Ensemble des Q&R d'Oslo.

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Vous pouvez trouver ci-dessous l'ensemble des 4 vidéos "Questions/Réponses aux développeurs, lors du voyage à Oslo, fin Janvier" retranscrites par le site TenTonHammer. Leurs traductions sont disponibles sur le site HyborianCodex.

Partie Une :

Citation :
1.1 Q: Could you talk a little about stealth? How is stealth going to work in the game ?

Evan Michaels:
The way that stealth works is a little bit different than most games. Most games it's very binary. You're either stealthed or you're not stealthed and if you are stealthed you're pretty much invisible to everything universally until something detects you or you get hit.

Ours is a bit more dynamic because it's a skill check between the person stealthing and the people observing, meaning that for instance in PvP different players will detect the player at different rates. So one person might see another person and one person might not. That's kind of the difference between the two. Stealth is very limited in our game. Rogues are the ones that are good at it - especially the assassin - very much specializes in it, while other classes can train their stealth skill and be ok at it, they shouldn't expect to be amazing at it. In that way, stealth is very useful, especially for the rogue classes; especially when you're trying to get around mobs and stuff like that, you are able to do that, very much like you are in other games. But the penalties for not training your stealth skill and not being a master in that skill are pretty harsh. We want to reward players that invest in that as something as part of their character, rather than just letting everybody have it for free. It's a choice the player has to make to put the skill points in, invest in that stealth skill, and then it's quite useful.

Gaute Godager: There are a couple of unique things that we use. First of all the NPCs in [Age of] Conan have different types of senses that they use to detect people who are hidden. The vision sense is actually a cone so moving around the NPC where you are out of sight will help you when you stealth.

Secondly, the light of day and the way light hits you also goes into this "massively complex" formula that [Evan] made. [laughs]. So, basically, if you remember - I don't know if someone [here] played the first round of betas back in June - there was a Thief light meter on the character portrait. That's not part of the GUI any more but it will come back and then you will see how light hits you, and that part of the formula; so you can stand close to walls and you can use the lack of moonlight and whatnot to increase your chances of not being detected. So that's going to come back in. It's still there, it's just not visualized.

So those are very vital, important aspects of stealthing. And there is another layer in that that we are debating if we are going to put in, and that's the players' ability to see NPC senses. We are wanting to do it but it's hard to make it look in character. So it's either like a nice hand-drawn line or box that goes like this: [makes clunky gesture of a box waving back and forth] that follows the guy, or we need to do some magic there to make it look in character. But basically it's the same way of "highlighting" that you see in Thief, when their look pans around, or in Commandos, if you remember that.

Evan: There's actually another element of stealth, and we've added these elements, as Gaute mentioned; the light level, or the "cover level" is what we usually call it. In addition to that we also have weight or sound noise level, and that is controlled by your armor. Basically, if you wear heavier armor which is nosier armor; full plate, chainmail, stuff like that, you generate more noise while you're stealthing - which means that you are more easily detected. That's one of the main reasons non-rogue classes have a hard time stealthing.

Gaute: But they can go nekkid, right?

[Laughs.]

Evan [laughing]: Yeah! That actually would help you stealth.

So all these things combined into a stealth system where the player has to be a little more careful and considerate. You know, they have to watch - Are they in the shadows? Are they hiding in the dark areas? Are they being careful not to move? Because when you're standing still you don't generate a noise level. You know, are they staying out of sight? Things like that. So, you know, we want stealthing to be cool, but we also want it to be hard because it is very powerful and part of the coolness comes in mastering that skill.

Gaute: As you might have seen in beta - all classes have access to stealth. That comes directly from the lore as far as I can define it - see every character that is found in the game. In the books they sneak around whether it's a priest or a mage; they all sneak and they stab each other and so we wanted that. Thus, we needed to make it with elements that it couldn't be as binary as it is found in other MMOs. It needed to be more like a mini game - so that's why we did it this way.


1.2 Q: I'm guessing it's disabled while you're mounted, correct?


Gaute:
Yes. No climbing. No sneaking.


1.3 Q: In what areas has the beta helped you clear up things that you weren't clear about or make decisions to add things, remove things, or change things?


Gaute:
Yeah. Well. Oh. [pause.] That's like asking "please describe the last year."

[Laughs.]

Pål Hansen: In the background of the player there's lots of information. There's nothing being sent if there's nothing wrong but when it crashes and all that we have a full stack of traces and so on. So we are able to fix that very quickly.

Gaute: The most obvious one, of course, is the one that we stated as a reason for delaying the project in August. That was very much from serving, hearing, listening to journalists, people playing and looking at beta testers' focus tests, hand-picked influential people that we liked to ask and then just basically seeing that. I felt that the old way of executing combos was inverted to the way I wanted it to be. People couldn't remember and they didn't automate the things I wanted them to remember and automate. I think that's the major thing that cost us quite a lot.

It can be on the class side. Class interests, but sometimes it doesn't even reach beta before we axe it. But sometimes it does; and then we do it.

It can be on the pacing of the game. We changed the pacing of the game. We tune it up after listening to what people have to say.

It can be on the degree to which people are locked down in the Tortage part of the game.

You might not know it, but we have it in the works right now, for you who are not in the beta: The first twenty levels of the game is "single player" we call it, but it's not really that, it's more focused. You can do single-player epic quests during that part of the game. They're called "Destiny Quests." People were actually saying that they really, really enjoyed it but they missed travelling. So what we're doing now is that we're adding a smuggler that will take you, smuggle you out during the day and that you go someplace that you previously couldn't access. Which, of course, all the story-lovers of the game sort of said: "That's really going to be hard for you to explain unless you do it properly because it's all about being secluded." But that really came directly from the beta testers saying "I miss going there, and I especially miss having my high level friends kick my ass, or coming to give me stuff, give me coin, and whatnot."

So we are changing the game almost everywhere on every level. It's just a communication where the factors are time, effort, and vision, and we try to have those merge as much as possible with the feedback that we get; to find the sweet spot somewhere in there.

I hope that was some concrete examples.


1.4 Q: We haven't heard much about spellweaving for a while. How is that coming along and can you tell us a bit about it ?

Terje Lundberg:
We still have a spellweaving as part of the plan for release. We've revamped it some to make it more simple and familiar. It still will be a big part of the magic system. We have the first test phase running upstairs already, but it still has not reached beta.

The way it will work is a special sequence where you cast spells and when that sequence is fulfilled you get a big option of doing something really heavy or nasty, with effects that might have on your character as a big risk involved pending on your character.


1.5 Q: Soul corruption ?


Terje:
Soul corruption is still something that we're thinking about - kind of different, hard to explain.

Evan:
There will be many various negatives. As we talked in some of the various dev diaries before, and one of the examples was potentially killing yourself. That is definitely on the table for the more dramatic spellweaves - the big ones with the very large effects. They will possibly kill the caster if they're not careful.


1.6 Q: Sending yourself to hell? Is that still in the works ?


Gaute:
That was one of the things we saw people not responding to favorably to - when they got put to hell during a raid. Yeah, it's a cool idea and people will be all "Yeah, that rocks," but then they're like "that sucks!" So I don't expect that.


1.7 Q: So a bit more practical ?


Gaute:
Yeah. More practical, more down to earth, but still extremely deadly. I would say more for the caster than for the recipient.


1.8 Q: Female character choice has been disabled for quite a while now. How is that coming along? Do you expect to add it back in beta before launch ?


Gaute:
There are a couple reasons why we didn't do it. It took a lot of time to clean up all the animations - we have about 3,000 animations per character to do that properly. It also was to do with just making sure that it looked good enough before we launch it because people have special expectations for the female. It's going into the mid-January milestone which is Monday. It usually takes a week to get to the beta and so you can expect to see it then.
It is testable right now if you're a GM. So it's right there, under the surface but gameplay wise it doesn't really matter. They play exactly like the male. Visually they're different and people have a special need for the female to be "hot" in the Conan game. It's a delicate balance and we've worked around the clock to make it and to have the rating boards approve it. That's really a big issue for us because we need hit the Mature rating, not under-the-counter sales. So that's been a tough one for us in that regard, but yes, it is coming, and it's coming now in a very very short time.

Didrik Tollefsen:
She's very good looking. I tweaked her myself.

[Laughs.]

Erling Ellingsen:
Didrik, maybe you can add a bit. How it's been working with the female models, why you have been taking your time.

Didrik:
It was a great cast as well. We had lots of fun doing it. It's a challenge as an artist - to make a goddess that everyone can say is good looking to them. We all have our preferences.

Gaute:
I don't know how many different versions of the female mesh, the female animation rig, the female heads, the female faces, the female hair that we've been through. I guess the rig has been swapped out four times or five times. The mesh even more than that. It's just massively challenging to get it right. It is now. You need the right sizes in the right places.


1.9 Q: I thought we could create a woman character that looked differently ?


Gaute:
To some internal people's amazement, yes. Yes, you can make someone look like someone you really would not want to date. That's not a problem.


1.10 Q: So we can make a character fat, or... ?


Gaute:
Yes. There is a special club for people like you downtown.

[Laughs.]


1.11 Q: How much effort have you made thinking about female gamers in Age of Conan? It seems like such male material.


Gaute:
It's an interesting question. How to phrase that one? First of all, female players are very very important to us and we want to include them as much as possible. But yes, you are absolutely right. Conan is an adolescent's fantasy, pulp world with and the modern female, equalitarian values don't mesh always 100 percent with that type of world. I think we made a choice that we would include or try to make it as pure as we could from a visionary point of view; to welcome all the females that wanted to play, after having sort of screened them away based on the vision being pure, if you see what I'm saying. I think there are quite a few female players. We watch the threads on our beta boards and we watch the people talking about the game. But I definitely think that we will have fewer female players than we would in a less pulpy, male-fantasy type universe.

I don't think it will be noticeable for the player. Not to be very glib about it, but nine tenths of the people you meet who say they're female aren't anyway. So making that nine to three isn't going to make that much difference. But all the elements that female players enjoy are there. All the social aspects that we normally say are typically female values - they're there. But I must say that there will most likely be more males enjoying those values anyway. It's not as cut and dry as you see them. It's not what appeals to whom isn't as cut and dry as we would like to hope for when we market the game.

Erling:
I'd like to just add one thing on that. When I've been travelling around a lot, talking with the gaming press and so on, I meet a lot of female journalists of course, and many of those have actually said that they look forward to Age of Conan because they can finally have a chance to play something sexy, and not just a cartoon character, or a caricatured character. They can finally play something realistic and mature, and something they can identify with.


1.12 Q: In regards to raiding and looting, what kind of mechanics are in place for players to choose from? How do you handle loot?


Gaute:
Let's start with group looting. We have three different loot modes. Round Robin, we have team division and random and I think we also have first come, first serve. In terms of the raid, it's the raid leader that can distribute. So there isn't any "token" system in place for handling raid achievements. Not as far as I know. [Turns to Evan] Do you know of anything that snuck in there somewhere?

Evan:
Unfortunately we don't have anyone from the high-end gameplay here and a lot of that has to do with their planning. We have generic systems but how they implement the execution of it is purely up to them. I know from talking to them that they're primarily going for drops. I've heard talks of a token system but I haven't heard specifics of what they have planned for it.

Gaute:
I doubt there is something concrete there. Did that answer your question? You were asking about raids more specifically. We will have twenty plus raid targets at launch. We're going to have 24-man teams as raid target number of players. Almost exclusively the raids are high level, as in 75+ to 80. I think there are one or two examples of lower level, but I'm not totally sure if they're going to make it or if we ramp them up to level 80. Our estimate says that we have several hundred hours of raid content, and I hope that's true, but it also depends on how hard we make it. I mean we can make one raid take several hundred hours. [Laughs]. But I guess that won't be too appreciated.

We are planning to have an item-based raid leveling system which gears you towards taking the next level of raids in place. I think there are three tiers of raid content.

Evan:
Yes. Currently there's tiers of raids and raid loot planned of increasing strength that will basically allow you to start working on the next tier. They have a very interesting and creative solution going on with the way that raid drops versus non-raid drops works and from I've seen the balance of that and how it impacts PvE non-raiding versus raiding is actually very solid. The distribution - We're in a unique situation with basically our classes and that's caused by the fact that most of our classes are what would normally be considered "hybrid classes." Very, very few of our classes only have one role and due to the kind of generic system we use for what people can equip. A lot of the loot that drops will be used for multiple classes and multiple people at the same time. As far as I know there aren't any current plans to only drop, say, a necromancer item or a dark templar item and if you have no dark templars in the raid, you know, you just have to let it rot on the corpse. So I think they're trying to take a very broad approach and make sure the progression is as fun as possible.
Partie Deux :
Citation :


2.1 Q: What about players that want to solo through most of their game ?


Gaute Godager: First of all, you can solo to level 80 if you want to. Just like that, our surveys show, not only from Conan but also from other games that people actually solo for almost half their time, even though they’re listing themselves as socializers. So taking from the solo player, is looked not only as that we care for, but also something that is vital for an MMO success today. All of our outdoor playing fields are based primarily on solo game-play, so all our camps and setups should, 85 to 90 percent of the time be solo camps and solo setups that you can delve into. Same goes with 20 to 40, 50ish level instances. Most of them are solo instances.

As you go up in level you will find soloing available everywhere. We even have the infamous auto-con system that we carried over from Anarchy Online. We have a system there where we create the playfields or zones on the fly at your level, which you’ve seen all MMOs copy after we made it back in ’97.
We have this in Conan as well so there are actually repeatable quests with instances that are solo only.


2.2 Q: What kinds of server types are going to be available ? PvP, RPvP, etc ?

Gaute: There are going to be three server types at launch. They’re going to be called PvE; PvP, and PvPRP, which means that on the RP servers there will be PvP to some larger degree than on the PvE servers. We can make new types as well, but that’s what we’re going to launch with. In terms of what are the benefits that you gain from PK’ing someone or killing him in honest combat on a PvP server: there will be something there. But when we open the PvP server on beta now, we’re going to start it without anything and then we’re going to see how people react to it and then we’re going to adjust it accordingly.


2.3 Q: Some players want to loot something, or everything from the players they have killed. There seems to be a hard-core approach to PvP.

Gaute: Yes, that is the trend. I just need to say, also, that the vision for when we started out with Conan and how PvP should be: I wanted PvP to be like participating in a “Quake” match or something like that. Super casual; you go in there and you play, and that does not marry well with the hard-core, sort of “delete-the-character-when-you-die” approach.
We have the same discussion internally, and I can safely say that we listen when people say it, and we want to do something in that regard. I honestly do not want to promise anything there.


2.4 Q: Will the roleplay server have the same kind of ruleset as a normal PvP server?


Gaute: When we first make it, yes. But I want to tweak it so that what is going to be there at launch is something that… On the PvP servers, you have some rules per playfield that you can apply PvP and non-PvP; you have different types of rules, so that we can, if not on the fly, when we open a new server, you can have new sets of rules on that server. When I have the flexibility, and many needs, I want to be like a politician: vague and promise everything to everyone so that I can get the most votes come D-Day. [Laughs]. So that’s basically what I’m doing to you now. So we will the trend, and I will follow; like a true politician.


2.5 Q: How are you balancing healing classes and healing potions? Do you need a priest?

Evan Michaels: A potion cannot be better than a priest. Potions are there to be a helper tool, basically, to people who are playing alone or in groups that get into a rough situation. They’re reasonably powerful but like the rest of our heals they are healing over time. So they’re useful, especially as we found in PvP, and keep that in mind when you’re doing the PvP matches. I don’t know if they’ll let you have potions or not, but they’re very useful. They’re basically a way for a character to be somewhat sufficient and they’re very useful while soloing.

Most of the priests have a different way of approaching healing. The Bear Shaman, for instance, becomes much better at healing as you melee and things like that. You get stacking buffs that make your heals more powerful; these are all things that players have to learn and figure out as time goes on.
But to simply answer your question: Yes, priests will be required at high end, and potions will not replace priests.

I think this goes back to the earlier question of what we get out of beta. We test this internally. We have QA test it but when we’re having hundreds and thousands of people playing a class on a given day, we get a lot of feedback and get to observe a lot of behavior – what people are doing, how they’re doing it, what skills they’re finding useful, what skills they’re ignoring. Those are all things that we adjust and tweak on a daily basis, really.


2.6 Q: What about the user interface, and online profiles ? Is there anything supported in that regard ?


Gaute: The backend for a site that supports making your own homepage with stuff that you do and all that; all that is there and we’re working with partners to find the best solution, but there’s nothing I can say about what will be there at launch, currently.

We have support for some limited UI customization. We have a UI toolkit that you can change the looks of everything. There isn’t any scripting language supported in the UI currently. This was not only a time issue, but also a choice that we made because I think that we didn’t, at launch, want to let that cat out of the bag to make it that way. We will include customization of the UI in the roadmap post-launch, where you can do more heavy-duty changing of stuff. But right now, you can change in the xml files positioning, the looks, the size but not the functioning of elements.


2.7 Q: What kind of differences can we expect between the Xbox 360 version of the game and the PC version and what are some of the challenges you’ve faced while developing a MMORPG for a console ?


Gaute: Of course, there’s the joypad, which is the main controller interface. Naturally, our game was designed with that purpose in mind, and our combat, especially melee, lends itself very well to that system. We will expect the Xbox 360 version to be slightly bigger than the PC version, so there is going to be extra, added content there that will be available.

There are also, technically, quite a few challenges when squeezing it into the Xbox. I can’t really say which playfield will be added or which feature will be added because it’s too early and we need to let the Xbox have its own run and have its own press releases, and you will all be back for the Xbox version sometime in the future, I hope, and we will discuss how that content will be integrated into the PC version, and if Microsoft wants it, how both will be able to play on the same server, if that’s what they want.

I think what I would say is that I would guess an expansion pack for the PC and the Xbox merger would work well together, so that you could basically see an upgrade to the game, and the Xbox version come out. Other than that, I think Conan is going to be the first truly MMO that is designed for a high-end platform. I hope so, at least.


2.8 Q: Are you thinking about translating the game into other languages (apart from the initial Spanish, French, English and German releases)?


Erling Ellingsen: There is no definite plan for it, but it’s definitely one of the most important markets for us in Europe, along with France, Spain and Germany and the UK. So, perhaps, but there are no plans for it.


2.9 Q: What possibilities are you going to give the roleplayer in Age of Conan? Things like sitting on chairs, carrying a torch, stuff that’s not really a game mechanic but would be more for the “feeling” of the world?

Gaute: At launch, you will expect to see some interaction but I don’t really know what will make it. You will expect to see a massive list of emotes with unique animations and/or particle effects. You will expect to see special locations made for this, like bars and pubs and whatnot. There isn’t going to be anything regarding decorating your player-made city or village houses like putting up plants in there, like UO style, which I loved, but it’s not going to be there.
So, fairly extensive in terms of the number of things you can do within one category, like emotes, but not too many categories.


2.10 Q: What kind of rules will be in place on the role-playing servers ?


Gaute: Rulesets in terms of player versus player interaction. There are going to be some rules there that you can do and what you cannot do. In terms of fighting at least, of course we need to control that.

Even on a PvPRP server you don’t want to be chain-ganked at your respawn point, or level 1-5 or anything like that.
In terms of rules of conduct, which I think are the ones that you are thinking about, it is natural for us to make, before launch, a list of rules of conduct for those servers; what we expect people to do. What we will do about policing them, that’s a question of customer support and the cost. So I guess we will have to discuss that with customer support. But, yes, there will be something like that.


2.11 Q: Can you explain the PvP towers and battlekeep?


Gaute: These are smaller objectives that will use the same sort of technology as the battlekeeps, which means that they will have windows, where they are open, which will give the destroyer an aggressive bonus once he destroys it. The bonus is going to be based around how long the opponent that owned the tower used to own it before you destroyed it, so if someone is chain destroying it, it won’t be as much as if you let someone stay there and then you go and destroy it. You will also be gaining benefits from owning that tower until it is destroyed, continuously. It’s like a mining station; your place on a resource node, so you might say.

These battle towers are going to be much more open for less powerful guilds and groups, because naturally, our battlekeeps are going to be severely PvP, hard-core and there are only going to be a set number of them. We’re not going to instance them, no matter how many players are in the world, and no matter how many guilds we have ; they are only going to be the one to nine best ones that will be able to have those battlekeeps.

So these are PvP objectives in the world with bonuses, but will have more easy access.
Partie Trois :

Citation :
3.1 Q: Can you offer some clarification as to the classes that have recently been merged?

Evan Michaels:
I’m sure you’ve probably heard some of it, but I don’t really view it as “removing” classes, because we have more or less condensed them. What we’ve found is that one of the toolsets was a bit too narrow. You know, it was pigeonholing people and they weren’t finding that fun. And like I said earlier, a lot of our classes are very hybrid; our roles are very broad. We want people to experience variety in their game-play. So what we did is we took those two classes and we took basically all their cool abilities and all the stuff people enjoyed and wrapped them into something that’s more coherent.

The Tempest of Set, which used to be the Stormcaller, and Scion, has basically the abilities of both of them, and it’s been re-themed, basically around the whole Set priest-type thing. The response to that internally has been very favorable and I think the external stuff that people know has also been really favorable so we’ve been really happy.
We were not very content with the two classes as they were and when we combined them and started meshing out the new theme it really meshed well together and I think the resulting class is really, really fun.

Gaute Godager: One thing is that the class now called “Tempest of Set,” formerly called “Scion of Set,” formerly called “Stormcaller,” formerly called “Druid of the Storm…” We wanted to make sure we got a couple more name changes in before launch [laughs].

Evan: That explains the priest one.

In regard to the Lich ; the Lich we found was a little too similar to the Heralds. They had a very similar vision. That was kind of our fault initially for making two classes that were a bit too much the same. The Lich, what people really enjoyed was the theme. You know, the undead, evil overlord type stuff. We thought that really fit well with the necromancer class which we’ve been trying to evolve over the last bit to set it apart from the Demonologist. So the necro does get an ability now, or an optional ability to transform into a Lich into some of his other cooler abilities. It already went along with this whole undead, evil theme so they fit well together and I think the resulting class is more interesting and a more versatile class.

Erling Ellingsen: Can you tell us a bit about what has been preserved from the two classes ?

Evan: Almost everything, actually; most of the abilities. The only thing that has been removed from the lich… The necromancer is still a caster class, the lich was more melee oriented. The necro is still a caster class but he has all the kind of spells and trigger abilities that the lich had.
The Druid of the Scion of Tempest of Set of whatever [laughs]. The Tempest of Set basically has both toolsets completely, only re-themed to the Set Priest theme.

Gaute: The only thing I want to add: the interesting thing is that people view class reviewals and class balance marketing material that we do as a contract. It makes it very hard for me to do my job properly, which is to make the game fun because we basically have to make a decision. “How much is this going to shake the boat versus how much worse is the boat going to float when it’s launched?” I wish I could just reveal the finished game and at day’s end and say: “here you go. Have fun.” That’s part of it. And, yes, we expect that there will be some upset people from this. For them, we are truly sorry, and we try to preserve what we can in these classes when we merge them up.

Cody Bye (Ten Ton Hammer): I think as long as you keep everything from the other two classes, I don’t think there should be too many people…

Evan: We’re not heartless. All of us on the character development team are gamers. I mean, I’m an MMO player. I’ve been an MMO player for years, so I know how it feels when classes are changed. But in the end, we want to make a fun game, and that’s our end goal. So we’ll do whatever it takes to make sure the classes in at launch are as fun as we can make them.


3.2 Q: Previously you mentioned that you will allow us to skip levels 1-20. It’s not in beta. Will you allow this in release ?

Gaute: We will have the opportunity to skip 1-5 most likely; not 1-20. What we’ve done is we’ve opened the world up and let you leave Tortage instead, as I’ve told you earlier today.


3.3 Q: So skip 1-5 and leave Tortage after that ?

Gaute: Yeah, you can leave Tortage, but there won’t be any low-level content outside of the hub in Tortage. You do not have to do the Destiny Quest over again. You don’t have to do the Destiny Quest, following the path during night. There is low-level non-quest content.

Evan: I can also add something really quick. The reason that we originally allowed the skipping of 1-20 was that long, long ago you didn’t pick your class, you didn’t pick your specialized class until you became level 20.

So you were just a mage, and when you got to level 20 you picked “I’m going to be a Demonologist,” but that’s been changed. So we’re choosing our class earlier in the game. That has allowed us to introduce new class abilities starting at level 5 instead of level 20.

Gaute: Even at level 1.

Evan:
Yeah, even at level 1 you get a few startup things. Because we’re introducing that right away now, there’s really not the need to skip. The main reason we wanted to allow people to skip is to get into their class after they’ve played it once.


3.4 Q: Tortage is really boring the third time.


Gaute:
That’s very true, which is why we’re also arguing the things that we are talking about letting you leave the area. We are also going to make more starting areas with time, but not at launch.

Erling:
But the stories in Tortage are very different, right?

Gaute:
What we did when we made Tortage is that we said: “We have two choices. We can do what every MMO did, and what we did in AO, was sort of take a spread and make cookie-cutter content.” If you play most other MMOs, and if you play in one area and move to another area, it’s the same type of quests. Maybe themed differently, but content-wise it’s more or less the same. And we said: “Let’s, instead of that, try to use that effort into making one storage of an area with really high quality stuff.” And, you know, people who are forced through Tortage time and time again in beta are basically going to look a bit singed when they enter the game at launch, and kudos to you if you press through and do it over and over again, so thank you very much for that. But, of course, most players won’t have that type of repetitive experience.


3.5 Q: With the Collector’s Edition, will you be doing a 64 bit client version ?


Pål Hansen:
It’s a standard 32.


3.6 Q: Is the game optimized for quad core or is it just dual core ?


Pål:
The more cores you have, the better it will run.


3.7 Q: Is it still viable to use the measuring stick of “If the PC will run Oblivion, it will run Age of Conan ?”



Pål:
Minimum requirements. They’re 5800. The important thing is to have Shade Modeler 2 and at least 128 MB of RAM on it. The performance now, I understand your concerns, but it is in the plans that we do almost all of the optimization now in the remaining time.

Erling:
What you got to see today was a taste of what’s to come on the new rendering code.

Pål:
We have a lot of stuff, a lot of optimizations coming out and it’s probably coming out, the first stages of this improved “Cheetah”, it’s probably coming out next week probably on the General Beta. We have a lot of stuff in there. There’s also a lot of new stuff coming. Right now, it’s been quite a big change so it’s coming out with new features, with debugging information and so on, so it’s not like a total new engine coming out of the box next week but it’s improved. What we’re looking at, it’s a bit combined, but it’s the memory, how much memory you use for textures. It is, of course, all the different shaders and the CPU usage. The GPU usage, and the CPU usage.

One of the things that we have done lately is that we have improved how we load all the textures. You used to load almost everything. Now we are doing that much more intelligently, so that you are supposed to only use the amount of memory that your graphics card can handle. It adjusts dynamically.
We are looking into the frame rate itself. That is going to be improved. And we are looking into making the game load more of the stuff asynchronously, instead of synchronously, because that will make it stall, and you have stuttering and so on. So we are taking every stuttering piece out of the game one by one, and you are loading that in the background with a different thread, as is where the multi-cores are coming in. Or even without a multi-core, a single core can handle it as well, but it’s just better on a multi-core. This will produce a much better gaming experience for you.

I think the coolest feature, to use a popular phrase, “we’re raising the sausage,” is something called “deferred shading.” That is something that, regardless of what kind of hardware you have, we will aim that you will have a good frame rate, so it adjusts and we will get that in. We have it up and running now.

I’m kind of pumped up these days because we have a lot of cool stuff going on in the rendering team, but it will come out on the beta step by step.


3.8 Q: With combos, will you hit things around you, or only your active target ?


Evan:
There was a bug for some time about the combos where they weren’t properly affecting the cone, as a normal weapon. That’s changed. It will be on beta soon. It’s currently changed in-house. We’ve been using it for quite some time actually. So basically, unless the combo specifies that it only hits a single target, you will always hit what appears to be what you’re swinging at. It will default to what your weapon normally would hit. So if you’re using a dagger, it’s quite a narrow cone. If you’re using a pole-arm it’s quite wide. But the combos will be hitting multiple targets.


3.9 Q: What about cinematics like there used to be in Anarchy Online? Will they be all the way through the game ?


Gaute:
I’m so sorry to disappoint you, my friend. There was a reason why we stopped. So the answer to that would be “I don’t think so.”

Didrik Tollefsen:
It was killing the graphic artist.

[Laughs.]

Gaute (to Didrik):
You worked on them right?

Didrik:
It was a nightmare. We’ll see how many customers we get. Maybe we can give them a go again.

Gaute:
Not enough monetary bang for the buck.


3.10 Q: What made you decide to go with the art direction that you did ? Obviously you could have done it a bit differently, with big hulking characters, like in the comic books.


Didrik:
I liked the comic books as well. I like the comic look a lot. That’s more my personal style, but to be a part of Hyboria and to feel realism and grittiness, we could have made it even darker, even grittier. We went for a good compromise, and dynamics was really an important issue. You would not be wading around in darkness, you would actually get your moment of sunlight coming through. As much variation as possible.
And the realism? To be a bit closer to the movie maybe. That was one issue.


3.11 Q: Was the movie a big influence on the way things panned out ?


Didrik:
There’s another movie coming up, so that’s more important. We went for a magic realism here. That’s a good way to describe it.

Erling:
I think if there’s anything we learned from the movies, it was probably somewhat that.

Gaute:
It’s very distinct in style – that post 70’s, kind of “big boots with fur hanging down” and weird braless women. It’s a trip when you look at it and I think it’s a good inspiration actually.


3.12 Q: What about character customization throughout the game, after you’ve created your character already, to make characters distinct from one another ?


Didrik:
There’s a heap of sliders, but you mean after the actual creation? This is a question for Gaute.

Gaute:
First of all, I just need to repeat that I don’t think any other MMO has such a wide variety and detail in terms of facial and bodily expression that we do, coupled with the realistic look.
What we do have support for is a lot of changes on your body by itself. You could wear different sets of tattoos and different things like that. There’s no particular method today to retexture your items and store that on your character so that you take like a bleached thing and you put some other color on it. But definitely, that is something we are always interested in and have discussed many, many times.

What we do have is a method to layer clothing so that you can have up to four layers of clothing on the character. So even though you equip the same things; the combination can make it look differently.
So that we do have. But the actually physical changing of the special clothing like painting a guild symbol on your cloak or something like that, we do not have support for that at the moment. But that’s something people do request all the time, and are very interested in, so again, something that we are always considering inserting into the game, to let people differentiate what they do.

The core of the game, although it’s an MMO, it’s much more like a meaty, violent game, so it’s always a struggle for those features which are social, to compete with social features that come in, compared to the more violent ones and how much effort we put into those. So that’s why we’re saying “let’s have a look and see what we want to do post-launch.”

Erling:
I heard today that there are 1,500 armor/clothing sets in the game. So you have a great deal of customization just with what you can dress yourself with.

Gaute:
And that’s sets, which means that there are four to six pieces of each of them. So you can multiply that up and then make your own combinations.
Partie Quatre :

Citation :
4.1 Q: There’s been some talk of “Best of the Best.”

Gaute Godager: The leveling system is quite hardcore, so that means that, I don’t know how much detail we want to go in there, but basically you lose xp when you die; PvP xp when you die. So it’s hardcore. You can’t de-level but oh my god it’s hard to be the best.
I am a bit more casual… which is why I lean more on other people.
If you are highest level PvP you are… there’s not going to be that many of those, to put it that way.

Evan Michaels:
We’ve PvP’d in the office about this topic a lot.
[Laughs.]

We actually ended up having a very large discussion about this not that long ago because it is a very important issue to us. We’ve obviously focused on PvP a fair bit and it’s something players will definitely enjoy about the game.
Another thing that we’re looking at is post-launch rewards. We have the current leveling system but we also have plans to reward people for that level after a set period of time. So we give people some time to settle down and fight over their level and then at intervals we’ll look at basically rewarding people based on what level they’ve managed to gain in that period of time. So we’re just keeping an eye on it and seeing what we can implement and what people like

Gaute:
At launch, your power increase and standing will be nulled when you increase in level and then after a set number of months, it will enter the game. And then after a set number of months it will change according to the balance at that time and then we will keep doing that. And so it will make a “season” as you might have seen in other games.

Erling Ellingsen:
Ok, we have to do last question now.


4.2 Q: Will it be advantageous enough to encourage everyone to optimize their equipment based on the content they’re doing or will it be ok to just keep one type of sword, for instance, at all times ?


Gaute:
The penalties of not doing that is what decides if you force people to do it or not. Today I think it’s a set percentage of the raid targets that will encourage/force you to do it at high levels. And then a fair bit of mobs, lower level, that will be having a certain type of protection gear towards certain types of damage that will encourage you to do it. But the point is that, except for raids, what the player does, the “lazy” type which you’ve described, which is the normal type, he will basically only do it if they find that the drops from that individual mob is good enough for us to encourage it hard enough. So that’s how we’re going to do it. But I think that most soloers will go: “I’m just going to go somewhere else because this is a passage for my high level situation.” Many people think that way.
So I hope that we will be able to do it and it is our goal. If it’s enough – that remains to be seen.

Evan:
As someone who has to balance this stuff, it’s obviously a fine balance because we don’t want to make it impossible for people to play if they’re normal. I don’t think anybody wants to feel like they’re chained to their desk having to farm.
A lot of the way that we have dealt with this is by emphasizing the tradeskill system, and the tradeskill system allows for creating customized gear extremely easily with the socketing system. Basically a tradeskill weapon, armor piece, whatnot is a blank slate. It has no specific mods on it at all and it has a certain amount of sockets that you can put the sockets into that are also created by a different tradeskill and the result of that is your item.
So that allows us to have quite a lot of variety quite easily. Hopefully it will be reasonably practical to find a local tradeskiller and get something made up without too much effort. The effort is a big part of what you say about “laziness” and whatnot. If it’s reasonably easy to get, people will get kind of eased into it.


4.3 Q: Does carrying items around eat up too much of your inventory space ?


Gaute:
That’s exactly why the trade/crafting inventory has 100 slots in addition to your normal stuff and we can do it on the fly. You can really see, there’s a set of tools you can just use there and then you add to those types of situations.

Evan:
I’ll also mention that for every critical bonus that we have on an item or on a piece of equipment, we have a version of it that only applies to PvP. So basically for every single stat that will buff. So what this allows us for us to create specific PvP oriented gear. So that’s another reason that people will want to consider their gear set, especially if they PvP actively and swap back and forth and things like that. It will be very useful, especially given the bonuses of holding keeps and things like that. It will be very lucrative for players to keep an eye on that.


4.4 Q: So a normal PvE weapon won’t necessarily be awesome for PvP ?


Evan:
It may, it may not. There might be better. It’s depending on what you have; what you have available, things like that.

Gaute:
I think Evan and I share one characteristic. Maybe many, but at least one. We find number crunching game-play fun. I designed the AO skill system, and he’s the one that ripped it apart. The AO mainframe – that’s him. He’s too dangerous to have on the streets.
It’s the lookup tool that basically was reverse engineered to complete the AO database, which is also why we made it encrypted for Conan.

Evan:
It’s two sides of the coin. You have a lot of people who love numbers who play MMOs, you have a lot of people who are casual and they meet somewhere in the middle and you have to provide stuff for both of them. There’s a lot of crossover there and the casual people do occasionally like feeling like they’re doing something tricky to trick the system. “I beat the system. I equipped this, and I did way better than I was supposed to.” People like that sense of accomplishment.

Gaute:
And we encourage it. We on purpose make the system so that you can reveal stuff we didn’t think of.

Evan:
So it’s a bit of that and we want people to play with their equipment, and their spec and their character and, you know, try to find what works best for them.
It’s a tough job, but it’s important for an MMO environment, mostly because you’re in with other players so you’re comparing yourself to other players all the time. There’s always a drive there to be better than the person next to you. So we kind of play on that.

Gaute:
I think one of the most interesting and challenging things for me personally, in Conan, has been the extreme need to not make the learning curve in Conan in any way similar to AO.
But, and this is the challenging part, let that type of type of game-play blossom towards the end of the game because that’s when you really feel that your mental skill should matter in everything you do. And that back-propagates into the way you move your hands on the keyboard. So that type of mental skill and challenge combines with a physical, playing around, jumping around, and a more hands-on combat than you see in other games.
So that’s been a really fun challenge I think: telling people to do slightly opposite of what they’re thinking they’re doing. That’s been really fun.
En tout cas le passage sur la localisation me fait ranger du coté de ceux qui pensent qu'elle ne sera pas présente à la sortie (j'avoue que je ne savais pas trop à quoi m'attendre vraiment sur ce point jusqu'à présent et je ne sais pas si elle restait toujours attendue).
Leur traductions sont disponibles sur le site HyborianCodex.

Citation :
Publié par kerloken
En tout cas le passage sur la localisation me fait ranger du coté de ceux qui pensent qu'elle ne sera pas présente à la sortie (j'avoue que je ne savais pas trop à quoi m'attendre vraiment sur ce point jusqu'à présent et je ne sais pas si elle restait toujours attendue).
Quelle question ? (je vais les numéroter ^^).
Il s'agit de ce passage:
Citation :
Q: Are you thinking about translating the game into other languages (apart from the initial Spanish, French, English and German releases)?

Erling Ellingsen: There is no definite plan for it, but it’s definitely one of the most important markets for us in Europe, along with France, Spain and Germany and the UK. So, perhaps, but there are no plans for it.
Je l'ai peut être (sans doute ? ) mal compris, mais apparemment la localisation n'est pas planifiée pour le moment (et j'a du mal à croire qu'elle peut encore l'être pour la sortie du jeu)

Modifié pour en dessous: donc j'ai bien mal compris, tant mieux dans un sens
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