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All Posts by AmazingAvery - 3584 found

10/03/08 3:25 PM
Viewed 1753, Replies 51

Considering Warhammer has 25 yrs of personalized, customized figures the game was a huge let down in this area. Everyone looks the same. limitations in colours, physical apperance and character creation. Nothing like the table top. What would of been neat is using different shades of colour for example. That is a failure to not use the full potential of the IP. I remember painting a figure when I was 10. I could choose how they looked. In warhammer its pretty limiting in this area. I have all the fighting fantasy books by Steve Jackson and Ian livingstone - when Games Workshop got up and running proper, there were some great idea's floating around, when i think back to the descriptive narratives to the lore and compare them with my bulk, 5 frame character online in 2008 can't help but be dissapointed..

The worst thing is that neither Lotro nor AoC have the world reset on them. Static objects (keeps) in the same place all the time.

The author clearly thinks that to play AoC for example is to be King. It's not, your playing during a specific time frame of the lore. Its not built on him himself, it's built on the world / lore, so judging it from the correct perspective is different from the author's, and therefore falls flat face down.

Age of Conan has over 75 yrs of lore to draw from and many of the quests reflect situations throughout all that timeline. Lotro has similar aspects. In tabletop warhammer, you don't quest. Lotro and AoC's lore is based around literature and not a game. It's literature is what made the IP of those games and that it draws from this in more ways that warhammer due to the richness of it but of its extensivity.

The Author says in regards to AoC: "mostly due to lack content issues, repetitive content and a few other general content oriented problems."
 

Are you telling me that you don't find warhammer repetitive? Would be nice to specify other general content oriented problems?

The number one thing for me is that AoC and LOTRO both have persistant and dynamic worlds that are always evolving using their individual IP's. Warhammer Online comes to a stop at some point then the whole thing starts again.

If there is one thing the world of videogames has taught us, it's that a good story can make a great game. What do you remember from games like Knights of the Old Republic or Baldur's Gate? Is it the simple combat mechanics, the UI, or the well written characters and compelling plot? There is no price you can place on drawing in your audience to a fictional world they feel a part of and bringing life to pixelated creations. This in its basic form is lacking in warhammer for me.

AoC and LOTRO also offer a decent RP experience, with a lot of emotes, area's and mechanics to enhance this. Right now War is lacking in this area. Where can I go to soak it all up? If I stand around I am not really playing the game as intended. AoC and LOTRO have taverns for example.

How many people do you know in games like EQ2 and LOTRO that just click right thru the quest dialogue? If you are mainly motivated by achievements such as levels, skills, or gear then extensive lore actually becomes a hindrance to playing and causes dissatisfaction. Warhammer throws some of these things at the player right off the bat.

Those who do read lore, looking at the amount of time spent in gameplay, how much is actually spent exploring and reading? How often are areas sought out or stories pondered on in the course of an adventure? Are even the most devout of players really concerned with the meager tale of a farmer attacked by bandits? Do we really have an option of not stopping an invading army and does it matter why they are invading?  When I played warhammer it was all about things trying to be accessible, which has its downside too. You wonder into a PQ and pick it up part way through, you just do it and move on with the goods. If it gives you good exp then you repeat it, not many are there for the lore and thats a shame.

10/03/08 12:46 AM
Viewed 592, Replies 28

In my opinion it's the same mentality as not having official forums (because the staff can't cope apparently) but I see now it's for the forthcoming influx of "Punkbuster screwed my system up" threads are the real reason they don't have them.

10/03/08 12:30 AM
Viewed 366, Replies 7

GM's are pretty fast these days.

They also have a sense of humor....

I had to laugh. It's unconfirmed whether the emote will be taken out in patch 3 yet.

And for the sense of humor part:

 

They will try their best to help you, even if you pee on them!!

10/02/08 11:43 PM
Viewed 2876, Replies 80

Originally posted by _Shadowmage

 


Originally posted by AmazingAvery

 

I saw this blog entry earlier and felt its a good fit with this thread and what quite a few at saying on the official boards, plus this thread too:
Blogger can be found here: http://ferv0r.wordpress.com/2008/09/22/war-im-not-having-fun/

I’ve been playing WAR for the past week or so and it has utterly failed to grab my attention. This is rare. Usually, for a triple-A game, I get at least a couple weeks of solid entertainment before boredom sets in. For me, WAR has many core problems and honestly, I’m not sure why the game is so appealing to so many people.
1. ‘Old School’ one monster at a time PvE
This is the biggest problem. In Age of Conan (and other recent games like Tabula Rasa, Sword of the New World and Hellgate London) many of your attacks are area based. Most of the PvE encounters are you versus a group of monsters. Facing multiple mobs at one time adds so much complexity to the PvE grind.
Imagine playing a single player action game where you face an endless stream of solo monsters for hours and hours. Imagine God of War or Grand Theft Auto or Mass Effect with only solo encounters. You’d get utterly bored of the game very quickly. The fun comes from managing groups of monsters, positioning yourself properly, managing your resources and most importantly, FEELING HEROIC.
When it’s you versus a group, you are a hero. When you have just enough power to kill a solo monster, you are just a peon…a lowly minion…no one special.
2. Public Quests are just another grind
At first, PQ seemed like a clever idea. Now that I’ve done dozens, I’m utterly bored of them. They are all basically the same. Kill a ton of trash mobs, then kill a dozen stronger mobs, then kill some boss mobs. The only difference is that you do it with a random group of people.
A grind is a grind is a grind. In order to get the rewards from doing PQ’s, you have to grind enough to earn influence or work hard enough and be lucky enough to get a reward. That takes grinding time.
I’m actually starting to think that PQ’s are a lazy way out for the developers to make content. Compared to making a dungeon, a PQ is just a big open space with endlessly spawning monsters. Add a thin (and pointless) storyline and the developer can move on to the next task.
3. Scenarios are too simple and straightforward
I prefer the elven classes (for both Order and Destruction). I’ve done Khaine’s Embrace many times now and I’m SICK TO DEATH of it. Two capture points. Two paths back and forth. That’s it. Very little strategy. Very little variation.
I’ve done the other tier 1 scenarios as well and they are just as simple.
I would much rather do Warsong Gulch or Arathi Basin over and over. Both of those are well designed mini-games with quite a lot of variation and strategy. In comparison, the Tier 1 scenarios in WAR are basically zergfests.
PvP is fun. Zerging is fun for a while, but it gets stupid and boring very quickly.
So basically, most of the PvE combat and a primary form of PvP in WAR is utterly boring to me. No wonder I’m not having any fun.
Does WAR magically become far more interesting in later tiers? If I grind myself to utter boredom for a few weeks doing stupid quests, stupidier public quests and simple minigames, can I finally get to the meat of the game?
I’m seriously considering rerolling one of my favorite classes on one of the popular servers in Age of Conan. I can make a Bear Shaman on Cimmeria and have fun killing everyone with the most overpowered PvP class. Of course, endgame content is still severely lacking, but if I take it slow, maybe Funcom (with their new management) will have fixed many of the issues with the game.
 

The comments make for a good read too


 

That quote is a great add for WAR - the person you quoted doesnt like WARbecause his character isnt totally overpowered in PvE and unbalanced in PvP.

 


I’m seriously considering rerolling one of my favorite classes on one of the popular servers in Age of Conan. I can make a Bear Shaman on Cimmeria and have fun killing everyone with the most overpowered PvP class.

 

There a great advertisment for AOC & WAR - He wants to play AOC because PvP is unbalanced, and doesnt like WAR because its balanced and doesnt give him a god complex in PvE.

 


When it’s you versus a group, you are a hero. When you have just enough power to kill a solo monster, you are just a peon…a lowly minion…no one special.

 

He's correct - WAR is a game for group play. Its balanced for groups in PvP not 1v1, and plays a lot better as a group in PvE. ie you cant solo a public quest.

That said I can solo (so far) in WAR I just have to be aware there are some things I cant do solo.

Khaine's embrace is my least favourite of the Tier 1 scenarios in WAR.


 

Actually he believes Bear Shammy is overpowered, its not. It's a versatile class with lots of diff abilities, a proper hybrid. Thats why its perceived as being better.

Apart from that I sourced the thread because I thought it gave a more balanced view than I could give with my whole experience with warhammer.

There is no "Win" group in AoC or side, however, in WAR it looks like Destruction > Order all over the place. There are lots of balance issues with war atm I read on the forums here and at tentonhammer, just like the was with AoC at launch. AoC has 4 months worth of fixes and the general consensus is that the majority of classes is pretty much there in balance. What made it unbalanced is certain gems, which got fixed, however, there are still pulsing gems which can be stacked in a way can heal a lot. Needless to say the classes are not mere mirrors of each other in AoC.

10/02/08 11:21 PM
Viewed 2884, Replies 94

Originally posted by CobraSolidus

Amazing Avery it seems like you have become the embassador for Sieges. How is the ballance in Siege now? I have also heard about minor changes on the WarMammoths in siege, how is that working?


 

Mammoths are now doing better damage making them more worthwhile and not a fashion accessory ;)

I have an article coming up in the next week or so which should answer the balance question nicely. Submitting it this weekend / Monday then it shouldn't be too long till it's up. I hear there is another siege coming on test server new, with even more changes now implemented I hope to get in and take some footage and give a more updated opinion too soon.

10/02/08 7:27 PM
Viewed 1161, Replies 41

Originally posted by Loke666

 

It is 5 attacks for all rouge and soldier classes, not 3. Seems like you either never played a melee class (or ranger for that matter) or never leveled particulary high.

There is nothing about dumbing down the attacks but youll lose 15% damage per strike you miss. That is before many PvP players did their combos in thin air and launch the last strike at another player making full damage. So unless the OP read different patch notes than the rest of us he missunderstood it.

The items wont be like WOW, the coolest suff will now be able to bost you 50% instead of 25%. How many % boost you get in wow is unknown to me but it is more. EQ2 have something around 300%. 50% is acceptable, I got worried too when I saw that they will raise it.


 

I think thats the case.  You see later on it turns into an assumption which is past the "this is how it is".

The Change hasn't happened yet, but what happens to the people who say AoC gear is crap you can run around naked attacking people and the gear has no effect? - this is a direct relation to that query brought up by a large portion of players. Taking it from 25% to and up to Closer to 50% with differences.

I think what Craig said is coherent enough:

 

Currently the items account for a maximum contribution of 25% of your characters total in any given statistic or ability (if you had all the stat modifications available for that statistic equipped, which in itself isn’t always practical). We are aiming to increase that so that your statistics from items contribute closer to 50% (although it will vary slightly from class to class), while also adjusting the formulas so that ability statistics (strength, stamina etc) contribute more meaningfully to your visible abilities, like health and Damage per Second.

Items do have an effect on those calculations at the moment, but just in numbers, and that mean it isn’t always all that visible or impactful given the vagaries of an inherently random roll system. The most telling factor is probably that many players felt these statistics were ‘broken’ when in fact they were working correctly, they just didn’t contribute enough of a variance for players to see or feel it properly in combat. Evolving this part of the game is therefore something we deem very important, and something we are actively working on right now.
 

 

10/02/08 7:17 PM
Viewed 605, Replies 18

Originally posted by Mrbloodworth

http://forums-tl.ageofconan.com/show...d=1#post384911

 

 


Upcoming Changes to Crafting

--------------------------------------------------------------------------------

Hail fellow Hyborians!

First I want to let you guys and gals know who I am. I have in recent months taken over the crafting system here at Funcom. Rest assured I do read the crafting forums. And believe me when I say individual suggestions are noted, and we are working hard to accommodate them where appropriate. Obviously, some concerns are easy to address, while others tie back to known underlying issues. It's always a balance between spending resources on a quick-fix to get something out to the players, and concentrating on more comprehensive profession upgrades which to varying degrees are planned across the board.

A few months ago Twicer laid out an overview/roadmap for crafting, and since then the team has been hard at work to get players all that was promised.

Along those lines I wanted to let players know what's going on with tradeskills both in the up-coming update, as well as hint a little at our future plans. In terms of the crafting experience, we want players to see immediate, incremental improvements which bring each profession towards our long term goals for the system as a whole.

If all goes well, you will start to see the following appear on test live as part of the scheduled content release for update 3. Just as a note, the new Weaponsmith and Armorsmith recipe items outlined below have a combination of gem slots and inherent stats.

Weaponsmithing

City Weapons

City weapons are crafted weapons which use the current feat progression, and utilize guild city buildings. Scores of these blue recipes ranging in level from 42 to 80 will be found throughout Hyboria as world or dungeon drops. Incidentally, weaponsmiths can now make weapon types that were previously unavailable to craft.


Base Weapons

Base weapons are mid-level wearable weapons, which may also be upgraded into high level culture weapons. Each recipe can create a few different base weapons. The base weapon recipes will drop in specific dungeons. Base weapons have no gem slots, due to the fact they are consumed in higher-level recipes.


Culture Weapons

Culture weapons are end-game lore related weapons that are upgraded from a base weapon. Each of the recipes can make three different culture weapons, grouped by Hyborian geography. The recipes do not require the top tiers of weaponsmithing, nor do they require a guild city. This is in order to create a viable path for, shall we say, less social crafters. Culture weapon recipes will drop off lore-appropriate bosses in endgame group dungeons, group social dungeons, or ACGs.

Armorsmithing

City Armors

Like their weapon counterparts, city armors are crafted armors which use the current feat progression, and utilize guild city buildings. Over a hundred of these recipes ranging in level from 42 to 80 may be found as world or dungeon loot.


Base Armors

Base armors are wearable armors, which are also consumed in crafting. For these base armors we have created a small number of mid-level recipes – one per base class. Each recipe can produce multiple pieces of the given base armor set. These recipes drop off specific bosses in appropriate level dungeons. Base armors have no gem slots.


Culture Armors

Culture armors are high level lore-related armors, and we have given each class their own set. The recipes for culture armors do not require the top tier Armorsmithing feats, nor do they require a guild city. Each recipe can produce multiple pieces of the set, and each piece requires the appropriate base armor piece as a component. We intend for this to be the first step in supplying players with explicit visual variety in crafted armor. I'll leave the details for you guys to explore in the world!

The culture armor recipes drop off lore-appropriate bosses in endgame group dungeons, group social dungeons, or ACGs.

Alchemy

Resources

We have reduced the number of the alchemy resources in the game by about two thirds. This means existing recipes have been remapped. This change is currently not on test live (it's a big one!), but our target for this is still update 3. The removed resources will remain in banks and inventories, but will no longer be dropped nor will they be consumed. In the course of releasing new recipes if we find we also need new resources, we will pull from the pool of removed resources. We realize for those players which have stockpiled large stacks of alchemy mats that this change may be unfortunate, but we felt it was necessary in order to move forward with the system.

Having fewer resources solves a number of problems, such as bag space issues and the low statistical probability of any specific resource dropping. The reduced set of resources may be found dropping off mobs, in a variety of different types of caches, or obtained from resource nodes where appropriate. In addition, a small number have been marked as green or blue, to give players an indication of relative worth.

As an added boon to alchemists, the yield of food/potion recipes has been increased. We are currently evaluating new potions types with various effects, so keep an eye out for this in later patches.


Metallurgy

Metallurgy recipes which make alloys will drop off specific dungeon bosses, and be available to Alchemists. Currently, alloys are required by smiths for culture armors and culture weapons but this may be expanded in the future.

Skinning

6 new recipes for skinners have been added to the game. These treated skins are consumed by the new culture armors.

Weaving

6 new recipes for weavers have been added to the game. The cloth yielded by these recipes is consumed by the new culture armors.

Wood Cutting

New recipes for wood-cutters have been added to the game. The recipes drop off specific solo bosses in adventure zones. They yield equipable green staffs that weaponsmiths may upgrade into blue staffs. The upgraded staves use normal feat progression, but do not require city buildings to make.

Moving Forward

Just so Architects and Gem-cutters don't feel left out, I'll say a bit about them. Since these professions are heavily tied to Massive PvP and item balance respectively, improvements for those professions need to be bundled with existing planned upgrades to those systems. Those upgrades will happen a couple patches down the line, and that's when Architects and Gem-cutters should see some love.


Progression Items

We are aware that weaponsmith and armorsmith progression items, needed to advance through the profession tier system, were rendered largely irrelevant by the gem nerf. Gems are getting rebalanced as part of a greater initiative, and we are currently working on this internally. With the gem re-balance down the road, we will see progression weapons and armors modified to fit with those changes and provide players with greatly increased usefulness. We feel that alchemist progression items (food and potions) likewise have a narrow range of utility, and this is also being examined.

Tradeskill Resources

All tradeskill resources have had their valid drop level range widened. Combined with the alchemy resource reduction, this should provide players with a greatly increased opportunity to gather the resources needed for recipes. R&B playfields have also been modified to reflect these changes (and make more sense in general), and the resource drop rates off mobs in those playfields have been slightly increased.


 

All hail the new crafting guy!!!

Culture armor sound intriguing! 100 city recipes too woah!

I had shelved crafting to the side personally, this will make me jump right on it again.

10/02/08 6:57 PM
Viewed 1762, Replies 42

Patch 3 got an update on test server:

 

Update 3.19 Notes

--------------------------------------------------------------------------------

Preliminary Update Notes for Update 3.19
**These notes do not necessarily reflect the final version that will be deployed on Live**
Previous update notes for this cycle: Update 3.0

CLASSES


Barbarian
* The stances Reaver and Blood Rage will no longer be removed when you die.
* Savage Rage I and III have new icons.

Bear Shaman
* Crush Armor I, Shrewd Blow I, and Internal Bleed I have new icons.

Herald of Xotli
* Fixed a naming error with Molten Slash I.

Necromancer
* Ice shackle has a new icon.

Ranger
* Fire Stance will now also have a chance to apply Blistering Wounds on the target. This effect can stack up to 5 times (5/10/15/20/25%).


GUI
* Fixed the spell interface so silence and "not enough mana" for the spell will only grey out the spells in the book and shortcutbar


GENERAL
* General gameplay in the Cistern has been revamped. The way the bosses behave has been changed, and a new boss has been added.
* Stygian dance-moves should now feel more responsive.


ITEMS
* Stygian, Aquilonian, and Cimmerian treasure chests should now animate when opened.


NPCS
* Bat Demons should no longer have a small animation 'hiccup' when idle.
* Guard Dogs in the Imirian Ravine should now animate properly.


QUESTS
* Destiny Soldier: Tina should now be happily lying on her bed under all circumstances when a soldier comes to visit her in her room!
* Khopshef: The Roots of the Earth - Quest goal has been updated with correct name.


PVP
* The Free Prey buff should now only appear on playfields where PvP is enabled.


COMBAT
* All Rogues now have a new Quick Dismount gained via the Basic Riding book that can be used while moving. The cooldown has been reduced to 45 seconds on this ability.
* All other classes now have access to Quick Dismount via the Basic Riding book. This ability has a 5 minute cooldown, and can only be used while stationary.
* The animation length of all basic Bow attacks has been reduced to a flat 1.5 second duration (was previously 1.5/2.0/2.5 depending on direction) for both Male and Female characters.
* The animation length of all basic Crossbow attacks has been reduced to a flat 1.8 second duration (was previously 2.0/2.5/3.0 depending on direction) for both Male and Female characters.

 

ADDITIONAL INFO :


* The way crowd control and immunities work has been changed. All player stuns, fears, roots, snares, and charms will now break if the victim's health is reduced by a certain percentage (depending on the effect type).
* Immunity buffs will now, in general, last a bit less time, since they are applied at the start of the crowd control, and not at the end.
* It is no longer possible to apply a new crowd control debuff of the same type before the previous one runs out and immunity has been applied.

List of CC abilities that have been changed:
Assassin:
* Death's Gaze
* Curse of the Lotus
* From the Darkness


Barbarian:
* Stunning Punch
* Clobber
* No Escape


Bear Shaman:
* Ursine Crush
* Weight of the World
* Hinder Movement


Conqueror:
* Throat Slash


Dark Templar:
* Dark Burden
* Mind Wrack
* Mind Shatter
* Dooming Presence


Demonologist:
* Storm Chains
* Agonizing Jolts
* Fiery Torment
* Hands of the Underworld
* Possession


Guardian:
* Shield Bash
* Stunning Charge


Herald of Xotli:
* Word of Command
* Desecrating Essence
* Dread Visage


Necromancer:
* Ice Shackle
* Death's Terror
* Frost Blast
* Unholy Hands
* Freeze
* Unimaginable Terror


Priest of Mitra:
* Eye of Judgement
* Condemn
* Avatar of Mitra


Ranger
* Mezz Shot
* Pin Down
* Incapacitating Stabs
* Knee-Capping
* Cripple
* Immolation
* Cripple Enemies


Tempest of Set:
* Cobra Stare
* Grounding Charge
* Quicksand
* Staggering Voice
* Puppets of Set

List of CC-breakers changed to accomodate this:


Assassin:
* Escape Artist
* Agile Mind
* Avatar of Death


Barbarian:
* Escape Artist
* Agile Mind
* Unstable Mind


Bear Shaman:
* Grace of Nature


Demonologist:
* Purge


Herald of Xotli:
* Purge


Necromancer:
* Purge


Priest of Mitra:
* Exorcism


Ranger:
* Escape Artist
* Agile Mind


Tempest of Set:
* Rousing Shock
* Brain Spasms

 

 

Also we have 3.21 Notes:

 

Preliminary Update Notes for Update 3.19
**These notes do not necessarily reflect the final version that will be deployed on Live**
Previous update notes for this cycle: Update 3.0, Update 3.19


CLASSES


Herald of Xotli
* Contract of Protection (Rank 3) will no longer show erroneous information in the tool tip text.

Ranger
* Pin Down will no longer display extraneous information in the tool tip.
* Shield Bash damage has been readjusted to the correct levels.
* Improved Shield Bash will now increase the damage over time component of Shield Bash by 50%.


GENERAL
* Special dances have been fixed.


GUI
* The combo sequence indicator will now highlight your hits in green, and your misses in red.


NPCS
* Kyllikki should now properly remove all HOTs upon reset. She will also summon adds with the proper delay.
* Kyllikki: The mobs before Honorguard will no longer respawn after he has been killed.
* Nemedian and Howler NPCs in the new static camps have nametags, and are attackable.
* Killing Kyllikki now stops the trash earlier in the dungeon from respawning.
* Yakhmar now ignores the Necromancer "Frenzy" ability.
* Vistrix now ignores the Necromancer "Frenzy" ability.
* Kyllikki now ignores the Necromancer "Frenzy" ability.
* Champion of the Honorguard now ignores the Necromancer "Frenzy" ability.
* Particle effects around Tarisha during the End Battle in Tortage will be properly centered on her.


PVP
* All guards should attack murderers now.
* Murrogh and Lacheish Guardsmen that were reluctant to defend players have been demoted to Workers.
* Redeemer npcs in the Shady camps will give murderers quests which will enable them to reduce their murderpoints.
* The Shady camp in Eiglophian Mountains now has a Redeemer.
* Resurrection points should now properly update whenever you gain or lose the murderer debuff.
* When awarding PvP xp to a group of players, the base XP is now calculated based on the highest level character in the group (similar to how PvE XP is calculated).
* Guards can now use ranged weapons.


TRADESKILLS
* It is now possible to remove tradeskills and clear tradeskill recipes and quests from your character, for a cost.
* Anti-Crafter NPC's (to remove tradeskills) have been placed near the normal resurrection slabs in Brandoc, Caenna, and Nakaset.


WORLD DESIGN
* Volcano : The new climbing areas are working.

 

 

hmm interesting change with the way PvP XP works in groups now

10/02/08 8:51 AM
Viewed 1762, Replies 42

Originally posted by Malickie

Nice ranger fixes in there, I'll have to check that out before cancelling. Avery wake me up when they do server merges:).


 

Heh! I think they should offer people the chance to move (even for a small re-location fee) instead of merging. I think wont happen until next year though, not to sure. It's one of those topics that gets mixed reviews.

10/02/08 8:47 AM
Viewed 220, Replies 3

I think your 90 % is quite an exaggeration, Cimmeria has had at least 4 sieges per week, sometimes they are full as shown in one above, sometimes not due to vunerability window.

No offense but I have characters on 3 different servers and see unplanned events all the time. Also no offence but sieges do occur regularly on plenty of servers I suggest you check them out. Sieges are planned to a certain degree. Whats the matter with planned events on an RP server? If you read the Tesso posts most are posting after the event has happened, after a tell went global in chat :)

90% more like 40%. This has been my experience since launch and currently an active subscriber:)

 

10/01/08 9:10 PM
Viewed 220, Replies 3

So the server is seeing an increase in regular action again.

1st up, we have a video of Adeptus vs. The Guardians

Title: Friendly Fire
Author: Asphodel
Download Location: http://www.kissmybuns.net/FriendlyFire.wmv
Clicky (Right-click and "Save As" for best results)
File Size: 202 M