[mine d'informations] Les trouvailles à NardPoleon

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Nous avons pu voir que beaucoup d'articles ont été publiés en très peu de temps sur différents sites.

Eidos avait rassemblé la presse et ceux-ci ont pu ensuite rédiger leur compte rendu par rapport à ce qu'ils ont testé.

Les nouveaux inscrits y trouveront un intérêt certain et les plus anciens qui connaissent tout sur tout sur aoc pourront toujours y jeter un oeil.


Voici donc la liste des différents articles traduits actuellement en français : ( merci à HyborianCodex pour leur contribution )

Warcry

MMORPG.COM

Curse.com

Jeuxvideopc.com

Massively + vidéos

Monde persistant

Gaute Godager par Jeuxvideo.com

Allakhazam

Monde persistant complément informations

Traduction eurogamer par hyborianCodex

Les autres suivront et je mettrai à jour...


Et voici la liste des différents articles originaux en anglais :

Gamespy

IGN

Gamespot

allakhazam

Curse.com

Warcry

MMORPG.COM

Massively + videos

shacknews

1up.com

Videogamer n°1
Videogamer n°2
je rajoute aussi celui-ci ( je n'ai pas eu le temps de lire pour recouper les infos : interview

Gamona en anglais questions to E.E !

Age of Conan: Mid-Level Content Preview

Next-Gen entre les fêtes

copie interview eurogamer

copie interview Funcom on the Barbarian Invasion

Article CVG

Quelques articles allemands

Gamona

Gameswelt

Eurogamer

onlinewelten et une vidéo en anglais = Vidéo Funcom



Et enfin un podcast sur mmorpg.com

Télécharger le podcast

Bonne lecture !
Citation :
Publié par NardPoleon
La selection de la classe a aussi subit une refonte -- on se commence plus comme un simple esclave lambda pour se hisser lentement vers sa classe finale. On choisit sa classe finale des le debut , et on avance grace à une serie de quetes solo qui debloque des nouvelles compétences pour sa classe. Même si c'est solo , celà est fait en ligne -- dans une version nocturne d'Hyboria, alors que la version multijoueur du jeu est joué pendant la journée.
Cette "Quete du Destin" comme Funcom l'appelle, vous menera jusqu'au niveau 80; une quete qui suivra la vie de votre personnage, deroulant l'histoire d'Hyboria et du Roi Conan lui même.
Dommage, le système de choix des classes semblait quelque peu innovant pour un MMo :/ . hum ils enlèvent leurs bonnes idées là !

P.S. : J'ai un peu peur que ce qui a été promis quand le jeu a été annoncé, et qui était vraiment innovant, soit abandonné pour des choses beaucoup plus conformistes mais fade .

Citation :
Publié par NardPoleon
Désapprendre les talents est .. pas un talent en soit -- il suffit juste de cliquer sur le bouton "désapprendre" et un compteur de temps est activé avant le prochain désaprentissage. Pour l'instant , il n'est pas question de faire payer le désaprentissage
J'imagine que le Timer est vraiment très long ... sinon ils sabotent le jeu là .

En tout cas merci pour tout ça NardPoléon .
Intéressant, merci beaucoup!

Moi qui à la vue de la FU craignait un vendredi morne

J'aime bien le côté timer pour "désapprendre" les compétences, ça permet de s'essayer à tous les styles pour trouver sa voie sans que ce soit trop lourd en terme de pénalité. Plus qu'à espérer que ces arbres de compétences soient bien touffus .

Et bien des vidéos, un compte-rendu sympa, screenshots et artworks, plus besoin de FU en fait .

Ca rassure un peu pour fin mars.
@ Mirik

Ouai enfin bon, faut pas dramatiser non plus. C'est pas un point crucial. Et ça ne veut pas dire que tout ce qui différencie AoC sur le papier va être abandonné.

Faut arrêter de boire la com, comme si c'était parole d'évangile. A être naïf au point de croire tout ce qui se dit au début d'un mmo, c'est sûr que tu tombes des nues par la suite. Mais bon sérieusement, j'ai envie de dire qu'il faut être un peu critique (j'ai pas dit râleur, private joke @ Tryst et Hati) quand même et savoir trier le bon grain de l'ivrai en matières d'annonces fracassantes.

C'est vrai que c'est un peu dommage. Mais le principale d'un mmo c'est ce que tu vois et tu fais au lvl max et la ben diffiçile d'être déçu vu qu'on ne sait pas grand chose ;D (ouai positive attitude mdr)
Oui enfin t'as quand même 80 niveaux à monter avant de t'amuser dans le "High End".

Après ces changements ont l'air pas terrible sur le papier ... et amènent leurs pierres à l'édifice de la "défantasmagorisation" de Aoc .
Les rêves qu'on en fait maintenant, sont peuplés de beaucoup plus de zones de chargement et de choix entre Hyborie 1 ou 69 .

Mais bon restons positifs on a pas encore tâter le jeu (du moins pour certains) .

P.S. : Dommage pour "les paroles de L'Evangile" ... moi qui commençait à croire que FC avait usurper la place de Dieu .
Ouai enfin pour rêver de hyborie 1 ou 69 faut lire vite les interviews et autre. FC a toujours clairement dit que les zones même si elles sont "séparées" les unes des autres ne sont pas instanciées.

Une zone c'est une partie du monde à laquelle tu accèdes par un chargement. Ce qui leur permet de demander à ta machine de "bosser" sur une zone plus petite. Une instance c'est un truc qui se duplique à foison. Faudrait pas tout confondre non plus.

Si chaque "zone géographique" était instanciée, je pense que ça aurait déjà crié au scandale sur tous les forums avec moult nda break.
Citation :
Publié par Mirik
Oui enfin t'as quand même 80 niveaux à monter avant de t'amuser dans le "High End".
Personnelement, j'arrive à m'amuser avant d'arriver au level 80. Un MMO, c'est pas une usine. Je me lève pas le matin en râlant parce que je dois encore faire 10 niveaux aujourd'hui pour atteindre un bon rendement dans le jeu.

C'est assez triste de voir que certains voient la phase de progression comme une tâche laborieuse qui empêche les joueurs de s'amuser...
Ouai enfin d'un autre côté faut pas déconner non plus. Ca dépend de quel jeu on parle. Si tu trouves pas chiant de te retaper les quêtes à la con de wow pour monter ton second perso 70 c'est que t'es un extraterrestre.

Aprés je suis d'accord pour dire que dans l'idéal on s'amuse aussi en pexant. Mais pour évaluer le potentiel d'un mmo je préfère me référer aux possibilités que j'aurais une fois le lvl max atteind plutôt qu'à la manière de l'atteindre. Dans l'idéal ces deux phases sont bien foutues, mais si le pexage est pas génial, et le high end vraiment bien pensé ça ne me dérange pas plus que ça.
Citation :
Publié par Bohn O'Gure
Personnelement, j'arrive à m'amuser avant d'arriver au level 80. Un MMO, c'est pas une usine. Je me lève pas le matin en râlant parce que je dois encore faire 10 niveaux aujourd'hui pour atteindre un bon rendement dans le jeu.

C'est assez triste de voir que certains voient la phase de progression comme une tâche laborieuse qui empêche les joueurs de s'amuser...
Je n'ai pas dis le contraire . Et je suis plutôt d'avis à penser comme toi Bohn'O'Gure . Je rebondissais juste sur l'affirmation de Sabre :

Citation :
Mais le principale d'un mmo c'est ce que tu vois et tu fais au lvl max
en gros il n'y a pas que le Max lvl dans un MMo
Citation :
J'imagine que le Timer est vraiment très long ... sinon ils sabotent le jeu là .
j'espere aussi : 1 mois
c'est pas realiste ? bon bah ils viennent de faire ce que tu dis alors ^^
Citation :
Publié par Fz POGO
Je kiffe toutes ces références à WoW !!!!!!!!!!!!!!!!!!
fait gaffe pogo, y a sabre/sombre qui va te reprendre, c'est pas bien !
Nan mais bon, je vois pas trop trop de quoi m'alarmer (avis perso). Je m'alarmerai si des "mauvaises" infos touchent au bk et aux villes de joueurs. Ca reste tout de meme les deux grosses features qui pourraient faire oublier les defaults que certains entrevoient.
Avec un pur pvp en royaume frontalier, de bon siege et une place importante accordé au ville de guilde, on sera deja sur la bonne route.
Merci pour la traduc en tout cas.

J'aimais bien le sys de war au début. C'est à dire, que tu ne te différenciais que par le choix de tes différentes capacités (morale / tactique / compétences) et donc les possibilités que tu avais. Sans ce sys d'arbre que tlm adopte et dont je ne suis pas trés fan. C'est pas assez souple en général et ça oblige à mettre inclure des possibilités "d'oubli" qui ne sont pas trés naturelles je trouve.

En fait l'idéal pour moi ça se rapproche plutôt d'Eve pour ce qui est de la progression du perso.
Citation :
Publié par Tryst
fait gaffe pogo, y a sabre/sombre qui va te reprendre, c'est pas bien !
Nan mais bon, je vois pas trop trop de quoi m'alarmer (avis perso). Je m'alarmerai si des "mauvaises" infos touchent au bk et aux villes de joueurs. Ca reste tout de meme les deux grosses features qui pourraient faire oublier les defaults que certains entrevoient.
Avec un pur pvp en royaume frontalier, de bon siege et une place importante accordé au ville de guilde, on sera deja sur la bonne route.
yep l'ami


mais le soucis c'est qu'a 3 mois de la soit isante release on a vu hummmm comment dire ...

Quedalle de tout ça !!!!

je parle aussi du :
-craft ?
-des villes de guildes ?
-d'un système de construction de batiments ?
bref j'en passe ...

bref on en est toujours au même point et ca devient super saoulant .
Citation :
Publié par Bohn O'Gure
Personnelement, j'arrive à m'amuser avant d'arriver au level 80. Un MMO, c'est pas une usine. Je me lève pas le matin en râlant parce que je dois encore faire 10 niveaux aujourd'hui pour atteindre un bon rendement dans le jeu.

C'est assez triste de voir que certains voient la phase de progression comme une tâche laborieuse qui empêche les joueurs de s'amuser...
C'est pas une question que c'est triste, c'est une question de gouts et de points de vue.
Ce qui est triste, c'est plutot de croire que nos propres gouts sont universels.
Citation :
Publié par Zophrene
C'est pas une question que c'est triste, c'est une question de gouts et de points de vue.
Ce qui est triste, c'est plutot de croire que nos propres gouts sont universels.
Pour une fois d'accord avec Zoph ... La tolérance des goûts d'autrui est une vertu que peu de personnes possèdent .
Age of Conan - Hands-On Report ( anglais )
Voici du travail pour nos amis traducteurs ! merci d'avance !

Citation :
Recently, News Manager Keith Cross had the opportunity to travel to San Francisco for a hands-on demonstration of Funcom's upcoming MMORPG, Age of Conan. The experience was under embargo until today, so today he files his report.
If this isn’t the first article you’ve read about Funcom’s upcoming game, then you probably already know that between the years when Atlantis went tits up and before the sons of Aryas started doing their thing, there was an age undreamed of, where many shining kingdoms were spread across Hyborea. There was the dark and mysterious Stygia, Aquilonia the proud, and Cimmeria where the Atlanteans fled. And during this age there came a man of great mirth and melancholies for whom this age is named, the Age of Conan.

Speaking of the Age of Conan, I recently had the opportunity to attend a press event and get a hands-on look at one of 2008’s most anticipated games. Several people from Funcom, including Product Director Jorgen Tharaldson were on hand to answer questions and get killed by the press in a few PvP matches.

My experiences in-game began with character creation which was fairly comprehensive, considering that not every character customization feature had been added for this demonstration. Most notably absent was the ability to play female characters, as that option just wasn’t ready at the time. So I set to work making my dark haired Aquilonian with an Amish style beard. Some of the hair and beard styles weren’t quite ready, and didn’t fit on the face properly, leaving a noticeable gap between the cheeks and the beard, but that’s to be expected at this stage, as the game is still in beta with a currently scheduled March 25th 2008 launch. These little problems were made up for by an abundance of sliders for the body and face. A particular favorite among the standard face lengtheners and eye shrinkers, was the broken nose slider, which allows a player to adjust the direction and severity of their avatar’s broken nose. The triangular slider used to choose body type was also a nice change from the usual two dimensional left-right sliders, and gives the feeling of having more freedom when choosing how big, thin and/or, muscular you want your character to be. Aside from the bad hair dos and no girls (which kind of reminds me a little bit of high school) the only other thing I would have liked to have seen would be an age slider, but that’s more of a personal preference than something the game was lacking.

http://users.skynet.be/fb557918/photos/aoc/100.jpg

Character creation took place on the deck of a galley in rough seas, where the player plays the part of a slave, forced to spend his days toiling away on the oars. But this existence is over as soon as you’ve finished with character creation, so with my nose sufficiently broken, my loincloth on tight, and my beard at the ready, I was good to go. The adventure begins with your character being washed ashore on a tropical beach with no memories. The beach is on an island called Tortage and the stage of the game is the tutorial. You spend your first 5 or so levels in a solo tutorial instance, where the first person you meet upon heading inland is a scantily clad vixen chained up in the jungle. She sends you to slay her captors where you learn the basics of combat with a wooden club.

I must say I enjoyed the combat system of Conan more than any other MMO I’ve played this year. The Age of Conan combat system has changed a few times since it was first shown to the public. In its current incarnation, it has the right mixture of game design, animations, and art direction to make combat a satisfying experience. At low level, when you don’t have access to much in the way of special abilities, you have your three basic attacks: from the left, the right, or an overhead attack that aims down your opponents center. When in combat, the enemy you have selected displays symbols in each of these left-right-overhead areas indicating their current defensive status from each of those directions. The idea here being that you have to choose to attack the least protected area if you want to do the most damage. The enemies in the tutorial area were fairly easy to defeat, but they were tough enough to show that you couldn’t defeat your enemies by just wading in to combat and attacking without strategy, like you can get away with in many other MMOs, but if you paid attention to their defenses you could truly mow down your foes with efficiency. I have no hard numbers on this but it seemed like a ratio of 3 hits to down an opponent with button mashing, to 1 to 2 hits with strategy.

http://users.skynet.be/fb557918/photos/aoc/101.jpg

That’s the simple design that makes combat in Conan more active than in many other MMOs, but it’s not the only thing that makes combat fun. At higher levels this system becomes more in-depth when you gain access to special moves and combos. A special move is handled in the same way as in other MMOs, maybe a hit does more damage, maybe you can knock a foe back… the list goes on. But what makes them fun is that if you follow up a special move with specific directional attacks, you do a combo and do mare damage. If you finish an adversary with a combo you have a chance to perform one of the finishing moves that Age of Conan is becoming famous for, like a good old-fashioned decapitation.

We had a chance to try out our prowess with combos later on when we left Tortage for a higher level raid area. I explored two such areas with my colleagues in the gaming media, Connal’s Valley, and a place called The Maze. Of course combos weren’t the only thing that I learned here. This is where I learned about the death penalty in Conan; good news, the penalties only stacks three times. The other thing that I learned is that if you go back to where you died and retrieve your tombstone, the penalties are lifted. So death isn’t that bad if you die somewhere that you can get back to easily, which I learned the hard way.

When playing MMOs, I have a tendency to get too wrapped up in combat, and push too far ahead, where I subsequently get overwhelmed and die. Age of Conan encourages this kind of play (at least from me) with combat momentum, where you swing your sword to the right, and your whole body follows through to the right. The motion captures for this were well done and it adds to the feeling of immersion, and helped make the combat more intuitive by appearing more natural. It also encourages you to pay more attention along with the directional attacks and combos. One problem I often have with MMOs, especially at lower levels, is the lack of a “coolness factor” for my character. But with the style of Age of Conan, and the satisfying combat, you feel cool right from the start, swinging a crude wooden club and dodging rivals in a loincloth.

http://users.skynet.be/fb557918/photos/aoc/102.jpg

source mmorpg.com
Interview entre Allakhazam et Jorgen Tharaldsen ( anglais )
Décidément encore un texte pour nos amis traducteurs ;-) merci encore !

Citation :
Recently Allakhazam had a chance to sit down and talk with Jørgen Tharaldsen, Product Director for the much anticipated Age of Conan: Hyborian Adventures MMOG. Just what did he have to say to the questions posed to him? Well read on and find out exactly what he said in this one on one interview.
Tomec: In reviewing the website and the official forums, there seems to be a lack of updated “Development News” Announcements. The last one was apparently October 12th of this year, and in the FAQ, all of that information is dated in 2006.

Jørgen: What?

Tomec: Yes, all of the FAQ entries are dated September 2006. So are there any plans to update that information?

Jørgen: We update it all the time. Every Friday we have our Friday updates. Every month we have our Major News Center ones. We send out massive stories all the time, so every Friday there is new stuff coming out, and every month there is a news center. Last news center we made was a video, and before that we did mounted combat and before that the leveling progression system. But I’ll check into that, thank you.


Tomec: Some of the creatures and characters in AoC have no basis in the actual history of the series. Can you give us any insight into where they came from? Are they based on any particular person, place, or thing or just general lore developed from the existing lore of the story?

Jørgen: Yes, there is both, because you have the main story lines going through the game from destiny quest level one to eighty. We were able to take the lower Robert E Howard and make it in but that isn’t enough foundation to give us the world we needed. So a lot of them are also devised from our own imagination, but then based upon coming out of the lower background of the universe, some of them are taken from comic series, some are taken from the 17 novels that are coming out., so it’s a mix and blend, but all the countries are taken from Robert E Howard‘s Universe. Like the Cimmerian and the Aquilonian and Stygian and the arch villains in the game, and many of the encounters you do will be with Howard specific encounters. So it is a nice mix of it. What we tried to do is put you in the footsteps of Conan and send you on a journey in his footsteps. Like Conall’s Valley that you played earlier is the region where Conan was born, and we really tried to make sure you can be able to go through the same stuff. It is very important to us.

Tomec: When developing the combat aspect of this title, was there a specific goal in mind that you wished to attain (other than providing the best possible experience, of course), and is there a specific point of influence that you can attribute any of it to?

Jørgen: I think the vision was to give you a more hands on experience, something more active. We started this in 2003. We all felt that the combat in MMO was kind of stale. They were all pretty similar. They were quite static. They were very strategic. There was a lot of involvement. They were quite static in the sense that you can issue a combat and push a few buttons and very often you can sit back and its like a whack and go game by pushing a few buttons. And that’s cool and all but then all online games since 1997, since Ultima, but still now we have the Conan game which is all about being barbarians and being brutal and fighting and we need an innovation for this and this is what we are going to do, we’re going to make it better and this is how we’re going to do it. So the goal was not to just make something better, but also to see how we could evolve the genre. With Anarchy Online we came up with stuff like instancing and lots of innovations which are now standard in the genre and everyone uses them, and with Conan we singled out combat. That’s the key element of it and giving that ability. It has been a long, long, long journey to get where we are today, but I think it has paid off. You see it in the PvP and so it has paid off. The vision stayed from 2003. There haven’t been any changes in the vision. We haven’t had to have a change in the vision. It’s simply a matter of improving the experience and the innovations of it. So that’s the story - it remains the same. Then you get to level 40 and you can start fighting from Horseback and from the Mammoths and the Rhinos. Then you get to level 60 and you get to the sieging and there is an escalation in the combat, because now there is 6 versus 6, but then you get to 60 vs. 60 and there are Horses and Rhinos and siege weapons. You can build your own Battlekeeps and they are huge and you can rent mercenaries and the system you use for PvP can also be used for signing up as a mercenary. So if you are part of a guild you can just jump into the guild warfare. So it’s going to be a pretty escalation of it as well


Tomec: In many titles, crafting exists – but is not given priority in comparison to combat and player vs. player content. Do you plan on giving crafters more love in AoC? Will they see equal content updates alongside the combat/game updates?

Jørgen: It is an essential part of the game in the sense that if you want to make a Player Made village you need the crafter. A lot of the crafting gear is not necessarily going to be stronger, but it is going to be more specialized. You have the socketing system which means you can tweak the stuff that makes it become more adjusted to the special needs you have. Also there are going to be a lot of crafting quests, a lot of them. So most of the recipes are actually quest based. To get the recipes you need to do quests to get them. And we have always been very careful to say this game is not about crafting, the main focus of the game is combat. For those who love crafting, we know that its perhaps 100f the population loves that the most and so we are aware of this and we’re making this game for all kinds of players, not just the hard core PvPers or the hard core PvE raiders. It’s important for us to make many games in one so there will be a lot of loving for the crafters. Everybody is asking, “What’s the crafting system like?” and we haven’t said anything about it. We are going to do it over the next year. That’s when you will get the full reveal on it


Tomec: With the expected “Mature” rating of the game that you state you embrace, do you see that as a hindrance to the overall success of the game – especially considering that the typical MMO market consists of boys aged 13 to 20. Do you think this rating will have a negative impact on your overall expected sales?

Jørgen: I would say otherwise because, before World of Warcraft, the typical MMO gamer was 27 average age so World of Warcraft has changed everything. They put it in and they just boomed. Thank you Blizzard. It’s amazing what they’ve done for us and for the genre, but we think this is better for us actuality. This is an advantage to us, because everybody is looking for the same space in the market, everybody going into like the teen market, the families, the kids, etc., but we embrace what we have. Not to dumb down the Conan game, don’t make it kiddy friendly, no decapitations, nothing. That would have been a lot worse for us. At least now we have a clear identity and we have a clear goal. And if you look at some of the most successful console games for instance, they’re all mature. If you look at Grand Theft Auto, God of War, that kind of game, because they are clear on their identity and they have followed their identity they are doing well. As I see it people are seeing it as wow finally a mature game, finally they can be real brutality, finally people can dress up if they like to. Like you know this quest which is not kiddy nice, this quest is about all kinds of stuff which is fitting for a mature license, so as I see it, it’s an advantage. Many have said to us it’s a danger, but I think we will succeed


Tomec: Well you don’t get anywhere without taking risks.

Jørgen: Exactly, and let,s face it we are like 300 people at Funcom. We are valued like at 300 million dollars, which is like we are a semi big development company, which also means if we are to get ahead we need to move in new direction. The moment a company like ours just tried to copy the stuff that is out there, that’s the day we are doomed, I think. So we need to be innovative and we need to push the boundaries and use our skills to bring something new to the table.


Tomec: AoC: Hyborian Adventures is highly anticipated, especially considering rumors of its development began in 2003 – two years before the official announcement of its early development. With recent titles such as Vanguard: Saga of Heroes and Gods ‘N Heroes experiencing much of the same anticipation, yet still failing, do you believe you have a greater chance of success?

Jørgen: Yeah I think we have more anticipation than Vanguard and Gods ’N Heroes combined and I don’t foresee that we will flop at all. We received more than 20 covers for the game so far. We cleaned the awards ceremonies in Europe and E3 for like 3 years in a row now. We see that the feed back from about 10,000 beta testers is really really, good. People are having a lot of fun. Our servers are rock solid, you know really stable and we have been doing this for so many years but Gods ’N Heroes hasn’t released a game before. The Vanguard guys, it’s a shame the way it happened, but I think that they too should have done like we did and perhaps given it a few more months because we have been good on making sure we have enough time to polish the game. So I would be very surprised if it flopped. We learned a rather painful lesson with Anarchy Online in 2001. If you remember the launch of that game a long, long time ago, and that game is still running successfully, so I think we know what it takes to be a success. We have a good license behind us. We have 179 developers working on the game and combined release of 10 MMOs and about 150 release of pc games, I believe we are in a pretty ok position. I hope so at least.


Tomec: One final question. You can’t tell us more about crafting, but can you tell us more about the PvP and Battlekeeps and everything.

Jørgen: Yeah sure. It’s a big question though because there are many aspects to it. It starts like this; your build on depending on if it is a PvP server or a free for all server. It happens in the Border Kingdoms, that’s according to lore and between several Borders where the Kingdoms are up for grabs. You have several guilds and you claim land and you start off by building a trade post. That’s the first thing you need to do and then you start building off the perimeters of the city. There will be different sized cities. As you build them up you will be open for attacks from other guilds and so called opportunity windows. Other guilds can actually lay siege to your city, because there will be a limited amount of instances. For the biggest battle keeps, there will be an estimated 9 for each server. We’re going to have about 15 of the forts and about 18 of the resource nodes that will be even smaller. So depending on the size of the guild you’ll have different sizes of these cities. Then you’re going to go and lay siege to enemy cities and there are several different objectives, depending on how many kills you have, in terms of holding points inside the city and obviously the defenders would stand up on the high ground with their archers and their Nukers. Attackers would come with their siege weapons and Ballistas and their war mammoths try to break down their wall and reach perimeters. Depending on the size of the city you’ll have first line of defense, second line of defense, third line of defense, to break through and there is a set time limit on these, so they won’t rage on for like 2 days. We cap it so like everything should be done in a certain time.

Tomec: That been a problem in other games endless PvP battles, it’s like there is no end.

Jørgen: Ours will stop after a set amount of time, exactly how many hours we will let you know when the game launches, because that is when it will be fully balanced for that. And then the game will be over. And as part of this you can also come in as mercenary, so if your guild is about to lose. And if you die you can respawn at the Battle Keep in the cities. You can also hire mercenaries so you can send out calls to the world for other players to be teleported in the battle as mercenaries. You even have a few mercenary levels in the game. And of course by PvPing you get advantages: you get status, you get ranking, you get PvP levels, and many other things that will help you grow your PvP aspect and of course PvP gear. That’s the very short summary of it.


Tomec: Well thank you for your time and it has been great meeting you. I’ve had a great time here.

Jørgen: No problem.

You can read more about the game and my impressions of it here

source
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