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"Freedom is just another name for nothing left to lose" - Janis Joplin
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by solareus
Originally posted by singsofdeath
Originally posted by solareus
earlier you stated that player cities are zoned, how can you seige a zoned city without instancing ?
Player Cities /= Battle Keeps.
Just to clarify, Player Cities are what every guild (30 members plus some other requirements) can build. There will be lots and lots of them, thus, instanced.
BattleKeeps will be those fought over. There will only be 8 per server (correct me if that number is wrong), and they will NOT be instanced.
And to seige a player city you need to zone in .. or aren't you going to be able to siege the player cities ?
Originally posted by solareus
So you can state that AoC will have enough open terrian in a massive land area to house ever guild city in the game and a guild can run from there city to another player city and siege it without zoning/instancing?
You still dont get it do you?
You say you have been following the game for yrs - I think not.
I am going by dev statements, there are set area's like 8/9 in the Border Kingdoms where you can build Battle Keeps. They are in set area's. Its not about every guild city, building in this area, thats the instanced PvE Cities, where each instance will hold a set amount and then tier ontop of each other for guilds. Your confused again...
PvP cities you can run to another one in that area and siege it... There are 8/9 spread out in a massive area. You can spy on them without zoning etc etc.
PvE cities supply your PvP city and you will have to caravan goods to your PvP city to fortify it. So this comes from you PvE city in an instance and you have to travel with the goods to the PvP area.
Player Cities = Cities which can be created by any guild with 30+ members and some more requirements. They are instanced and not attackable and completely fall out of the PvP picture.
BattleKeeps = Basically the same as Player-Cities, but there are only 8 spots where you can build them and those will be contested (obviously). They are NOT instanced and people can attack them without having to zone-in or anything like that (except of course, for zoning into the region) but it is NOT an instanced thing.
earlier you stated that player cities are zoned, how can you seige a zoned city without instancing ?
Player Cities /= Battle Keeps.
Just to clarify, Player Cities are what every guild (30 members plus some other requirements) can build. There will be lots and lots of them, thus, instanced.
BattleKeeps will be those fought over. There will only be 8 per server (correct me if that number is wrong), and they will NOT be instanced.
And to seige a player city you need to zone in .. or aren't you going to be able to siege the player cities ?
Originally posted by solareus
So you can state that AoC will have enough open terrian in a massive land area to house ever guild city in the game and a guild can run from there city to another player city and siege it without zoning/instancing?
You still dont get it do you?
You say you have been following the game for yrs - I think not.
I am going by dev statements, there are set area's like 8/9 in the Border Kingdoms where you can build Battle Keeps. They are in set area's. Its not about every guild city, building in this area, thats the instanced PvE Cities, where each instance will hold a set amount and then tier ontop of each other for guilds. Your confused again...
PvP cities you can run to another one in that area and siege it... There are 8/9 spread out in a massive area. You can spy on them without zoning etc etc.
PvE cities supply your PvP city and you will have to caravan goods to your PvP city to fortify it. So this comes from you PvE city in an instance and you have to travel with the goods to the PvP area.
Go read the FAQ. and the stickies.
Gosh darn it Avery. Always a few seconds faster than me today.
Just a few clarifications, Avery. (And a question)
Just to let you know the Border Kingdoms ( PVP BattleKeeps) are NOTinstanced. There are also measures to stop enterance camping. Do you know what measures they are taking to stop entrance camping? I have been curious about this for a while.
Shadowbane has many flaws with siege fighting, including the assassin sneaking in and also, waking up and finding your keep in ruins in the morning because you slept. I'm not sure what you mean by Assassins sneaking in? Of course they did, that's what assassins do. But you couldn't take over a city by having Assassins sneak into it. You couldn't wake up and find your city in ruins, as you put it. When one guild attacked another guild's city the defenders could set the time that the attack would occur (This is where Funcom got the idea). If you mean certain buildings could be destroyed while you slept, well, that's true. Unprotected buildings could be burnt down, but that's the risk your guild took building a big city (smaller cities could have all of their buildings protected). And from what I remember the developers of AoC saying, players might be able to destroy walls and buildings when not engaged in a siege battle as well. That is all.
"There is as yet insufficient data for a meaningful answer."
So the Sieges are just in 8 different areas ? I'm sorry I stopped following the game after they released the info about the xbox360, and I was in the beta of the game I play now, so AoC kind fell off the radar , but for the most part , this sieging sounds pretty lame..
*slaps forehead*
The Border Kingdoms is the zone that the Battle Keeps are built in. There are 8 areas in the Border Kingdom zone that guilds can build Battle Keeps (If they already have a Guild City).
All 8 Battle Keeps are in the same zone and you can run from one to the other without zoning.
PS. What exactly sounds lame about the sieges?
"There is as yet insufficient data for a meaningful answer."
Haha, better than DAoC? Sieges and battles in DAoC ranged anything from skirmishes along to coast to absolutely MASSIVE battles. AoC won't touch it.
AoC system has you consetually raiding someone's keep for no other reason than resources. There was no realm pride, and huge benefits from owning a lot of keeps. You've got one guild facing one guild.
In Dark Age of Camelot, the sieges weren't consentual, and the keeps were scattered across the frontiers. So there were field battles, choke points, gank squads at bridges, it was nice.
I remember one instance AoC can't hope to reproduce. Each realm in DAoC had a set of relics, 2 for each realm. The more you had, better the bonuses. Albion had been doing surprisngly well lately, and had 4 of the 6. So the other two realms did what they liked to do best, team together and raid us.
Relic keeps in DAoC are BEEFY and nearly impossible to take down. But there are certain normal keeps that if you take those over, the relic keep would open its gates to you. So we had Mids coming from the south on boats taking out the Marsh castle and all that stuff, cutting off our teleport chain to the keeps that the Hibs were taking over from the north.
They were so fast and well coordinated that we couldn't prevent them from taking the last keep they needed to open the relic gates. So instead, there was a call to arms over every chat channel. I remember it now, about 300-400 players of all levels and gear gathering at the keep, setting up siege weapons on top of a hill. Then way off in the distance we could just barely see the Hibs coming from the south, bombarding started with the siege weapons. Then the hibs charged, in the middle of the battle, someone shouts "Mids to the south!" We are forced back into the keep where we make a stand and route both factions.
They try again a few hours later, manage to take the relics, but they have to get back to their realm. So Albion buys a fleet of ships and blockades the port back to Hibernia, in the middle of the sea battle the relic is lost to the ocean floor, not sure what happened after that.
Well I have no idea the monetary value of the resources, or how long it will take to harvest them. But the AoC Battle Keeps are built by the players, they aren't just "there". Your guild has to find a free build point (out of only 8) and have many thousands of resources just to build the initial keep. Then many thousands more resources to build walls, buildings, etc.
I think you are misunderstanding. The Battle Keeps are not pre-built, neither are the Guild Cities, they both have to be built with thousands and thousands of harvesting resources.
Also it will take resources to defend a Battle Keep from a siege.
"There is as yet insufficient data for a meaningful answer."
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by Dameonk
Originally posted by AmazingAvery
Just a few clarifications, Avery. (And a question)
Just to let you know the Border Kingdoms ( PVP BattleKeeps) are NOTinstanced. There are also measures to stop enterance camping. Do you know what measures they are taking to stop entrance camping? I have been curious about this for a while. Sure, I'll try to find the quotes for you but its something like a time limit when you enter a zone that you can't be attacked.
Shadowbane has many flaws with siege fighting, including the assassin sneaking in and also, waking up and finding your keep in ruins in the morning because you slept. I'm not sure what you mean by Assassins sneaking in? Of course they did, that's what assassins do. But you couldn't take over a city by having Assassins sneak into it. You couldn't wake up and find your city in ruins, as you put it. When one guild attacked another guild's city the defenders could set the time that the attack would occur (This is where Funcom got the idea). If you mean certain buildings could be destroyed while you slept, well, that's true. Unprotected buildings could be burnt down, but that's the risk your guild took building a big city (smaller cities could have all of their buildings protected). And from what I remember the developers of AoC saying, players might be able to destroy walls and buildings when not engaged in a siege battle as well. That is all.
Some more about Shadowbane, the devs playing it in the past and idea for and against, questions / concerns etc: http://bymitra.com/search/15921
It is not brutal enough, the players should be feeling a major lose when losing the city. Ok the players build the cities > so what if the same guyild build all 8 keeps, what will that do to the community ? When a keep is built in a location , will every keep bable to be destroyed and the new keep built anywhere the player wants, or is it a set location for each of the 8 keeps. I truly want to understand as much as possible, but I have 3 people telling me 3 different things in 3 different ways.I'm sure there are other folks baffled by this "keep" thing as well.
Actually, so far, you had three people telling you exactly the same thing (in this thread at least). And Avery has been kind enough to point you to a lot of info on the PvP System and particularly the sieging.
I don't know what else you want to make players lose when they fail to defend their keep, thus losing a) the bonuses they gain from holding the keep and b) the investment in the form of ressources they had to gather in order to build the keep in the first place. What else do you want?
Originally posted by singsofdeath I don't know what else you want to make players lose when they fail to defend their keep, thus losing a) the bonuses they gain from holding the keep and b) the investment in the form of ressources they had to gather in order to build the keep in the first place. What else do you want?
Maybe on lose the guild defeated is disassembled and they have to rebuild everything from scratch ?The fact that player cityd are instanced , makes a thief class pointless.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by solareus
Originally posted by singsofdeath I don't know what else you want to make players lose when they fail to defend their keep, thus losing a) the bonuses they gain from holding the keep and b) the investment in the form of ressources they had to gather in order to build the keep in the first place. What else do you want?
Maybe on lose the guild defeated is disassembled and they have to rebuild everything from scratch ?The fact that player cityd are instanced , makes a thief class pointless.
Q. Are there any possibilities for Assassins to open the city gates by sneaking in?
A. By Croms Balls! No, that won’t happen….. As we have seen in Shadowbane, where Rogues, have sneaked into the base to destroy a ‘tree’ in order to conquer a city, they gone into position and once the battle started they all poisoned the tree and the battle was over. So it will be really this way: First Ring, Second Ring, and Keep. (PVP Cities)
Q. Battlekeeps have advantages like bonus on prospecting resources, at the same time any guild can have only 1 Keep. May they obtain resource nodes on top of the Keep?
A. No, otherwise they will have a Keep, some Forts and some Nodes; they will have to decide on only one of them.
Q. So the (Large) guilds will get resources automatic by having a Battlekeep?
A. About that, there are still discussions…. It might even be that you can plant trees in PvE cities by which you would gain Wood in the city itself. What won’t be possible are mines though. How exactly the resources will flow into the guilds, we will have to see.
Q. It has been said that for building a city resources will be needed which may take weeks to gather. Does this mean that the guild members have to go to the quarries and farm for weeks?
A. A week for a single person maybe….. I don’t think it will take several weeks until you get the resources you need. They city can grow (step by step), there are several sizes. There will be a spot on which there is a “Grid” in which you can place your walls and buildings. But there will probably be no city in which all the buildings will have space, so one has to specialize. You can keep it smaller, what in turn keeps the upkeep costs low. The up keeping costs will be here and if a city is entirely developed it will cost money and resources to keep it running. So once a guild disappears from the game, it won’t take long until the keep falls apart and the slot becomes free.
Q. Can you tell us about the point distribution in Siege combat? I assume defenders get points by other tasks as the attackers – so the defenders get points by killing attackers while the attackers gain points by tearing down the walls.
A. It will go in that direction. On top of that there will be maximum time for a siege to take place. Whether there is the possibility for the defenders to end the siege before its regular ending is not yet decided – especially what tasks there may include. This may be destroying the hostile tent, but we will have to see what’s possible. But it is very well possible that you either have to defend yourselves until the sieging time span is over, or wait for the attackers to give up – Something like that – its not decided. Works on a 'ticket' based system (see Athelan's clarification thread)
Solareus wants a siege system that would fit in Hyboria. Not a mock version of it. In a game about pvp everything a player builds and owns should be able to be taken or just flat out razed. A guild should have to defend all their assests at all times against any enemy and upon failure their clan should disband because of failure. Thats what drives the shadowbane community, pure risk. Daoc is driven by realm pride, almost to the point of virtual racism between the realms. Which will be absent in AoC. So in AoC what will give the players guild pride? Theres a battlekeep as it is called to lose, big deal so you lose a small keep. Their homes will always be intact, so what will be there to give them a reason to fight other than the fact that its just pvp. Its a weak siege system. Now the pvp system sounds really good, and I would like to see if they will be able to pull off those promises.
In a Conan Themed game, a player should have to risk everything. Their Town, their home, their gear. The Conan world was the most brutal world any author ever created. It should be taken to the game where the players have everything to lose and everything to gain.
Harg, I do agree with your post. WH40k was a great universe and your right it is very brutal. Im sure AoC is costing a hell of a lot of green to make and it will need its subs for it to be profitable. If AoC's gear progression was like Guild Wars, I would play this game in a heartbeat. In a twitch based combat system or real time combat system whatever its gonna be called gear should not be important. Its almost counter productive to be honest. Alas I dont know much about the item structure of the game as I havent really read up on that part of the game but I do know their is raids and with raids comes the best loot in the game. So why make a twitch based combat system that rewards player skill and then make the gear in the game almost as important. Thats like WoW's gear system being paired with DDO's combat system. Imo that would be a horrible pvp system and almost completely worthless.
Haha, better than DAoC? Sieges and battles in DAoC ranged anything from skirmishes along to coast to absolutely MASSIVE battles. AoC won't touch it.
AoC system has you consetually raiding someone's keep for no other reason than resources. There was no realm pride, and huge benefits from owning a lot of keeps. You've got one guild facing one guild.
In Dark Age of Camelot, the sieges weren't consentual, and the keeps were scattered across the frontiers. So there were field battles, choke points, gank squads at bridges, it was nice.
I remember one instance AoC can't hope to reproduce. Each realm in DAoC had a set of relics, 2 for each realm. The more you had, better the bonuses. Albion had been doing surprisngly well lately, and had 4 of the 6. So the other two realms did what they liked to do best, team together and raid us.
Relic keeps in DAoC are BEEFY and nearly impossible to take down. But there are certain normal keeps that if you take those over, the relic keep would open its gates to you. So we had Mids coming from the south on boats taking out the Marsh castle and all that stuff, cutting off our teleport chain to the keeps that the Hibs were taking over from the north.
They were so fast and well coordinated that we couldn't prevent them from taking the last keep they needed to open the relic gates. So instead, there was a call to arms over every chat channel. I remember it now, about 300-400 players of all levels and gear gathering at the keep, setting up siege weapons on top of a hill. Then way off in the distance we could just barely see the Hibs coming from the south, bombarding started with the siege weapons. Then the hibs charged, in the middle of the battle, someone shouts "Mids to the south!" We are forced back into the keep where we make a stand and route both factions.
They try again a few hours later, manage to take the relics, but they have to get back to their realm. So Albion buys a fleet of ships and blockades the port back to Hibernia, in the middle of the sea battle the relic is lost to the ocean floor, not sure what happened after that.
Haha, better than DAoC? Sieges and battles in DAoC ranged anything from skirmishes along to coast to absolutely MASSIVE battles. AoC won't touch it.
AoC system has you consetually raiding someone's keep for no other reason than resources. There was no realm pride, and huge benefits from owning a lot of keeps. You've got one guild facing one guild. In Dark Age of Camelot, the sieges weren't consentual, and the keeps were scattered across the frontiers. So there were field battles, choke points, gank squads at bridges, it was nice. I remember one instance AoC can't hope to reproduce. Each realm in DAoC had a set of relics, 2 for each realm. The more you had, better the bonuses. Albion had been doing surprisngly well lately, and had 4 of the 6. So the other two realms did what they liked to do best, team together and raid us. Relic keeps in DAoC are BEEFY and nearly impossible to take down. But there are certain normal keeps that if you take those over, the relic keep would open its gates to you. So we had Mids coming from the south on boats taking out the Marsh castle and all that stuff, cutting off our teleport chain to the keeps that the Hibs were taking over from the north. They were so fast and well coordinated that we couldn't prevent them from taking the last keep they needed to open the relic gates. So instead, there was a call to arms over every chat channel. I remember it now, about 300-400 players of all levels and gear gathering at the keep, setting up siege weapons on top of a hill. Then way off in the distance we could just barely see the Hibs coming from the south, bombarding started with the siege weapons. Then the hibs charged, in the middle of the battle, someone shouts "Mids to the south!" We are forced back into the keep where we make a stand and route both factions. They try again a few hours later, manage to take the relics, but they have to get back to their realm. So Albion buys a fleet of ships and blockades the port back to Hibernia, in the middle of the sea battle the relic is lost to the ocean floor, not sure what happened after that.
Age of Conan doesn't have SHIT on that.
Copy&Paste is really bad form. I appreciate your view on this matter, but you wouldn't have had to post it twice. ^_^
Haha, better than DAoC? Sieges and battles in DAoC ranged anything from skirmishes along to coast to absolutely MASSIVE battles. AoC won't touch it.
AoC system has you consetually raiding someone's keep for no other reason than resources. There was no realm pride, and huge benefits from owning a lot of keeps. You've got one guild facing one guild. In Dark Age of Camelot, the sieges weren't consentual, and the keeps were scattered across the frontiers. So there were field battles, choke points, gank squads at bridges, it was nice. I remember one instance AoC can't hope to reproduce. Each realm in DAoC had a set of relics, 2 for each realm. The more you had, better the bonuses. Albion had been doing surprisngly well lately, and had 4 of the 6. So the other two realms did what they liked to do best, team together and raid us. Relic keeps in DAoC are BEEFY and nearly impossible to take down. But there are certain normal keeps that if you take those over, the relic keep would open its gates to you. So we had Mids coming from the south on boats taking out the Marsh castle and all that stuff, cutting off our teleport chain to the keeps that the Hibs were taking over from the north. They were so fast and well coordinated that we couldn't prevent them from taking the last keep they needed to open the relic gates. So instead, there was a call to arms over every chat channel. I remember it now, about 300-400 players of all levels and gear gathering at the keep, setting up siege weapons on top of a hill. Then way off in the distance we could just barely see the Hibs coming from the south, bombarding started with the siege weapons. Then the hibs charged, in the middle of the battle, someone shouts "Mids to the south!" We are forced back into the keep where we make a stand and route both factions. They try again a few hours later, manage to take the relics, but they have to get back to their realm. So Albion buys a fleet of ships and blockades the port back to Hibernia, in the middle of the sea battle the relic is lost to the ocean floor, not sure what happened after that.
Age of Conan doesn't have SHIT on that.
Copy&Paste is really bad form. I appreciate your view on this matter, but you wouldn't have had to post it twice. ^_^
Desperately seeking confirmation. I fear my fellow compatriots are all dead and buried, this increases the chances that an old fossil might see this and save me from my loneliness :P
Sb was supposted to have amazing pvp keep sieges , etc. However, it sucked why becuase theory and reality are two different things.
So far from what i have seen most encounters look like they will have less players invloved than DOAC withput exception. Why do i say this? Simple, the size of the keeps and area to assult them is roughly 1/2 or less than that of current day daoc keeps. While this may not mean anything it tell me one of two things. One less people will be fighting at them, or two , people will literally attack from one direction every times.
Still i could be wrong, but lag is an issue, also. If i look at old daoc just the code to have anywhere from 400-600 people in the area started to fail and lag the entire server network. Ps if you did not know some battles in daoc reached this thats ok but they did, i for one was in one that i know our side (mids at the time the least populated side) had about 150 jammed into and around a keep, and the albs litterally brought in so many people and siege weaposn that there was not a place one coudl stand without being pummled to death by them. The only reason we did not die super fast was the hibs also were attackign the albs while they attacked us , you add up the numbers. Now rarely were that many people in one spot but around a keep and harrasing inc. groups most certianly.
That beign said you did not take the time to make that keep , like you do in aoc and sb so it makes it all that more important to you. I love the idea of player made citys ... i hate their lag.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
Comments
"Freedom is just another name for nothing left to lose" - Janis Joplin
"Freedom is just another name for nothing left to lose" - Janis Joplin
Just to clarify, Player Cities are what every guild (30 members plus some other requirements) can build. There will be lots and lots of them, thus, instanced.
BattleKeeps will be those fought over. There will only be 8 per server (correct me if that number is wrong), and they will NOT be instanced.
And to seige a player city you need to zone in .. or aren't you going to be able to siege the player cities ?
You still dont get it do you?
You say you have been following the game for yrs - I think not.
I am going by dev statements, there are set area's like 8/9 in the Border Kingdoms where you can build Battle Keeps. They are in set area's. Its not about every guild city, building in this area, thats the instanced PvE Cities, where each instance will hold a set amount and then tier ontop of each other for guilds. Your confused again...
PvP cities you can run to another one in that area and siege it... There are 8/9 spread out in a massive area. You can spy on them without zoning etc etc.
PvE cities supply your PvP city and you will have to caravan goods to your PvP city to fortify it. So this comes from you PvE city in an instance and you have to travel with the goods to the PvP area.
Go read the FAQ. and the stickies.
Player Cities = Cities which can be created by any guild with 30+ members and some more requirements. They are instanced and not attackable and completely fall out of the PvP picture.
BattleKeeps = Basically the same as Player-Cities, but there are only 8 spots where you can build them and those will be contested (obviously). They are NOT instanced and people can attack them without having to zone-in or anything like that (except of course, for zoning into the region) but it is NOT an instanced thing.
Which Final Fantasy Character Are You?
Final Fantasy 7
until darkfall comes out of course but we wills ee on that
Just to clarify, Player Cities are what every guild (30 members plus some other requirements) can build. There will be lots and lots of them, thus, instanced.
BattleKeeps will be those fought over. There will only be 8 per server (correct me if that number is wrong), and they will NOT be instanced.
And to seige a player city you need to zone in .. or aren't you going to be able to siege the player cities ?
You still dont get it do you?
You say you have been following the game for yrs - I think not.
I am going by dev statements, there are set area's like 8/9 in the Border Kingdoms where you can build Battle Keeps. They are in set area's. Its not about every guild city, building in this area, thats the instanced PvE Cities, where each instance will hold a set amount and then tier ontop of each other for guilds. Your confused again...
PvP cities you can run to another one in that area and siege it... There are 8/9 spread out in a massive area. You can spy on them without zoning etc etc.
PvE cities supply your PvP city and you will have to caravan goods to your PvP city to fortify it. So this comes from you PvE city in an instance and you have to travel with the goods to the PvP area.
Go read the FAQ. and the stickies.
Which Final Fantasy Character Are You?
Final Fantasy 7
Sorry, I waited too. How many times over the last year to explain??
Stickies, FAQ, www.bymitra.com dev tracker pfft!
Getting seriously peeved at misinformed assumptions.
/cry I got reported.
"Freedom is just another name for nothing left to lose" - Janis Joplin
"There is as yet insufficient data for a meaningful answer."
*slaps forehead*
The Border Kingdoms is the zone that the Battle Keeps are built in. There are 8 areas in the Border Kingdom zone that guilds can build Battle Keeps (If they already have a Guild City).
All 8 Battle Keeps are in the same zone and you can run from one to the other without zoning.
PS. What exactly sounds lame about the sieges?
"There is as yet insufficient data for a meaningful answer."
Haha, better than DAoC? Sieges and battles in DAoC ranged anything from skirmishes along to coast to absolutely MASSIVE battles. AoC won't touch it.
AoC system has you consetually raiding someone's keep for no other reason than resources. There was no realm pride, and huge benefits from owning a lot of keeps. You've got one guild facing one guild.
In Dark Age of Camelot, the sieges weren't consentual, and the keeps were scattered across the frontiers. So there were field battles, choke points, gank squads at bridges, it was nice.
I remember one instance AoC can't hope to reproduce. Each realm in DAoC had a set of relics, 2 for each realm. The more you had, better the bonuses. Albion had been doing surprisngly well lately, and had 4 of the 6. So the other two realms did what they liked to do best, team together and raid us.
Relic keeps in DAoC are BEEFY and nearly impossible to take down. But there are certain normal keeps that if you take those over, the relic keep would open its gates to you. So we had Mids coming from the south on boats taking out the Marsh castle and all that stuff, cutting off our teleport chain to the keeps that the Hibs were taking over from the north.
They were so fast and well coordinated that we couldn't prevent them from taking the last keep they needed to open the relic gates. So instead, there was a call to arms over every chat channel. I remember it now, about 300-400 players of all levels and gear gathering at the keep, setting up siege weapons on top of a hill. Then way off in the distance we could just barely see the Hibs coming from the south, bombarding started with the siege weapons. Then the hibs charged, in the middle of the battle, someone shouts "Mids to the south!" We are forced back into the keep where we make a stand and route both factions.
They try again a few hours later, manage to take the relics, but they have to get back to their realm. So Albion buys a fleet of ships and blockades the port back to Hibernia, in the middle of the sea battle the relic is lost to the ocean floor, not sure what happened after that.
Age of Conan doesn't have SHIT on that.
Darkfall Travelogues!
"Freedom is just another name for nothing left to lose" - Janis Joplin
Well I have no idea the monetary value of the resources, or how long it will take to harvest them. But the AoC Battle Keeps are built by the players, they aren't just "there". Your guild has to find a free build point (out of only 8) and have many thousands of resources just to build the initial keep. Then many thousands more resources to build walls, buildings, etc.
I think you are misunderstanding. The Battle Keeps are not pre-built, neither are the Guild Cities, they both have to be built with thousands and thousands of harvesting resources.
Also it will take resources to defend a Battle Keep from a siege.
"There is as yet insufficient data for a meaningful answer."
Some more about Shadowbane, the devs playing it in the past and idea for and against, questions / concerns etc: http://bymitra.com/search/15921
"Freedom is just another name for nothing left to lose" - Janis Joplin
I don't know what else you want to make players lose when they fail to defend their keep, thus losing a) the bonuses they gain from holding the keep and b) the investment in the form of ressources they had to gather in order to build the keep in the first place. What else do you want?
Which Final Fantasy Character Are You?
Final Fantasy 7
"Freedom is just another name for nothing left to lose" - Janis Joplin
Maybe on lose the guild defeated is disassembled and they have to rebuild everything from scratch ?The fact that player cityd are instanced , makes a thief class pointless.
I am....speechless.
Which Final Fantasy Character Are You?
Final Fantasy 7
Maybe on lose the guild defeated is disassembled and they have to rebuild everything from scratch ?The fact that player cityd are instanced , makes a thief class pointless.
Two types of City:
1. PvP City aka "BattleKeep"
2. PvE City, for tradskills and such like
Further reading : http://forums.ageofconan.com/showthread.php?t=38043
Further reading: http://www.mmorpg.com/discussion2.cfm/thread/142254/page/1
Further reading: http://www.mmorpg.com/discussion2.cfm/thread/151144 1st page
Further Reading: http://pc.ign.com/articles/815/815479p1.html
Watch the latest vids again and listen this time.
Further Watching: http://www.tentonhammer.com/node/11334 and read: http://www.tentonhammer.com/node/11351
Further watching: http://www.mmorpg.com/gamelist.cfm/gameId/191/setView/videos/videoId/1098 (bear in mind its from August last year)
Further Watching: Jorgen Tharaldsen is presenting high level raid encounters, and after siege stuff: http://videos.curse.com/details/655/
Q. Are there any possibilities for Assassins to open the city gates by sneaking in?
A. By Croms Balls! No, that won’t happen….. As we have seen in Shadowbane, where Rogues, have sneaked into the base to destroy a ‘tree’ in order to conquer a city, they gone into position and once the battle started they all poisoned the tree and the battle was over. So it will be really this way: First Ring, Second Ring, and Keep. (PVP Cities)
Q. Battlekeeps have advantages like bonus on prospecting resources, at the same time any guild can have only 1 Keep. May they obtain resource nodes on top of the Keep?
A. No, otherwise they will have a Keep, some Forts and some Nodes; they will have to decide on only one of them.
Q. So the (Large) guilds will get resources automatic by having a Battlekeep?
A. About that, there are still discussions…. It might even be that you can plant trees in PvE cities by which you would gain Wood in the city itself. What won’t be possible are mines though. How exactly the resources will flow into the guilds, we will have to see.
Q. It has been said that for building a city resources will be needed which may take weeks to gather. Does this mean that the guild members have to go to the quarries and farm for weeks?
A. A week for a single person maybe….. I don’t think it will take several weeks until you get the resources you need. They city can grow (step by step), there are several sizes. There will be a spot on which there is a “Grid” in which you can place your walls and buildings. But there will probably be no city in which all the buildings will have space, so one has to specialize. You can keep it smaller, what in turn keeps the upkeep costs low. The up keeping costs will be here and if a city is entirely developed it will cost money and resources to keep it running. So once a guild disappears from the game, it won’t take long until the keep falls apart and the slot becomes free.
Q. Can you tell us about the point distribution in Siege combat? I assume defenders get points by other tasks as the attackers – so the defenders get points by killing attackers while the attackers gain points by tearing down the walls.
A. It will go in that direction. On top of that there will be maximum time for a siege to take place. Whether there is the possibility for the defenders to end the siege before its regular ending is not yet decided – especially what tasks there may include. This may be destroying the hostile tent, but we will have to see what’s possible. But it is very well possible that you either have to defend yourselves until the sieging time span is over, or wait for the attackers to give up – Something like that – its not decided. Works on a 'ticket' based system (see Athelan's clarification thread)
Solareus wants a siege system that would fit in Hyboria. Not a mock version of it. In a game about pvp everything a player builds and owns should be able to be taken or just flat out razed. A guild should have to defend all their assests at all times against any enemy and upon failure their clan should disband because of failure. Thats what drives the shadowbane community, pure risk. Daoc is driven by realm pride, almost to the point of virtual racism between the realms. Which will be absent in AoC. So in AoC what will give the players guild pride? Theres a battlekeep as it is called to lose, big deal so you lose a small keep. Their homes will always be intact, so what will be there to give them a reason to fight other than the fact that its just pvp. Its a weak siege system. Now the pvp system sounds really good, and I would like to see if they will be able to pull off those promises.
In a Conan Themed game, a player should have to risk everything. Their Town, their home, their gear. The Conan world was the most brutal world any author ever created. It should be taken to the game where the players have everything to lose and everything to gain.
Harg, I do agree with your post. WH40k was a great universe and your right it is very brutal. Im sure AoC is costing a hell of a lot of green to make and it will need its subs for it to be profitable. If AoC's gear progression was like Guild Wars, I would play this game in a heartbeat. In a twitch based combat system or real time combat system whatever its gonna be called gear should not be important. Its almost counter productive to be honest. Alas I dont know much about the item structure of the game as I havent really read up on that part of the game but I do know their is raids and with raids comes the best loot in the game. So why make a twitch based combat system that rewards player skill and then make the gear in the game almost as important. Thats like WoW's gear system being paired with DDO's combat system. Imo that would be a horrible pvp system and almost completely worthless.
Haha, better than DAoC? Sieges and battles in DAoC ranged anything from skirmishes along to coast to absolutely MASSIVE battles. AoC won't touch it.
AoC system has you consetually raiding someone's keep for no other reason than resources. There was no realm pride, and huge benefits from owning a lot of keeps. You've got one guild facing one guild.
In Dark Age of Camelot, the sieges weren't consentual, and the keeps were scattered across the frontiers. So there were field battles, choke points, gank squads at bridges, it was nice.
I remember one instance AoC can't hope to reproduce. Each realm in DAoC had a set of relics, 2 for each realm. The more you had, better the bonuses. Albion had been doing surprisngly well lately, and had 4 of the 6. So the other two realms did what they liked to do best, team together and raid us.
Relic keeps in DAoC are BEEFY and nearly impossible to take down. But there are certain normal keeps that if you take those over, the relic keep would open its gates to you. So we had Mids coming from the south on boats taking out the Marsh castle and all that stuff, cutting off our teleport chain to the keeps that the Hibs were taking over from the north.
They were so fast and well coordinated that we couldn't prevent them from taking the last keep they needed to open the relic gates. So instead, there was a call to arms over every chat channel. I remember it now, about 300-400 players of all levels and gear gathering at the keep, setting up siege weapons on top of a hill. Then way off in the distance we could just barely see the Hibs coming from the south, bombarding started with the siege weapons. Then the hibs charged, in the middle of the battle, someone shouts "Mids to the south!" We are forced back into the keep where we make a stand and route both factions.
They try again a few hours later, manage to take the relics, but they have to get back to their realm. So Albion buys a fleet of ships and blockades the port back to Hibernia, in the middle of the sea battle the relic is lost to the ocean floor, not sure what happened after that.
Age of Conan doesn't have SHIT on that.
Darkfall Travelogues!
Copy&Paste is really bad form. I appreciate your view on this matter, but you wouldn't have had to post it twice. ^_^
Which Final Fantasy Character Are You?
Final Fantasy 7
Copy&Paste is really bad form. I appreciate your view on this matter, but you wouldn't have had to post it twice. ^_^
Desperately seeking confirmation. I fear my fellow compatriots are all dead and buried, this increases the chances that an old fossil might see this and save me from my loneliness :P
Darkfall Travelogues!
AOC WILL CURE CANCER.
This statement has as much validity as the Op's.
Sb was supposted to have amazing pvp keep sieges , etc. However, it sucked why becuase theory and reality are two different things.
So far from what i have seen most encounters look like they will have less players invloved than DOAC withput exception. Why do i say this? Simple, the size of the keeps and area to assult them is roughly 1/2 or less than that of current day daoc keeps. While this may not mean anything it tell me one of two things. One less people will be fighting at them, or two , people will literally attack from one direction every times.
Still i could be wrong, but lag is an issue, also. If i look at old daoc just the code to have anywhere from 400-600 people in the area started to fail and lag the entire server network. Ps if you did not know some battles in daoc reached this thats ok but they did, i for one was in one that i know our side (mids at the time the least populated side) had about 150 jammed into and around a keep, and the albs litterally brought in so many people and siege weaposn that there was not a place one coudl stand without being pummled to death by them. The only reason we did not die super fast was the hibs also were attackign the albs while they attacked us , you add up the numbers. Now rarely were that many people in one spot but around a keep and harrasing inc. groups most certianly.
That beign said you did not take the time to make that keep , like you do in aoc and sb so it makes it all that more important to you. I love the idea of player made citys ... i hate their lag.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine