Showing posts with label sieges. Show all posts
Showing posts with label sieges. Show all posts

Tuesday, May 13, 2008

AOC to have EPIC mini sieges!


Alot of heated debate has been going on since more siege details for age of conan have been revealed. It looks like the starting size for warring guilds will be 48 vs 48. While this number is not set in stone, it has been met with great skepticism from AOC fans.

Myself, Im not really sure its that big of a deal, as long as the fun factor remains. If you figure 8-9 keeps, thats about 900 people involved in keep warfare per week, which is a pretty descent number. Also, this is only a starting number, as game stability improves im sure that number will grow.

Im far more concerned with how this numer will affect resource, maintenance and siege weapon crafting. If a hardcore pvp guild wants to min max and only have 50 to 60 guild members. Is that size adequate enough to maintain a battlekeep?

My second concern would be who gets to select the players eligible to defend or attack, after the pvp points for a guild have been tallied. Will it be the players who contributed the most? Or will the guild leader have total control over the selection process.

Another concern I have is whether people are able to enter the siege after its started, especially if someone goes afk or loses connection. Depending on the timeframe of the attack window(i've heard anywhere from 1 to 2 hours) with only 48 people per side, I would imagine there would be some turnover. Sometimes things come up?

What I would like to see, if this siege system is going to be limited in this way, is some type of queue for entering and leaving the battle. For example my guild consists of 70 players, 60 show up for the seige. The top 48 are selected and begin the battle. The remaining 12 would be in a re-inforcement type queue based on their pvp contributions. After a guild mate dies 5 or 10 times for example they would go to the back of the queue line and the next available guild mate would enter the battle. This would continue rotating giving everyone a chance to experience the battle who wanted to.

Granted that type of solution could be problematic for large sized guilds, but a guild of around 100 active players would probrably fare well in that system. It would also add importance to not dyeing, and since the re-inforcement members of the guild would prolly be less seasoned it would add a nice flavor of realism to the battle.

For me, right now I dont know enough about some of the other mechanics in the game to know if these siege numbers are good or bad.

But hopefully funcom will enhance and improve on this foundation as the game matures.

Tuesday, April 29, 2008

AOC Sieges to be accessible to casual guilds


The official Age of Conan website has an article up with details on PvP sieges.


Most of the article details the mechanics of how pvp sieges will be
scheduled and who will have the first taste of leading guild combat against
an enemy keep.



When guilds compete for the right to attack a battlekeep the deciding factor is determined by the amount of "Guild PvP points" each guild has. These are accumulated by kills in pvp and gaining pvp levels.


The discussion of pvp rank determining who gets to attack keeps has been a hot topic.


Funcom however has implemented a system where when the attacking guild as set to lead the

siege there guild points are reset to zero.


I think this news is very important since, this should allow the more casual guilds to eventually accumulate enough points to be able to attack one of the eight keeps.


This definately seems a step in the right direction to further blur the line between hardcore and casual