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credits, to Indimirren from RUS Corp.
Nice one Funcom !
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
Comments
Dang the curage, carnage, and cleavage needed to PvP competitively in AoC. I'm pretty impressed it looks like Age of Conan finaly became a PvP focused game as all the hard core PvPers I knew loved gathering resources and would do that over fighting other players, anyday. I must be in the very small minority of players that hate gathering resources BUT if I recall didn't Funcom already add resources to border kingdoms to compete over in PvP? Just way to much PvP in this beast of a title.
Funcom has reviewed all of its assets relevant for
impairment testing. This process has led to
recognition of an impairment loss of around
3,1 MUSD for Age of Conan due to a decrease in
numbers of subscribers for the game. Funcom Q4 10 report.
http://forums.ageofconan.com/showpost.php?p=2926123&postcount=7 500 mains/alts on Tyranny in past 30 days - instead of merge servers let's open a new PvP server, again! http://forums-eu.ageofconan.com/showthread.php?t=106427
Expansion looks like it is going to be ready for the next 3 months, they are making it ready, it is definately going to be released around mid year. Trust me, PvP gear is still hard to get, not only that, but unlike WoW the pvp gear in AoC is made to support PvP, not PvE. As such you cant just get PvP gear and have the best in the raid, because you wont.
Before you judge a game, go play it first.
I agree the expansion will be released soon, probably around May 20-Jun 20. I doubt it will be high quality or anything so it probably should be delayed but they can spend the next two years fixing it.
However, Warcraft's PvP gear has to many stat points assigned to stamina and resilliance so PvE sets would be much better for PvE mobs as they more stats to DPS or Healing, etc and a greater focus on sustained damage. Warcraft's PvE gear is bad for PvP because it lacks a lot of stamina and resiliance and usualy it has less burst damage (Like a PvE weapon would be 300-400 and a PvP one would be 200-500 so it has a chance to do more. Catyclism is out soon maybe I will go back and play WoW.
I'm not sure how far apart end game PvP and PvE gear in AoC is though but I do know you have to kill players in Arena to get good PvP gear in WoW and if you win you go up but if you lose you go down and ranking determins how fast you get gear. In AoC so far you can mine resources and do you just have to participate or do you have to win the 1 mini game that people do for badges in AoC?
Funcom has reviewed all of its assets relevant for
impairment testing. This process has led to
recognition of an impairment loss of around
3,1 MUSD for Age of Conan due to a decrease in
numbers of subscribers for the game. Funcom Q4 10 report.
http://forums.ageofconan.com/showpost.php?p=2926123&postcount=7 500 mains/alts on Tyranny in past 30 days - instead of merge servers let's open a new PvP server, again! http://forums-eu.ageofconan.com/showthread.php?t=106427
and who are the best guilds in Aoc?
Quote from the Game Director of Funcom
Originally Posted by Silirrion
I think the flow is pretty much where we intend it to be based on people playing the Shrines system in the intended manner that the team designed. Now obviously if that doesn't end up being the case, we will, as I have said all along, consider additional changes or improvements down the line to the Shrines game-play.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
That chart makes a lot of sence, guilds where not doing well when it was just PvP for Glory because there are so few PvPers who play but now that they changed PvP into a PvE farming and gathering even players on PvE servers who would never kill another player are able to get a lot of PvP points for guild renown and PvP XP.
But it is no suprise as Age of Conan is not a PvP game at all, if you ask about PvP on the official forums they tell you to go back to your cartoon WoW bcause they like mining for artisan and glory and killing mobs for Valor, they don't like killing each other and are glad the game does not make them or allow them to do so most the time.
Funcom has reviewed all of its assets relevant for
impairment testing. This process has led to
recognition of an impairment loss of around
3,1 MUSD for Age of Conan due to a decrease in
numbers of subscribers for the game. Funcom Q4 10 report.
http://forums.ageofconan.com/showpost.php?p=2926123&postcount=7 500 mains/alts on Tyranny in past 30 days - instead of merge servers let's open a new PvP server, again! http://forums-eu.ageofconan.com/showthread.php?t=106427
Interesting.
I have to comment though, resource gathering is thrown into the mix to encourage conflict. The areas where you gather resources are deemed open PvP (or world PvP) with looting. However, resource gathering is not new. It's always been there to encourage players to utilize another area in order to stir stuff up -- battle for power and resource.
Yes, you can argue that resource gathering in itself is not including any element of PvP. You can say that about basically any element of any system, like capture the flag or territory control (you know where you wait in a spot to claim a zone). Yet, there is one thing that a lot of people seem to forget. PvP does not translate into "player killing". When you capture resources or control a region, it's not player killing in order to accomplish those tasks. You however may have killed a few players here and there on the way up to victory, but the overall competitiveness of the system is PvP even if it included no physical death-dealings of players.
Shrines encourages player conflict and both resource control and player killing. Both of these are forms of competitive gameplay versus human players and both of these systems work hand-and-hand together to encourage conflict. Resource gathering supports the primary system or element -- player killing; much like PvE gameplay supports world PvP.
Cheers!
Glen ''Famine'' Swan
Senior Assistant Community Manager - Funcom
The real problem with these so called resource player "controlled" maps in any game is that its not player vs player GAMEPLAY that controls anything. Its the politics that do. Its one of the biggest failure AOC made from start to think that player cities would become a true siege fights... They are ofc not...
But so far sieges are controlled by lag and very little else. But thats pretty much as worthless as fighting with other players if you ask me.
Am I the only one watching a video of Snow White instead of the Age of Conan PvP I was expecting? A lame version of a Rick Roll I guess...
EDIT: Ah lame, didn't get it because I haven't leveled passed 30 yet.
Could someone explain to me what the we are talking about? Are we talking about people who currently play AoC or people who used to play, but don't play anymore? Or, are we talking about PvP under its current form? Or, are we talking about sieges when the game came out? Or, are we talking about how mining objects in a game design are required to get a set of items?
We are talking about
- people who are currently playing AoC
- PvP under its current form
- not sieges
- mining objectives being the only way for you to get the best pvp gear leading to deserted servers or servers where guilds make "deals not to kill each other" having highest amount of success in this system (no one to stop them mining) and the highest populated pvp server being over run by zergs (raids of big numbers) making it impossible for others to compete and slow for the raiders to advance.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
I don't know much about AoC, so I won't comment on the PvP system, However, you seem to know very little (possibly nothing) about WoW PvP gear and PvE gear. In fact, the reality is the opposite of what you have written here. There are no serious PvE players that show up to a raid with PvP gear. Just as there are no serious arena players that show up in an arena in PvE gear. Is it possible that they have one piece of gear due to bad luck (read: drop rates) or the stats happen to complement in some way? It's possible, but not very likely.
Now you know.
I must point out that this logic can be applied to World PvP as well. Developers can't control how many people show up and fight together as one unless it's put into a controlled system (i.e.: mini-game where sides have set numbers). Players will do what they do in order to win. If that means zerging with a powerful force, then it means an equal similar powerful force will need to stop them in any open world PvP system.
I also must point out that the new system is designed around being anti-zerg by giving less rewards when you go over a certain amount of heads. That direction is commonly overlooked in other PvP games that reward larger groups the same and or better in their PvP systems (i.e: DAOC, EVE etc). Therefore, we try to include different conditions to discourage zerging and making it more effective to get the rewards for smaller to medium sized groups over larger groups.
In closing, we have announced a new set of PvP rewards (in the planning) for more casual and solo players. These will focus primilarly on mini-games as opposed to open world PvP where the odds can be overwhelming at times.
Cheers!
Glen ''Famine'' Swan
Senior Assistant Community Manager - Funcom
This video is bogus. This is a small part of the spoils of VICTORY. Try harvesting without first securing the area.
This is basically trying to claim the only new pvp in Conan is harvesting when it is nothing more then ONE SMALL piece of benefit to VICTORY in PVP.
This is ONE of the benefits you get AFTER you PVP if you are not the looser, and yes politics can cause fighting to stop, but if you hate that, FORM A RESISTANCE. Form a band of roaming ruthless savages to murder anyone who dares to enter.
P.S.
The posts about PVE servers, there is PVP on PVE servers. They still have battle keeps, shrines, minis. Wicanna is very active. PVE servers in AoC is just not pointless gank fests like the PVP servers.
Well said. At least someone understands.
"I don't give a sh*t what other people say. I play what I like and I'll pay to do it too!" - SerialMMOist
no, it's not well said because VICTORY in PVP is reached through 2 methods.
1. "deals" with the enemy so they make peace and collaborate
2. zerging the place with a huge force which, even though it brings less rewards, at least garantees SOME reward which is better than NOTHING (which is what all small guilds get. Since all enemies will see the numbers and run for fear of reducing their K/D ratio and because they are certain not to be able to win anyway.
Please try bring some constructive argument against this case as I see no real point in these posts.
edit --> It is not a coincidence if the first pvper of Fury to obtain a PvP 7 item comes from a BIG PVP GUILD that COMES IN HUGE FORCE and makes EVERYONE ELSE LEAVE THE ZONE.
I hope someone understands THIS -_-
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
P.S The post about PVE servers :
Hardcore PvPers go to PvP server yes?
Are you trying to make a case that casual PvPers should be rewarded before the hardcore ones?
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
No.
So because someone can loose, it's bad?
Form a resistance. Instead of EVERYONE leaving, form EVERYONE together and refuse to concede the zone.
If you disagree with peace agreements, start a war.
Or go PVP in a regulated Mini. Open world pvp might not be for you.
I'll take your points one by one and adress those, keeping things not personal
It's not because someone can loose it's bad, it's because all the smaller guilds (to which this system was aimed at) lose, ya, it's bad.
If they were to form a resistance and fight back :
a) it would be exactly the same as one big huge guild fighting another with the end result being that no one gets tokens
b) if they won, then THEY would be the huge raid force zerging the place preventing anyone else from getting tokens, and, like you see it on Fury, they would then simply mine and go afk and get small amounts of tokens because of their numbers seeing as they had no more resistance.
With regards to minigames, the tokens you get from them are given as quest rewards which are on a 8 hour cool down. So once you've done each of them, the only interest in doing mini is for the xp. Keep in mind that most pvpers are at least pvp 4 or 5 now, with many being 6 or 7. The interest is not in the XP anymore, because you get tons when you get tokens. anyway. In fact, most pvpers on Fury will be 10 long before they can ever get the gear, even though all the level 7s you see were rolled back. If you don't get the tokens, you don't get the gear.
Conclusion, the PVPers I know don't care about the xp, they want the damn tokens.
Please don't judge what might or might not be for me by the way. You are missing the point
Here is the point :
On Fury, you can only make a sacrifice and get the reward if you have secured a shrine. No one in their right mind is going to risk doing that as long as there is heavy fighting going on because the rares needed to make the sacrifice drop on pvp death, unless they are seriously dominating.
The end result is (and this is the irony) as long as there is fighting going on, you get no tokens and when the small guilds or loosers have given up, you see everyone standing around doing nothing around their shrine while another group peacefully mines the ressources.
Do you see the point? You get tokens when there is no fighting. This is why some greedy Fury PvPers transfered to empty servers like PVE RP ones so they can farm in peace. This is also why the PVE servers, where people tend to collaborate more and make "deals" are getting tons more tokens than the PvP server, where people PVP.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
PvP is dominated by politics and not so much by players killing each other. This can be seen in many MMO's. For example PvP gameplay in EVE is especially about controlling / defending of resources or markets within a certain area, which sometimes results in no fights at all. We have for example trade wars between corporations which have no fights but in which players can lose a great deal of their investments in the markets (trying to get a share in markets and building monopolies). Big zerg alliances / guilds have control over the areas so that they can harvest in peace, this is a natural process.
Open world PVP is "about" whatever you make it.
If you want to lie down and let guilds control the area in peace that is your CHOICE.
You can however form up in opposition.
The best part about it = choice
Stop crying about what guilds are doing and gather like minded people to oppose it.
If you don't like open world pvp then stick to minis/arenas which are regulated to be "fair" matches.
Yes open world PvP is about choice. It's one of the reasons I like to play it. On small server populations this, however, tends to work less well than on large server populations. For example 5000 opposed to 250000 players on one server.
this is something that has been said quite a few times, but have fallen on deaf ears.
to make a comment about big zergs, pvp focused guilds will cater the most out of these events, as expected.
however, when competiton becomes lopsided, with [b]one[/b] guild having a past history of being most successful, players automatically tend to flock to join such a guild further skewing the play field.
to think: what point is there to have competition while i can get my tokens with the least resistance possible?
it literally becomes a monopoly with BK CE being the only place forth the Shrines events, and with one guild or two guilds being the dominate force to lock the place down (I S@#% you not) 24/7.
Its not so much of a numbers game, but a numbers game that sucks up all the PVP talent under one roof tends to have a greater more damaging effect.
they could make more areas to do shrines at the other BK's such as AE and Kush, It could help make it viable to gather resources elsewhere if one area is on lock down by impossible odds, HOWEVER..working together against a common foe seems to start becoming a lost art, whereas ignoring the problem or joining the collective (big zerg) seems less expensive.
perhaps time/resources and fear of it being exploited by off hour guilds seems to keep that from happening.
This discussion has made me want to explore PvP in the game. I was just taking part in PvE.
The hard core PvP in AoC which consists of mining nodes for the top PvE gear would appeal to PvE players, most the PvPers left anyway and a lot of PvE players reside on PvE servers, otherwise they ganking penalties and guards would not be added after release after many complained. After the expansion maybe Funcom could hire someone who understands PvP to help them develop that part of the game to keep those types of players and perhaps grow the game, maybe they could hire Ming the eletist rogue http://wowriot.gameriot.com/blogs/World-of-Ming or Athene the best paladin in the world, but he uses a bad word towards the end http://flimmr.passagen.se/movie/athene_1_best_paladin_in_the_world.action who hyped up WoW's PvP or even some player from Halo or CoD or whatever that knows PvP and plays video games as in players killing each other and competitive stuff.
The Irony is most online gamers are PvPing in one game or another except those in the MMO market and even in that market perhaps half the players in guildwars are playing elimination arenas and maybe a third or quarter in Warcraft are PvPing as in killing each other in arenas or playing objective games where they kill each other and do some objective and all games give fair rewords for killing each other as in EX or points to boost the score.
It seems most development is for PvE which is well known and discussed so if that will continue maybe some day they will get good at it but most likely development will slow down a lot after the expansion, so if they wish to revamp PvP they need to hire someone who knows what is going on and use the limited resources on PvP and bug fixing/polishing the post release expansion, either get some player or steal someone from a diffrent company that knows how to facilitate PvP.
Funcom has reviewed all of its assets relevant for
impairment testing. This process has led to
recognition of an impairment loss of around
3,1 MUSD for Age of Conan due to a decrease in
numbers of subscribers for the game. Funcom Q4 10 report.
http://forums.ageofconan.com/showpost.php?p=2926123&postcount=7 500 mains/alts on Tyranny in past 30 days - instead of merge servers let's open a new PvP server, again! http://forums-eu.ageofconan.com/showthread.php?t=106427