Age of Conan

  • September 2008 - Posts

    Digital version of AoC availible via Steam

    Posted Sep 08, 2008 by Zyuu
    Filed in Age of Conan

    Funcom's flagship MMO Age of Conan: Hyborian Adventures can now be downloaded via Steam.The cost is $44.99.

    The latest MMO to arrive on Steam is Age of Conan: Hyborian Adventures. It will be available for an additional 10% off for one week until Sept 11. All games are available via Steam, a leading online platform for the delivery and management of PC games with over 15 million accounts worldwide.

    Developer Panel Q&A -- Part 1

    Posted Jan 25, 2008 by Kody
    Filed in Age of Conan

    If you thought part four of our article coverage was the end of the AoC Community Event frenzy, you were wrong! Today Funcom sent us a video from the Q&A Developer Panel held on Friday, January 18th in Oslo, Norway.

    This video is 24 minutes long and has quite a bit of information in it. Share your thoughts in the comments below, and remember -- this is part one. There will more than likely be more videos coming, as the entire Developer Panel lasted nearly two hours!

    var FO_289 = { movie:"http://dev.curse-gaming.com/static/flash/flvplayer.swf", width:"500", height:"350", majorversion:"7", build:"0", bgcolor:"#FFFFFF", allowfullscreen:"true", flashvars:"file=http://videos.cursebeta.com/stream2/premium/1037.flv&autostart=true" }; $("#flvplayer_289").click(function(event) { UFO.create(FO_289, "flvplayer_289"); $(this).unbind('click'); });

    Interview with AoC German CM Tarib on allvatar.com-TV

    Posted Nov 27, 2007 by aenimaAllvatar
    Filed in Age of Conan

    This is a translated version of the interview with Funcom German CM Tarib on Age of Conan from the allvatar.com-TV program from 11/23. The questions were asked by community members in our allvatar@quakenet IRC-Chat after the show.

    Interview

    Question: Is the Age of Conan team the same as the one which worked on Anarchy Online?

    Tarib: Some Developers who worked on Anarchy Online, are working now on Age of Conan but the team of Age of Conan is much more bigger than the Anarchy Online team so there are also many new Developers.

    -----

    Question: Is there any need of a DKP System for Raid Groups?

    Tarib: Raids will be included in Age of Conan and the maximum limit is 24 player. A DKP System would be really helpful to organize your Raidgroup.

    -----

    Question: Is it possible to reach level 80 just with staying in the first level zone, for example Stygien?

    Tarib: To reach level 80 you will need to explore the whole world of Age of Conan, just staying in the first location won´t result in success.

    ----

    Question: Are there any plans for Auctionhouses in the world of Age of Conan?

    Tarib: We have plans to include Auctionhouses.

    ----

    Question: I am a really big fan of Age of Conan and I am scared that the release date won´t be adhered.

    Tarib: We aspire to release the game in March 2008.

    ----

    Question: Is there going to be any feature which allows you to try out how Armor items are looking on you?

    Tarib: It´s not planned to include this feature, yet.

    ----

    Question: Are there plans to include "Bind on Pickup" items?

    Tarib: I am pretty much assured about this.

    ----

    Question: Is it possible to link other player items trough the chat?

    Tarib: Sure!

    ----

    Question: Is the focus of Age of Conan the PvE part or the PvP part?

    Tarib: Age of Conan will include both aspects of gaming but you don't have to play PvP to succeed in the world of Age of Conan but there are really exciting things like siege-gaming coming with the PvP-part.

    -----

    Question: Will there be PvP-Servers?

    Tarib: Yes, PvP Servers are planned

    ----

    Question: Are there any plans to make instanced cities or will every player be in the same area like in World of Warcraft.

    Tarib: Supposable we will make instanced cities so if there will be a number of players in a city a second instance will be created.

    ----

    Question: Is it possible to choose PvP Server from the beginning?

    Tarib: We need to see at the start if there will be enough players for every language to open PvP-Servers for all languages. There is a chance that for the start only english PvP-Servers might be offered.

    -----

    Question: Will there be imps in age of conan like in anarchy online?

    Tarib: There won´t be imps in that particular form but there will be many options to train your character with skills, combos, attributes....

    ----

    Question: Will there be an Open Beta?

    Tarib: If there will be an Open Beta it will be shortly before the release of the game.

    Class Interview #2: The Guardian

    Posted Nov 12, 2007 by Kody
    Filed in Age of Conan

    Ten Ton Hammer is back this week to continue their bi-weekly series of Age of Conan class interviews. This week Funcom's Product Director, Jørgen Tharaldsen, talks about the Guardian class - one of Age of Conan's "tank" classes in the Soldier archtype.

    Jørgen Tharaldsen: The Guardian will be a fantastic tank that is for sure, but I definitively wouldn’t say that their greatest asset is “only” their armor. The armor of the Guardian is naturally very important since the Guardian is the only class that can equip Full Plate armor (for one example), but he also has many other strengths. For instance, in Conan the Guardians can also deal significant amounts of damage.

    In general, we have tried to innovate on several fields to make the tank classes more interesting than in many other MMO games, and I will expand on this a tad more in this Q&A. When it comes to the damage; the armor will mitigate the damage in most cases.

    I found this King Conan quote from one of the lore documents that our lore master have made, and he thinks it’s quite fitting for this particular class…“Guardians are the unassailable rock upon which the waves of battle break.” This points towards having great defensive qualities, but if you read along you will also see that class has a lot more to offer than just protecting.

    The interview reveals quite a bit of information behind some of the mechanics involved in armor - including the fact that armor weight factors into knockback resistance, and many other cool tidbits of info that will surely leave you salivating and wanting more.

    Head over to the Ten Ton Hammer Guardian Interview to check out more.

    Age of Conan Status Update

    Posted Nov 06, 2007 by Kody
    Filed in Age of Conan

    RPG Vault recently sat down with Funcom's Game Director - Gaute Godager - for a status update on Age of Conan - Hyborian Adventures. This is a multi-part interview series, with part 1 released recently.

    Conan will be the very first brutal, hands-on action oriented massively multiplayer online RPG. The game was, and still is following this distinct vision - trying to become the embodiment of the savage, unforgiving Hyborian Age. For the players, the most noticeable difference from other games will be the following:

    - Having to direct every melee attack themselves, relying on skill and gut more than automated combat.

    - The sheer brutality of it all. This is a mature title. Heads and limbs go flying as you wade through your enemies.

    - The lush, dark and detailed graphical representation of earth 12,000 years ago as Robert E. Howard, the author of the Conan universe envisioned it.

    In addition to these core differences, we are naturally delivering a MMO game with incredible depth and a wide variety of exciting features. I think many RPG Vault's readers have at least a certain grasp of what we are capable of since we have made Anarchy Online (and Dreamfall, and The Longest Journey) previously. This means that have a very experienced team with the skills and talent to make Hyboria truly shine.

    It's a three page interview that offers a lot of details on what Funcom has been up to with the game, the process of development and much more, so head over to RPG Vault's interview with Gaute Godager to check it out.

    Recap of the 1 1/2 hour interview with Jason Stone(AoC)

    Posted Oct 29, 2007 by Nerion
    Filed in Age of Conan

    Last night my radio show, Grenade, had a great opportunity to interview a developer from AoC live. At first Jason was a bit late getting into vent which scared us at the show. However, after things got rolling it became real clear we had something special going on. For starters, the interview was supposed to be 30 minutes long but turned into an hour and a half of nice hard questioning. We were able to even get a substantial amount of live commentary on the air for him to respond to, from vent and IRC. Enough BS though...

    We covered a variety of subjects with him, ranging from how they are going to handle creating stable, large-scale battles at release to how are resources gathered for crafting. Obviously there were alot of questions in 1 1/2 hours of talking but the big points for me were how they are handling the pvp mechanics, lag, and 3rd party programs. They are taking an interesting approach to large-scale pvp by creating a "fog of war" which is essentially turning down your characters range of awareness around him so you are not overloading the servers or your own connection. I think this an interesting approach to the problem and might be the only technological solution that will allow large battles to occur in real time. How it turns out is up to them though.

    The next big question I had had to do with 3rd party programs, He told us they were well aware of the abuses and had on staff players who have been involved with creating these programs. Their solution was to put much more of the gameplay on the server side than client, compared to other MMORPGs.

    I am going to borrow something from the f13.net forums about the interview, a post by CharlieMopps:



    "What are you doing to make sure the client doesn't lag out in large battles - fog of war

    What are you doing about 3rd party progs - blah blah blah, securing the client

    How long will pvp last - We don't know - arbitrary number... we don't know

    How is the pace - slightly slower than wow

    are stats gear based? - Primarily "Feat" based. Gear is for defense.

    Crowd control - Immunity timer system (ala DAOC) not diminishing returns. No specific class is crowd control specific. All have some ability.

    Crafting - He doesn't know much about it. Based off crafting quests that result in patterns. A lot yet to be determined.

    Is PVP required? - He was wishy washy... but yes. There's a WOW type area, and a "shadowbane" type area. Sounds like the shadowbane area is the endgame.

    DPS PVP questions - Potions of varying quality are important for mitigating dps for all classes. All healing is Heal over time. So you are trying to beat your opponents DPS with your healing potions. There are different types of potions, you can stack different types but not 2 of the same types.

    Blood money - you get it for killing players that have been going around taking out other players. The money is a bonus for stuff like that. You keep up your endgame items with it. Housing, mounts, etc...


    Sieging - There is no war declarations. You can change rotation time that you are vulnerable, you get more rewards for shorter rotations. You can construct objectives like gatehouses, etc... the person that controls this the longest will probably win. The ticketing system is complex. The damage remains after the siege. No max players for sieges. If you still have control of your castle/fort/etc... you can spawn there after death. If you lose control, you spawn at your next closest control point. Planning spawn points is important prior to battle. There are build timers, but they are relatively short. You can upgrade structures to provide more cover and make them stronger. Open PVP unless they are in your group/raid/guild. There are PVP raid groups. You can't kill your own guildmembers unless you get a contract from another guild. The PVP zones are level restricted to level 40+

    buffing in raids - most buffs are team propagated. Cast buff, it goes to the whole group but not the raid.

    Guilds - Not sure if there is a size cap but probably large guild sizes. Smaller guilds can participate in pvp via the mercenary system. They put a lot of hooks in the code so they can track lots of data on guilds and what-not. Not sure how much will be available yet, they are still weighing cost effectiveness.

    Mercenaries - contract based. You get paid if you show up... but if you do a bad job the guild hiring you may not do so again. Mercenaries are temp guild members.

    Role-playing - RP servers will be PVP to start. They may add PVE, not sure yet. Its all based on demand (start bitching now if you want it)

    Lich class- Magic is defined by range. Liches use closed ranged magic classes.

    Mature rating - Europe and USA game are identical. They are ignoring Germany"



    This is not a complete recap and I highly urge you guys to check out the full interview at www.uberguildsradio.com. Grenade is on every Sunday at 7 pst/ 9 cst/ 10 est. We cover MMORPG mechanics as a whole but generally lean towards pvp.

    Developer Profile: Elliot Kingdon

    Posted Oct 06, 2007 by Indelible
    Filed in Age of Conan

    The Age of Conan Community site features a fresh interview with Quest Deisgner and Lore Master for the game, Elliot Kingodm.

    Tell us a bit about yourself. Who are you and what do you do for Funcom?

    I’m an Information Systems graduate from the UK and Quest Designer and Lore Master for the Conan project.

    My Dungeons and Dragons experience helped get me my job here at Funcom. I’ve been running D&D games for twenty-five years and I currently run a 3.5 campaign here at Funcom.

    I started playing computer games on a 16K ZX Spectrum, then the 48K version and then a Commodore 64. I’m one of those guys who still talks about Elite. I got my first PC just so I could play X-Wing and I still love playing computer games.

    What was your first encounter with the world of Conan? How long have you been a fan of the Conan world?

    I’ve been a fan ever since the classic 1982 movie Conan the Barbarian. Director John Milius, a contemporary of George Lucas and Francis Coppola and a legendary screenwriter, combined beautiful cinematography, a great cast including James Earl Jones, Max von Sydow, and Mako with a real passion for the source material and a great soundtrack.

    Like the original books, it’s a great pulp B movie classic. It delivered plenty of blood, a brutal decapitation and one of the most memorable movie lines ever.

    I’ve also been a massive fan of Robert E Howard’s books and read them all as soon as I could get my hands on them. Then I really started to appreciate their classic 30’s feel and style. For me the original stories have a Raiders of the Lost Ark adventure quality with a liberal dash of Call of Cthulu.

    As for the comics, I’ve always loved John Buscema’s artwork, so it was a real thrill to see it in the Conan comics. His supercharged pencils capture the dynamic quality of the Conan character really well. I grew up with a Buscema Conan bubblegum sticker on my bedroom door.

    Do you have a favorite Conan story, one that really defines the world and the character for you?

    Queen of the Black Coast is a stand-out Robert E Howard story. It’s an exciting mix of adventure and Lovecraftian horror. It gives an excellent insight into Conan’s universe and Conan has perceptibly grown as a character by the end of the story. Howard really manages to convey the humidity of the jungle and there’s a great flashback sequence where an ancient event is revisited.

    I’m also a fan of Conan and the Grim Grey God; great characters, an excellent pan-Hyboria adventure and a really well crafted story. Sean A. Moore’s untimely death was a great loss.

    What is your role as one of the lore people? What does a “lore guy” do?

    We keep an eye on continuity issues, guard against gaffes and act as information resources on the Conan universe. My favorite Lore question so far is can we change the name of Lord Atum because it means tuna-fish in Portuguese? (Sorry no).

    Occasionally we have to detail vague parts of existing lore to lock down story or design aspects.

    One of the big debates on our forums is about the role of magic in Age of Conan. In your opinion, how rare is magic and magic users in the lore? How does the lore jibe with the number of casting classes in the game?

    Conan is a low-magic setting, but magic is still a fundamental part of the Conan mythos. The world itself is founded on ancient magical empires from Atlantis to Acheron; Hyboria is steeped in sorcery and fabulous lost cities of the supernatural litter the world.

    Sorcerers corrupted by magical power, priests of strange gods, white druids and benign wizards all inhabit the Conan universe. Masses of spell wielding players may seem out of place, unless there is some explanation; a sinister mystery to uncover. And what might be the consequences of such a massive influx of magic? Could Hyboria itself be in peril?

    How hard is it to adhere to Lore when you're making an MMORPG? Where does the team draw the line between staying true to the lore and making a balanced, fun game with mechanics that work?

    A computer game is a change of medium, the same way as films are, inevitably different from the novels they are based on. Players should be prepared to enjoy Robert E. Howard's Conan universe in a new way, through an MMORPG experience. It will inevitably be a different experience from the books, but will still reflect the same Conan spirit and adventure (and plenty of blood).

    Peter Jackson’s Lord of the Rings trilogy, Chris Nolan's Batman Begins and the recent Casino Royale film are all good examples of film-makers retelling stories and reinventing or re-examining characters to great effect. Mark Waid’s Kingdom Come and Mark Millar’s Ultimates graphic novels are also excellent examples of presenting favorite characters from fresh view-points.

    Lore is an invaluable framework. Staying true to it and producing a fun game need not be mutually exclusive. And nothing we do in the MMO will violate the original stories, they’ll still be right there on the shelf.

    Tell us a bit about the influences and what the team draws from. For example, how important do the original Howard stories rank against the work of other authors, the comics, and the movies?

    Howard’s stories are the foundation of our work. Whenever design or lore questions arise, we go back to Howard’s work to try to find answers. We also pick out the best pastiche works to draw upon.

    The Dark Horse Conan comics, especially the Kurt Busiek/Cary Nord run, had an inspiring and fresh take on classic stories, although they appeared late in our development process.

    And our own art department and concept artists have done an exemplary job of firing our imaginations. The classic art of Frank Frazetta is also a great source.

    Conan is known to dispatch his enemies quickly, so the list of foes who are still alive by the time of the game is rather short (and the same goes for many of his allies). Will there be many characters from the lore that players can meet and/or fight in-game?

    The ‘death’ of a character is one of the easiest literary obstacles to overcome. From Sherlock Holmes and Gandalf to countless comic book characters, death is rarely permanent. Take Howard’s Hour of the Dragon and you have a perfect example of a villain rising from the grave to cause havoc.

    One of the lore aspects I’ve enjoyed is getting the chance to use some of great characters from the Conan universe, so players can expect to meet some of their favourite Conan figures.

    Who's your favorite NPC, monster, or boss in the game? What's their story?

    Conan has to be my favorite. Part of the game’s thrill is going from destitute, unarmed ship wreck survivor to mighty hero and meeting King Conan and aiding him in his battle campaign.

    Conan was great as a lone-wolf, thief and adventurer, but I really loved it when he commanded a nation and led armies to battle. Getting involved in these sweeping epic wars and battles is great fun.

    I also love this period of his life; the years after the Hour of the Dragon are such a rich period. It’s been great to work with and explore.

    Age of Conan delay explained

    Posted Aug 16, 2007 by meteo
    Filed in Age of Conan

    Funcom game director Gaute Godager has issued an open letter to the Age of Conan forum, explaining exactly why the game was put back five months.

    It's all down to the complexity of the combos, apparently, which beta testers were finding hard to come to terms with. So you'll now be able to have as many combos available as you want, and set them off using a clickable hotkey - although sequential moves will have to performed by certain manoeuvres.

    Your hotbar will now also be one big affair, not separated like before. And used combos will have strike-through effects overlaid, so you know exactly what you're up to.

    Class specialisation will be trimmed a little, too, because spell casters only need three paths rather than five - so they'll have two removed.

    All of this has given Funcom the opportunity to speed up combat and enhance the action elements like positioning and directions, as less of us will be tripping over ourselves trying to get to grips with combat now.

    "Why does this take five months? To make it we must go through every combo in the game, reassign keys, make icons, etc.," said Gaute Godager.

    "To make it does not take five months. We should be done around Christmas. We wanted the five months to make sure we could make another iteration if feedback was as still less than stellar. We wanted a solid buffer."

    For Funcom it is all part of what beta testing is about, listening to you lot. And don't panic, the changes are far from watering down the game to appeal to a more mass market.

    "We are not changing the vision - it stays the same. [It's] not dumber, less deep, or less complex - just less convoluted," continued Godager. "Funcom's 'problem' has never been dumbed-down anything". [Huh?- Ed]

    Head over to our first impressions of Age of Conan to see what we thought of it.

    Age of Conan is due for release on PC on 25th March 2008, followed by an Xbox 360 version at a later date.

    Video interview with Funcom's Jason Stone & gameplay

    Posted Jun 18, 2007 by Jarlaxle
    Filed in Age of Conan

    The video from Curse' visit to Funcom HQ with an interview of Jason stone is finally available. You may check it out here:

    Hope you enjoy it.

    You can also read about Curse's visit to Funcom HQ here. Link

    ActionTrip Interview with Jorgen Tharaldsen

    Posted May 29, 2007 by Nimloth
    Filed in Age of Conan

    ActionTrip has had a chance to sit down with Jørgen Tharaldsen, the all so familiar Product Manager for Age of Conan at Funcom. Jørgen talked some about PvP tactics and team collaboration, the DX10 graphics and other interesting aspects of their upcoming game. Below is a snippet of the interview and some screenshots:

    ActionTrip: How important are tactics and collaboration between players in Age of Conan?

    Jørgen Tharaldsen: Since Age of Conan is an MMO collaboration between players will be an essential part of mastering the game, and a fun part at that. I mean, just think of a massive siege PvP battle, where all classes work together to bring down the enemy (I will be riding the war mammoth!). Even though there is solo content in the game you will find that some of the most epic moments will happen when you are in a group or a guild. If you plan to raid a mighty demon, for instance, you need to hone those tactics;)

    ageofconanhyborianadventures_ii4


    ActionTrip: We understand there's still plenty of optimizing to be done. Are you satisfied with what your team has accomplished so far in terms of DX10 features?

    Jørgen Tharaldsen: Yes, extremely happy to be honest, we were the first gaming company in the world to get something visual on DX10 up in full resolution. Seeing what a challenge this was I am nothing short of impressed of what the coders managed to pull of. As a result of their work, I think everyone is impressed by the graphic tech (and art direction) in Age of Conan, but we still have ways to go. Just wait until we launch and it will look even better.

    ActionTrip: Tell us a little bit about various items and the different types of weapons that will be available throughout the game.

    ageofconanhyborianadventures_ii13


    Jørgen Tharaldsen: It has been essential for us to create items and weapons which really reflect the Hyborian age; meaning that you will wield some pretty devastating tools of death. While some might consider a sword, halberd or morning star primitive weapons, I assure it's wonderful seeing them in action on the battlefield ;) In addition to a vast range of weapons for both ranged and meelee combat, you also have numerous other items in the game, ranging from social items to magical items, potions and a whole lot more. This is a virtual world after all.

    ageofconanhyborianadventures_ii11


    As a part of the item system you can also craft your own items. This gives a whole new level of flexibility on what you can get out of the items, compared to what you can get as drops from monsters. Crafted items might not be more powerful than regular loot, but since we use a socket system (up to four sockets where you can place gems) you can modify the items according to your liking.

    This system can also be used to create special PvP gear, which is a new thing to the genre. You will have "pre-made" PvP gear as well, but with the socket system players can customize their PvP gear to a greater degree. This means that those who want to spend most of their time on PvP can still get uber armor, dedicated to PvP, without having to raid.