Damn this looks like fun. Can't wait to get to the right level.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Yes that is a vid of a siege back from early October which has the updates from the patch before from which another siege video from the test server can be seen here:
* Guards will now take longer breaks during patrols.
* You will no longer incorrectly learn a siege camp resurrection point when you are not in a guild.
* Ballistas will now properly despawn after a tower is destroyed.
* You can now attacking Siege Buildings with melee, spells, and siege weapons.
* Several collision fixes done for Battlekeep buildings.
* The gate will now display a message when the damaged state is preventing you from opening it.
* City gates are now functional until the gate is heavily damaged.
* The city gate will no longer receive an extra lever after repairing it.
* It's no longer impossible to repair a destroyed city gate.
* Fixed hole in floor in the tier 2 tradepost.
* It's now possible to use the gate lever while mounted.
* Players can now only control one siege weapon at a time.
* Fixed the tooltip layout that alerts you to the upgrade timer. Added 'Upgrade available in:' to the timer, to clarify things. Changed timer format so it's not 'jumping' anymore when counting down.
* You will no longer lose items when building construction fails.
* The owners of a battlekeep should now learn the resurrection point of their keep after repairing the keep.
* Non-guilded player's pets will no longer attack their owners in Siege PvP.
* When a siege battle starts, the defending guild will now properly discover their battlekeep resurrection point.
* Added the "Local Time" Timer to the window.
* You can now close the city gates by using the city gate lever again. This allows you to close the gate faster to prevent someone else from entering the city.
* Attacking siege buildings with melee/ranged or unarmed will show correct damage on the client.
* Sorting the score window should now sort correctly.
* Building points gained by mercenaries will be rewarded to attacking guild as intended.
* Defending guild mercenaries can no longer gain points by killing attacking players.
* The new Channel "Siege Scores" will display point gain in siege combat.
* Siege weapons are now immune to fatalities.
* All Battle Keeps now have a minimum of 2 siege camps around the outer walls.
* Trebuchets should now properly display their nameplate and targeting arrow (if enabled).
Coming next patch (so far)
* Siege participants should no longer unnecessarily get teleported out.
* The Massive PvP tab can now be opened without being in a guild and without being on the Massive PvP playfield.
* The ballista wont play an explosion particle on each player near the impact any more. The impact visual effect has been changed to be more appropriate for a ballista impact. This should improve performance during sieges.
* Two Wayfarers of Asura have decided to observe the conflict in the Cimmerian end of the Border Kingdoms.
* The losing guild in a siege battle will no longer be able to immediately build a keep anymore.
* The winner of a siege battle should always be reported correctly.
* While participating in a siege, the defending players will now have a red cloak and the attackers will have a blue cloak, for the duration of the battle.
* The PvP area marker should now always appear on the map, as intended. The minimap will show the name of the guild that owns a Battlekeep, and when the next window of vulnerability is.
* The Catapult and Trebuchet particle effect was updated so that it does not play a particle effect on every player that gets hit by the explosion.
* If a player leaves a group during Massive PvP they now have 60 seconds to find a new group. This should make it easier for players to organize players between the two different raids.
* You can no longer interact with NPCs of a Massive PVP City after you lose it to another guild.
As we can see they are gradually moving more focus on this area as other things come up to speed.
Particles are a big cause of slow down and optimization in this area is ongoing but every little bit helps.
They were so buggy in the first couple of month it was really annoying, now they play really well. More focus is needed and I think they need to look at getting at ways to get more people to participate.
The recent coming addition of PvP resources dropping in the Border kingdoms will spice things up between guilds - especially as the PvP consequence system is now dropped in these areas.
pretty impressive video. I think its great to see the improvements on sieges plus the talk about resources needed for keeps is also a great move. I would like to see the east side of the world map open up for guild owned land and something to fight over.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by chryses
pretty impressive video. I think its great to see the improvements on sieges plus the talk about resources needed for keeps is also a great move. I would like to see the east side of the world map open up for guild owned land and something to fight over.
I agree and can't wait for more info in that area.
I'll like to add that I would like them to have another look at the goal of participation. Does the end really justify the means - yes - but so much more could be done to say that out aloud with more confidence
Originally posted by foliot Wow... They killed that wall/gate/w.e with friggen swords. There should at least be some sort of battering ram..
Well you dont do that much damage with swords and the wall was hit by trebuchet too.
The best was to destroy wall/buildings is with siege weapons and siege mounts aka Mammoths and Rhinos.
As for Siege objectives:
01. Attacker need to gather more points then defender. As attacker you receive shit load of points by destroying buildings.
02. Once attacker have more points then defenders they need to destroy Keep. Destroying keep is a bit harder as defender have rezz point next to it and attackers rezz is around 400h meters away. (200-250 from outter siege camp )
Owning a battle keep its giving all members a nice invulnerability ( piercing, slashing etc... ) especially at tier 3.
To be able to build Tier 3 Battle Keep you need to hold a Keep for 1 month ( if keep gets destroyed you are back to start )
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by IKShadow
Originally posted by foliot
Wow... They killed that wall/gate/w.e with friggen swords. There should at least be some sort of battering ram..
Well you dont do that much damage with swords and the wall was hit by trebuchet too.
The best was to destroy wall/buildings is with siege weapons and siege mounts aka Mammoths and Rhinos.
As for Siege objectives:
01. Attacker need to gather more points then defender.
As attacker you receive shit load of points by destroying buildings.
02. Once attacker have more points then defenders they need to destroy Keep.
Destroying keep is a bit harder as defender have rezz point next to it and attackers rezz is around 400h meters away. (200-250 from outter siege camp )
Owning a battle keep its giving all members a nice invulnerability ( piercing, slashing etc... ) especially at tier 3.
To be able to build Tier 3 Battle Keep you need to hold a Keep for 1 month ( if keep gets destroyed you are back to start )
Originally posted by AmazingAvery Hows you guy's keep going IK ?
Tier 2 now We defended it twice and we won and we did 1 attacking siege and won as well To bad you cant claim more then 1 keep .. thinking about doing it with our 2nd guild ( a spare guild with tier 3 city ) but other will think we are to pompous.
Btw since the merge Cimmerian end and Border to Kush are laggy as hell when it comes to sieging, for some reason Aqulionia is ok.
I think they did not cluster enough servers for fury as people are rushing in like crazies .. several large guilds from germany, france, spain move there as well.
By large I mean anything that have more then 50+ players online at prime times.
We also have some nice activity now and its great when you can have 2 pve raids and still enough people for open world pvp.
btw The reason for so many online was mainly cause it was just before the siege and when it comes to that we are pretty strict if members are not there when we need them well they get booted.
Like i said before we have some real nuts in the guild with average daily play time 12h+ heh and people say there is nothing to do in AoC ... killing other players is always good
p.s. My average play time is like 5-6h cant keep with all those nuts we have.
We defended it twice and we won and we did 1 attacking siege and won as well
To bad you cant claim more then 1 keep .. thinking about doing it with our 2nd guild ( a spare guild with tier 3 city ) but other will think we are to pompous.
Btw since the merge Cimmerian end and Border to Kush are laggy as hell when it comes to sieging, for some reason Aqulionia is ok.
I think they did not cluster enough servers for fury as people are rushing in like crazies .. several large guilds from germany, france, spain move there as well.
By large I mean anything that have more then 50+ players online at prime times.
We also have some nice activity now and its great when you can have 2 pve raids and still enough people for open world pvp.
btw The reason for so many online was mainly cause it was just before the siege and when it comes to that we are pretty strict if members are not there when we need them well they get booted.
Like i said before we have some real nuts in the guild with average daily play time 12h+ heh and people say there is nothing to do in AoC ... killing other players is always good
p.s. My average play time is like 5-6h cant keep with all those nuts we have.
Holy fck that guild is just insane. lol
Start to realize out guild suck bigtime compared to this.
It looks like Funcom has the tendency to mess their launches, but the end result is a great MMO after about a year. Happened with AO, so I don't think it's unreasonable to expect any different with AoC.
Comments
Damn this looks like fun. Can't wait to get to the right level.
Yes that is a vid of a siege back from early October which has the updates from the patch before from which another siege video from the test server can be seen here:
ca.youtube.com/watch
Since then a run down of Siege fixes have been:
* Guard Lieutenant is now a normal boss.
* Guards will now hit for a more normal amount.
* Guards will now take longer breaks during patrols.
* You will no longer incorrectly learn a siege camp resurrection point when you are not in a guild.
* Ballistas will now properly despawn after a tower is destroyed.
* You can now attacking Siege Buildings with melee, spells, and siege weapons.
* Several collision fixes done for Battlekeep buildings.
* The gate will now display a message when the damaged state is preventing you from opening it.
* City gates are now functional until the gate is heavily damaged.
* The city gate will no longer receive an extra lever after repairing it.
* It's no longer impossible to repair a destroyed city gate.
* Fixed hole in floor in the tier 2 tradepost.
* It's now possible to use the gate lever while mounted.
* Players can now only control one siege weapon at a time.
* Fixed the tooltip layout that alerts you to the upgrade timer. Added 'Upgrade available in:' to the timer, to clarify things. Changed timer format so it's not 'jumping' anymore when counting down.
* You will no longer lose items when building construction fails.
* The owners of a battlekeep should now learn the resurrection point of their keep after repairing the keep.
* Non-guilded player's pets will no longer attack their owners in Siege PvP.
* When a siege battle starts, the defending guild will now properly discover their battlekeep resurrection point.
* Added the "Local Time" Timer to the window.
* You can now close the city gates by using the city gate lever again. This allows you to close the gate faster to prevent someone else from entering the city.
* Attacking siege buildings with melee/ranged or unarmed will show correct damage on the client.
* Sorting the score window should now sort correctly.
* Building points gained by mercenaries will be rewarded to attacking guild as intended.
* Defending guild mercenaries can no longer gain points by killing attacking players.
* The new Channel "Siege Scores" will display point gain in siege combat.
* Siege weapons are now immune to fatalities.
* All Battle Keeps now have a minimum of 2 siege camps around the outer walls.
* Trebuchets should now properly display their nameplate and targeting arrow (if enabled).
Coming next patch (so far)
* Siege participants should no longer unnecessarily get teleported out.
* The Massive PvP tab can now be opened without being in a guild and without being on the Massive PvP playfield.
* The ballista wont play an explosion particle on each player near the impact any more. The impact visual effect has been changed to be more appropriate for a ballista impact. This should improve performance during sieges.
* Two Wayfarers of Asura have decided to observe the conflict in the Cimmerian end of the Border Kingdoms.
* The losing guild in a siege battle will no longer be able to immediately build a keep anymore.
* The winner of a siege battle should always be reported correctly.
* While participating in a siege, the defending players will now have a red cloak and the attackers will have a blue cloak, for the duration of the battle.
* The PvP area marker should now always appear on the map, as intended. The minimap will show the name of the guild that owns a Battlekeep, and when the next window of vulnerability is.
* The Catapult and Trebuchet particle effect was updated so that it does not play a particle effect on every player that gets hit by the explosion.
* If a player leaves a group during Massive PvP they now have 60 seconds to find a new group. This should make it easier for players to organize players between the two different raids.
* You can no longer interact with NPCs of a Massive PVP City after you lose it to another guild.
As we can see they are gradually moving more focus on this area as other things come up to speed.
Particles are a big cause of slow down and optimization in this area is ongoing but every little bit helps.
They were so buggy in the first couple of month it was really annoying, now they play really well. More focus is needed and I think they need to look at getting at ways to get more people to participate.
The recent coming addition of PvP resources dropping in the Border kingdoms will spice things up between guilds - especially as the PvP consequence system is now dropped in these areas.
pretty impressive video. I think its great to see the improvements on sieges plus the talk about resources needed for keeps is also a great move. I would like to see the east side of the world map open up for guild owned land and something to fight over.
I agree and can't wait for more info in that area.
I'll like to add that I would like them to have another look at the goal of participation. Does the end really justify the means - yes - but so much more could be done to say that out aloud with more confidence
That's new to me. Can you explain please? Sounds very interesting.
Wow... They killed that wall/gate/w.e with friggen swords. There should at least be some sort of battering ram..
No battering ram, you can destroy the keep with your mammoth's tusks.
Very nice vid man.
Well you dont do that much damage with swords and the wall was hit by trebuchet too.
The best was to destroy wall/buildings is with siege weapons and siege mounts aka Mammoths and Rhinos.
As for Siege objectives:
01. Attacker need to gather more points then defender.
As attacker you receive shit load of points by destroying buildings.
02. Once attacker have more points then defenders they need to destroy Keep.
Destroying keep is a bit harder as defender have rezz point next to it and attackers rezz is around 400h meters away. (200-250 from outter siege camp )
Owning a battle keep its giving all members a nice invulnerability ( piercing, slashing etc... ) especially at tier 3.
To be able to build Tier 3 Battle Keep you need to hold a Keep for 1 month ( if keep gets destroyed you are back to start )
Futilez[Do You Have What It Takes ?]
Well you dont do that much damage with swords and the wall was hit by trebuchet too.
The best was to destroy wall/buildings is with siege weapons and siege mounts aka Mammoths and Rhinos.
As for Siege objectives:
01. Attacker need to gather more points then defender.
As attacker you receive shit load of points by destroying buildings.
02. Once attacker have more points then defenders they need to destroy Keep.
Destroying keep is a bit harder as defender have rezz point next to it and attackers rezz is around 400h meters away. (200-250 from outter siege camp )
Owning a battle keep its giving all members a nice invulnerability ( piercing, slashing etc... ) especially at tier 3.
To be able to build Tier 3 Battle Keep you need to hold a Keep for 1 month ( if keep gets destroyed you are back to start )
Hows you guy's keep going IK ?
Tier 2 now
We defended it twice and we won and we did 1 attacking siege and won as well
To bad you cant claim more then 1 keep .. thinking about doing it with our 2nd guild ( a spare guild with tier 3 city ) but other will think we are to pompous.
Btw since the merge Cimmerian end and Border to Kush are laggy as hell when it comes to sieging, for some reason Aqulionia is ok.
I think they did not cluster enough servers for fury as people are rushing in like crazies .. several large guilds from germany, france, spain move there as well.
By large I mean anything that have more then 50+ players online at prime times.
We also have some nice activity now and its great when you can have 2 pve raids and still enough people for open world pvp.
btw The reason for so many online was mainly cause it was just before the siege and when it comes to that we are pretty strict if members are not there when we need them well they get booted.
Like i said before we have some real nuts in the guild with average daily play time 12h+ heh and people say there is nothing to do in AoC ... killing other players is always good
p.s. My average play time is like 5-6h cant keep with all those nuts we have.
Futilez[Do You Have What It Takes ?]
Tier 2 now
We defended it twice and we won and we did 1 attacking siege and won as well
To bad you cant claim more then 1 keep .. thinking about doing it with our 2nd guild ( a spare guild with tier 3 city ) but other will think we are to pompous.
Btw since the merge Cimmerian end and Border to Kush are laggy as hell when it comes to sieging, for some reason Aqulionia is ok.
I think they did not cluster enough servers for fury as people are rushing in like crazies .. several large guilds from germany, france, spain move there as well.
By large I mean anything that have more then 50+ players online at prime times.
We also have some nice activity now and its great when you can have 2 pve raids and still enough people for open world pvp.
btw The reason for so many online was mainly cause it was just before the siege and when it comes to that we are pretty strict if members are not there when we need them well they get booted.
Like i said before we have some real nuts in the guild with average daily play time 12h+ heh and people say there is nothing to do in AoC ... killing other players is always good
p.s. My average play time is like 5-6h cant keep with all those nuts we have.
Holy fck that guild is just insane. lol
Start to realize out guild suck bigtime compared to this.
Glad to see you guys doing great.
It looks like Funcom has the tendency to mess their launches, but the end result is a great MMO after about a year. Happened with AO, so I don't think it's unreasonable to expect any different with AoC.