Posts Tagged ‘Age of Conan’

2. Zhu-khang the Gold Seller
Anyone that has spent any decent amount of time in an MMORPG has inevitably gotten their share of gold seller spam and tells. Some creative soul at Funcom decided to have some fun with this annoying little aspect of our gaming world. Thus Zhu-khang the Gold Seller was born. This comical little man who doesn’t speak English very well is the embodiment of all those annoying spammers in our beloved games. He makes those same kind of crazy offers like you give me your money for my money. And like in real life, there is someone along this guys quest line just stupid enough to buy it. Zhu-khang doesn’t work alone though, he has his own sweatshop style labor in a poor soul known as Little Farmer.

1. Thoth Amon
What better way to end things than with the resident bad guy of Hyboria. Thoth Amon has been tormenting players since they crash landed on the shores of Tortage. Unfortunately, the battle leading up to the climax with Thoth Amon is like a bad sexual experience. There is a lot of talk and teasing leading up to the big moment, but when you get there nothing really happens. You don’t even get a chance to suffer from premature attackulation (Thats my word, I made it up!). As you fight through the game and pursue this elusive wizard, you will come close to facing him time and time again. When you reach level 80 and finally do the last destiny quest you will enter the instance ready to give this guy 80 grind levels worth of beating. However, he will once again escape your vengeful grasp, denying you that climactic satisfaction again. I guess we’ll have to wait for the next chapter in the Destiny Quest to find out if Funcom will give us that satisfying moment. Read the rest of this entry »

December 25th, 2008

Now the team is workinf hard on solving this problem. And resolving the conflicts in the database and fixing the problem with the allocation correctly to ensure it can’t happen again and also ensure that player’s items or characters are not risked.This issue caused there to be a risk, on some servers, under specific circumstances, of items having non-unique identifiers in the database.

This in turn might have lead to some cases of player’s items not surviving the merge. It didn’t happen at all during our testing, and may have been a possibly rare occurrence.merge process will almost certainly continue into January. Some additional ‘ground work’ as it were to prepare the databases for the merges again. The community team will provide more details on this over the coming days and weeks in terms of schedules and when you can expect downtime so please keep your eyes out for details.

December 9th, 2008

Tradeskills and Crafting

In this update, there is a slight change to the tradeskills.But this is only the beginning, it will be improved further in the future.

About the crafting, new type of armor and weapons, called “Base”, “Culture” and “City” was added in to this update. This gives smiths a lot more to craft and the recipes for these items also include new resources that alchemists, skinners, weavers and woodcutters will have to provide, so working together with other player crafters and gatherers will become both encouraged and necessary. Resource drop-rates also have changed alot. The alchemy profession is getting a significant overhaul by having their number of recipes reduced and also making less resources necessary.

In the PVP consequence system, players who kill other weak and innocent players will be punished and get a criminal status and accumulate murder points, after accumulate enough murder points, you will be flagged as a murderer, basically making you an outcast of society. Murderers will be attacked by city guards and will be unable to trade with normal vendors. And murderers have to seek out renegade vendors on the fringes of society. You can absolve yourself of murder points by waiting it out as it fades over time and earning regular experience and performing redemption quests. Other players will want to hunt murderers down as killing a murderer increases PvP experience gained by one hundred percent!

Combat system

Players were allowed to break stuns, fears, roots, snares and charms when they have lost a certain amount of health. They have made the combos have fewer steps. when you miss with your directional combo strikes, and the penalty will increase with the number of missed strikes.

culture armor

Culture armor is a new type of armor in this update.  24 recipes in this update were released, each recipe making three pieces of armor in a set. Each class will get one culture armor set they can use, and everything is based on various Hyborian cultures. All culture armor is intended for high-level players, and in terms of stats they fall somewhere between dungeon-dropped blues and same-level epics. Culture armor will have to be crafted by players, and the recipes are dropped by boss mobs. And more culture armor will be added in the future.

October 31st, 2008

Furthermore, alchemy resources are being streamlined, there will be new skinning and weaving recipes, woodcutters will be able to make upgradeable staffs, and all drops related to crafting professions and resources should be easier to come by in a wider level range.

The news came in a post on the forum for the game’s test server;

Massively has the details, or you can read the original post copied and pasted onto the regular forum.

Recipes for armour and weapons will now come in base, city and culture versions. Base items are the simplest to make, city items require a guild city, and culture items - easier to make than city pieces - are “high-level lore-related” items for each class, aimed specifically at introducing some more visual variety to the game’s avatars. Culture pieces are intended to provide a path to crafting high-level equipment without requiring you to be in an active guild.

October 4th, 2008

Lastly for today (I think I have taken a good deal of your time already, hopefully constructively so!) I also wanted to mention that we‘ve come very far with the DirectX 10 version, which we unfortunately had to keep on internal test-servers for launch. It’s now almost ready for the full test server. Once the next game-play update is out expect to start to see the DX10 functionality coming to the test environment. How long it will take to transition to live will depend on the testing of course, but it’s starting to shape up nicely. Having done some reviews of it internally over the last few weeks I can admit that a few of the features really do give some added visual punch. I know it’s a feature that is long awaited and I can assure you the technical folk here are working flat out to try and get the version in a state where it can be considered for live release.

There are two things on the immediate horizon that will very soon be on the test server for public testing in the shape of Ymir’s Pass and the second stage of the PVP update. There are a couple of things I want to address on these.

Firstly Ymir’s Pass is a large zone and has quite a bit of content to test. This may mean that it stays on the test server through several updates on live. We have the ability not to include a given playfield when we build new versions for live, which means that this testing won’t hold up the release of the other new content and Ymir’s Pass will still get the time on the test server that it needs. We want the experience to be as good as possible for its release and feel the public testing phase is important in that. We hope to be bringing the playfield to the test server shortly, and we all hope you will enjoy the many varied encounters it brings.

Then there is the second stage of the PVP update that brings with it the consequence system. This new system allows for players PVP actions to have real consequences in the world, and it will greatly enhance the entire PvP experience in Conan. As you know the system is meant to bring repercussions for repeated evil behaviour (i.e. killing players outside of your level range), so should you chose to “gank” other players, a whole new gameplay area opens up! For one, it will result in you no longer being welcome in many parts of the game-world, but in its place you will have to rely on a newly arrived network of camps and areas that function with a little more moral ambiguity. This is very true to the essence of the Conan lore, and a change I think many players will find intriguing.

Read the rest of this entry »

September 30th, 2008

F11: Retrieve the map and pictures
Num lock: the switch over the automatic running
Esc or the movement: it will cancel the casting of the spell
Tab: summon and switch the enemies around
F: it has been pre-designed as the assist
Backspace: you can switch the quick marching into walking, and vice versa.
Shift + L: it will lock the skills in the hotkey line.
Alt + Z: turn on/ off the UI/HUD
Shift + F: turn on/ off the buddy and alliance board
I: it will start off the Inventory Tabs and the character& equipment tabs.
N: the talent tree
Alt+ 1-9/0: the hotkey in the second line
Other common keys
/guild or /gu: the guild channel
/guild invites Name: it invites players into the alliance and the first letter must be capitalized
/help or /fhelp: online specification
/heroicmode: This will take your group to the group instance of your zone if one is available.
/hide: start/ end the hiding
/ignore: ignore somebody into the blacklist
/invite: invite somebody into the team
/kick: kick somebody out the team
/leave: leave one’s own team
/macro: set up the macro demand

/afk: away from the computer for a short time
/anon: Toggles to make you anonymous to listings.
/camp: end the game
/cc XXX enlist somebody into the buddy list
/claim: the valued-added items available after players obtained the accounts
/emote: the expression will follow it; 
/emote tab, tab: the expression as a whole will be laid out for you
/group or /gr or /g: the team channel

/reply: reply to the latest one player who has listed you to his buddy.
/say: the present scene and channel
/sit: sit down
/stand: stand up
/stuck: break away and get stuck
/tell: code words

July 29th, 2008
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