The Anvil Of Crom: Age Of Conan Turns 4, Taps SWG For Crafting Inspiration

The final time I did an anniversary retrospective for Age of Conan, we had a recent enlargement, some new dungeon content material, and several other class revamps recent on our minds. The 12 months earlier than that, we had the earth-shaking fight and itemization changes. This past 12 months, the major development was, in fact, the switch to a freemium enterprise mannequin, adopted closely by the sport''s first adventure pack.


Be a part of me after the break for a quick rundown on the final 12 months as they happened in Hyboria, in addition to an anniversary interview with sport director Craig "Silirrion" Morrison that sheds a little bit of gentle on the crafting revamp.


The top of June saw AoC join the ranks of Western freemium converts with the Unchained update. Nearly all of the original Hyborian Adventures marketing campaign was made freely obtainable to all comers, along with four of the sport''s 12 classes. The game''s 2.6 patch additionally brought us the Breach and Forgotten City dungeons in Khitai in addition to look armor performance (and there was a lot rejoicing).


A week later, Funcom threw a bone to its hardcore PvP crowd with the introduction of the Blood and Glory special ruleset servers. Deathwish and Rage were initially fairly popular, and Funcom also hinted at some curious instancing tech within the works. We haven''t heard much about it since, however I count on that we''ll be taught more this summer season after the launch of The secret World.


The top of August brought us AoC''s first journey pack. The Savage Coast of Turan was too small to be called a correct expansion however too large for a easy "patch" moniker, and Funcom has hinted that this shall be the first distribution mannequin going forward.


We received a brand new degree 50 to 55 playfield with a ton of quests, a stage 50 to eighty scaling solo dungeon, a max-level solo dungeon, a max-degree group dungeon, and a new raid instance, all of which had been based mostly around the Jason Momoa Conan film that debuted in the summer of 2011.


January saw the introduction of the long-awaited Home of Crom dungeon. Unfortunately (or fortunately, depending on the way you take a look at it), this occurred after my private AoC sabbatical, so I''ve but to cover the dungeon right here within the pages of The Anvil of Crom. That can be remedied briefly order, though, and within the meantime, you''ll be able to learn all about it on the game''s official website.


March brought us the brand new Jade Citadel raids, also fodder for a future column installment or 4. The Priest of Mitra class was given an extensive makeover in this replace too, and that brings us as much as the current day.


As per AoC anniversary tradition, I had a chance to ask a number of questions of executive producer Craig Morrison. Keep reading to see what he has to say in regards to the upcoming crafting revamp plus an entire lot more.


Massively: Is there any overlap between the AoC and TSW dev groups? Any cross-pollination of concepts? For example, TSW''s crafting system appears fairly nifty. Any likelihood that AoC''s upcoming revamp shares something in frequent with it or is impressed by it in any manner?


Craig Morrison: The teams are run independently and have their own assets and management. Keep in mind that we both run on the identical technology platform, which is independently developed by another separate department, so we get many inherent upgrades merely via that process. In that manner, there are numerous shared initiatives and issues. Meaning we might use the identical Dreamworld feature in alternative ways, simply as we''ll with the only server know-how that is at the moment in the works. It is a cool situation for a game of our age to be in as a result of it means we are able to sometimes reap the benefits of some fairly cool technical work that we merely would not have the ability to afford otherwise.


When it comes to the crafting system, that''s one thing very unique to TSW. They took their inspiration from Minecraft when it came to their form- and placement-based crafting, and it''s a cool system, actually good fun to play with. However, I am really trying ahead to the brand new system for Conan. We are looking back a bit more, taking our inspiration from games like Star Wars Galaxies and the other earlier MMOs, with a deal with substances and finding the perfect combos. That provides a layer of depth that you don''t find in the opposite modern MMOs that have used extra easy list type crafting techniques, where you get the identical results all of the time.


Personally I believe it''s exciting to see correct crafting making a comeback in our video games. Both approaches have advantage, and I believe what the workforce is cooking up for Conan is more fitted to the barely extra stat-based level development we''ve got in Conan, versus the flatter system in TSW. Nonetheless, both techniques are putting a premium on true experimentation and asking gamers to assume and explore the system rather than just learn an ingredient itemizing. I really feel it is one thing that MMOs can benefit from exploring once more.


In regard to a high-level view of the crafting revamp, how a lot can we anticipate crafters to be necessary to the in-sport economic system? Will players have the ability to get finish-game gear and consumables from crafters, or will these gadgets remain exclusively loot-drops?


The aim is for the crafted items to be competitive will all but the best of the endgame gear, and perhaps even in some situations, present a few of the perfect items, although I do not assume I would like to forged that as a particular in a single direction or another and make some sort of sweeping blanket statement.


What I''ll say is that we are aiming for the gadgets to be useful for veterans and endgame and that the liberty it''ll represent will allow those who deal with it to make the most effective gadgets. We hope to create a symbiotic relationship there, the place a few of the higher items will come from crafters, and crafters will want the assistance of the raiders to gather a number of the rarer substances.


Are you able to give us any hints about the next journey pack? What a part of Hyboria will it cowl (geographically, even a normal area if you can''t get specific)? Can we anticipate it in 2012?


We aren''t revealing the precise location of the pack just yet, however as we teased within the final improvement letter, we''re wanting south again, close to one among the original sport areas.
The adventure pack is currently aimed for the top of the 12 months, sure. The team is at present exhausting at work on it so that we are able to launch it toward the tip of Q4.


South, you say? Stygian content material is pretty barren in comparison with the game''s other zones. There''s Khemi and Khopshef for ranges 20-35 or so, after which Kheshatta from 70-80. Is the journey pack set there, or are there any plans to add some more Stygian content between, say, forty and 70?


I believe we addressed that stage range in different playfields, like Ymir''s Cross and Tarantia Commons. I don''t assume we ever set up to essentially have an equal variety of areas in every of the video games territories, partly for visual and cultural variety and partly to cowl some totally different ideas and concepts from Howard''s Hyboria.


Since we are looking south, yes, the journey pack content material may properly stray close by geographically, but the cultural and mythos that can affect it''s one other beast altogether. Count on to hear extra in regards to the adventure pack a bit later in the summer season. While the production teams are separate, as we talked about above, since we''re an independent studio, all of our central groups are shared, so the advertising and PR of us are a touch busy proper now with the launch of The secret World, so we''ll hold the adventure pack reveal till after that.


There''s a notion on the market that because of the perceived inadequacies of AoC''s launch, the sport isn''t value trying out even 4 years later. Why do you assume that''s, and would you agree that MMOs like AoC are utterly totally different animals from their launch builds?


MMOs all the time evolve. That is one of the few constants within the style. Personally I always attempt and check out video games a second or third time, and I believe many veterans are the same. We''re also helped by the fact that thanks to the Dreamworld engine, the game still appears to be like aggressive with latest releases. In fact the issues that the sport had at launch does have an impact on some veterans'' opinions, and that''s an expected part of working in that style.


I do not think you may hold it towards anyone, at the end of the day there have been very high expectations for that launch, and the original group fell simply short of a few of these expectations. It is natural that some gamers won''t give you a second likelihood. You won''t ever, ever, win everyone back over. On the other hand, it''s considerably of a shame because MMO titles do evolve. So long as you always concentrate on bettering the sport and adding content material, then there may be a continuing stream of people that come back to take a look at the sport again.


In fact, those gamers often end up as a few of your most loyal followers after that as a result of somebody who had a difficulty with the sport and returns to see the issues they had resolved appreciates how far you may have come. In fact, that fluctuates for every player; some really just like the adjustments whereas some really feel a recreation might have moved away from what they favored about it, however general we usually hear fairly good issues from those who had prolonged absences from the game. They arrive back, and so they remember simply how much they appreciated the fight system, or they get to embrace the viscerally mature setting that Hyboria gives.


Any plans to regulate the free-to-play choices in the near future, or is Funcom fairly pleased with the amount of access Unchained gamers currently have?


Overall we''re fairly blissful, but we may consider some tweaks and changes. As part of the birthday celebrations for example, we''re giving free players the ability to grab permanent entry to the premium dungeons from the original recreation, so we''re open to continuing to evolve the free participant providing in order that the sport remains competitive. I believe free gamers in Age of Conan Unchained have probably the most open techniques out there.


No obligatory quest or progression content material blocks until they attain max level is a pretty sweet deal, one that offers greater than many other F2P titles. It''s an ever extra competitive market, although, so we will certainly proceed to vary things up as and after we see match as a way to attraction to the ever-rising and ever-more-demanding military of free players out there.


Nonetheless, one necessary point is that we really need to be able to avoid having to go down the entire pay-to-win path. Now we have been very careful to avoid that for a purpose, so we wish to maintain the worth to gamers of being premium members. That in flip means that you simply cannot give all the pieces away without cost until you are willing to completely embrace a pay-to-win approach, and that isn''t someplace I''d be comfy taking the sport.


What about an AA respec for subscribers -- any plans to supply that in some unspecified time in the future?


The alternate advancement system was designed to not need "respecs" as you possibly can in any case simply earn extra points since there is no steep curve in the progression, and it is a flat worth. So at a basic degree, there aren''t any plans to permit for gamers to re-use already spent factors.


If we added a respec we would have to contemplate the complete set-up, since players would then never must get beyond X variety of feats they have decided are optimum for various conditions, and they would just switch between them. That said, after all you don''t need to stand in the way of players feeling they''ll progress, so we could have a look at it from another angle, be that some type of changes to the AA development, or possibly sooner or later, some type of a number of-specification system as we are doing for feats.


Lastly, as good as the questing and the storyline in Tortage is, a few of us have actually run it two dozen instances now on varied alts. Any chance veterans might get a "skip Tortage" capability at some point?


Sure, I''d love to get something like that in at some stage. We''ve got talked about it a couple of times, but it tends to be a kind of issues that loses out within the precedence conversations. As we transfer in direction of a fifth yr, it should hopefully be something we are able to sneak in at some stage.


Sounds good -- we''re trying ahead to the subsequent 12 months!


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Along with offering us with an interview scoop, Funcom has also thrown some prizes our method to offer to Massively readers. We have 10 codes that grant 4 months of premium time to any current account. If you do not have an existing account, you can all the time create a free one and apply the codes from there.


How do you get your fingers on one of these codes? Simply watch our Facebook and Twitter pages the place we''ll give out all codes from now till Friday night. XSZXEDU.COM Best of luck!


Jef Reahard is an Age of Conan beta and launch day veteran as properly because the creator of Massively''s bi-weekly Anvil of Crom. Be happy to recommend a column matter, suggest a information, or perform a verbal fatality by way of [email protected].