Content", Errors and so on
Quite often the "Verify"-tool works wonders. Open your AoC-folder, start "simpleconfig.exe" and click on "Verify/Repair". When the verification / repair is completed, start AoC as usual - the patcher will now automatically replace defective files.

2. Bad graphical / general performance
You can find a seperate guide here: (currently in translation, coming soon) [no link yet-BJ]

3. Assertion Failed - Out of Memory
If you've got more than 2GB RAM, the following might help.
XP:
Open the hidden boot.ini file found in the root system directory (C:\). The easiest way to do so is clicking on Start -> Run..., entering "notepad C:\boot.ini" without the quotation marks and hitting enter. Look for the [operation systems] part and add the following line to the end of it:
/USERVA=3072

Vista:
To open the Run... menu, use Win+R (Win = the windows key on your keyboard), type in "bcedit /set IncreaseUserVA 3072" without the quotation marks and hit the enter key.

IF there are stability issues after trying this, you can revert to the standard values by following the same steps and just changing the number to 2048 (so it's /USERVA=2048 or bcedit /set IncreaseUserVA 2048, respectively)

4. Patchloop
Caused by defective rdbdata files.
Simply delete all rdbdata-files that are smaller than 1GB. They're located on the AoC -> RDB folder.

5. Textures lose detail while playing and won't show as detailed again
Go into your AoC-folder (also works while the game is running) und delete the following files:
shader.cache.local
shader.cache

6. faultrep.dll can't be found
[liNK zu einem entsprechenden englischen Artikel]

7. The minimap is black
In this case, you'll need to delete the "GUI"-folder inside your AoC-folder. The patcher will load about 170MB of files after the next start.

8. I can hear the game sounds, but have a black screen.
Open simpleconfig.exe, disable the Fullscreen-option and start the game. You can switch back to Fullscreen again after that.

9. My chat window shows a chequered pattern
In the NVidia Panel Options, you'll find a slider that regulates Quality and Performance. If it's at Quality, switch to Performance. If it's at Performance, switch it to Quality.

If this won't help, make sure that the mip-mapping option inside the NVidia Panel is controlled by the application, or reinstall the drivers and reset them to standard values (should be in the function-part in the lower right).
Although the game looks demonstrably better for me in shader 3.0, certain special effects (like Necromancer pets that do magic attacks) drag my frame rate pretty much to zero unless I switch back to 2.0 or 2X shaders.

And I still have lousy performance in the Villas. I haven't encountered most of the other problems mentioned.
« Last Edit: July 14, 2008, 10:01:45 PM by Blackjack » Logged

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« Reply #63 on: July 15, 2008, 01:12:20 PM »

Saw a post by the German forum moderator about a recent change in the degree of slope players can traverse (45 degrees from an unintended 60 degrees):

Glass Walls: A bug or intentional?
http://forums-eu.ageofconan.com/showthread.php?p=741538#post741538
Quote
Some changes to the movement code in the last update did indeed cause players to no longer be able to traverse terrain at the angles they were before. This was actually caused by fixing a bug with the game code as it was allowing players to travel over angles that by the original design parameters was too high. (to be specific the bug caused people to be able to travel over 60 degree angles when the code called for 45 degrees).

However it is obvious that in fact the 60 degree angle was probably more optimal for 'logical' movement and certainly what ended up in last weeks update does feel like you come across barriers where they just don't feel right. Obviously that isn't good, and we want to correct it! We will be looking to reverse this fix is an update as soon as we can, it won't be in the next update unfortunately as the bug itself had a few more implications that we need to iron out first. It is one of the things though that is a priority for the next available update.
Not sure this will remedy the various areas where it feels like you *should* be able to keep moving in an area, or use it as a shortocut, but the game seems to want to channel you back towards a main path or different route.  icon_confused

Usually, if you walk backwards, you can scale back down vertical ridges safely. This doesn't always work -- I've stumbled, twisted and fell to my doom numerous times -- but it is something a teammate taught me one day that can help in a jam.
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« Reply #64 on: July 15, 2008, 02:34:05 PM »

O found that a bunch of my favorite shortcuts in the Aztels were closed off by the change, and there was another spot where I stepped a bit too close to the edge, slid a few feet and then couldn't get back up an easy slope, which meant a long run back to where I was; luckily my group decided to climb down too.  as for going down a steep inlcine I've found that repeatedly tapping the forward key usually works.


I've also heard rumors they are going to be lowering the cost of the beginner horses quite a bit.  serves me right for buying a first gen horse and not waiting for the next cheaper version  icon_wink
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« Reply #65 on: July 15, 2008, 05:27:25 PM »

I wish they'd make the Swift Horses and/or Armored Horses something you could reasonably afford. I can maybe understand the pre-order mounts (Rhini, Mammoth) being priced outrageously, but it would be nice for the Swift/Armored to be something you might aspire to. I'm at 70 now and I can vouch that unless you're a trading house/crafting junkie, or a member of a crazy rich guild, or a gold farmer, the Swift/Armored horses aren't really something that you can reasonably ever hope to try. I don't think I've ever had more than 2 gold or so, and I was only able to afford a horse fairly early because of a member of my ex-guild donating to me out of pity.  icon_razz
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« Reply #66 on: July 15, 2008, 06:31:05 PM »

dang, you must have a hole in your coin purse. Right now I have just over 8 gold, 3 of which I got from selling a purple mace in the trading house. According to the most recent level 80 Wanderer gold is pretty easy to come by in the final levels.
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« Reply #67 on: July 15, 2008, 07:23:12 PM »

I have sold some iron and electrum for 90s to 1G for a stack of 100.  Tier 2 resources still sell fairly well.
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« Reply #68 on: July 16, 2008, 01:33:39 AM »

I think the fact that I've never seen anyone on a Swift or Armored Horse so far (whether Level 80, or level 1 character) says it all. The other day I was surrounded by L75-80 players, no signs of any mount upgrades at all. That's all I have to say on the matter. Except: "Dear Funcom, don't put *bleep* in the game that nobody can ever afford because what the heck is the point? You're just wasting your animators' and artwork team's work for nothing."  disgust Not to mention all the people who've quit this game who never even got within a sniff of seeing one of these mounts in action much less getting to try one.

Anyway, my point was that my vote's to lower costs some on the high end, non-preorder mounts. Even without my ex-guildmate's help I would've been able to afford the starter mount soon enough, even with my apparent stupidity when it comes to piling up money. Obviously I'm the Worse Case Scenario, a Drooling Imbecile Incapable of Profiteering, but I was still going to get a starter horse at a reasonable level.  drool

Update from the EU forums is tomorrow's update was pushed to Wednesday to deal with yet another unintended bug:
http://forums-eu.ageofconan.com/showthread.php?t=71818
Quote from: Tarib
We postpone the update from tomorrow Wednesday to Thursday, 17th of July, 4 am GMT. One fix concerning equipment that are 'Bind on Equip' lead to an issue which would have made those items not equipable at all. This has of course to be resolved and then tested again before we can bring the update to the live servers.

So if no other issues are found and the one mentioned above is resolved, we will update on Thursday. We will of course keep you up to date about any news.
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« Reply #69 on: July 17, 2008, 01:56:56 AM »

The July 17 patch got the go-ahead so that should go in tomorrow morning, according to the EU forums. A player posted some test server patch notes, but they don't reflect the July 17 patch note (which the moderator emphasized sometimes has *more* fixes than what's on test, and sometimes *less*). Still maybe worth a peek if you want some insight into future changes, fixes and improvements:

Preliminary Update Notes [Test Server, as of July 16]
http://forums-eu.ageofconan.com/showthread.php?t=68743

A few interface things caught my eye (most of these probably *not* in the July 17 update):
Quote
* The Friends/Guild Members window has been changed. It now works with tabs that sort friends by type: Guild Members, Friends, Offline members, and Ignored characters.
* An emote gui has been added. Press Y to access this window.
* Implemented GUI Modifications on the skill window as support for the upcoming PvP Consequence System. PvE skills will be listed separate from PvP skills.

A few quality of life things seemed promising:
Quote
* Dead team members will now get quest kill credit if they are within range.
*All your team members and their pets will now get the fatality buff when a team member performs a fatality

[Some tradepost tweaks]
*  You can now sort items for sale on the Tradepost by "Show Can Use Only" and "Show Can Buy Only".
* Powerful items (blue and green) for sale on the Tradepost will now list in color text.
* Items of a level you cannot use will be listed in red.
* It should now be possible to search for necklaces, rings, gems, and consumables.
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« Reply #70 on: July 17, 2008, 02:42:37 AM »

someone made a joke post about them not letting canceled accounts post on the forums-  too bad it wasn't true-  it'd cut down on alot of the Funcom/AoC sucks balls I canceled and am no longer playing posts so you wouldn't have to wade through them to find useful info.
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« Reply #71 on: July 17, 2008, 08:07:57 AM »

Quote from: CeeKay on July 17, 2008, 02:42:37 AM

someone made a joke post about them not letting canceled accounts post on the forums-  too bad it wasn't true-  it'd cut down on alot of the Funcom/AoC sucks balls I canceled and am no longer playing posts so you wouldn't have to wade through them to find useful info.

that would mean you'd have to be without my sharp wit on the euro boards then! now, we dont want that, now do we?!  ninja
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« Reply #72 on: July 21, 2008, 03:34:16 AM »

Not really a Dev Posting, but product manager Erling Ellingsen did a Q&A w/ Massively.com a week or so ago that I missed, from E3:
http://www.massively.com/2008/07/15/e308-erling-ellingsen-talks-patch-timeframes-for-age-of-conan/
Quote
Massively.com: It seems like you are working to address some content that just wasn't in the game when it went live. The new dungeons, the new quests, the new zones, what's the timeframe on that. Is that moving to test soon?

Ellingsen: There's definitely a lot, there's a lot that we really wanted to get into the game, but because of time we just weren't able to put it in. We held off, saying "it's not good enough." There are almost 60 new quests with voiceovers, the continuation of the important lore quest. There are 30 quests that were cut before launch that are back in. They're scattered around the game but many of them are in the Eiglophian Mountains. We know that the content at 55 and higher is a bit thinner than the rest of the game. [I think some of this went in with the last update, but not the added voiceovers -bj]

We're also adding a new zone called Ymir's pass. That's also plus-level 55. A lot of new content for the endgame now, several dungeons coming in.

Massively.com: Which of these additions are going to be coming our way first?

I don't want to put a date on it, but I think we'll see Ymir's pass live in August. That new zone should be out next month. That's a huge new outdoor zone. It's in Cimmeria so there are lots of mountains and snow. Snow giants, lots of monsters, and Kiera - Conan's assassin. She's going to play a big role in the zone. She's going to be an important quest NPC in the area.
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« Reply #73 on: July 23, 2008, 01:41:00 AM »

The senior community manager Tarib gave an informal "updates outlook":

*One thing worth noting is they're going to reset the "feat points reset" counter to zero, so should you care to respect, it will be for the minimal pocket change cost you're charged the first time you do it.

Outlook on the next updates
http://forums-eu.ageofconan.com/showthread.php?t=75667
Quote from: Tarib, senior community manager
This week’s update will be a smaller maintenance one in order for us to tidy up a couple of the issues while we work on the next larger update which is currently being tested and hopefully will be ready for the live servers next week.

Our tech team is hard at work to investigate memory leaks (like for example the issue with your map going gray) and they have made inroads on those issues, and we have found and resolved a couple with this weeks update. This is of course a process that does not end now - on the contrary. The team will keep on working hard to find the leaks that are still there so we can expect more of them to be resolved in updates to come. Finding such memory leaks is quite a tricky thing but we are making progress and the tech team is keeping the focus on this issue.

Also fixed should be the issues from last week was the behavior of caster pets as some of them were in fact quite passive after they had been summoned. Our developers have found the source of that issue and the fix for this is getting tested by QA so this week's update should resolve this issue.

Updated Information:
Unfortunately the pet fix has slipped out due to an issue with the fix that requires it to be looked into a little more. So it should hopefully be in next weeks update.

Lastly with this week’s update we wanted to give you all the opportunity to revise your feat points given the recent changes to the abilities and feat trees. What we have done is that the counter of how many times a character has reset his feats will be set to zero so the next reset will be viewed as being the first one in terms of money it will cost, as if you had never reset any feats before.

As we mentioned at the top, the update planned for next week should include some additions and changes that our community has been looking forward to (beside the usual fixes and updates).

Instance Changes

There are for example changes to the Pyramid of the Ancients dungeon which include wide improvements of the encounters and dangers that can be found in the pyramid. We really think that this will make it an interesting dungeon and should provide a real challenge for solo players.

Next up is Toirdebach’s Tomb in The Fields of the Dead. This group instance has been tweaked so that the mob levels are more in keeping with the level of the Fields of the Dead. We have also been through and amended the placement of mobs in the dungeon so that the balance between ranged and melee opponents should be much fairer to groups trying to tackle this ancient evil!

Resource Zone Updates

The resource and building zones (Lacheish Plains, Purple Lotus Swamp and Poitain) have had a thorough repopulation based on player feedback as to what resources were problematic. New resource nodes and many new camps have been added to these zones to help the avid tradeskillers amongst you find what you need. Be warned though venturing too far off the beaten path may result in you finding yourself face to face with some dangerous foes who won’t take kindly to you trying to harvest from them!

These fixes will be made available on the Testlive server later this week. So if you are interested in checking out these changes beforehand make sure you connect to the Testlive servers.
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« Reply #74 on: July 23, 2008, 01:19:49 PM »

They've opened up the Collector's Edition buddy keys to give out (there's a catch though, the download of the client isn't free disgust):

Buddy keys now available
http://forums-eu.ageofconan.com/showthread.php?p=791798#post791798
Quote
We have now opened the first part of the Buddy key program for Age of Conan! Everybody who has purchased a Collector’s Edition can now invite up to five friends, who can try the game for seven days without purchasing a retail box.

The invitation process is easy. You need to log-in to your account pages (https://register.ageofconan.com), and choose “Buddy program”. Follow the on-screen instructions, and then write a personal message to your friends if you so desire.

We recommend that you lend your install DVDs to your buddy to get him or her ready to play as fast as possible. Alternatively your buddy will be offered a $2.99/€2.99 client download with 3 additional days of playtime to cover the download time.
While this offer is only for Collector’s Edition accounts for now, we will soon open up for the Buddy key found in the standard retail box as well.
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« Reply #75 on: July 23, 2008, 02:54:08 PM »

at least if you lend them the install disc it's free. 

I was going to ask where the Patch Notes thread is, but I see it's a really small patch.
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« Reply #76 on: July 24, 2008, 07:27:24 AM »

I hadn't visited mmorpg.com in a bit. They talked to the couple of Funcom reps at E3. Funcom isn't doing any sort of big presentation there (I think I read they have bigger plans for the upcoming Leipzig show in Germany):

Age of Conan - E3 Update
http://www.mmorpg.com/gamelist.cfm/game/191/feature/2059
Quote
In the content update to come, players will enjoy a new 55+ zone, Ymir's pass in Cimmeria with new architecture and graphics, a new dungeon, Thunderfalls and a high level dungeon, House of Crom.  A major makeover for the UI is expected and of course many new quests.  Both Erling and Rick agreed that the 55 – 60 game needs more content. 

“Players constantly surprise us,” said Rick.  “We found that they were doing things in their 40s that we didn't expect them to tackle until their 50s, hence we have a need to concentrate development in the 55 – 60 content right now.”

The majority of players at this time also seem to be concentrated in the 55 – 60 spread.  Erling reiterated that the original AoC team has not been moved to other projects and they are busy focusing on implementing suggestions and fixing bugs and issues brought to their attention by the players. 
What's kinda tricky is most MMOs I've played, if you tackle stuff 5-7 levels above you it's generally Doooommm. Here, esp. with certain types of classes, it's commonplace, so you do end up burning through content they maybe anticipated you would do several levels later, and then it just becomes a vicious cycle of drying up in quests once you reach the level they *thought* you would be doing stuff at. I'm running into that even at 72, in spite of there seeming to be a huge number of quests to do at that point in two different zones.

There's a brief mention of the console version:
Quote
One last note to close this out this interview of current status and future plans in AoC, players can expect the Xbox360 version of the game to launch in late 2009.  Console players will be given a choice of whether to play on a co-mingled server or on a platform specific server.
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« Reply #77 on: July 30, 2008, 01:22:59 PM »

TenTonHammer had a video interview with product manager Erling Ellisen at Comic-Con:
http://www.tentonhammer.com/node/39381

PvE wise, around the 1min50sec mark he talks a bit about the upcoming Ymir's Pass (55-60, I think?) region. He said it will have a lot of the Yetis (seen so far only a little bit in a couple of zones), new archtecture, and a chance maybe to meet (as an NPC) Keira, who seems to be the female assassin that appears in a lot of publicity media for the game.

He also details the new dungeons, including Thunder Falls, a high level dungeon coming to the Thunder River area; and The House of Crom (which they haven't really talked about yet).

He said they're also working on increasing item visual diversity, making item statistics more meaningful, and make rewards from quests and raids "better."

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« Reply #78 on: July 30, 2008, 01:57:26 PM »

I find your tenacity appealing, its good to be able to follow the game through your posts, BJ , thansk :-)

That being said.... They basically say, they are working on making the game a full game soon, right?

anyways, I'll probably try this out again in 4-6 months
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« Reply #79 on: July 30, 2008, 03:13:55 PM »

I haven't been playing much since the last patch, where they said there were only a couple of changes yet it seems like a bunch of character feats got messed around with anyways.  I noticed my rangers Fire Stance isn't working properly, nor are any of the damage bonuses from my weapons or arrows.  Basically it doesn't seem to be adding the extra damage (fire, poison and unholy) properly.  add in a summer cold and I just haven't been in a mood to game much.  this weekend though I should get some decent playtime in.
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