Thursday, May 15, 2008

Age of Conan - Other Class Choices

This will be the first MMOG that my friend Brendon and I can play together from the start, so we're fairly certain we'll be spending a lot of time in a static duo group. Incidentally, if anyone was wondering, he can't smell a thing so that's why he can tolerate a vegetarian's company.

Moving on... it looks like he'll be using the Barbarian as his class in our group, and I'm probably oing to use the Bear Shaman in that case as it'll be nice to have a DPS powerhouse teamed with a healer (and a melee healer at that). Now these two characters we'll only really play when we're online at the same time and in the mood for teaming, so that still leaves me with the difficult decision of which class I want to play as my main honcho.

I'm still sort of leaning towards the Herald of Xotli for his absolute damage output and the coolness factor of a two-handed sword wielding fire and demonic mage. But that doesn't mean I have ruled out all of the other classes the game has to offer.

I spent a lot of time in the beta with the Dark Templar and Assassin, but the Barbarian is also a class I'm itching to play and I'm sort of leaning towards making one myself. But then I start thinking about the Demonologist, the Necromancer, the Tempest of Set, and even the Priest of Mitra... and of course that leads me to thinking abouut how tanks are always useful and I start thinking about the Conqueror and the Guardian.

Is it possible for a game to have 12 classes and each one of them are fun to play? I never used to think so, but with the way combat works and the way Spellweaving is touted as working I think Funcom's sort of struck gold when it comes to that area. None of the classes are boring or any less interactive than the next one. And that speaks volumes for the replayability to me, with the exception of only having one starting area in Tortage.

So then, dearest readers... if you had to pick for me knowing my previous playing habits across WoW, LotRO, TR, and now the AoC beta which class (aside from the Bear Shaman since he's decided upon) would you suggest?

A tank, a rogue, a caster, or yet another healer? I'd love to hear some ideas since my head can't seem to come to a conclusion and time's a-waisting.

Wednesday, May 14, 2008

Age of Conan Sieges: 48 x 48 Is Fine By Me



As you can gleam from the image to the left, it appears that each side of a siege battle in Age of Conan will be able to bring 48 of their best players to the fight. For some reason or another the VN Boards are all a tizzy and so are the official forums.

To me, 48 people versus 48 people sounds like a pretty hectic and fun time. I imagine it's going to be a whole lot of fun when you toss in trebuchets, catapults, War Mammoths and Rhinos and the whole shebang... so what's the problem?

Apparently this little image, taken from the in-game beta manual, is not exactly what people wanted to see. Though Funcom never said how many people they were hoping to have in a siege battle, maybe they should have as it appears lots of players were hoping for 100s of players on each side taking part... which of course would be an astronomical feat.

I mean let's be serious. In WoW our biggest battles are 40 versus 40, and in WAR I believe WHOLE CITIES will be fought over with just about the same (though obviously this could change before launch). In a game like Age of Conan, with the visuals their Cheetah engine is sporting, it's amazing to me that they can even get 96 people together in a relatively small instanced area and not crash the server.

Not to mention the organizational logistics of a clan getting 48 people together, or 2 clans even. I suspect there will be a few clans that can on any given day, but for the most part I'm betting it will be a trial to gather that many players for a fight... which is where hired help from the general populace will come in.

Also keeping the numbers restricted ensures that siege battles will be relatively even instead of seeing the same 200 person clan overtaking the smaller 30 person clan each and every chance they get. With this set up, the 200 person clan is limited to 48 members at a time, and the 30 person clan must hire on some helping hands. Is it still lopsided in favor of the larger group? Probably, but at least the little guy stands a chance at holding his ground.

However, let's not forget that there are only going to be 8 keeps in the Border Kingdoms too. The rest of the fighting will be over smaller objectives like towers and other control points, and these will be up for grabs for any group of players from what I can gather. The Keeps are pretty much solely intended for the same set of Clans that would have been running Black Temple on day 1 in WoW. Whether that's a good design decision or not remains to be seen (I'm personally against excluding any of the player base), but the fact remains that the Keeps are intended for the most organized and active of clans and not just every group of 5 people who want to take part. For those smaller groups, there are other PvP objectives as well as the Mini-Games, and each have their own set of rewards for participation.

Call me weird, but I think 48 x 48 sounds damn good and whole lot of fun. I just hope I get to participate in a few of those battles during my time in Hyboria.

Tuesday, May 13, 2008

Bildo’s Age of Conan Beta Review - A LONG READ

DISCLAIMER: As an employee of Ten Ton Hammer, this blog is not in contradiction to the Closed Beta NDA. That said, all of the words within are the opinion of William Murphy and do not necessarily reflect the opinions of Ten Ton Hammer.

The Adventures of a Hyborian wannabe-hero from levels 1-20 are a tough time, especially when his world is still in its birthing stages. Regardless, I shall try to chronicle my experience here by recounting some of my best and worst moments in Funcom’s Age of Conan. This will cover everything from my first impressions of the game to my final thoughts as we head into pre-order launch on Saturday the 17th (Did I mention my download is going strong and should be done by tomorrow? Here’s to massive game clients!).

THE EARLY TRIALS – VISUALS AND THE NEED FOR UPGRADES

When I first got into the Age of Conan beta, it was via the technical tests which as far as I know are still covered by an NDA, so I won’t speak much about them here. But eventually I was let into the General Beta (now referred to as “Closed”), and it’s here where my real first taste of Hyboria was experienced.

Admittedly, the problems for me arose immediately as I found that my AGP Video Card, Pentium IV processor and 2GB of RAM really were the bare minimum requirements. Low settings and 15 frames per second were not my ideal playing circumstances. I knew then and there that an upgrade would be needed, and since it was going to be my job to work at Ten Ton Hammer on Age of Conan… I could justify it.

I upgraded from that old system to a brand spanking new rig with an Nvidia 9600GT, 3GB of RAM, and a Pentium Dual-Core 2.66Ghz processor and I’ve not looked back since. Indeed, I’d go as far as to say that if you’ve played Age of Conan on an older system and enjoyed it but feel worried about how it performs on your dated hardware that it’s certainly a viable option to upgrade. I know many can’t afford it, or even think they should have to, but this is the simple truth about Age of Conan: YOU NEED A DECENT COMPUTER TO PLAY IT THE WAY IT’S MEANT TO BE PLAYED.

I can honestly say that with the right hardware, this game is awe-inspiring and head and shoulders visually above what other games in the genre have done. On the most recent client, I can actually turn Anti-Aliasing up to 16xQ with Bloom and highest shadows and not suffer a frame rate drop. I’m consistently at 30-40 FPS with all settings on high… and I’m not running an SLI system either. It’s sad that Funcom’s carving a niche for themselves by requiring near Crysis like hardware to run an MMOG really well, but if you can run it… Age of Conan’s a glorious spectacle to behold.

THE COMBAT – MORE ENTERTAINING THAN THE OTHER GUYS

That header pretty much says it all about the combat in Age of Conan. This is of course a matter of opinion, but for me the action in Funcom’s latest product is the highlight of the game and its genre. Only Tabula Rasa’s hybrid-FPS combat comes anywhere near as exciting and visceral. Some may call it “twitch”, and others will call it “button-mashing”, but these are veiled terms for misunderstanding a complex system that differs from what the industry staple has thus far been.

I think the criticism of Conan’s combat being “button-mashing” or “twitchy”, apart from differing preferences in play style, is that with your early hours in the game you really aren’t presented with great instruction on how it works. Sure enough you get some tutorial text as you fight on the beach in the beginning tutorial, but words don’t really help when there are so many factors to consider. It’s probably too much to ask at this point, but what Funcom could really use with the combat is an instructional video or an actual fighting training mission where an NPC teaches you the basics (that could be skipped later on with alts). And while words don’t really do the system justice, I’ll try my best to explain its intricacies, which could probably be a blog post all on its own, but bear with me anyway.

There is no auto-attack in Age of Conan. Every strike is controlled by the player’s pressing of directional attack buttons, and of course spells and skills (referred to as combos). The directional attacks, to begin with, are Upper Left, Middle, and Upper Right which reside on the 1, 2, and 3 buttons by default. Pressing these will initiate strikes in either direction, and they can be chained together in numerous fashions to create multi-strike attacks. No waiting for cool-downs with these. They are the most basic of your attacks. Later in the game, you’ll gain access to two more directions (Lower Left and Lower Right) but they don’t come into play until level 40 if I recall correctly.

Then of course there are combos. These make up the majority of the non-caster classes’ special abilities and are often the types of attacks that apply de-buffs or bleeds, or some other special effect. They are also proportionately more powerful than regular directional attacks. They require a certain amount of Stamina to pull off (like mana, rage, or energy in that other game), and pulling them off is sort of like a game of Simon. You press the corresponding hotkey to start the combo, then proceed to follow on-screen cues that tell you which of the 3 directional strikes you must hit to complete the combo. Early on these are simple as can be with combos usually only requiring an additional one or two button presses to complete, but as you level the higher ranking combos require between three and four additional keystrokes and you find they can become an exercise in memorization and more so reflexes in the heat of battle.

I do have a few qualms with the combo system, despite it being far more interesting that what’s on offer in other games. Mainly, it feels like during a fight that I spend more time watching which key I need to hit next when I’d often rather watch the beautiful mo-capped animations. This isn’t the case all the time, but is especially true when I’m learning a new combo or if my memory fizzles in the middle of a fight and I need to pay attention to the on screen cues more than usual.

Now, combos aside there are also a few additional features that make Age of Conan’s combat the most fun since the Yo-Yo. Active shielding can be employed by pressing and holding the X button during combat. This actually makes your character lift his shield (if he or she has one) and deflect oncoming attacks at the cost of stamina. This is especially useful in hairy fights when you need to give your healer a little extra time to get a heal off on you. Hand in hand with this is the active dodging you can do to avoid your enemies’ cone-based attacks and spells. By simply double-pressing any directional movement key (WASD), your character will do an acrobatic jump in the corresponding direction, often putting you out of harm’s way for a moment and giving you an edge on your opponent. This can be especially useful in PvP as a way to truly test your enemy’s reflexes.

Lastly, as you’ve probably seen in some of the combat videos, enemy mobs have 3 little white arrows that often change places during a fight. These are the enemy’s defenses, or rather where the most of their defenses are focused at any given time. These change during a fight in reaction to your attacks. Hammer your enemy with a rough overhead combo and maybe he will stack his entire defenses onto the middle defense, leaving his left and right side severely open. It may seem like a little thing, but this touch adds a ton of strategy when you take into effect the fact that combos can be nearly nullified by these defensive placards. It doesn’t matter if you hit him with your hardest special ability… if those defenses cover that spot, it won’t do nearly as much damage as it could.

What’s a bit of a downer though is that while you have the same defenses on your character as the enemies do, you’ll hardly ever find a use for them. Not because they aren’t useful, but because there’s already so much other action going on in combat that you’ll simply forget about them and just leave them as they are at default. It can take too much time to shift them where you want and more often than not when you have shifted them, you’ll find you should shift them back as your enemy has caught on and is hammering another area. I can see how it MIGHT be useful in PvP, but honestly I expect this aspect to be overlooked almost entirely.

The only other worry I have about combat is the macro-ing of combos. Keep in mind that to successfully pull of a combo your enemy needs to be standing in a relatively close space in front of you, and that your character needs to be standing still as well since one wrong key press can break a combo, and too much movement will have the same effect. Given the hectic nature of PvP, I suspect that macros won’t be too much of a problem, as the longer combos will hardly be used, but the fact that they can be macro’d means a lot of people will be on “easy-mode” on both PvP and PvE. What I’d like to see done is a sort of randomization of the combo keystrokes. This would ensure no macro-ing was possible.

Enough about combat.

QUESTING AND LORE – THE REMNANTS OF A SINGLE-PLAYER GAME

What most players will notice when first logging into AoC is that the entire starting area and its quests (which take place in a solo-only instance at night) feel very much like a single-player game. And that’s entirely because it used to be one. Just a little while back the first 20 levels of Age of Conan were going to be an entirely offline single-player game that wouldn’t require a subscription and would take roughly 20 hours to play through. Somewhere along the line, they realized that this could cause some heavy confusion about the game’s true online nature, and the Tortage experience (levels 1-20) were converted into an online starting area with a heavily single-player story arc that is intended to introduce the game and its mechanics to the players.

The downside? It’s the only starting area in the game. I love it, even after at least 10 play-throughs, but the truth is that variety is the spice of life. I seriously hope that there is a bypass option given after you’ve leveled at least one character of an archetype out of Tortage. I wouldn’t mind having to complete the 1-20 experience once for the Soldier, Rogue, Mage, and Priest archetypes, but if I have to do it every time I start a new character, I might cry. As fun as it is, by character number 4 or 5 in the live version I’m pretty sure I’ll hate it. By then, I’ll just want to get to the “real game” and out of the newbie areas, you know?

Now another issue with the Tortage experience is just how instanced it is… another side-effect from the game’s earlier incarnations. There are lots of scripted scenes and lots of self-contained areas that luckily now load quickly but they’re still annoying. LotRO wasn’t even this bad with the loading screens. However, once outside of Tortage the loading is much more like Everquest 2 in that you only see a loading screen when travelling between zones, and not when entering every building or cave.

Luckily, with the early memory leaks ironed out and the loading issue cleared up, the questing in Tortage is really quite fun. Nothing revolutionary, but the voiceover work and the cinematic presentation of the Destiny Quests (a long quest chain that chronicles the main story of the game and is entirely solo-able), really make them interesting in my opinion. Coupled with the extremely fun combat, I’ve never once felt bored in my time with Conan’s beta.

While I’ve only dabbled outside of Tortage, I can say that the same questing structure holds true there. Lots of quests, lots of dialog (though less of it is voiceover work), and lots of killing. There’s nothing out of the ordinary and nothing above and beyond. If you hate questing, AoC won’t be your friend. But if you love whacking things with the purpose of looting corpses for a needy old woman’s soup, then you’re in luck. This is not an area where Funcom tried to reinvent the wheel, and nor did it need to in my book. I think it’ll be some time still before the quests in an MMOG match the immersion and interactivity of the quests in an offline environment, so for now these will do so long as they’re interesting to read.

THIS REALLY GOT BIG…

I think that just about covers the main points. I left sound out, but there’s not much to go over. The music is really well done and very epic sounding and the atmospheric effects rank up there with WoW and LotRO as top of the line. A surround sound system will go a long way with Conan.

As for the later stages of the game, I can’t really comment. I’ve only gotten as high as level 29, but from what I understand the game remains true to earlier standards throughout the level climb. The only big mystery is Siege Warfare and Mounted Combat which I’m hoping do not disappoint.

I hope you’ve enjoyed the read. I know by now you can tell I enjoy the game despite its faults. In fact, it’s probably the most enjoyable MMOG for me since WoW first cast its spell on me back in 2004 with its promising but derivative take on the genre. Not to say that Age of Conan doesn’t do its fair share of copying, as indeed it does. There are raids, there is loot, and there are even “Battlegrounds” in the form of Mini-Games. But what Funcom does seek to change is HOW the game’s played on an interactive level.

The biggest selling point of Age of Conan is its much more interactive and lively combat system. If you’re sick of the traditional approach and are looking for something different but still with a medieval air… then Age of Conan might be right up your alley. As I said in our Ten Ton Hammer Beta Preview, Funcom didn’t set out to reinvent the whole wheel… they just wanted to turn the Goodyear standard tire into a Kumho performance model.

And in my eyes, they succeeded and then some. See you in Hyboria.

Monday, May 12, 2008

Funcom's Biggest Problem With Age of Conan

We've all heard it a thousand times over from trade shows, interviews, reviews, editorials, and the like: WoW is so successful in part because just about every modern computer can handle the code and run the client in a playable fashion.

We saw in 2004 two MMOGs come out, WoW and EQ2. Blizzard's soon-to-be behemoth could be run on just about anything while to play EQ2 the way it's meant to be played you needed a powerhouse of a machine. This, according to SOE, was because they wanted to skew with an eye on the future. Meanwhile Blizzard focused on a solid art-style that might look dated down the road but at least it would still be pretty in its own right.

WoW launched with hundreds of issues... but they were all mostly server-side and not problems with people's computers running the game. But EQ2 had memory leaks, crashes, texture cache problems and on top of it all you needed a pretty damn nice gaming computer to play it smoothly... does this ring a bell today? These are the issues that Age of Conan faces now just one week from launch, and you can probably count on them still being a problem on the 17th when pre-orders get in and on the 20th when the game goesf fully retail.

Now, I've made it clear by now that I'm totally digging Age of Conan. But I most certainly would not be were I still on my old AGP single-core system. The only reason I'm so in love with Hyboria today is because my computer plays it flawlessly. And I'm very likely in the minority here. Keen's PC, not exactly an old machine even though it's not cutting edge, it runs the thing like crap and he's made sure to say so on his blog.

It's a misstep by Funcom as the vast majority of gamers who are into MMOGs simply won't be able to enjoy the game. There are plenty who will be able to as the 8800GT and other 8000 series Nvidia cards are now out there in full force, but many systems are still running on ATI 1600 series cards and Nvidia 6 and 7000 series cards. And these are the systems that won't be able to play AoC for sh*t.

When the dust settles after the 20th, the only people playing and enjoying Conan are going to be the ones who can run it on their PC and that I'm afraid is a smaller number than I think Funcom would like. They should be happy WAR's not releasing this summer... not because it's a better game but because you can almost guarantee that its requirements will be more manageable based on the screens and video alone.

As a wise man once said... with great shaders and post effects comes great taxing of video cards.

Thursday, May 8, 2008

AoC Closed Beta Patched = FAITH RESTORED

I'll admit, despite my obvious love for the game, I was worried that the launch for Funcom's Age of Conan was not going to be a pretty thing based on the Open Beta client fiasco. But today (or yesterday and today really), they patched the client up to what has got to be the most smooth version I've seen since I began in February.

There are still some kinks, as in some people are finding checkerboard textures due to their video-cards while others aren't, and NPCs are stuck in some funny positions, but these are "KNOWN ISSUES (tm)" and Funcom says they're already fixed in an internal build.

What I was met with today upon logging in was drastically reduced loading times, no more popping-in textures, and in general about a 15FPS improvement over the previous version. Also what they've always referred to as client stalling (stuttering) is gone for me, the BLOOM effect doesn't cut my FPS at all, and even fatalities seem more in sync animation wise. It's just... more fine-tuned and much more the type of client one would expect to see this close to release.

I don't know about miracles and patches being mentioned together... but this thing comes close. Let's just hope they don't drop they ball they've picked up and this is the client players in the Open Beta see on the 10th.

Wednesday, May 7, 2008

The AT Wire Said It Best...

Buttonmashing? MMO Gamers’ Infinite Laziness

Now, he certainly rags on Keen a bit here, perhaps underservedly so as Keen's not the only person I've seen dismayed by Conan's rather active combat controls, but I can't help agreeing with the entirety of his post.

It seems that more than ever we MMOG players want the revolutionary, yet whenever we're given it (TR, AoC, Auto Assault) we simply say it's not how we pictured the revolution and we go back to playing WoW or EQ2 or LotRO... games that play the same old tune we've been hearing for the past 10 years. I wonder if when Warhammer comes out and we're treated to a game that plays exactly like the previous DIKU MMOGs, if we'll all call it revolutionary because of the Tome of Knowledge... essentially a massive collection of in-game achievements all the while dismissing those games that offer us new and exciting ways to play (Spellborn).

Not trying to spark a debate here, though I know it will, but do we even know what we want, or are we just never happy with what we're given?

Funcom's J. "Funny O" Tharaldsen Clears Up Open Beta Issues

I only call him "Funny O" because I don't want to even try and reproduce the O with a slash through it on my keyboard. I've never been knowledgeable about how to do this, so let's just call him Tharaldsen or J for short. I'm sure he won't mind.

Now, J's gone ahead and done an interview with MMORPG.com to clear up some of what's been going on in the open beta thus far, most specifically the performance issues a great many people have been experiencing.

MMORPG.com: We have heard that the Fileplanet Beta client is actually an old client and won't be the one used on release. Can you speak to that?

J. Tharaldsen: I have seen the same rumors that it's old, but it's not entirely true. We tried to include the best we had on a stable approach, but in our eagerness to please we wanted to get a few additional fixes out (hence we pushed the launch back a couple of hours). In order to reach the May 1st date some of those fixes led to unwanted side-effects which weren't discovered in time. For some, it got a bit rockier than we wanted. We are running an extensive survey now, and from the first few hundred replies (which should be statistically correct), it seems that most people are actually having tons of fun AND good performance. We are humble about it though, and admit that things could have gone smoother, but the experience some people have had now has helped us to improve for launch, which is what really matters...

Well there you have it I guess. So it's not necessarily an older client, just an oddly put together version that came with some serious side-effects. Still a "DOH!" moment for Funcom, but at least they're admitting it. Hopefully the patch to open up all content on the 10th for Open Beta will bring with it some necessary fixes to wash the bitter taste out of the mouths of some folks who are not exactly as impressed as I am.

Read the full interview HERE.