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salantar
13.08.2007, 14:41
How fast is the level progression in Age of Conan, compared to other MMOs such as World of Warcraft or Guild Wars?
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We’ve designed Age of Conan to be casual friendly, meaning you won’t have to invest an obscene amount of hours into the game in order to get somewhere. I think it can easily be compared to World of Warcraft in this regard. It takes work, but you will be rewarded all the way.


Will it be possible to build an Arena inside the player made cities? Are there any other cool types of buildings you want to let us know about?
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There are no plans to allow player cities to have arenas at this point, but it is something that can be relatively easily added later. Right now PvP arenas are placed into the world by the designers.


Many people are wondering whether or not there will be several types of servers, and what types these might be (I.E. PvE, PvP, RP, etc.)?
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Yes, there are several server types planned for launch. There will be ordinary PvE servers, of course, and we are also planning dedicated PvP servers – simply due to popular demand. There are also RP servers planned. Others may be added if there is enough interest to warrant it and we have a very flexible system in place to add new servers to the mix. It all depends on what the players want!


We are curious about the FFA server type, and how its rulesets will be compatible with ideas like the separation of PvE gear and PvP gear?


I can’t go into too much detail on the specific rulesets yet as this is work in progress.

Will a list of servers be released before launch, to help people plan?
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Yes, we will release a list of servers prior to launch so you get full visibility on this. We will even have a competition in place where the winner gets to name a server as well. We will get back to that later.

Can you divulge any specifics on the workings of the magic system. We know that the ranged combat system should be a more FPS-like experience than in other MMOs, will the magical targeting system be more traditional?
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The magic casting system works along the same lines as the ranged combat system. You get what we call “the magic cone” in front of your character, and firing off aggressive spells can potentially hurt anyone in that cone. It will usually hit whoever is the nearest to you in front of you, but you can also turn around and change targets just by facing them. It is definitely a more involving way of casting magic. You don’t just click on something and then click a spell icon. Plus, you have spellweaving!


What about the other tactical key points of casting, such as casting time and spell verisimilitude, not to mention spellweaving. Will mages be a class that is heavily dependent on specific situations to be effective, and will they depend upon heavy support in order to make the most of their spells?
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I think you will find casters in Age of Conan surprisingly versatile. They are much less robe-wearing weaklings than what you typically see in these types of games. More often they can use different kinds of armor and they are often perfectly well suited to fight without the support of other players. It is still an MMO, however, so there are often situations where you have to team up with others to survive. At the same time as we’re paving new ground, you should also know that casters in Age of Conan also relies on typical “caster standards” found in other games – including casting times and so on.


How fast is the game in terms of damage output versus character toughness? Will PvP be a fast-paced experience where you kill and go down quickly, or will it be slower?
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Age of Conan has been designed to provide a faster-paced experience than what you are probably used to from massively multiplayer online role-playing games. This depends on a huge number of factors so some fights are slower than others, but generally you will find fights faster and more explosive.


The same question, but in regards to PvE. Should we expect long Tank&Spank fights, or will the
unique gameplay offer a more intense dungeon experience?
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I would say the exact same thing as above, really. The game is designed to be faster and more furious than you might be used to. This is also because of the radically different combat system in the game that is simply more action-oriented. Of course, there is also plenty of strategy and tactics involved.




What sort of possibilities are available to allow architects to design their player made cities to be unique and different from everybody else's?


First of all different buildings come in different sizes which affects where they can be placed out within the city perimeter. This should provide quite a few options in terms of planning out the player city. Secondly you can also choose where to build walls, towers and gates around the city. In addition you will be able to decorate your city with props like statues, trees, fences or banners. We feel this gives the aspiring city architect quite a few options to make their city stand out and look cool.

http://aoc-norge.no/images/Richard/ranged_02.jpg

http://aoc-norge.no/images/Richard/Ranger2.jpg

http://aoc-norge.no/index.php?option=com_content&task=view&id=141&Itemid=76


so ich glaub das gabs hie rnoch nicht zu lesen