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f13.net General Forums => MMOG Discussion => Topic started by: Eldron on April 20, 2005, 03:53:06 AM



Title: Funcom's new mmorpg
Post by: Eldron on April 20, 2005, 03:53:06 AM
WARNING: Lurker making a post here :) Just stumbled over this at the AO board and havnt seen it mentioned here

http://www.ageofconan.com/

Quote
Experience the World of Conan! :roll:

Age of Conan – Hyborian Adventures is an Online Action RPG scheduled for Windows in the first half of 2006. A mix of a deep, story-driven single-player experience and a massive and brutal multiplayer end-game brings forth the ultimate representation of the Age of Conan. Now you can enter the brutal domain of the world’s greatest fantasy hero.

In Conan the players will encounter a dark, lush, violent and sinful universe, presented in fantastic graphics and stunning 7.1 surround audio. In a world filled with cruel gods, mythical creatures, lost civilizations and a struggling human race, the mighty barbarian has finally seized the throne as king of Aquilonia. But Conan’s rule is on the brink of chaos, spiraling towards the doom of ancient evils.

In this twisted fantasy world, dark magic and brutal combat lurks around every corner, and each man and woman must carve their own unique destiny under Conan’s reign. In the true vision of Robert E. Howard’s dark universe it’s now time for you to become a messenger of death.

    * Explore Hyboria, the legendary world of Conan, presented in incredible graphics and sound.
    * Emerge as a hero from a story-driven single-player experience and embark into even greater adventures in the multiplayer part of the game. The branching single-player story is created by the award-winning writers behind The Longest Journey, Dreamfall and Anarchy Online so expect a rare treat.
    * Experience Funcom’s revolutionary “Real Combat” engine. A new multi-point melee system allows the players to swing their weapons where they direct it, in real-time, going head-on against the formulaic nature of online RPG combat.
    * Create player-made battle formations, and command both NPC’s and other players in epic multiplayer battles.
    * Form guilds in the multiplayer game and lay siege to hostile castles. Let the catapults sing their merry song of death as the enemy is brutally crushed to a pulp.

Age of Conan has a plethora of additional features, as is expected from a Funcom online game. A presentation of the game, including more information about its features, will be held at E3 in May.

Some nice pictures at the site,. but im worried about anythign funcom  names "revolutionary Real Combat”

Seems like the first levels are going to be played offline and then move onto online play.


Title: Re: Funcom's new mmorpg
Post by: schmoo on April 20, 2005, 05:08:50 AM
FAQ here:

http://www.ageofconan.com/conan/faq.html

Quote
What do you mean by Formation Combat?

This is a completely new, aspect of multiplayer gameplay. In previous RPGs with indirect point-and-click movement you have seen party based formations, as in the “Baldurs Gate” series for instance. In Conan you can for the first time not only have a formation, but be in direct control of both your character, NPC’s and other players..

The leader of the formation can decide on different formations and the degree of freedom the various players and NPC’s can have within the formation. The formation also serves as a cooperative travel system, yielding beneficial effects to the team as the collision of the formation itself protect the members at the rear. Formations yield beneficial bonuses to members, and offer a new type of depth to a RPG. In some cases it will be essential to pick the right formation to survive.

Hum, I can control other player's movement?  Sign me up.

Quote
So what is "Real Combat"?

This is our revolutionary multi point melee system. This unique aspect of this system is that you swing your weapon where you direct it. This system will let the players direct, and combine, the swings of their weapon to create fancy, brutal and effective slashes and thrusts, or combine them in combos or special attacks that do additional damage. You should really “feel” the power of your character when you fight, feel the power of each and every blow.

"Real Combat" is easy to learn, and allows for a very different experience to both the slow studious nature of RPG combat and the ‘twitch’ nature of a first person shooter. When you pick it up the first time you might not even notice it as you happily slash and thrust away. With experience you might see certain attacks swinging better together. As you learn to string it into combos you become a dancing machine of brutal death. The same multipoint system is true for ranged combat and spell casting. In both cases the Real Combat engine allows you to string hits or spells together to form new fantastic effects.

The Real Combat will also work with mounted combat.

I want to be a dancing machine of brutal death!  Sign me up now!


Title: Re: Funcom's new mmorpg
Post by: Riggswolfe on April 20, 2005, 06:32:57 AM
Well, we've all heard promises before. That said, I'm going to watch this one. The screenshots looked pretty cool. They had a certain dark gothic feel that I liked.

Funcom can tell a good story (The Longest Journey is proof of that) and after its horrible start AO isn't a half bad MMO. Hmmm...yep. Gonna keep an eye on it.


Title: Re: Funcom's new mmorpg
Post by: Miasma on April 20, 2005, 06:36:29 AM
Anarchy Online was the first MMORPG I played at launch.  I think I still have scars from that.  Problems logging on, registering, crashes on both client and server, horrific lag, disconnects, no communication, and an online payment process that required you to send your credit card number through an unsecure clear text http site.

I still harbor an awful lot of hate for funcom over that, this game would have to be absolutely brilliant and run flawlessly for a couple of months after release before I even considered signing up.


Title: Re: Funcom's new mmorpg
Post by: kaid on April 20, 2005, 07:25:59 AM
I played ao at release and had to reformat my hard drive because  of it. I also tried it again about 8 months later and it turned out to be one of the best MMRPG on the market at that time. I liked it alot more than I cared for SWG.

Funcom also has some good experiance making an excellent single player story. So color me interested I will be keeping an eye on this one.

kaid


Title: Re: Funcom's new mmorpg
Post by: AOFanboi on April 20, 2005, 08:47:15 AM
Having the same system for melee and ranged can work, but might also lead to the AO curse where melee == short ranged without ammo.

Thulsa Doom as mission boss anyone? "My name is Conan. You killed my mother. Prepare to die."


Title: Re: Funcom's new mmorpg
Post by: HaemishM on April 20, 2005, 09:52:55 AM
Frontpaged, by Crom! (http://www.f13.net/index2.php?subaction=showfull&id=1114015518&archive=&start_from=&ucat=13&)

Seriously, it all SOUNDS great. And the screenshots are nice. But past history has not been kind to Funcom. Prove it with beta slots, bitches.


Title: Re: Funcom's new mmorpg
Post by: Spoonbender on April 20, 2005, 11:36:26 AM
I've always had a soft spot for Funcom. They're such a brilliant example of wasted talent. They have some awesome storytelling skills, they can make up brilliant worlds and settings the way id makes up 3d engines, and then they go and produce an EQ clone...  :roll:
AO would have made a brilliant singleplayer RPG. it's got the storyline, a deep, detailed setting and everything, but because they decided to put it in a MMO, they're stuck thinking up new items to patch in, and  can't really evolve the storyline or universe.

This Conan one looks interesting though... Whatever it's supposed to be... Singleplayer-MMO-hybrid? Why not.... :-P


Title: Re: Funcom's new mmorpg
Post by: schild on April 20, 2005, 11:38:17 AM
Seriously, it all SOUNDS great. And the screenshots are nice. But past history has not been kind to Funcom. Prove it with beta slots, bitches.

I didn't want to admit it. But yea, Conan looks good. What are the odds.

By the way, your frontpage links are borked fixed.


Title: Re: Funcom's new mmorpg
Post by: stray on April 20, 2005, 11:56:12 AM
What's the endgame? Finding the answer to the Riddle of Steel?

If so, count me in! I've said before that I generally hate fantasy, but this is the one franchise I could really get into.


Title: Re: Funcom's new mmorpg
Post by: AOFanboi on April 20, 2005, 12:52:16 PM
What's the endgame?
You meet Crom and he asks if you want to take the red pill or the blue pill.

(Or maybe: Endgame to appear in a paid expansion as per Anarchy Online?)


Title: Re: Funcom's new mmorpg
Post by: stray on April 20, 2005, 01:22:29 PM
Another thing I'm wondering: What will magic be like in this game? I'm not familiar with anything but Howard's books and the two films, but is there any room for "common" magic users? As far as I can tell, they're either super powerful or basically just mind controllers (Thulsa Doom).

Also, it seems like the powerful ones aren't even "magic users" per se, as they are just priests of some sort. It's tied to channeling/praying, while games like D&D give magic a more "scholarly" bent...Which works easier for a game.


Title: Re: Funcom's new mmorpg
Post by: sidereal on April 20, 2005, 01:25:18 PM
What's the endgame?

You crush your enemies, have them driven before you, and hear the lamentations of their women.

Alternately, you lose and get to contemplate your sins on the Tree of Woe.


Title: Re: Funcom's new mmorpg
Post by: stray on April 20, 2005, 01:27:28 PM
What's the endgame?

You crush your enemies, have them driven before you, and hear the lamentations of their women.

Alternately, you lose and get to contemplate your sins on the Tree of Woe.

Heh, if this game doesn't have PvP, then it'll be the biggest injustice to a franchise yet.


Title: Re: Funcom's new mmorpg
Post by: schild on April 20, 2005, 01:28:58 PM
Heh, if this game doesn't have PvP, then it'll be the biggest injustice to a franchise yet.

Neg, I don't even like Star Wars and I'd put a Star Wars game without stars or wars above that on injustices.

If you can't lop off limbs and the game isn't rated M, for Much Raping and Pillaging - it'll be an injustice to Conan, the likes of which have never been seen.


Title: Re: Funcom's new mmorpg
Post by: kaid on April 20, 2005, 02:28:23 PM
The end game in conan would have to be dying going to croms version of heaven where you wander endless grey foggy stone plains with only those you killed to keep you company. Thats why conan keeps shouting fror crom to count the dead.


kaid


Title: Re: Funcom's new mmorpg
Post by: Velorath on April 20, 2005, 05:35:12 PM
Fuck, this is the first time in quite a while I've actually been excited about an upcoming MMO.  I'll definately be keeping up on this one.  Like most others here I'm not sure that I have a lot of faith in Funcom, but I'll allow myself a little optimism here.  Wonder if they just plan on using the REH written stuff, or if they plan on using anything from the later books/comics.


Title: Re: Funcom's new mmorpg
Post by: Sobelius on April 20, 2005, 06:01:40 PM
Take two seconds to read their FAQ.

They're aiming for a "mature" rating.

There will be PvP.

You will be able to hunch over the body of your foe and eat his intestines...oh wait...that's WoW....


Title: Re: Funcom's new mmorpg
Post by: sinij on April 20, 2005, 06:05:50 PM
I'm curious about whole "emerge as a hero from a story-driven single-player experience", is it going to be glorified tutorial? Will they take advantage of ‘prolonged tutorial’ to make game involved from the start? How about multiplayer advancement? Will they charge fee for single player?


Title: Re: Funcom's new mmorpg
Post by: ahoythematey on April 21, 2005, 12:12:18 AM
It's about goddamned time we get a Conan game, nevermind it potentially being good.  The original Howard stuff is some of the best fantasy literature I've ever read.


Title: Re: Funcom's new mmorpg
Post by: Fargull on April 21, 2005, 07:00:07 AM
Another thing I'm wondering: What will magic be like in this game? I'm not familiar with anything but Howard's books and the two films, but is there any room for "common" magic users? As far as I can tell, they're either super powerful or basically just mind controllers (Thulsa Doom).

Also, it seems like the powerful ones aren't even "magic users" per se, as they are just priests of some sort. It's tied to channeling/praying, while games like D&D give magic a more "scholarly" bent...Which works easier for a game.

Magic in the Howard universe was influenced to a great degree by Lovecraft, they were friends.  Thus most of the practitioners in the stories where diabolical and bent by evil.  In the RPG, magic is best used by NPC's, as it is ritualistic and does not lend itself to quick paced combat.  For the most part, Howard's vision was one of blood and steel, not Magic and Elves.


Title: Re: Funcom's new mmorpg
Post by: AOFanboi on April 21, 2005, 07:13:15 AM
Magic in the Howard universe was influenced to a great degree by Lovecraft, they were friends.  Thus most of the practitioners in the stories where diabolical and bent by evil.  In the RPG, magic is best used by NPC's, as it is ritualistic and does not lend itself to quick paced combat.  For the most part, Howard's vision was one of blood and steel, not Magic and Elves.
In the comics at least, Conan hates/fears magic, though in the Destroyer movie he did /invite a magican. Why would he need that when he had Grace Jones' crazy Nubian warrior by his side?

How magic is handled will probably be the great test on whether Funcom can manage to balance respect for the source material with the "1ightning b0lt!" expectations of the unwashed masses.

(Privately I also wonder how much of the abandoned Midgard MMO has been used as the basis for this game. I know a programmer at Funcom but he's on Dreamfall, not this one.)


Title: Re: Funcom's new mmorpg
Post by: WayAbvPar on April 21, 2005, 09:34:12 AM
Quote
Why would he need that when he had Grace Jones' crazy Nubian warrior by his side?

What's a Nubian?


Title: Re: Funcom's new mmorpg
Post by: HaemishM on April 21, 2005, 09:39:21 AM
(http://www.muzieklijstjes.nl/Tips/BrandNubianOne.jpg)


Title: Re: Funcom's new mmorpg
Post by: ahoythematey on April 21, 2005, 09:52:33 AM
In the comics at least, Conan hates/fears magic, though in the Destroyer movie he did /invite a magican. Why would he need that when he had Grace Jones' crazy Nubian warrior by his side?

Probably because the wizard played by Mako(who also narrated the two movies) healed him back to life and fought on his side in Conan the Barbarian.


Title: Re: Funcom's new mmorpg
Post by: schild on April 21, 2005, 10:19:11 AM
Quote
Why would he need that when he had Grace Jones' crazy Nubian warrior by his side?

What's a Nubian?

Bitch, you almost made me laugh.


Title: Re: Funcom's new mmorpg
Post by: AOFanboi on April 21, 2005, 12:36:10 PM
Probably because the wizard played by Mako(who also narrated the two movies) healed him back to life and fought on his side in Conan the Barbarian.
Right, I had forgotten that.

And "Nubia" is the Conan Universe land where the black people live. Hence "Nubian". Conan himself is a Cimmerian, from the land where the bronze people live?


Title: Re: Funcom's new mmorpg
Post by: Sobelius on April 21, 2005, 12:48:36 PM
Try this for Nubia (http://library.thinkquest.org/22845/introduction/ancient_nubia.shtml).


Title: Re: Funcom's new mmorpg
Post by: WayAbvPar on April 21, 2005, 01:07:47 PM
Sigh.

At least Schild was with me.


Title: Re: Funcom's new mmorpg
Post by: schild on April 21, 2005, 01:10:55 PM
BLACK RAGE.


Title: Re: Funcom's new mmorpg
Post by: Furiously on April 21, 2005, 01:16:54 PM
Like in the back of a volkswagon?


Title: Re: Funcom's new mmorpg
Post by: schild on April 21, 2005, 01:24:42 PM
Like in the back of a volkswagon?

Not even the same movie.


Title: Re: Funcom's new mmorpg
Post by: ahoythematey on April 21, 2005, 01:28:52 PM
Ahh, but they both had Affleck, who was the bomb in Phantoms, yo.


Title: Re: Funcom's new mmorpg
Post by: Yegolev on April 21, 2005, 01:35:01 PM
I still harbor an awful lot of hate for funcom over that, this game would have to be absolutely brilliant and run flawlessly for a couple of months after release before I even considered signing up.

they would have to do much more for me in order to get me to forget about AO.


Title: Re: Funcom's new mmorpg
Post by: Yegolev on April 21, 2005, 01:39:28 PM
Try this for Nubia (http://library.thinkquest.org/22845/introduction/ancient_nubia.shtml).

A good read until they misused the apostrophe.  I'm pissy today.


Title: Re: Funcom's new mmorpg
Post by: Margalis on April 21, 2005, 03:40:26 PM
IMO AO was pretty cool. I totally missed out on all the launch issues and didn't play the game until a couple years after release, but if I was going to play a MMORPG right now that would probably be it.

Magic in the Conan universe is very well done because it is scarce. It has a sort of occult feel. Whereas magic in a lot of fantasy becomes really mundane and basically interchangeable with a revolver.

The whole "use the mouse to adjust your sword swing" sounds like a terrible idea though, especially in a MMORPG. It's an idea that appeals to super geeks and rarely if ever works well.


Title: Re: Funcom's new mmorpg
Post by: Hoax on April 21, 2005, 04:09:50 PM
I had been thinking awhile ago to myself about the feasibility of an pc-rpg melee system where you used the mouse wheel to adjust between head/body/legs swings.  It would be semi twitch almost in that regard, and with the right complexity in defensive tactics/equipment as well as mob design it seemed like it could add another tiny layer of complexity to your auto attack and forget system.  Anyways, I dunno thought I would post that for some reason.


Title: Re: Funcom's new mmorpg
Post by: ahoythematey on April 21, 2005, 04:14:52 PM
Shouldn't be too hard, seeing as Thief already pulled off a quite-similar feat.


Title: Re: Funcom's new mmorpg
Post by: Polysorbate80 on April 21, 2005, 04:39:17 PM
(http://www.muzieklijstjes.nl/Tips/BrandNubianOne.jpg)

Is that Steve Urkel in the front?


Title: Re: Funcom's new mmorpg
Post by: stray on April 21, 2005, 05:19:43 PM
Is that Steve Urkel in the front?

Grand Puba.


Title: Re: Funcom's new mmorpg
Post by: Jealous Deva on April 21, 2005, 06:19:06 PM
Quote
Conan himself is a Cimmerian, from the land where the bronze people live?

Cimmerian = Crimean (well, sort of, same general relationship as germanic to german).

Cimmerians were an indo-european tribe that settled that general area.


Title: Re: Funcom's new mmorpg
Post by: Velorath on May 11, 2005, 10:45:41 AM
IGN has put up an interview with Game Director Gaute Godager (http://pc.ign.com/articles/611/611759p1.html) with some new info about Conan.  Worth reading through as they've got a lot about the single-player part of the game and the combat system.  Of note:

On the combat system:

Quote
Aboard the slave galley, you will get your first taste of the "Real Combat" engine. This is the core, the essence of the Conan game. This is how we turned the vision of Hyboria - "grab a sword, crush your enemy" into gameplay. We needed to leave the indirect, auto combat behind to really give players that adrenalin pumping bloodshed an action combat game would give. Having indirect combat would simply never cut it for Conan, if you get my drift. Basically, you have six directions to chose from, when you swing your shackled chains around. Each direction will give an advantage and a disadvantage. Aiming for the head is harder, so perhaps you should choose the soft of the slavers belly for an easy hit, etc.

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.

I like the sound of this.  Seems a lot more interactive than the standard MMO combat.  Add in the formations later on when grouping and mounted combat and this could be a lot of fun.


On grouping:

Quote
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.

Sounds good right now although I wouldn't be surprised to see a lot of this get cut before launch.  Building villages, RTS-like encounters, and PVP mini-games in particular I'd be very surprised to see at launch.  There are a lot of other interesting snippets of info in the interview also.  I don't want to get too sucked in by the early stages of MMO hype since a lot of crap MMO's sounded just as good when we first read interviews about them.  I'll be pissed if they fuck up Conan though.







Title: Re: Funcom's new mmorpg
Post by: Hoax on May 11, 2005, 11:41:25 AM
The IGN + Gamespot info released forced me to subscribe to their newsletter and sign up on their forum.  I might actually apply for a closed beta for the first time in awhile.

Features I want but expect 50%+ to be cut at release:
Dynamic npc enemy that acts more like an rts computer opponent then a bunch of stupid static spawns w/ no purpose
Siege system and everything that entails
Good complex robust skill-involving combat system
An interesting class system with good variety
PvP and lots of it

*sigh*  they always sound so good to start.

On the plus side we know Funcom can design a story/world/look to a game and make it work.  The question is can they code something that wont shit itself completely at launch and have balance holes you can drive a monster truck through for the first 6 months.


Title: Re: Funcom's new mmorpg
Post by: HaemishM on May 11, 2005, 11:56:25 AM
They have had over 4 years to learn how to program non-fucked netcode. At lot of the features like the villages, and terrain-acquisition stuff are things they are probably porting over from AO's last expansion.

That article made the game sound very good. The action combat thing will be the real seller or deal-breaker. How good they pull that off will make or break the game.


Title: Re: Funcom's new mmorpg
Post by: Daeven on May 11, 2005, 12:05:18 PM
FAQ here:

http://www.ageofconan.com/conan/faq.html

Hopefully 'Real Combat' = "We're stealing/buying Mount&Blade's system. It's cool."

I can dream, can't I?


Title: Re: Funcom's new mmorpg
Post by: Velorath on May 11, 2005, 12:55:25 PM
They have had over 4 years to learn how to program non-fucked netcode. At lot of the features like the villages, and terrain-acquisition stuff are things they are probably porting over from AO's last expansion.

That article made the game sound very good. The action combat thing will be the real seller or deal-breaker. How good they pull that off will make or break the game.

Years of experience seem to matter little in this market.  I really do want this to end up being as good as it sounds though.  Also looks like some of the game iis going to be shown on X-play on G4 tonight (8 PM PT).


Title: Re: Funcom's new mmorpg
Post by: Margalis on May 11, 2005, 01:41:00 PM
IMO AO is a pretty good game, easily the most underrated MMORPG. If someone forced me to play a MMORPG (not playing any right now) I'd choose CoH first and AO second. So I have hope. Hope springs eternal!


Title: Re: Funcom's new mmorpg
Post by: kaid on May 11, 2005, 02:28:00 PM
I would like to see a MMRPG use something like that mount&blade games mounted combat. I hate the fact that horses in most mmrpg are simply transportation buffs and nothing more. Also please god make game artists go out and look at horses and how they move. Just about every horse in a mmrpg makes me stabby when I look at it. The eq2 horses are freaking awful pudgy looking things. I like almost all the models in eq2 but god damn their horses are fugly.


kaid


Title: Re: Funcom's new mmorpg
Post by: Xuri on May 12, 2005, 03:47:49 PM
(From the IGN article)
Quote
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.

There can never be enough character customization in a MMORPG. I detest having my character be like everyone else. This sounds good. *hopeful*


Title: Re: Funcom's new mmorpg
Post by: WayAbvPar on May 12, 2005, 03:58:23 PM
(From the IGN article)
Quote
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.

There can never be enough character customization in a MMORPG. I detest having my character be like everyone else. This sounds good. *hopeful*

AMEN. Even if it has no effect on the usefulness or effectiveness of a character. I used to amuse myself to no end in UO, endlessly dying and redying my clothes. The more garish, the better.  I usually looked like a walking cathouse.


Title: Re: Funcom's new mmorpg
Post by: AOFanboi on May 13, 2005, 08:47:01 AM
Will it be a grind-fest after all? Funcom announced today that they are opening an office in China (http://www.funcom.com/funcom/news/press_release.2005-05-13) to service the Asian market with respect to their upcoming MMO games. And we all know what Asian-market MMOS are like.


Title: Re: Funcom's new mmorpg
Post by: Hoax on May 13, 2005, 09:36:02 AM
Our current understanding is limited to (at least mine is) 20 lvl's online single player-tutorial + ~40-80 lvl's online multi-player.  Those numbers from from some tidbit somewhere where the online single player would be ~1/3rd of the content.

Considering AO's high level cap I would not be surprised by 100-120lvl's at launch, but the question isn't really will you have to grind to get those lvls (you will) but is the combat system level based.

All in all, the thought of that many levels does put a damper on my fanboi flames but we'll see what happens.


Title: Re: Funcom's new mmorpg
Post by: stray on May 13, 2005, 09:47:26 AM
Considering AO's high level cap I would not be surprised by 100-120lvl's at launch, but the question isn't really will you have to grind to get those lvls (you will) but is the combat system level based.

Damn, I totally forgot about that. I stay away from AO for that very thing. Good game or not. Just the number "120" makes my jaw drop.


Title: Re: Funcom's new mmorpg
Post by: HaemishM on May 13, 2005, 09:54:54 AM
That many levels could be meaningless, if it's fun to get those levels. If it's not, well, sometimes Five Levels is Too Much (http://www.f13.net/reviews.php?subaction=showfull&id=1080685565&archive=&start_from=&ucat=2&).


Title: Re: Funcom's new mmorpg
Post by: AOFanboi on May 13, 2005, 12:48:43 PM
Damn, I totally forgot about that. I stay away from AO for that very thing. Good game or not. Just the number "120" makes my jaw drop.
AO is 200 + 15 Shadowlevels if you have Shadowlands + 30 AI levels if you have Alien Invasion. However, you don't start earning SL until you hit 200 and start camping mobs, and you gain Alien XP separately from normal exp. And IIRC the Alien levels don't "add" to the normal level, just gives you perks and allows equipment.

So, 215 it is. Pretty high, that.

Then Turbine went and upped AC1 from 126 to 275 (http://ac.turbinegames.com/index.php?page_id=285). What's with the e-peen envy?

Please to be making a MMORPG without levels thanks. It's doubtful Conan will be that.


Title: Re: Funcom's new mmorpg
Post by: MaceVanHoffen on May 13, 2005, 01:01:05 PM
Damn, I totally forgot about that. I stay away from AO for that very thing. Good game or not. Just the number "120" makes my jaw drop.

It's not that bad, honestly.  I left AO because I couldn't stand the horrible bugs, but I loved the concept and the character/skill system.  I always felt bad that Funcom just didn't seem to have the technical acumen to make a functioning game, but at least they made a relatively innovative game.

I love all the Conan books and short stories (I have some old Howard paperbacks and magazine reprints), so here's hoping Funcom has learned a few lessons in the software development department.  This could be a pretty cool game.


Title: Re: Funcom's new mmorpg
Post by: Margalis on May 13, 2005, 01:48:31 PM
AO had a lot of levels, but at least the first levels go really fast.

The original Conan stories rule. They are familiar yet have a pretty unique feel to them. The Frost Giant's Daughter is just a great story.


Title: Re: Funcom's new mmorpg
Post by: stray on May 13, 2005, 02:08:17 PM
I agree about Conan stories though. I generally don't get into fantasy works, but Conan kicks much ass. This will be my last hope for a fantasy mmo, I think (well, this and ddo).


Title: Re: Funcom's new mmorpg
Post by: Eldron on May 18, 2005, 06:28:57 AM

AO is 200 + 15 Shadowlevels if you have Shadowlands + 30 AI levels if you have Alien Invasion. However, you don't start earning SL until you hit 200 and start camping mobs, and you gain Alien XP separately from normal exp. And IIRC the Alien levels don't "add" to the normal level, just gives you perks and allows equipment.

So, 215 it is. Pretty high, that.

Just wanted to be a smartass.

Actully its 220. Once you reach 216 ˝ you are about ˝ways to 220.


Title: Re: Funcom's new mmorpg
Post by: sarius on May 18, 2005, 07:41:35 AM
Another thing I'm wondering: What will magic be like in this game? I'm not familiar with anything but Howard's books and the two films, but is there any room for "common" magic users? As far as I can tell, they're either super powerful or basically just mind controllers (Thulsa Doom).

Also, it seems like the powerful ones aren't even "magic users" per se, as they are just priests of some sort. It's tied to channeling/praying, while games like D&D give magic a more "scholarly" bent...Which works easier for a game.

Magic in the Howard universe was influenced to a great degree by Lovecraft, they were friends.  Thus most of the practitioners in the stories where diabolical and bent by evil.  In the RPG, magic is best used by NPC's, as it is ritualistic and does not lend itself to quick paced combat.  For the most part, Howard's vision was one of blood and steel, not Magic and Elves.

*pulls out his diabolical and evil union card*

So, it appears evil bloodsucking mages will be included as characters.  Bet this could grab the over 50 market. Baby boomers for Krom! :)


Title: Re: Funcom's new mmorpg
Post by: Soln on May 18, 2005, 08:33:20 AM
Another thing I'm wondering: What will magic be like in this game? I'm not familiar with anything but Howard's books and the two films, but is there any room for "common" magic users? As far as I can tell, they're either super powerful or basically just mind controllers (Thulsa Doom).

Also, it seems like the powerful ones aren't even "magic users" per se, as they are just priests of some sort. It's tied to channeling/praying, while games like D&D give magic a more "scholarly" bent...Which works easier for a game.

Magic in the Howard universe was influenced to a great degree by Lovecraft, they were friends.  Thus most of the practitioners in the stories where diabolical and bent by evil.  In the RPG, magic is best used by NPC's, as it is ritualistic and does not lend itself to quick paced combat.  For the most part, Howard's vision was one of blood and steel, not Magic and Elves.

*pulls out his diabolical and evil union card*

So, it appears evil bloodsucking mages will be included as characters.  Bet this could grab the over 50 market. Baby boomers for Krom! :)

it might even make the eponymous "magic-user" class actually rare and unique in an MMO, which is the way it is in the Howard books.  THAT would be interesting.


Title: Re: Funcom's new mmorpg
Post by: Hoax on May 18, 2005, 08:40:08 AM
Ok now we're starting to put too many hope eggs in one basket...

Magic wont be rare, at best we'll get something akin to nano-spells (but they aren't spells! its the future...)


Title: Re: Funcom's new mmorpg
Post by: Hoax on May 19, 2005, 09:06:16 AM
Ugh....

http://pc.gamespy.com/pc/age-of-conan-hyborian-adventures/615602p1.html

Quote
Our goal is to create a system where you can PvP with your main character when you want to, without any permanent penalties. There won't be dedicated PvP servers in Conan. PvP will be available to your character if you want to participate -- or you could shy away altogether. You can roughly divide (Age of Conan's) PvP into three categories. First, you have one-on-one PvP traditionally found in arenas. Second, you have team based "mini-game" type of combat. The essence here is a GUI-driven match-making system which will allow you to form teams with players from all over Hyboria. You will fight it out in instanced "mini-areas" with concrete goals. Finally, there's "siege PvP"

wha?  :|

Quote
PvP is consensual. Our aim is that you will never be killed unless you ant to participate. PvP should be fun and exciting, not filled with griefers and exploiters. In the darkness of Hyboria, though, and its hidden alleys and grim battlefields everything should be seen as a legal tactic to crush your enemy!

I translate:  we're copying WoW, but we have a vaporware siege system.


Title: Re: Funcom's new mmorpg
Post by: stray on May 19, 2005, 09:12:19 AM
Fuck that. Assholes.

edit: Ok, maybe that's a bit harsh. I'll just cry instead <insert stupid looking cry emote here>


Title: Re: Funcom's new mmorpg
Post by: HaemishM on May 19, 2005, 09:36:47 AM
There will be no more "open PVP" RPG games made by anyone that expects a user base larger than 10,000 players. Ever again.


Title: Re: Funcom's new mmorpg
Post by: stray on May 19, 2005, 09:43:18 AM
There will be no more "open PVP" RPG games made by anyone that expects a user base larger than 10,000 players. Ever again.

I believe you. It's funny that there are so many Conan fans though.


Title: Re: Funcom's new mmorpg
Post by: Viin on May 19, 2005, 09:49:04 AM
There will be no more "open PVP" RPG games made by anyone that expects a user base larger than 10,000 players. Ever again.

I'll make one if someone else wants to do all the work.


Title: Re: Funcom's new mmorpg
Post by: Soln on May 19, 2005, 09:56:39 AM
There will be no more "open PVP" RPG games made by anyone that expects a user base larger than 10,000 players. Ever again.

Someone should write that down for a bumpersticker, because after the syphilitic experience of SWG and the success of WoW that's probably dead-on.

I liked this about magic in the article:
Quote
Spellcasters are different in Age of Conan than what you normally see in online games. First of all, only Stygians will use arcane magic -- this foul form of power is not used by the saner Cimmerians or Aquillonians. Second, magic will look, feel and handle differently than in other games. There aren't any magic missile tossing clowns with funny hats. Instead we have more "real" magic, manipulating reality, shaking the Earth, and summoning the odd demon from an unspeakable Hell.... [more, read it]

Shows the designers are paying attention to the world's mechanics, the author's intent and spirit of the books. Note the "funny hats" reference.  No more tu-tu's and figure-skater outfits for your spellcasters.


Title: Re: Funcom's new mmorpg
Post by: Hoax on May 19, 2005, 12:28:50 PM
@Haemish:

I hope and believe you are wrong.  Yes we're going to be doomed to who knows how many more years of "please everybody" bullshit in our mmog's.  But eventually somebody will get a clue and have the money/talent/time to make it work. 

What it sounds like they are talking about is just too complex a system and some of it will be cut.
-PvP instanced zones: "one-on-one PvP traditionally found in arenas. Second, you have team based "mini-game" type of combat"
-Open PvP zones: "hidden alleys and grim battlefields everything should be seen as a legal tactic to crush your enemy"
-Siege system:  This has already been cut from release in the sense that player built/controled territory is not going in but will eventually  :roll:
-Safe/Flag on/off zones:  We can assume everything else falls into this catagory, which is basically a way around designing a good player justice system.

There is no way they are going to fit all that unless we dont see this game 'till 2010.

We all know how well pvp flagging has worked in WoW (dead quest npc's anyone?)...


Title: Re: Funcom's new mmorpg
Post by: HaemishM on May 19, 2005, 01:52:26 PM
I would expect the PVP to be more like it is in DAoC than in WoW, as I beileve that's the way it works in AO.


Title: Re: Funcom's new mmorpg
Post by: Pococurante on May 19, 2005, 06:59:53 PM
Shows the designers are paying attention to the world's mechanics, the author's intent and spirit of the books. Note the "funny hats" reference.  No more tu-tu's and figure-skater outfits for your spellcasters.

Hmm.  Jedi tank-mages.  How novel.


Title: Re: Funcom's new mmorpg
Post by: WindupAtheist on May 20, 2005, 06:40:02 PM
-Safe/Flag on/off zones:  We can assume everything else falls into this catagory, which is basically a way around designing a good player justice system.

What is this, 1997?  Player justice is a bloody myth.  The jury came back on that one years ago.


Title: Re: Funcom's new mmorpg
Post by: Viin on June 03, 2005, 12:20:36 PM
Stolen from mmorpg.com, Funcom has released the E3 trailer for Conan:

http://dl.ageofconan.com/conan/conan_e3_final.wmv


Title: Re: Funcom's new mmorpg
Post by: Velorath on September 05, 2005, 05:09:59 PM
Looks like they had a showing of this at DragonCon recently.  There were some interesting tidbits posted by people who attended here on the official boards (http://forums.ageofconan.com/showthread.php?t=962&page=1&pp=20).


On mounted combat and formations:

Quote
Mounted combat is a major thing to these guys, with formations and all that jazz. The video we got to see had about 20 people riding in formation with the leader of the formation [ he had his colors/standard as well ] deciding where the group went and the players controlling their weapons.

Quote
Pvp, large scale combat was also discussed and the technology being used to prevent “lag” looks promising. Part of the movie showed “group attack formation” on horses (can’t wait for that) and yes you will be able to break away from the formation and will be in control of the direction of you attacks, one person will be able to direct the direction the group is going but that is all that person can do with the group formation, everybody is responsible for their actions while on formation


On ranged combat (including magic):

Quote
In the same way that fighters will use their swords to slash at certain places on their enemy's body, so too will the magic user, or the archer, have to learn another skill when they need to fight. They'll trying to either do a shoulder level, or an fps style thing. Well, I can't really describe it the way he showed me, but it makes it sound like I need to reup my Planetside subscription. (Of course, I said, well, what if I'm not very good at that, and someone yells, "Better start practitcing!")


On character appearance:

Quote
Characters will change over time. You can get battle scars. There are other details that went up on that screen about how amazing the character models were, how they're using motion capture to generate them, and it went so fast, I couldn't get it all

Quote
The character creation system is going to be FAR more detailed than AO's.. and yes, that will include sliders. weight, height, skin tone, those are just a few that were mentioned. They didn't mention what could be changed on the face or anything, but I tend to think some changes will be available.


On Player Cities:

Quote
You can build your own cities. NPCs will build their own cities as well. These can either be in the border lands, or they can be further in, for more safety, and roleplay.

Quote
As far as cities go, it was mentioned that you will be able to “rent” npc’s to guard cities, homes, etc (not quite clear on this). Don't remember what different kind of npc's they said you could have.

On Mob AI:

Quote
Mobs AI will be very intelligent reacting to your level and situation. A single wolf might not attack you but a pack of wolves will come after you. What I gather from that is that agro will not necessarily be a result of level, area, location, etc but a combination of all. Mobs will react to your position, so a mob that is attacking you will try to get you even when you climb a rock a wall or whatever. Also mobs will be able to "hear and smell" you.

Quote
Jorgen briefly mentioned how they were aiming to get rid of the static mob mentality [where you pick off one in a flock of three and that one charges and the rest act like nothing is happening]. Things thrown about were NPC's having social cycles, sleeping, eating, raiding, partying, drinking, killing for plunder.. etc [ maslovian need pyramid was thrown about with much familiarity].


I like the sound of archery and magic have a bit of twitch to them.  The mounted combat and formations sound good as long as the leader doesn't have too much control of things.  I imagine things like battle scars and player cities will be the kind of things that end up getting cut due to time contstraints (I don't really care too much about scars but it would be nice to see cities make it in).  The mob AI doesn't really seem to be anything all that new, but at least they're putting some focus on it.


Title: Re: Funcom's new mmorpg
Post by: Strazos on September 05, 2005, 05:18:07 PM
The mob AI doesn't really seem to be anything all that new, but at least they're putting some focus on it.

Seems pretty new to me. As it is, mobs agro if: They con above worthless to you, if they're set to always agro, or if they're linked to a mob you agro. And they've always had either a static location, or a small wander/patrol radius.

At least these people sem to be Trying something.


I also like the idea of the player towns. I never got a chance to play Shadowbane when it was at its "height," so this might be nice to try out.


Title: Re: Funcom's new mmorpg
Post by: Hoax on September 05, 2005, 07:28:47 PM
Fucking Horizons duex...  This is the type of shit that kills me.


Title: Re: Funcom's new mmorpg
Post by: HRose on September 06, 2005, 12:36:15 AM
Stolen from mmorpg.com, Funcom has released the E3 trailer for Conan:

http://dl.ageofconan.com/conan/conan_e3_final.wmv
There are some very beautiful environments (the castle) but the animations are horrid, same for the colors on the characters and textures.

God I hate mocap.


Title: Re: Funcom's new mmorpg
Post by: schild on September 06, 2005, 01:12:10 AM
Hey look. More hotkey combat. Next.


Title: Re: Funcom's new mmorpg
Post by: stray on September 06, 2005, 01:12:18 AM
Stolen from mmorpg.com, Funcom has released the E3 trailer for Conan:

http://dl.ageofconan.com/conan/conan_e3_final.wmv
There are some very beautiful environments (the castle) but the animations are horrid, same for the colors on the characters and textures.

God I hate mocap.

Those animations didn't last long enough for me to tell either way.

I don't like the "waxy" 3D graphics though. EQ2 and SWG have that same look (though Conan's art direction looks to be much better).

If it fleshes out and delivers the general feel of that trailer though, then I'm so there. Howard's Conan series are the only fantasy books I've ever really considered worth a damn (well, that and some of Warhammer), so I hope for the best.


Title: Re: Funcom's new mmorpg
Post by: HaemishM on September 06, 2005, 08:54:25 AM
As with most things, a lot of that talk raises conflicting emotions with me. If it works, it sounds like just the kind of PVP-focused/enabled MMOG I want to play. But it also reminds me a lot of Shadowbane's promise, and I start to weep inside.

Shadowbane had group formations that were just like this. The leader could set a formation and everyone in the group could click a button that put them in the formation. The group followed the group leader in that formation, but anyone could get out of formation by just moving anywhere. They would have to set themselves back into formation to continue following, and if you got too far away from the group, you couldn't auto-follow in formation anymore.

It had a lot of promise, but it was never useful in combat, only in marching across great distances. Which unfortunately with Shadowbane was all too often.


Title: Re: Funcom's new mmorpg
Post by: Sky on September 06, 2005, 09:21:56 AM
Quote
God I hate mocap.
I disagree. The animations in a game like ESPN NFL 2k5 are totally kick-ass. The way the animations can interact and subtly alter each other were amazing, should be in all games with any avatar interaction. Mocap, like anything else, is only as good as the people implementing it. I do remember that one wonky game, was it version 2 of UO2? With the crazy kicks where the player sailed 20 feet horizontally. Mocap taken to the stupid.