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The final time I did an anniversary retrospective for Age of Conan, we had a recent growth, some new dungeon content material, and several other class revamps fresh on our minds. The year before that, we had the earth-shaking fight and itemization adjustments. This previous yr, the foremost improvement was, of course, the change to a freemium enterprise model, adopted closely by the sport's first adventure pack.
Join me after the break for a fast rundown on the final 12 months as they occurred in Hyboria, in addition to an anniversary interview with game director Craig "Silirrion" Morrison that sheds a bit of gentle on the crafting revamp.
The top of June noticed AoC be part of the ranks of Western freemium converts with the Unchained replace. The vast majority of the unique Hyborian Adventures campaign was made freely accessible to all comers, along with four of the sport's 12 courses. The game's 2.6 patch additionally introduced us the Breach and Forgotten City dungeons in Khitai in addition to appearance armor performance (and there was a lot rejoicing).
A week later, Funcom threw a bone to its hardcore PvP crowd with the introduction of the Blood and Glory particular ruleset servers. Deathwish and Rage have been initially fairly common, and Funcom additionally hinted at some curious instancing tech within the works. We haven't heard much about it since, but I count on that we'll be taught more this summer season after the launch of The key World.
The tip of August brought us AoC's first journey pack. The Savage Coast of Turan was too small to be called a correct enlargement however too huge for a easy "patch" moniker, and Funcom has hinted that this can be the primary distribution mannequin going ahead.
We acquired a new stage 50 to 55 playfield with a ton of quests, a degree 50 to eighty scaling solo dungeon, a max-stage solo dungeon, a max-stage group dungeon, and a brand new raid occasion, all of which had been primarily based across the Jason Momoa Conan movie that debuted within the summer time of 2011.
January noticed the introduction of the long-awaited Home of Crom dungeon. Unfortunately (or happily, relying on the way you look at it), this occurred after my private AoC sabbatical, so I've but to cowl the dungeon right here in the pages of The Anvil of Crom. That will probably be remedied in brief order, though, and in the meantime, you may read all about it on the game's official web site.
March brought us the brand new Jade Citadel raids, also fodder for a future column installment or 4. The Priest of Mitra class was given an intensive makeover in this replace too, and that brings us up to the present day.
As per AoC anniversary tradition, I had an opportunity to ask just a few questions of executive producer Craig Morrison. Keep studying to see what he has to say about the upcoming crafting revamp plus an entire lot more.
Massively: Is there any overlap between the AoC and TSW dev teams? Any cross-pollination of ideas? For example, TSW's crafting system seems to be fairly nifty. Any chance that AoC's upcoming revamp shares something in widespread with it or is impressed by it in any method?
Craig Morrison: The teams are run independently and have their own sources and management. Remember that we each run on the same expertise platform, which is independently developed by another separate department, so we get many inherent upgrades simply via that process. In that method, there are various shared initiatives and issues. That means we might use the same Dreamworld feature in other ways, just as we are going to with the single server know-how that's at present within the works. It is a cool scenario for a game of our age to be in because it means we will typically take advantage of some pretty cool technical work that we simply wouldn't be capable of afford in any other case.
By way of the crafting system, that is something very distinctive to TSW. They took their inspiration from Minecraft when it came to their shape- and site-primarily based crafting, and it is a cool system, really good fun to play with. Then again, I am actually wanting ahead to the new system for Conan. We're trying again a bit extra, taking our inspiration from video games like Star Wars Galaxies and the opposite earlier MMOs, with a focus on components and finding the perfect mixtures. Here we go again adds a layer of depth that you do not find in the other fashionable MMOs that have used extra easy checklist type crafting programs, the place you get the same outcomes all of the time.
Personally I believe it is exciting to see correct crafting making a comeback in our video games. Both approaches have benefit, and I feel what the staff is cooking up for Conan is more fitted to the barely more stat-based level development we've got in Conan, as opposed to the flatter system in TSW. Nevertheless, both methods are placing a premium on true experimentation and asking gamers to assume and explore the system relatively than just learn an ingredient itemizing. I feel it is something that MMOs can benefit from exploring again.
In regard to a excessive-level view of the crafting revamp, how much can we expect crafters to be essential to the in-game financial system? Will gamers have the ability to get end-recreation gear and consumables from crafters, or will those items remain completely loot-drops?
The aim is for the crafted goods to be aggressive will all however the better of the endgame gear, and perhaps even in some cases, present some of the very best items, though I don't think I want to forged that as a definite in one path or another and make some sort of sweeping blanket statement.
What I'll say is that we're aiming for the gadgets to be helpful for veterans and endgame and that the liberty it would signify will enable those who give attention to it to make the best objects. We hope to create a symbiotic relationship there, the place some of the higher items will come from crafters, and crafters will need the help of the raiders to collect a number of the rarer ingredients.
Can you give us any hints about the following adventure pack? What a part of Hyboria will it cowl (geographically, even a normal space if you can't get particular)? Can we anticipate it in 2012?
We aren't revealing the precise location of the pack simply yet, however as we teased within the last development letter, we're looking south once more, close to one of the unique game areas.
The journey pack is at present aimed for the top of the yr, yes. The group is presently laborious at work on it so that we can launch it toward the tip of Q4.
South, you say? Stygian content material is pretty barren in comparison with the sport's other zones. There's Khemi and Khopshef for levels 20-35 or so, and then Kheshatta from 70-80. Is the journey pack set there, or are there any plans to add some more Stygian content between, say, forty and 70?
I believe we addressed that level vary in different playfields, like Ymir's Pass and Tarantia Commons. I do not think we ever set as much as necessarily have an equal number of places in each of the games territories, partly for visual and cultural variety and partly to cover some different ideas and concepts from Howard's Hyboria.
Since we are trying south, sure, the journey pack content may nicely stray nearby geographically, but the cultural and mythos that can influence it is one other beast altogether. Expect to listen to extra in regards to the journey pack a bit later in the summer time. While the manufacturing groups are separate, as we talked about above, since we're an independent studio, all of our central teams are shared, so the advertising and marketing and PR folks are a contact busy right now with the launch of The key World, so we'll hold the journey pack reveal till after that.
There is a notion on the market that because of the perceived inadequacies of AoC's launch, the game isn't worth testing even four years later. Why do you suppose that is, and would you agree that MMOs like AoC are completely totally different animals from their launch builds?
MMOs at all times evolve. That is among the few constants in the genre. Personally I all the time strive and check out games a second or third time, and I believe many veterans are the same. We're additionally helped by the fact that thanks to the Dreamworld engine, the game still looks aggressive with latest releases. After all the issues that the sport had at launch does have an effect on some veterans' opinions, and that is an anticipated a part of working in that genre.
I do not think you can hold it against anyone, at the top of the day there have been very excessive expectations for that launch, and the unique workforce fell just in need of some of these expectations. It is pure that some players will not give you a second chance. You will never, ever, win everyone again over. Then again, it's considerably of a shame as a result of MMO titles do evolve. As long as you always focus on improving the game and including content, then there is a continuing movement of people who come back to check out the sport again.
In reality, these gamers often end up as a few of your most loyal followers after that as a result of someone who had an issue with the sport and returns to see the issues they'd resolved appreciates how far you could have come. In fact, that fluctuates for every player; some really like the changes whereas some really feel a recreation may need moved away from what they preferred about it, but overall we typically hear pretty good issues from those who had extended absences from the sport. They arrive back, and so they remember simply how a lot they favored the combat system, or they get to embrace the viscerally mature setting that Hyboria offers.
Any plans to adjust the free-to-play offerings within the close to future, or is Funcom pretty proud of the amount of access Unchained gamers at the moment have?
Total we are pretty comfortable, however we might consider some tweaks and adjustments. As a part of the birthday celebrations for example, we are giving free gamers the power to seize permanent entry to the premium dungeons from the original recreation, so we're open to persevering with to evolve the free player offering so that the sport remains competitive. I believe free gamers in Age of Conan Unchained have one of the most open programs out there.
No obligatory quest or development content blocks until they reach max degree is a reasonably candy deal, one that offers greater than many other F2P titles. It's an ever extra aggressive market, though, so we will definitely proceed to alter issues up as and after we see match with a purpose to appeal to the ever-rising and ever-more-demanding military of free players out there.
However, one necessary level is that we really need to have the ability to avoid having to go down the whole pay-to-win path. We have now been very cautious to avoid that for a purpose, so we want to maintain the value to gamers of being premium members. That in flip means that you simply cannot give all the things away at no cost until you're willing to totally embrace a pay-to-win strategy, and that isn't someplace I would be snug taking the sport.
What about an AA respec for subscribers -- any plans to supply that in some unspecified time in the future?
The alternate advancement system was designed to not want "respecs" as you may in any case simply earn more points since there isn't any steep curve within the progression, and it's a flat worth. So at a fundamental level, there aren't any plans to permit for gamers to re-use already spent factors.
If we added a respec we might have to consider all the set-up, since gamers would then never must get beyond X number of feats they've determined are optimal for various conditions, and they might just switch between them. That mentioned, after all you don't want to stand in the way of players feeling they will progress, so we could take a look at it from one other angle, be that some type of adjustments to the AA development, or possibly in the future, some form of a number of-specification system as we are doing for feats.
Lastly, as good because the questing and the storyline in Tortage is, some of us have literally run it two dozen instances now on numerous alts. Any likelihood veterans would possibly get a "skip Tortage" means at some point?
Yes, I'd like to get something like that in at some stage. We have now talked about it a couple of instances, but it surely tends to be one of those things that loses out in the priority conversations. As we move towards a fifth year, it would hopefully be one thing we are able to sneak in at some stage.
Sounds good -- we're wanting ahead to the next 12 months!
~~~
In addition to offering us with an interview scoop, Funcom has also thrown some prizes our means to present to Massively readers. We have now 10 codes that grant four months of premium time to any present account. If you do not have an existing account, you may always create a free one and apply the codes from there.
How do you get your hands on one of these codes? Merely watch our Fb and Twitter pages the place we'll give out all codes from now till Friday evening. Best of luck!
Jef Reahard is an Age of Conan beta and launch day veteran as well because the creator of Massively's bi-weekly Anvil of Crom. Feel free to counsel a column matter, suggest a guide, or carry out a verbal fatality through [email protected].
Here's my website: https://xwcb.info/
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