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Hey sieging looks fun!!

Found this really cool Siege Video in this thread in the AoC forum.

forums.ageofconan.com/showthread.php

I have not tried yet but I look forward to when I get there.

 

Level 20 Now

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Comments

  • Blackwell99Blackwell99 Member Posts: 352

     

    Here's the reality of sieges.........

     

    Right now FC has made it such a disaster from their lack of direction the AoC forums are going nuts, of course you'll never see them because FC is hanging by a thread and are bleeding players and money right now. That means they are doing their best to delete these posts ASAP (as if that's ever saved them-lol)

    If you are on a PvE server right now when war is declared, people are ganking other players in a non consensual manner. On a PvE server this insane, because the side declaring war is basically stalking and waiting til they find every member they can in the world (from the opposing team), then they declare war. The unsuspecting player(s) are ganked (because they had no idea they were flagged for pvp-because they have no way of knowing war was declared on their guild) the second war is declared, this of course is all orchestrated by the attacking guild. Remember this is a PvE server where most people were hoping to get away from that "Hi im 15 years old--I'll never get laid, but hey I can grief you in AoC instead--and you can't do a thing about it...im powerful" mentality---it's a joke.

    Even if that wasn't the case, and FC is starting to understand the depth of their own bad decision making, so they sound like they are taking it out from the way they are talking (Im guessing late summer seeing how quick they get things done). Of course there are so many other bugs and exploits and issues that go back to the game's launch--it's hard to understand how they are going to do this--which they probably won't. They will just let the game get worse and worse. They may fix a  thing here and there--but the more they add the more they break. (I can't wait til DX10-lol)

    The old reality use to be that a guild would declare war on you, and then just simply not show up. This means that if you are in a guild with a city you'd be expected to show at a certain time in order to defend your BK, but the other team wouldn't show up (the other team being the side that DECLARED war). Why would anybody bother  to do that do you ask? Because that's the reality of the Kool-Aid drinkers that infest AoC.  (ooow it's rated "M" im a grown up and there are boobies). Now they wouldn't just do this once and a while--but constantly. Hey they're little kids who still laugh at fart jokes (FC knows this an added a fart emote to celebrate and encourage it) and may think it's a riot--and if you are one of them im sure you'll have a blast too, but for most people over 16--it gets old pretty quick.

     

    Now if you are dumb enough to roll on a PvP server the first system will stay the same--when war is declared, obviously you are free game anyways. But on a PvP server you WILL be farmed. You see there are no one on one fights in AoC. People simply see you as a walking meat farm for PvP Xp. This is because the less than bright FC has made it so that it's worth it to farm you on white sands when they are 8 levels beyond you. Of course people will tell you that doesn't matter..its all skill ..but a lot of these people are buddies who hunt in packs (alts from established guild and experienced players), and I guarantee you that they have a few ranger's who happen to be way OP'd at that level. The fanbois will be coming in here to deny everything (failed FC investors and Paid FC employees). But if you are really a new player and not one of their alts--come back when you get to 80 (if FC is still in business ) then we'll talk.

    Otherwise I find you a little too excited to be a legit player imo--players like yourself usually do their worshiping on  The AoC boards. This is where they come when they realize the game is a joke. Or when they are bought by FC to talk about how great the game is.

     Have fun with the sieges

  • astrob0yastrob0y Member Posts: 702

    Damn. You did quite well when picking the game mechanism apart with good and solide arguments :) Ever consider to work as a lobbyist? 

    I7@4ghz, 5970@ 1 ghz/5ghz, water cooled||Former setups Byggblogg||Byggblogg 2|| Msi Wind u100

  • VespersVespers Member Posts: 246

    Hehe, I was just thinking the same thing about the OP. Almost everyone that I know who started playing AOC went to the official AOC forums to post their experiences. Only the FC virial marketers will make a new account on these boards to say how great they think the game is.
    I have no problem with players who have been playing AOC for awhile and then making a new account here to give everyone their own opinion of the game, thats their right.
    My question is, What do all of these viral marketers get from FC for doing all of their dirty work? Cash? Free Accounts? Free In-game loot?
    If it is cash, then I think I know where all the money FC lost in 2008 went.

  • Deadman87Deadman87 Member Posts: 253

    It's been a while since last time I sieged. Three months or so, and then there were some bug that made people able to jump through a certain part of our Battlekeep's walls. We still won though, and it was one of the more adrenaline filled online battles I have ever partaken in. But fuck that wall bug.
     
    Have been postponing my playing until 1.4 before getting into sieging again :) I miss my Mammoth.

    It is preferable not to travel with a dead man.

  • KrewelKrewel Member Posts: 390

    Unfortunately, sieges are still epic Phail with a capital P inscribed on it. Not much has been fixed since I last participated in them (during the summer I went through the misery of 13 sieges), still the same old exploits and broken mechanics. Worst of all, sieges are unrewarding. I am sure FC has plans to better this part of endgame, but most likely this will be on the agenda only after 1.5, which means broken sieges till... the end of 2009, it seems. Do you have the patience?

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188
    Originally posted by Krewel


    Unfortunately, sieges are still epic Phail with a capital P inscribed on it. Not much has been fixed since I last participated in them (during the summer I went through the misery of 13 sieges), still the same old exploits and broken mechanics. Worst of all, sieges are unrewarding. I am sure FC has plans to better this part of endgame, but most likely this will be on the agenda only after 1.5, which means broken sieges till... the end of 2009, it seems. Do you have the patience?



     

    In the Past, with a captial "P". Just like "P"entium 4's. Or "P"ast "P"layer with a grudge. Or "P"ast "P"layers with only "P"revious outdated experience. Everything you guys say is not your own experience. And that is too funny.

     

    Some of the changes since last you played (7 months ago? lol ) and since the review of the game here that kinda missed this whole area...:

     

     MASSIVE PVP

    Massive PVP

    • Ballistas will now properly despawn after a tower is destroyed.
    • 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.
    • Player City Guards will now detect hidden enemy players.
    • You should no longer get teleported out of the playfield when you leave your group in the Border Kingdoms.
    • Battle Keep guards should no longer get confused about who to attack during a siege.
    • Guards will now hit for a more normal amount.
    • Guards will now take longer breaks during patrols.
    • The new Channel "Siege Scores" will display point gain in siege combat.
    • Siege weapons are now immune from fatalities.
    • Attacking siege buildings with melee/ranged or unarmed will show correct damage on the client.
    • Changed the Ballista to use the correct spell.
    • Changed the Ballista Hit spell to not hit players.
    • Players are now dismounted when they are knocked out of city buildings.

       
    • Fixed a 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 spend your building materials 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.
    • Sorting the score window should now sort correctly.
    • Building points gained by mercenaries will be rewarded to the attacking guild as intended.
    • Defending guild mercenaries can no longer gain points by killing attacking players.
    • 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).
    • Battlekeeps will no longer have NPC guards.
    • Buildings can not be repaired during a siege PvP battle anymore.
    • The vulnerability window will be moved a few hours into the future now in case the playfield gets unavailable during an already running siege battle.
    • The order of the Player City buildings has been adjusted. This should make it easier for players to get the trade skill buildings while the overall difficulty of getting a full tier 3 city should remain the same. We have also introduced an element of player choice, where players can choose which of the tradeskill buildings to build first.
    • The system to sign up to siege a battlekeep has been enhanced. The guilds that want to participate in a siege will now declare war on each other to win the right to lay siege. During this war, the attacking guilds gain points for killing members of other guilds that have signed up, and lose points if they are killed by the defending guild. As in the old system, the guild that earns the right to attack will have their points reset, but the points of non-qualifying guilds will roll over to the next war.
    • After a siege has finished, the server will no longer schedule a battle during a time that already has a battle scheduled.
    • Siege participants will no longer incorrectly get teleported out.
    • The Massive PvP time window can now be opened without being in a guild and can be opened from any playfield.
    • The ballista won’t play an explosion particle on each player near the impact anymore. The impact visual effect has been changed to be more appropriate for a ballista impact. This should also improve performance during sieges.
    • Two Wayfarers of Asura have decided to observe the conflict in the Cimmerian end of the Border Kingdoms.
    • If a guild loses a siege they will no longer be able to immediately rebuild the keep.
    • The winner of a siege battle should now be reported correctly.
    • The PvP area marker will now appear on the map correctly. The minimap will show the name of the guild that owns a Battlekeep, and when the next window of vulnerability is.
    • If a player leaves a group during a siege 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 battlekeep after you lose it to another guild.
    • Border Kingdoms, Cimmerian End now has some additional resurrection points.
    • It is no longer possible to heal siege weapons.
    • The siege timer should now display correctly.
    • Players who enter a siege after the battle has begun should now see the score update.
    • The locations of the attacker resurrection points have been slightly adjusted. Keep in mind that they are still not right next to the actual siege camps.
    • The siege weapons graphics have been improved.
    • You will no longer lose the resurrection point of your keep when attacking another battlekeep in the same playfield.
    • Tweaked an area near the stairs in battlekeep Burnheim to allow players to walk over it instead of jump.
    • If a battlekeep becomes vulnerable but no attackers signed up to attack it, it should no longer be vulnerable for the siege duration. Instead, the vulnerability window will automatically be re-scheduled as if the defense had completed successfully.
    • The siege score window should correctly reappear after each teleport/death, but will not remain onscreen if you leave the playfield.
    • Lacheish Plains: City owners should now properly receive their city resurrection points.
    • Sturmgarde battlekeep now has improved wall defenses.
    • The tooltip on the vulnerability window should now only show owner guild and time the next battle will be.

    They are running very smooth and it is obvious there is plenty of proof out there, threads, videos, happening often. Must really get up the nose of those that left the game on bad terms. Especially considering how well they run now, almost a streak of jealously from players of other games. Deservedly so.

    This is GVG not some Faction set up. Pick your team mates, not computer picked for you. 100 man siege on big playfields (bigger than Crysis maps with decent graphics) and all running pretty smooth.

    If you RP there is more meaning. If you want the respect of your enemy then atleast they can let you know in the chat. It is all about rights.



  • openedge1openedge1 Member Posts: 2,582

    It just kills me how much old data is here from players who played LAST YEAR, and have not touched the game since.

    Why must they continue to offer their opinion of mechanics that have changed drastically. For example, the Raid/Siege/PvP button for graphics to minimize lag and slowdowns due to particles...I mean...really.

    The video is cool, and it is nice of you to post it here. Too bad that the hate machine continues to steamroll all standard posts.

    Stupid.

  • DrednaughtDrednaught Member Posts: 115
    Originally posted by openedge1


    It just kills me how much old data is here from players who played LAST YEAR, and have not touched the game since.
    Why must they continue to offer their opinion of mechanics that have changed drastically. For example, the Raid/Siege/PvP button for graphics to minimize lag and slowdowns due to particles...I mean...really.
    The video is cool, and it is nice of you to post it here. Too bad that the hate machine continues to steamroll all standard posts.
    Stupid.

    Gaming since 1985 and still going strong.

  • KrewelKrewel Member Posts: 390

    Check out what the players who actually play sieges say, starting from this page - http://forums-eu.ageofconan.com/showthread.php?t=89615&page=3. Someone quotes me on this page, meaning the players continue the discussion after my leaving, so you should read what kind of issues have been springing up since my last login.

     

    Or check out this - http://forums-eu.ageofconan.com/showthread.php?t=112118

     

    You fanboys,  need to understand that quoting patch notes and implementing those words into reality are two entirely different things. There are STILL the same old issues that I was experiencing during sieges and fancy words from either patch notes or AmazingAvery do not turn manure into gold. Exploit, such as "walking through walls" almost entirely destroy a siege, whether a guild has superior tactic or not.

     

    On a side note - just because I don't play the game anymore, does not mean I do not know what goes on in it. But unlike Avery, I actually listen and read what the people, especially from my former guildies, who actually play have to say. There is ALWAYS a double-edged sword when it comes to FC's patches, never forget that.

     { Mod Edit }

     

  • openedge1openedge1 Member Posts: 2,582
    Originally posted by Krewel

     

    Check out what the players who actually play sieges say, starting from this page - http://forums-eu.ageofconan.com/showthread.php?t=89615&page=3. Someone quotes me on this page, meaning the players continue the discussion after my leaving, so you should read what kind of issues have been springing up since my last login.

     

    Or check out this - http://forums-eu.ageofconan.com/showthread.php?t=112118

    You fanboys, need to understand that quoting patch notes and implementing those words into reality are two entirely different things. There are STILL the same old issues that I was experiencing during sieges and fancy words from either patch notes or AmazingAvery do not turn manure into gold. Exploit, such as "walking through walls" almost entirely destroy a siege, whether a guild has superior tactic or not.

    On a side note - just because I don't play the game anymore, does not mean I do not know what goes on in it. But unlike Avery, I actually listen and read what the people, especially from my former guildies, who actually play have to say. There is ALWAYS a double-edged sword when it comes to FC's patches, never forget that.

    { Mod Edit }

     

    Well, reading this, I see your point. It seems to still be a problem. It is odd that some sieges still go off without a hitch, and it almost seems like some guilds purposely use those exploits to their advantage..sucks some guilds will do that.

    But, that is honor for you.

    I read through more posts there as well, and it seems to be the consensus that full sieges break, and exploits still exist. At least these people still play the game, and I am glad they post their problems and bug report issues. This is my number one concern.

    Thanks for pointing this out, but it looks like people who ARE playing are looking to figure it out..thanks for your concern

  • VespersVespers Member Posts: 246

    Wow, I just read the thread that was posted on the official AOC forums. Not only are the seiges bugged to hell but when a guild loses a battlekeep(and thus months of hard work) directly related to multiple bugs, the AOC GMs just said that they were aware of all of the seige bugs but that the guilds who lost their Battlekeeps are shit-out-of-luck.
    Let's hear it for Funcom's customer service, they are the absolute Cream Of The Crop.

  • Bill_pullBill_pull Member Posts: 20
    Originally posted by Vespers


    Wow, I just read the thread that was posted on the official AOC forums. Not only are the seiges bugged to hell but when a guild loses a battlekeep(and thus months of hard work) directly related to multiple bugs, the AOC GMs just said that they were aware of all of the seige bugs but that the guilds who lost their Battlekeeps are shit-out-of-luck.

    Let's hear it for Funcom's customer service, they are the absolute Cream Of The Crop.



     

    It's funny when the 'fans' say that 'you have to play the game RECENTLY' to be able to comment.  But here we see a thread by current players stating the same problems that were present last summer.

    The fact is that unless you are talking about the client (which was fixed), most of the major problems with launch are still around.   Bugged dungeons and seiges, poor itemization, lack of endgame content (fixed a little).  Yes, the dev team has made minor improvements on most fronts, but the degree of those improvements are tiny compared to how bad the problem is.

    This is exactly why even the fans don't want the free trial yet.   Just like 'bugged seiging', most other issues are stil around.

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188
    Originally posted by Krewel


    Check out what the players who actually play sieges say, starting from this page - http://forums-eu.ageofconan.com/showthread.php?t=89615&page=3. Someone quotes me on this page, meaning the players continue the discussion after my leaving, so you should read what kind of issues have been springing up since my last login.
     
    Or check out this - http://forums-eu.ageofconan.com/showthread.php?t=112118
     
     



     

    I took out all your false accusations in the quote alright :)

    First that you for admitting that you don't play the game, and haven't played it in 7/8 months. Great now we know where you stand and why you feel the need to come and presume that the game is any way the same in the siege area.

    It is obvious not.

    The first error of you ways is that the first link you posted stems back from September 2008 oh dear, are you activley reading outdated info and think it is relvent to post here? You know as I point out with patch notes and from my experience things are not the same. They are not perfect either, but much better as we can visually see and if you play, experience.

    The second link you posted was an issue that arose in a particular circumstance, was unknown of before. You see when you have all these servers with Sieges happening regularly every week there has been no other report of that same particular situation occuring before.

    What have they done to fix this happening again? Well if you notice they patched test server right after those guilds let the dev's know and reported it. That is right the patch happened asap. Nothing like direct constructive feedback being acted on promtly and with accordance. The final outcome for the guild who lost the keep is still being decided. So hopefully it will have a proper conclusion.

    If you would like to read further into it, it also does link to the test server thread, which by chance our friend IKshaow is giving feedback in a two way process with a dev.

    You would also find that the rez pad bug apparently only happens on the Cimmerian Border with Calenach, and that also happens to be the same area for the posted video above by the OP which reported no issues what so ever. Isn't that interesting.

    Some people I guess have to be carefull when labeling others when they have no clue.

    That posted video above http://www.youtube.com/watch?v=foVCnBFJP1w  (new) and this one from Sept'08 www.youtube.com/watch show barely any issues. And backs up improvements in this area claims.

    There is one, just ONE unfortunate incidence on ONE server, in ONE particular instance which there was an issue with rez pads. This has not been seen in same situations on any other servers yet...

    They are fun to participate in. That is the feeling for most / many just by reading the feedback on them.



  • KrewelKrewel Member Posts: 390

    Maybe you did not quite read the links I provided. I linked the page that starts from the summer/fall of 2008 and ends with the 25th February 2009. People are on and on complaining about the issues that have been appearing since the start, so my info is NOT outdated at all, only your reading comprehension. And again, you are being pathetic by talking about the present using the future tense. Like a typical Funcom GM or dev., you are either ignorant of what really goes on in pvp endgame activities or you are just lying about the actual state of affairs. The same ignorant and dumb responses that people NOW receive from either GMs or developers concerning siege mechanics and exploits were on the same level back in the summer/fall of 2008.

  • SignusMSignusM Member Posts: 2,225

    Its kind of sad that 8 years later, multi million dollar companies can't make sieges even 1/7 as epic as Dark Age of Camelot sieges. Enjoy your "unique" gameplay. 

  • KrewelKrewel Member Posts: 390

    Well, they are epic and fun to participate, it's just that there are far too many negative sides to it. I am sure that FC and the lackey Avery will present to you many of the features and things that sieges offer, but the main problem is that they will not show you the negative sides to it. And no, patch notes do not reveal this.

  • SignusMSignusM Member Posts: 2,225
    Originally posted by Krewel


    Well, they are epic and fun to participate, it's just that there are far too many negative sides to it. I am sure that FC and the lackey Avery will present to you many of the features and things that sieges offer, but the main problem is that they will not show you the negative sides to it. And no, patch notes do not reveal this.

    I wouldn't really call such a small battle epic, unless they increased the number of people allowed into the instanced encounter? 

    I don't know, I guess I'm just used to fully open world, non instanced 600 man sieges in DAoC

  • UnfinishedUnfinished Member Posts: 881
    Originally posted by SignusM

    Originally posted by Krewel


    Well, they are epic and fun to participate, it's just that there are far too many negative sides to it. I am sure that FC and the lackey Avery will present to you many of the features and things that sieges offer, but the main problem is that they will not show you the negative sides to it. And no, patch notes do not reveal this.

    I wouldn't really call such a small battle epic, unless they increased the number of people allowed into the instanced encounter? 

    I don't know, I guess I'm just used to fully open world, non instanced 600 man sieges in DAoC

     

    AoC can't do that, the engine isnt powerful enough to be able to render that many elements at once, even tho right up to launch they said they were gonna have 2X as many players per side in their sieges. Add it to the list of all the things that turned out to be 50% of what they claimed.

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188
    Originally posted by Unfinished

    Originally posted by SignusM

    Originally posted by Krewel


    Well, they are epic and fun to participate, it's just that there are far too many negative sides to it. I am sure that FC and the lackey Avery will present to you many of the features and things that sieges offer, but the main problem is that they will not show you the negative sides to it. And no, patch notes do not reveal this.

    I wouldn't really call such a small battle epic, unless they increased the number of people allowed into the instanced encounter? 

    I don't know, I guess I'm just used to fully open world, non instanced 600 man sieges in DAoC

     

    AoC can't do that, the engine isnt powerful enough to be able to render that many elements at once, even tho right up to launch they said they were gonna have 2X as many players per side in their sieges. Add it to the list of all the things that turned out to be 50% of what they claimed.



     

    1,2,3, all of you have not personally either participated in a siege or if have done so was 8 months + ago.

    I think that speaks all that needs to be said really.

    Experience, beats theory any day of the week in my book.

    Yes there are negative sides to the sieges at the moment, several times have pointed them out. But you see visually in the video linked here that things look ok don't they. Must be so hard to acknowledge that aspect.

    EDIT: I'll like to point out that by listing what was fixed was also acknowledgement of what was wrong. And by no means it means they are perfect.

    Just to show they are not always perfect but still fun there was a server crash in one last night.

    Check it out: www.youtube.com/watch 

    It  looks like fun to me, but the server crashed, siege points reset. Right up to the moment where it did crash we can see some awesome game play. Hope that is balanced enough. I only wish for them to get better and the development on them proves this despite issues still.



  • KrewelKrewel Member Posts: 390

    I have participated in about 13 sieges, it was a long time ago, yes, but you see, Avery, your logic here is false. You try to create the illusion that just because a certain amount of time has passed, the sieges have essentially improved. Sure, there were some minor tweaks here and there, like giving the defenders a better chance at defending the battlekeep, but according to the feedback the players post, especially from the players I know, there are still the same old issues. Wall-walking is still here, the overall rewards for participating in a siege are still absent, the lag is still there, still totally unoptimized, res points sometimes still bug out, bringing total imbalance for the battle, you can destroy a battlekeep with your horses' hooves, there are still gaps in structures, etc.

    And will someone explain to me what the deal is in collecting certain amount of siege points before you can actually win by destroying a battlekeep? There was one time when we lost the siege because we destroyed the enemy's battlekeep before we gathered siege points. Totally stupid and illogical, imo. And by the way, is there any official info on how the siege mechanics actually work? When we asked GMs about it, they were as clueless as we were (like why do we have to gather points before we can actually engage the battlekeep), and according to recent posts, the GMs are still clueless and developers phlegmatically say - "we're working on it".

    Yes, the video shows some nice graphics, and what is the point in that? The majority are not fooled by eye candy, especially when it comes to MMOs.

  • UnfinishedUnfinished Member Posts: 881
    Originally posted by AmazingAvery

    Originally posted by Unfinished

    Originally posted by SignusM

    Originally posted by Krewel


    Well, they are epic and fun to participate, it's just that there are far too many negative sides to it. I am sure that FC and the lackey Avery will present to you many of the features and things that sieges offer, but the main problem is that they will not show you the negative sides to it. And no, patch notes do not reveal this.

    I wouldn't really call such a small battle epic, unless they increased the number of people allowed into the instanced encounter? 

    I don't know, I guess I'm just used to fully open world, non instanced 600 man sieges in DAoC

     

    AoC can't do that, the engine isnt powerful enough to be able to render that many elements at once, even tho right up to launch they said they were gonna have 2X as many players per side in their sieges. Add it to the list of all the things that turned out to be 50% of what they claimed.



     

    1,2,3, all of you have not personally either participated in a siege or if have done so was 8 months + ago.

    I think that speaks all that needs to be said really.

    Experience, beats theory any day of the week in my book.

    Yes there are negative sides to the sieges at the moment, several times have pointed them out. But you see visually in the video linked here that things look ok don't they. Must be so hard to acknowledge that aspect.

    EDIT: I'll like to point out that by listing what was fixed was also acknowledgement of what was wrong. And by no means it means they are perfect.

    Just to show they are not always perfect but still fun there was a server crash in one last night.

    Check it out: www.youtube.com/watch 

    It  looks like fun to me, but the server crashed, siege points reset. Right up to the moment where it did crash we can see some awesome game play. Hope that is balanced enough. I only wish for them to get better and the development on them proves this despite issues still.

     

    You are well aware they halved the amount of participants allowed in the sieges because the engine couldn't handle it. Nice try tho.

  • KrewelKrewel Member Posts: 390

    They halved the amount participants? Explain, please. It is still 48 v 48, right?

  • UnfinishedUnfinished Member Posts: 881
    Originally posted by Krewel


    They halved the amount participants? Explain, please. It is still 48 v 48, right?

     

    Was advertised as twice as many per side prior to launch, beta-testers barely got to even touch a siege until 1-2 weeks before launch, they kept telling everyone it was being 'tested internally as not to ruin the big surprise' and FC had to cut it down to 48 per side because the engine couldn't handle anymore than that.

  • GruntiesGrunties Member Posts: 859

    Let me make sure I've got the jist of these posts right:

    - Extremist fans say you have to have played recently to have a valid opinion on the game

    - Recent subscribers are posting about many problems with sieging (many which have been around forever)

    - Extremist fans come up with some other dishonest way to try and invalidate the negative information.

    - AoC correspondent still leading the crusade to crucify anyone that reports the negative state of the game.

    Guess AoC hasn't changed at all, cause this is the same way its been since release. Hasn't it been about a year now? If Funcom can't fix their siege problems after this long, they won't ever.

    I feel really sorry for the OP. He seems to genuinely think there is fun to be had with end game sieging, no fault of his own (positive misinformation can certainly be convincing) , but he is going to be in for a rude awakening when he finally gets to that carrot on a stick at end game and finds its been laced with cyanide...

    Maybe once they get dx10 implemented in 2010, they can get around to fixing sieging?

    Waiting for: A skill-based MMO with Freedom and Consequence.
    Woe to thee, the pierce-ed.

  • AssasinatedAssasinated Member Posts: 31
    Originally posted by Grunties


    Let me make sure I've got the jist of these posts right:
    - Extremist fans say you have to have played recently to have a valid opinion on the game

    - Recent subscribers are posting about many problems with sieging (many which have been around forever)

    - Extremist fans come up with some other dishonest way to try and invalidate the negative information.

    - AoC correspondent still leading the crusade to crucify anyone that reports the negative state of the game.
    Guess AoC hasn't changed at all, cause this is the same way its been since release. Hasn't it been about a year now? If Funcom can't fix their siege problems after this long, they won't ever.
    I feel really sorry for the OP. He seems to genuinely think there is fun to be had with end game sieging, no fault of his own (positive misinformation can certainly be convincing) , but he is going to be in for a rude awakening when he finally gets to that carrot on a stick at end game and finds its been laced with cyanide...
    Maybe once they get dx10 implemented in 2010, they can get around to fixing sieging?

    Look guys. The intention was just to show something that I found that looks fun. I think you are working yourself up for absolutely no reason. I have not completed one yet, but sieges are done daily on every server. You see the new AoC UI have a time table showing massive PvP events ingame. It happens a lot and No I have not seen one complain from my server over the 10 Sieges that have happened since I started.

     

    Sieges is just another daily happening in AoC, and I think it is unfair of you to speculate a good intention to death just because 1 of 20 sieges went down the drain or whatever. Finally, you see that text in red there, technically you can not say that anymore. AoC has more raids than many other MMOs (including WAR) now after patch 1.04. So if it's cyanide then the whole industry is cyanide. Idiotic really that any attemt to discuss or share anything make people angry. I can really not understand that.

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