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Are we required to raid day in and day out in instances just like in WoW to get our hands on the best loot ingame or can crafting or hunting named mobs in the open world get you some of the best goods?
In AO they had a lot of outdoors named mobs that dropped some nice items but they were always camped.What are they planning here in AOC?
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Im not the best to answer this i m sure Amazing Avery will say something:) but all i can say is there are a few posts about this, just need to find them
Unfortunately, I don't think anyone can really tell you this truthfully.. at least, not without breaking the NDA. Keep in mind, if you don't want to go raid every other day of the week, you could PvP. While still being a form of raid, at least you can leave at any time without pissing off a bunch of your guildmates.
this has been said ...if you want the best PVE gear you raid ...you want the best PVP gear you PVP....since equipment has different stats for each one
crafted items are the only items that will have gem slots for upgrade so players will be able to make some of the best armor/weapons in the game only with the buildings in a player city and then upgrade it with the help of a gem cutter, which promotes players relying on each other.
its going to be soooo cool i cant wait!
ref link community.ageofconan.com/wsp/conan/frontend.cgi
crafted items are the only items that will have gem slots for upgrade so players will be able to make some of the best armor/weapons in the game only with the buildings in a player city and then upgrade it with the help of a gem cutter, which promotes players relying on each other.
its going to be soooo cool i cant wait!
ref link community.ageofconan.com/wsp/conan/frontend.cgi
As this kind individual linked the info you should be able to do the math. Crafted items are far superior than drop loot.
crafted items are the only items that will have gem slots for upgrade so players will be able to make some of the best armor/weapons in the game only with the buildings in a player city and then upgrade it with the help of a gem cutter, which promotes players relying on each other.
its going to be soooo cool i cant wait!
ref link community.ageofconan.com/wsp/conan/frontend.cgi
As this kind individual linked the info you should be able to do the math. Crafted items are far superior than drop loot.
Except that the best PvE crafting ingredients will drop from raids.
crafted items are the only items that will have gem slots for upgrade so players will be able to make some of the best armor/weapons in the game only with the buildings in a player city and then upgrade it with the help of a gem cutter, which promotes players relying on each other.
its going to be soooo cool i cant wait!
ref link community.ageofconan.com/wsp/conan/frontend.cgi
As this kind individual linked the info you should be able to do the math. Crafted items are far superior than drop loot.
Except that the best PvE crafting ingredients will drop from raids.
you do mean gems right? those are the only thing that i can think of that would drop from mobs
That's kind of a big wild guess considering the loot tables can be adjusted at any time during the beta.
whos guessing what?
PVE items = No sockets
Crafted Items = Sockets
To Craft the best items you need a City Keep/Guild Keep
To get a City Keep/Guild Keep you need to PVP
A guild does not need to PvP to construct a guild city. Keeps and guild cities are not the same. The relation is actually the opposite, the size of the guild city affects the size of the PvP keep.
crafted items are the only items that will have gem slots for upgrade so players will be able to make some of the best armor/weapons in the game only with the buildings in a player city and then upgrade it with the help of a gem cutter, which promotes players relying on each other.
its going to be soooo cool i cant wait!
ref link community.ageofconan.com/wsp/conan/frontend.cgi
As this kind individual linked the info you should be able to do the math. Crafted items are far superior than drop loot.
Except that the best PvE crafting ingredients will drop from raids.
Those ingrediants though could just be beneficial to that area. Like gem drops from raid dungeons will be benficial in crafted items pertained to raiding.Like it might have more of a elemental effect against the mobs or boss in that dungeon. Naturally when you set out to craft the best of something its going to be harder to get those components, so the rarer parts might not be in the regular tradekill playfields but out somewhere else in the world, this does not mean they will be all in raid rewards though. Explore and you mind be rewarded.
EDIT: all I know is that the crafted items can be customized and personalised, you cant ammend the stats on a raid boss drop. It doesnt make sense if the biggest boss in the game would drop something that would in-directly increase your PvP stats when equipped all round. It makes more sense to make something specifically tailored to what you want to do. I mean you didn't pvp that boss you pve's him, so he will drop something good for that. That same thing might not be the 'be all and end all' for PvP if your into PvP.
I never fully understood why... will the combat mechanics work differently in pvp/pve? Is it a wow like thing where you have a stat like resilience that is more appropriate in one context than another? I always imagined if I had badass gear I had badass gear...
my guess is that there are going to be stats that will help you kill NPCS, or give you better blocking, considering it seems the dungeons are more of creatures than people, that could be one way, while in PvP its people.
So while there will be some bleed over when it comes to what weapons can better suited, I think its going to end up being more of a specailzations sort of things, also remember you will have 2 exp bars, PvP exp and NPC exp.
What it may end up being is weapons used in PvP will be more like ageinst armor, or armor rating. And PvP will be creature based.
thats my guess anyway
I never fully understood why... will the combat mechanics work differently in pvp/pve? Is it a wow like thing where you have a stat like resilience that is more appropriate in one context than another? I always imagined if I had badass gear I had badass gear...
Lets make an example with a shield. Some raid mob droped a shield for a tank. Lets make up some stats:
50% blocking
+ 150 mitigation
+100 HP
+100 STA
+3 avoiding knockback
+1500 resist against fire damage
Then a carafter builds a shield and a gemcutter puts gems into it:
45% blocking
+165 mitigation
+120 HP
+120 STA
+4 avoiding knockback
The crafted shield lacks the resists against fire and massive firedamage maybe only occurs when fighting raid mobs. That menas you will probably prefer the crafted shield for PvP and the raid droped shield for raids.
This is just a made up example...
It could also be the other way round. Lets say you want to raid that necromancer boss and he has massive poison damage. Probably a gemcutter is able to craft gems with poison resists. So you got to a crafter to buy a gear to defeat this raid boss.
I think there will be many ways to itemize. It is very possible that a raid mob drops for example boots with +10 in combat speed and a crafter also is able to make boots and put in a gem with +10 combat speed.
I see, so the idea is that the pve gear is designed to deal with specific attributes of raid bosses, which are effectively redundant in pvp?
We will see in may. But i am confident that funcom is dealing with the issue.
I'm a casual gamer and I love to craft; is it possible to rise to the pinnacle of crafting without having to raid (which I hate) or does AoC approach it in the same method as WoW and treat craft skills as a tacked on "extra" with character-bound recipes/components dropping only in raid dungeons?
Its basically the same as wow with the exception that in WoW you cant craft much good PvP-gear. You as a casual gamer will not be able to craft anything but everyday consumables and some mediocre gear that noone really wants.
Thats my guess and its as good as anyones here Seriously, Funcom wants us to be hooked at this game just like WoW's players are at their game. If its possible for a casual gamer to create interesting, vital and powerful gear then you can be sure that all the players are crafting this gear for themselves, ie not getting TelfonEddie made stuff.
You basically have 4 activities in which to partake in an MMO.
Solo play- if you play an MMO to just solo play I pretty much hate you. It is an MMO and not meant for this. Yes sometimes you just wanna go and play alone but seriously to cater to your type of play is stupid and basically ruined WoW on alot of levels and any other MMO for that matter.
Raiders- Basically this can be split up to a couple sections but it basically is more then one person working together to accomplish something and should be half of what an MMO is about. These people can be seen as elitists and asshats but only becuase deep down inside you want what they are getting. They actually deserve the loot they get through all the time and effort to "learn" encounters and "kill" the baddies.
PVPers-This can easily be turned into a argument of who deserves loot and what not. I don't think people who just PvP should get loot for time spent simply pvping. I mean think about it...you dont get that "super leet sword of power" for simply trying to beat a boss over and over. You have to actually win for your efforts to be rewarded. Pretty much any game out now rewards PvPers for basically being "logged in."
Crafting/econfreak-Ppl that love to make items or make money in a MMO. Nothing wrong with this at all although they very rarely are catered to. Usually the items just arent worth a crap or are just toys. Although making lots of "gold" could be fun at some point what do you do with it?
From what I read AoC is the closest to catering to all these needs. It will have raid areas in which to get the "raiding" fix. It will have guild owned keeps in which the PvPers in a guild or just with friends can try to "defend" or "take". It will have areas which will get better crafting supplies through raiding AND pvp areas with rich resources. I know crafters are on the fence but it can always be improved so I am hoping for ya. Solo play im not sure about but frankly, who cares. I am hoping this game cold bring alot of it together and make pvpers/raiders play nice or complete full out war
I just hope it doesnt turn into WoW and cater to every crying casual player that is upset they dont get the same gear somone who puts in hours of playing, planning and efforts for 1/4 the playing, planning and effort. Just becuase you pay the same $15 a month doesn't mean you deserve it all the same.
So long as they make it so that if you want to focus on PvP you can still stay competitive it will be successful. WoW exploded after they did that, and it only makes sense for future MMOs to do the same.
STOP comparing AoC to WoW, they are two totaly different games. If you like WoW, play WoW. If you dont like WoW, stop bringing it up. FC product manager Erling Ellingsen already talked about this in an interview. He explains that AoC has no interest in copying world of warcraft and that FC is making a new and innovative game, not a clone. WoW II should be made by blizzard (someone forgot to tell the mythic warhammer team this).
Source: http://community.ageofconan.com/wsp/conan/frontend.cgi?func=publish.show&&func_id=2356&table=CONTENT
with Slineer.
Anyhow, the crafted/socketed items are likely to be better all round gear than drops and the crafters will need to quest for better and better recipes as they go. Some are probably going to be soloable quests, others clan/guild oriented raiding. So, for clans that don't spend the time with their crafters questing for the recipes, the above mentioned 'TeflonEddie gear' maybe the only real option to you.
I guess you could raid your way to a very impressive kit just on drops, as well, but at the lvl'cap for highend gear, it looks like crafted items are what most will be after.
As far I've read, the clan architects won't be able to craft up 'house type-A' and throw it on the trade post for sale...
So players and clans should be ready to help gather the recipes, the needed materials and shell out some serious coin/impressive gear to the clan architects for their trouble. If not, you won't likely have a player willing to pick the trade up in the first place and there goes your pve clanhouse and your chance at a pvp battlekeep.
* Life is not black or white, it's shades of grey. But, at it's best/worst, it hints at 32bit color. -Me (a.k.a. RuthlessTimes)
* I do not need to know how to make a better game than you. I just need to know how to cancel my subscription. -Antarious(a slight misquote but the sentiment remains)
Not only does your list lack vision, but it also lacks empathy. There are as many ways to play a game as there are people who play them. Trying to squash all of these people into just four catagories is silly.
Games should be focused on including playstyles instead of excluding them.
"Those who dislike things based only on the fact that they are popular are just as shallow and superficial as those who only like them for the same reason."
Yes, how could he say something else? It's not like Erling is ever gonna say "we are trying to make a wow-clone".
Then look at the fundamental similarities. Remember that AoC is not trying to bring NEW players into the mmo-market. They are trying to take some of the already present. Funcom takes the safe way when they are trying to do that, and im NOT saying that is wrong. Look at other major mmo's recently released or coming soon. They are all very similar in the basic features and goals for the player. Funcoms aim with doing it the same way as others? To keep you paying. There is a formula that works, Funcom is using that formula. The graphics may differ. The combat may be a bit different. But fundamentaly they are the same games.