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Profile: Brezjnev
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UsernameBrezjnev
Rank: 73/100Rank: 73/100Rank: 73/100Rank: 73/100Rank: 73/100
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RankHard Core Member
JoinedMay 13, 2006
GenderMale
Age23
LocationBrussels, Belgium
Last VisitOctober 10, 2008
Post Count42
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    • Hows the pvp?
    • Originally posted by ebonfire

      ...The most powerful enhancements are out of reach if you don't do lots of farming, buy credits from the RMT, or run Strike Forces a few times a week.  ...

      Not entirely true. I've played CoV for 3 months, when I left I had one level 44 toon (and no alts) with 300m infamy and another 200m+ worth of slotted enhancements. I've never bought infamy; I've never done a farm mission; I've  maybe done 5 strike forces in those 3 months; and most of my in game time was spend pvp-ing. All my money came almost exclusively from working the market: flipping rare recipes and changing  bought recipes into enhancements.

      If you know how a market works and you know how to take advantage of impatient people, it's dead easy in CoX to make lots of money with only a minimal investment of time.

    • Posted: 10/07/08 6:33 AM
      City of Villains
    • Interview by JeuxOnLine
    • I really appreciate the PR guy his honesty, quite refreshing after all the corporate PR spin you get from other companies. I hope it pays off for them.

       

       

      The missing translations:

       


      * Les entraineurs «spéciaux» du lvl 50 que nous devons trouver en jeu pour pouvoir apprendre quelques compétences d'un archetype autre que le sien, seront-ils bien là lors de la sortie du jeu?

      Hum ! *sourire* Bah... ché pas ! *rigole* Si je te dis « oui » tu vas me dire « ouais cool ils sont là, donc ce gars là en jeu, ça peut être un entraineur ! ».

      * En effet ! Mais juste savoir s'ils sont présents à la sortie pour pas que les joueurs cherchent durant 3 mois pour finalement découvrir qu'ils n'étaient pas implémentés...

      *rigole* C'est le but, justement ! Et s'ils cherchent durant 3 mois c'est que ces entraineurs sont bien cachés ! Car honnêtement si les joueurs les trouvent trop facilement, c'est dommage. Imagine toi qu'un jour, une fois arrivé au lvl 50 tu pourras parler au pif à un mendiant et d'un coup, alors qu'il ne l'a jamais fait avant, il te dira : « Bonjour ! J'ai une nouvelle mission pour toi... »...

      Morreas (traducteur français du jeu) : Je ne l'ai pas traduit comme ça !

      Ah ! Tu vois ? Il l'a traduit !


      *The "special" trainers at level 50 that we need to find in the game in order to learn some skills from a different archetype than your own, will they be really in game at the start of the game?

      Hmm, *laughs* Dunno (I think, "ché pas" seems like slang to me and I don't know what it means exactly). If I say yes, you will say: "cool, they"re there, so that guy there in game may be a trainer!?

      *Exactly! But just knowing that they are there at release instead of looking for 3 months and then finally discovering that they weren't implemented ...

      *laughs* That's just the point! If they look for 3 months it means the trainers are well hidden! Because honestly, if the players find them too easily, it's a shame. Imagine if one day, when you arrive at 50 you could just talk to a dude (beggar) and all of the sudden, when he has never done so before, he says: "Hi! I have  a new mission for you..."...

      Morreas (french translator of the game): I haven't translated it like that!

      Ah! You see? He has translated it!


       

       

       

      The untranslated part about dungeons. I've gotten tired after the last piece (kudos to the guy that translated the entire thing :)) -> google translator and some minor fixes :p


      * En fait, ce que je me demandais c'est si vous vous orientiez vers du simple bashing ou plutôt vers des donjons nécessitant des techniques, possédant des énigmes, des mini-puzzles...

      Nous nous orientons vers ce genre de chose, tout à fait ! Il va falloir, par exemple, que tu attires les ennemis quelque part pour faire quelque chose qui t'amènera quelque part plus tard: « ohh tiens cet ennemi est un boss, bah on va le tuer ici ! » « Ah... bah je suis bloqué... je sais que l'instance continue mais je suis bloqué, je peux rien faire, je ne sais pas ce qui s'est passé ». Il va falloir réfléchir pour savoir ce que tu as manqué et recommencer l'instance. Tu pourras tuer ce boss à l'instant T à l'emplacement X mais tu ne vas pas faire ce qu'on veut faire de toi.

      Après je peux te dire que dans la citadelle du tourment, située dans le quartier vert, le dernier boss a 7 ou 8 différentes phases et que le département QA n'a pas encore réussi à le tuer car il prend quand même pas mal de temps, et que les phases sont vraiment bien techniques, voire vicieuses, et je pense qu'ils n'avaient pas très bien configuré leur skilldeck ;). Il faudra trouver les bonnes stratégies. L'IA et les scripts sont franchement « super challenge » !


      *Infact, the thing I'm asking myself is whether you orient towards hack&slash or dungeons that require tactics, posses riddles, mini-puzzles...

      We move towards this kind of thing, absolutely! It will require, for example, you attract enemies somewhere to do something that matters somewhere later: "oh look this enemy is a boss, lets kill him here! " "Ah ... bah I'm stuck ... I know that the instance continues but I am still blocked, I can't do anything, I do not know what happened." You'll have to think about what you missed, and recommence the instance. You can kill the boss at the moment T at the location X but you're not going to do whatever you want to do.

      Now I can tell you that in the citadel of torment, located in the district green, the last boss was 7 or 8 different phases and that the QA department has not yet managed to kill him because it still takes some time. And the phases are really tactical, even vicious, and I think they didn't configure their Skilldeck quite well ;). You must find the right strategies. The AI and scripts are frankly "super challenging"!


       

    • Posted: 10/06/08 10:39 AM
      The Chronicles of Spellborn
    • Will the fate of TCoS be the same as Age of Conan?
    • Age of Conan got major initial sales because of superb hype and then went on to lose those players again because AoC is a Funcom (or Gaute) product, combining a lack of thought-through design with an enourmous amount of bugs. Both Anarchy Online and it's first expansion, the Shadowlands (also with Gaute as lead), failed in the same way. Hype sold the boxes, the game and bad communication made the players leave.

      Spellborn is probably going to be different. It doesn't nearly have enough hype yet and I just hope it doesn't tank early, because it might never get a chance of reaching the critical mass they need in order to survive. Wether or not they will be able to retain enough of the players that do try out the game will depend on how ready the game is at launch and how the company handles problems from there on. Since they're not Funcom I would give them a chance to prove themselves before judging them :D

      Have they ever created something before Spellborn? I'dd like to get an idea about the quality I can expect from them as well :p

    • Posted: 9/07/08 5:51 AM
      The Chronicles of Spellborn

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