PDA

View Full Version : AoC: Ranged Combat Explained


Ludicrouse
Sunday, 1st July 2007, 19:48
Many things have changed about the ranged combat system in Age of Conan since we first started revealing details about this feature in early 2006. Game development is an ever-changing process, and what might have looked great on paper earlier in the game’s development cycle may turn out to be not quite as good when it finally becomes implemented. That’s when the developers create several iterations of a game feature before they finally set on how it’s going to work in the final game.


The ranged combat system has been through several of these iterations before we ended up with what we have today. Just to take an example: while the game still supports first-person mode for firing off arrows – complete with a crosshair and realistic targeting – we’ve also improved third-person ranged combat heavily by introducing what we call the cone targeting system that is used in all distance combat, including spell casting.


But we’re getting ahead of ourselves. Let’s start at the beginning as we unravel the meaty details about the ranged combat system in Age of Conan.


Aiming and firing


In Age of Conan, shooting at something with a bow and arrow is much more than just clicking a target and then clicking an icon. Here you’ll have considerably more realistic targeting, as mentioned, in both first-person mode or in third-person mode. In first-person mode you will have a crosshair and you will be able to aim manually and shoot at your enemy, and you’ll even be able to shoot further in first-person mode than in third-person mode. But of course, aiming in first-person mode is going to take more skill as well!


When in third-person mode, you will have your cone targeting. The cone is basically a relatively narrow, cone-shaped area extruding from your character and everything within this cone is a potential target. The cone is also a visual guidance tool that can be turned off if you don’t want it on your screen. When moving and turning around, your target will change depending on what enemy is in the cone closest and most directly in front of you, and you can change targets by adjusting your angle so that you get a clean shot. It also makes so-called kiting considerably more difficult to do in Age of Conan.


It might sound odd, and it’s really a system that you have to try in order for you to understand how it actually works and why it works well. It definitively takes ranged combat to another level for massively multiplayer online games, and while it’s not completely precision-based (you don’t hit individual parts of the body, for instance), it is very much a solid compromise between a first-person shooter and a traditional MMO.


Ranged combos


Just like melee characters, rangers have combos. While there are several classes in Age of Conan that can use ranged weapons, only the ranger can perform ranged combo moves. This makes them a deadly opponent on the battlefield, and for the player, it makes ranged combat considerably more interesting and diverse as it suddenly becomes much more than a matter of firing off arrows at a target. It simply adds another layer of strategy to it.


Basically, just as with melee combat, you have five different directions in which to shoot. That’s upper right, lower right, upper left, lower left and head/torso. As a ranger, and only the ranger, you can acquire different combos that will be extra deadly. Each step of a combo fires off an arrow and the last arrow usually triggers an effect. It should also be mentioned that rangers are the only class who can used ranged weapons while mounted and they have the opportunity to use combos as well in those situations.


One example of a combo is the Hamstring Snipe, a powerful combo that ends up with sending barbed arrows into the heel of your opponent, making it unable to move at full speed. It can also result in fatality moves, of course, like sending three arrows at once right through the head of your opponent and watch the blood gushing wildly!


Weapons and ammunition


In Age of Conan there are two types of bows: the standard bow and the crossbow, and there are several differences between the two apart from the mere visual style of them. As an example, crossbows are mainly focused towards single-target damage while bows can be used to deal area of effect damage. The crossbow, however, has the added feature of being so powerful that you can actually shoot straight through one enemy and hitting the enemy behind him! Also, the crossbow deals a lot damage but the bow is usually faster.


Of course, all classes that uses ranged weapons can also use melee weapons – including the ranger. In Age of Conan rangers can’t dual wield, but they can use any one-handed weapon and they can use shields. They also get access to combos for melee weapons, and in close combat, the ranger has some very good snare/root attacks that allows them to gain distance to enemies so that they can go back to firing off those arrows again.


There is no need to buy ammunition in Age of Conan. What you need, however, is a quiver but it will always be full of arrows and you won’t use them up as you fire them. But each and every quiver has different attributes tied to it that gives the arrow different effects. For instance, one might let you fire off flaming arrows while another one uses a certain type of arrows that do more damage. We removed the need to buy arrows because we felt that this was nothing more than a frustrating element that we could get rid of.


Unique abilities


Players opting to play rangers will find that they have a wide array of different abilities to use when playing. Rangers can, for instance, track enemies around them so that they can avoid dangers or even follow prey that they might be hunting for. The ranger also has access to traps that can be placed out, and there are different levels of traps that each have their own unique effect and potency – such as keeping an enemy glued to the spot.


Another example of a valuable ability for rangers is the hide-attack. Rangers can go into hiding and if they shoot an enemy while being hidden, they have a chance of putting that enemy into a mezzed state. Think of this as using blunt arrows with a round stone at the tip, used to knockout enemies or rendering them unable to move or fight back.


Last, but not least, rangers also have access to different stances. Stances are vital abilities in Age of Conan, and while melee characters for instance can go into aggressive and defensive states (among others), the ranger also have access to a wide variety of stances that are triggered by simply clicking on the stance icon. The sniper stance will, for instance, increase the range of your attacks while the volley stance will provide area of effect damage. Another example is the piercing stance for crossbow-wielders.


Conclusion


The developers are continuously striving towards perfecting the ranged combat experience, and there will most likely be several changes as we progress through beta. We wanted to capture the excitement of being armed with a bow and having to shoot enemies with arrows, and we feel that we’ve achieves many of our goals by introducing not only the much more dynamic and hands-on targeting system, but also introducing strategic features such as stances, combos for rangers and so on.


So – will you be the one hiding in the shadowy woods of the Border Kingdom, ready to put an arrow in the brain of poor adventurer who happens to pass by? You decide!

Article is found here. (http://community.ageofconan.com/wsp/conan/frontend.cgi?func=publish.show&table=CONTENT&func_id=1706)

GuardianAnge1
Sunday, 1st July 2007, 19:55
still sounds a bit dodgy to me.. that's mainly becuase i'm picturing wow in first person where you have to actually aim. I guess AoC will be a bit slower-paced combat.

Tapja
Monday, 2nd July 2007, 08:51
still sounds a bit dodgy to me.. that's mainly becuase i'm picturing wow in first person where you have to actually aim. I guess AoC will be a bit slower-paced combat.

So, being in first person and having to actually aim equates slower pace? :confused:

Derekian
Monday, 2nd July 2007, 08:55
So, being in first person and having to actually aim equates slower pace? :confused:

well it's not an FPS game where the only thing you do is to be in first person and aiming.....dunno....I do agree with GA that it will propably be slower paced.

Daymare
Monday, 2nd July 2007, 09:06
It better be, an archer sending off an arrow each second is ridiculus ^^

Gunhead
Monday, 2nd July 2007, 09:17
I like how they're making a proper difference between aiming in 1st and 3rd person.

Ludicrouse
Monday, 2nd July 2007, 09:49
I agree with Tap, all it is really is a Guass Rifle made of wood. Sure its not going to be Quake or CS but fuck me thats gotta be a good thing!

GuardianAnge1
Monday, 2nd July 2007, 10:15
well if there is a cast time to cast a spell it will change things. plus, pulling back the bow and all takes time.

all i'm saying is that it wont be so bouncy and 'running-around-in-circles' as WoW or Quake...

Mero
Monday, 2nd July 2007, 11:32
Can't recall I've read about magic, enlighten me
Is it same as aiming with bow? Meaning target can actually dodge your fireball since its flying on straight-forward trajectory and can be avoided, rather then mechanic we see in wow (spell follows the target till its either gets resisted or damages opponent)?

Gunhead
Monday, 2nd July 2007, 11:52
There's very little info on magic and spell-weaving, think FC's still evaluating the system on that regard. But little dribbles of info mention that aiming is required for spells as well since there's no "lock-on" targetting in AoC like in WoW but it seems that single spells are mainly instants while spell-weaves (combining single spells into a bigger one) take time.

But reckon they'll release some proper info on magic system soonish, then we'll know more.

Tapja
Monday, 2nd July 2007, 12:35
There's very little info on magic and spell-weaving, think FC's still evaluating the system on that regard. But little dribbles of info mention that aiming is required for spells as well since there's no "lock-on" targetting in AoC like in WoW but it seems that single spells are mainly instants while spell-weaves (combining single spells into a bigger one) take time.

But reckon they'll release some proper info on magic system soonish, then we'll know more.

I also think they will be faster moving than the average WoW spell that even a paraplegic snail could dodge if it was not autotargetted. But I'm not willing to speculate more :)

GuardianAnge1
Monday, 2nd July 2007, 12:47
normal spell = pvp

spellweave = pve (where the boss doesnt move)

Gunhead
Monday, 2nd July 2007, 13:45
normal spell = pvp

spellweave = pve (where the boss doesnt move)

I'm guessing that the most time consuming weaves will be rather powerful area effect attacks or such thus requiring less in the way of aiming. And remember AoC will have collision detection so that a line of soldiers can protect a weaving mage from getting battered (and likely interrupted) by enemy melee.

Omniel
Monday, 2nd July 2007, 14:25
I'm guessing that the most time consuming weaves will be rather powerful area effect attacks or such thus requiring less in the way of aiming. And remember AoC will have collision detection so that a line of soldiers can protect a weaving mage from getting battered (and likely interrupted) by enemy melee.


that sounds so cool, deffo adds another dimension to group fighting and especially pvp. Is the spellweaving just something thats already pre-defined or can users/players experiment with all kinds of different spells to weave new and exciting ones?

Gunhead
Monday, 2nd July 2007, 14:36
No clue tbh, at this point it's anyone's guess. I'd wager there must be some presets/templates to the weaves, would be a lot to ask from a MMO to dynamically create new spells & effects... But who knows, just have to wait and see.

Ludicrouse
Monday, 2nd July 2007, 15:21
To make things a little clearer... This video is fairly old,from last years E3, and the last half of it shows off some of the combat and how it works.

JGyvHbV_UqE

T10
Monday, 2nd July 2007, 18:24
Sounds interesting. Nice to have an MMO being developed where you have to aim rather than click a target and watch auto-attacks roll off.

GuardianAnge1
Monday, 2nd July 2007, 18:29
wow, e3 vid impressed me.. looks much nicer there... melee combat needs a wii remote fo sho

Dojun
Monday, 2nd July 2007, 20:53
the riding part was what impressed me most. The melee combat looked kinda slow

Ludicrouse
Monday, 2nd July 2007, 22:03
You try swinging a sword at the speed you see in EQ2 and WoW for more than five minutes in real life!

Oh and here is some Beta footage as well as a bit more combat with a 2 man group.

http://www.gametrailers.com/player/21141.html

Ludicrouse
Monday, 2nd July 2007, 22:45
http://www.gamersinfo.net/video/ag/ageofconan-june07

Shows off a little game play and the char creation, also shows a caster and how they work right at the end, some spells will be almost insta-cast Conal attacks whislt others are more Positional AoE's like the Volley ability for Hunters in WoW.

GuardianAnge1
Monday, 2nd July 2007, 23:52
though it is beta, the combat looks a bit clumsy

Derekian
Tuesday, 3rd July 2007, 13:32
I liked the mounted part from the first vid. Didn't really like the fight from the 2nd vid...seems like all u do is just stand against the other person and do your thing :(

Ludicrouse
Tuesday, 3rd July 2007, 13:38
Just like every MMORPG then Derek? :p


There is a Vid somewhere, link escapes me atm, that claims that the AI is fairly adaptive like the Oblivion AI so if you keep aiming for their head they will keep expecting you to hit there and premptivley block so that means that weaving in and out of your opponent and trying to strike un-armoured parts of them will yield better results.

Also you can sort of "Hop" out of the way to avoid attacks, ill have to see what links i have to what movies and see if i can post some more up.

Derekian
Tuesday, 3rd July 2007, 17:11
Just like every MMORPG then Derek? :p
Well no not really, in WoW you hardly see 2 people standing still and doing their thing on each other :(

Omniel
Tuesday, 3rd July 2007, 17:14
Well no not really, in WoW you hardly see 2 people standing still and doing their thing on each other :(

what u saw was PVE, in PVP i think players will be way more agile. Even in WoW ppl stand still when fighting mobs (well excluding some mobs ofc).

Ludicrouse
Tuesday, 3rd July 2007, 19:08
Well no not really, in WoW you hardly see 2 people standing still and doing their thing on each other :(

If you didnt mention WoW id swear your being dirty :p

I think your forgetting the whole game m8, think of all the times you have stood there spanking a mob without moving when levelling your toons.

PariaH
Tuesday, 3rd July 2007, 19:16
without wanting to slag it off it looks really average (gamespot preview)

Kampf
Tuesday, 3rd July 2007, 21:44
You try swinging a sword at the speed you see in EQ2 and WoW for more than five minutes in real life!

Oh and here is some Beta footage as well as a bit more combat with a 2 man group.

http://www.gametrailers.com/player/21141.html

m8 the guys who are swinging the swords in reallife are well trained, they can do that eaven with a 25 kg long sword and a 50 kilogramm amor.
wich is in your english syssthem about 1 uge, 4 big and 12 small stones you find at the beach in front of james house in kent, when the sun is shining and atleast three seaguls have crashed into james glasswindow trying to get the fishes james father wanted to give his mother in order to show her that he is able to buy fish on the market in manchester, while it was raining, and the queen shaved god's ball in order to thank him for shaving her in all those unfunny jokes james father makes when buying fishes.
if all this does not happen on monday the stones will not display the right weight of the amor.
and this is not as confusing as using stones u find on the beach instead of kg.

Ludicrouse
Wednesday, 4th July 2007, 00:02
m8 the guys who are swinging the swords in reallife are well trained, they can do that eaven with a 25 kg long sword and a 50 kilogramm amor.
....more random shit that kampf makes up...

Fuck off Kampf, talking out your arse again.

Watch the documentry series called 'Weapons that made Britain' and Mike Loades (http://www.imdb.com/name/nm1630274/) the military historian, there is an episode where he gets some of his staff at his Training School to fight a mocked up battle in a full suit of Plate armour.

After about 7 mins of constant fighting and swinging his Broadsword the guy in the suit is sweating like a pig and on the verge of collapse and he guy is no puny bloke he had arms as big as my thighs!


Yet again Kampf, stay off the fucking weed...

Kampf
Wednesday, 4th July 2007, 12:43
Fuck off Kampf, talking out your arse again.

Watch the documentry series called 'Weapons that made Britain' and Mike Loades (http://www.imdb.com/name/nm1630274/) the military historian, there is an episode where he gets some of his staff at his Training School to fight a mocked up battle in a full suit of Plate armour.

After about 7 mins of constant fighting and swinging his Broadsword the guy in the suit is sweating like a pig and on the verge of collapse and he guy is no puny bloke he had arms as big as my thighs!


Yet again Kampf, stay off the fucking weed...

he does not look eaven close to this how the hell is he suposed to carry that?
http://www.gigasnutrition.com/media/products/Ronny3.jpg

Omniel
Wednesday, 4th July 2007, 13:08
whats the point again of comparing history with a fictional game filled with magic/mutant like monsters ? :P