Showing posts with label siege combat. Show all posts
Showing posts with label siege combat. Show all posts

Wednesday, March 4, 2009

EPIC Age of Conan Siege Videos

Sieges in Age of Conan, although still with some small issues, hold in my opinon some of the most fun to be had out there.

There are two recent videos here that show just how much better they are say to back last summer time.

They are much smoother now and many fixes have quitely been applied over the past few months leading up a forthcoming stronger focus from Funcom. After the server merges everyone had to "reclaim" land causing plenty of guild friction servers wide. It is great and should of been like this at launch. Can't wait to see whats coming soon, but appreciative of how things have turned around.

Anyway, hope you enjoy:





Personally I like number 1 for the burning buildings and number 2 overall.

With recent admission to greatly putting a focus on Guilds times are exciting!

Here are some specific patch notes since September detailing some of the fixes for persual if interested:


MASSIVE PVP
Massive PVP
  • Ballistas will now properly despawn after a tower is destroyed.
  • Several collision fixes done for Battlekeep buildings.
  • The gate will now display a message when the damaged state is preventing you from opening it.
  • City gates are now functional until the gate is heavily damaged.
  • The city gate will no longer receive an extra lever after repairing it.
  • It's no longer impossible to repair a destroyed city gate.
  • Player City Guards will now detect hidden enemy players.
  • You should no longer get teleported out of the playfield when you leave your group in the Border Kingdoms.
  • Battle Keep guards should no longer get confused about who to attack during a siege.
  • Guards will now hit for a more normal amount.
  • Guards will now take longer breaks during patrols.
  • The new Channel "Siege Scores" will display point gain in siege combat.
  • Siege weapons are now immune from fatalities.
  • Attacking siege buildings with melee/ranged or unarmed will show correct damage on the client.
  • Changed the Ballista to use the correct spell.
  • Changed the Ballista Hit spell to not hit players.
  • Players are now dismounted when they are knocked out of city buildings.
  • Fixed a hole in floor in the tier 2 tradepost.
  • It's now possible to use the gate lever while mounted.
  • Players can now only control one siege weapon at a time.
  • Fixed the tooltip layout that alerts you to the upgrade timer. Added 'Upgrade available in:' to the timer, to clarify things. Changed timer format so it's not 'jumping' anymore when counting down.
  • You will no longer spend your building materials when building construction fails.
  • The owners of a battlekeep should now learn the resurrection point of their keep after repairing the keep.
  • Non-guilded player's pets will no longer attack their owners in Siege PvP.
  • When a siege battle starts, the defending guild will now properly discover their battlekeep resurrection point.
  • Added the "Local Time" Timer to the window.
  • You can now close the city gates by using the city gate lever again. This allows you to close the gate faster to prevent someone else from entering the city.
  • Attacking siege buildings with melee/ranged or unarmed will show correct damage.
  • Sorting the score window should now sort correctly.
  • Building points gained by mercenaries will be rewarded to the attacking guild as intended.
  • Defending guild mercenaries can no longer gain points by killing attacking players.
  • Siege weapons are now immune to fatalities.
  • All Battle Keeps now have a minimum of 2 siege camps around the outer walls.
  • Trebuchets should now properly display their nameplate and targeting arrow (if enabled).
  • Battlekeeps will no longer have NPC guards.
  • Buildings can not be repaired during a siege PvP battle anymore.
  • The vulnerability window will be moved a few hours into the future now in case the playfield gets unavailable during an already running siege battle.
  • The order of the Player City buildings has been adjusted. This should make it easier for players to get the trade skill buildings while the overall difficulty of getting a full tier 3 city should remain the same. We have also introduced an element of player choice, where players can choose which of the tradeskill buildings to build first.
  • The system to sign up to siege a battlekeep has been enhanced. The guilds that want to participate in a siege will now declare war on each other to win the right to lay siege. During this war, the attacking guilds gain points for killing members of other guilds that have signed up, and lose points if they are killed by the defending guild. As in the old system, the guild that earns the right to attack will have their points reset, but the points of non-qualifying guilds will roll over to the next war.
  • After a siege has finished, the server will no longer schedule a battle during a time that already has a battle scheduled.
  • Siege participants will no longer incorrectly get teleported out.
  • The Massive PvP time window can now be opened without being in a guild and can be opened from any playfield.
  • The ballista won’t play an explosion particle on each player near the impact anymore. The impact visual effect has been changed to be more appropriate for a ballista impact. This should also improve performance during sieges.
  • Two Wayfarers of Asura have decided to observe the conflict in the Cimmerian end of the Border Kingdoms.
  • If a guild loses a siege they will no longer be able to immediately rebuild the keep.
  • The winner of a siege battle should now be reported correctly.
  • The PvP area marker will now appear on the map correctly. The minimap will show the name of the guild that owns a Battlekeep, and when the next window of vulnerability is.
  • If a player leaves a group during a siege they now have 60 seconds to find a new group. This should make it easier for players to organize players between the two different raids.
  • You can no longer interact with NPCs of a battlekeep after you lose it to another guild.
  • Border Kingdoms, Cimmerian End now has some additional resurrection points.
  • It is no longer possible to heal siege weapons.
  • The siege timer should now display correctly.
  • Players who enter a siege after the battle has begun should now see the score update.
  • The locations of the attacker resurrection points have been slightly adjusted. Keep in mind that they are still not right next to the actual siege camps.
  • The siege weapons graphics have been improved.
  • You will no longer lose the resurrection point of your keep when attacking another battlekeep in the same playfield.
  • Tweaked an area near the stairs in battlekeep Burnheim to allow players to walk over it instead of jump.
  • If a battlekeep becomes vulnerable but no attackers signed up to attack it, it should no longer be vulnerable for the siege duration. Instead, the vulnerability window will automatically be re-scheduled as if the defense had completed successfully.
  • The siege score window should correctly reappear after each teleport/death, but will not remain onscreen if you leave the playfield.
  • Lacheish Plains: City owners should now properly receive their city resurrection points.
  • Sturmgarde battlekeep now has improved wall defenses.
  • The tooltip on the vulnerability window should now only show owner guild and time the next battle will be.


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Monday, November 17, 2008

Age of Conan Cheat: Jump through guild city walls


1) Go up to a flat wall of any guild city that is not yours
2) Stand directly in the center of it on your horse
3) Continuesly jump while your are on your horse
4) Now you will be able to jump through the wall into someone elses guild city.

Age of Conan Cheats

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Saturday, March 29, 2008

Age of Conan: Player vs. player siege combat



This guide is taken from mmOverload.com The best Age of Conan site I know of.

We shall call upon every strong arm and sharp sword to fight. We shall bring them to their knees and see them crushed by the fury of our kingdom!

Siege warfare was brought into Age of Conan: Hyborian Adventures because Funcom as developers wanted to give players that epic feeling of being part of a large-scale battle.

We have all watched movies like Braveheart, 300, Kingdom of Heaven – all these epic battle movies – and we realized how amazing it would be to bring that into a massive online game. So we did, naturally.

If you ever open a Conan book or comic, you quickly realize that war rages across the ravaged surface of Hyboria. Conflicts are not so much an exception as it is a fact of life, not necessarily between the nations themselves, but often between factions residing within their troubled borders.
In Age of Conan: Hyborian Adventures player guilds will sooner or later end up in such conflicts with each other. Once a guild reaches a reasonable size and stature on a server, the opportunity to own a battlekeep will soon arise. But with only a limited number of battlekeeps per server allowed, guilds will have to war against each other in order to secure the power and fortune for themselves.


We built this city on bloody soil
Through the thick morning fog of the Border Kingdom the early sounds of human activity can be heard. Hammering, sawing, shouting. Everyone is doing their part. Crafters scurry around the work site while planning with the Lords and the Ladies of the guild, and mercenaries protect the guild members as they bring back timber and iron to be used in the construction of the battlekeep.
Should you happen to come upon an available site for a battlekeep, or should you manage to bring down another guild's battlekeep, your guild will have to start constructing its own. This involves gathering resources, erecting buildings and making sure everything is sufficiently protected.
Each building within your battlekeep will grant a bonus that will affect some or all members of your guild. Buildings include the blacksmith, the temple, the alchemist workshop, the university and more. While the temple may benefit healing classes within your guild, the university might provide a bonus for all spell casting classes and your guild will need to prioritize what to build.
«Constructing a battlekeep might take anything from a few hours to several days,» says Game Designer Jason Stone. «You will need to carefully choose what buildings you want as you can’t necessarily build everything, and you must also focus on building the walls required to keep your enemies out and your buildings safely protected. You can build several lines of defenses.»



Sounding the bells of war
Thundering hooves can be heard in the distance. The sound of war is approaching. A nameless enemy musters its forces. The guards of the battlekeep, slumbering uneasily with one eye open jump to their feet. Someone is knocking on the gate – it's like the drums of doom. Blood will soak the fields beyond their walls today, and only Crom knows who will come out of it alive.
If you ever find yourself in the possession of a battlekeep you will sooner or later have to face the fact that someone will try and take it from you. The good thing is that you, as a defender, will be able to more or less determine when your battlekeep will be vulnerable for attack, something that ensures that you will always have the upper hand and that there will be no nasty surprises.
«If your battlekeep were vulnerable for attack all the time, that would soon prove to be very frustrating to players,» says Stone. «Instead the guild determines when it's attackable. You choose your own vulnerability window, and the bigger it is, the more benefits your guild receives from owning the battlekeep. Still, no one is safe: Everyone needs to be vulnerable at some point.»
The actual siege is initiated when a guild set up a war tent outside the other guild's battlekeep within its vulnerability window, effectively declaring war on it. The defenders will need to muster their forces just as much as the attackers will have to, and from there it's surely survival of the fittest!


A call to arms
If the gold is right, the men will come. In the harsh reality of Hyboria, that's a fact of life. In the smoky taverns of Hyboria, many a man have traded his sword to dark-clad characters on a mission from some aspiring guild recruiting to bolster their numbers so that they can invade their enemy. All it takes is that the price is right, if that's the case, men willingly put their necks on the line.
In order to let everyone enjoy the adrenaline-pumping siege gameplay in Age of Conan: Hyborian Adventures, we devised something called the mercenary system. Not everyone wants to join a big guild – not everyone has the time to join a big guild – so Funcom knew that we had to give even the lone wolves of Hyboria the opportunity to satisfy their thirst for large-scale, epic battles.
«With the mercenary system your guild will be able to recruit other players to fight for their cause, no matter if you're the defending or the attacking guild,» says Stone. «They simply put out a mercenary request promising a certain amount of gold for services rendered, and as a player you can search for these at any time, choose one, and jump more or less right into the fray.»
That player will then have to fight for your guild in order to get the gold promised. This will allow any guild with the appropriate resources needed to add padding to their numbers should they feel that they need help in attacking or defend against the enemy guild that might also use mercenaries.



In the midst of battle
The smell of death is in the air. The attackers, mounted on ferocious killer rhinos, stampede over the burning remains of the once mighty gate and charges into the heart of the battlekeep. The trebuchets continues to pound on the walls, wreaking fiery havoc, as the defending guild leader retreats to the headquarters to spend the final minutes of his reign – and his life – with his ale.
When it all starts, the battle can be a scene of complete chaos. Funcom is aiming to have over one hundred players charging the battlefields at the same time, and the guilds will have to coordinate their attack – and their defense – carefully. Will you place the archers on the walls? Will you put your war mammoths at the front? A thousand war stories will unfold in the minutes or hours ahead.
The attackers will usually start by crafting a few siege engines – such as trebuchets – and then place them tactically. As a player you will need to direct the shots of your siege engines yourself, as you try to focus on weak spots in the wall – most likely the wooden main gate itself.
«For the attackers, destroying buildings and killing the enemy will give you points needed to gain in order to win,» explains Stone. «Everything you do gives you point, even congesting certain areas of the playfield. If you manage to build up enough points within the vulnerability window, you might win and the battlekeep will be destroyed so that you can build your own on ashes of the old one.»




If at first you don't succeed
The once green fields of the Border Kingdom are colored in sickening, crimson red. Limbs lie scattered across the battlefield and the crying of the wounded is the only sound. The walls were broken, the defenders were slaughtered and the battlekeep was conquered. As the victors toast their hard-won success, work has already started on a new, perhaps bigger, battlekeep.
A siege battle may take anything from a few moments to several hours to complete, depending on the strength of the two opposing guilds. The walls might have been too strong due to upgrades, and so the attackers failed to succeed. The attacking forces might simply have been too big, and so the defenders failed in their mission to hold off the attackers for long enough time.
One's victory is another's defeat, and so the wheel of time continues to spin violently for the guilds braving the frontiers of the Border Kingdom. And if your guild fails to capture a battlekeep, there are always the smaller forts to be captured – or even the ever valuable resource nodes!

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