by Savanja on Feb 27, 2009
As already touched upon in our recent interview with Age of Conan's Game Director Craig Morrison, AoC will be seeing a lot of changes very soon! Many players have been left wondering what this all exactly means and once again Craig addresses the community and spells it all out in this Letter From the Game Director!
Its that time again for a little peek into whats coming up for Age of Conan. As mentioned last time the major part of this Directors Letter will focus on providing a first look at the details on the upcoming items and statistics update that will come in the next major update. With update 1.04 now live and players getting to enjoy the new content its the perfect time to kick-off the process of introducing the next major update.
Before I dive into RPG system changes though, a couple of things to note. We are preparing a lot of information for when the update is ready for the public test servers. This letter couldnt possibly cover everything, and it wont. The new gem system for example is an article all on its own, as are the balance changes that will be included in the update for every class. So those things I wont be covering in detail in this letter, but we will be releasing detailed information over the course of the testing. So rest assured further information overload is coming! Consider this letter as an appetizer to the process that is ahead of us.
Revamping the RPG SystemIts also worth repeating why we have been working away on these changes in the first place.
After we looked at the feedback after launch we concluded that we had misjudged the importance of items and statistics to character progression. While the intention had always been to be less item-centric than other titles, we probably went a little too far in the other direction. Therefore we have set out to expand and develop the RPG system so that it offers better and more interesting character progression and customization.
So, now that the preamble is out of the way, lets get rolling and take a peek inside the mechanics of the RPG system so you can start to understand where we are taking it. So, how best to provide an overview of the changes? At a basic level what we have done is add an additional range to the attribute budgets, this additional range comes from items and trickle down from your primary attributes. Mobs and encounters have been rebalanced to account for this increase. The end result is that items and trickle down now account for up to fifty percent (give or take a couple of percent variance here and there) of your overall budget for any given attribute. For comparison that contribution did not exceed twenty five percent before the changes, and trickle down barely influenced it at all.
Our goal is that players in average gear (if you will forgive the subjective nature of using the word average) will not feel a great change in the game, but will have the potential to get better by working up towards the higher end gear. Where you will notice a change is if you remove your armor and weapons and use lower level gear. The new system does incentivize keeping your gear up to date!
Thats not the end of the changes though. This is really just the brief overview as it were. In order to achieve our goals in a good, solid way that gives us room for future development we also went through the attributes and statistics and made them meaningful, clearer to understand, and hopefully better laid out.
The new character statisticsThe best way to demonstrate this in this first look at the new system is to go through the new character stat screens one by one and actually show you what your new character sheet looks like! The interface is now tabbed so that you can all your stats without having to scroll down by switching between tabs. It also means they are organized in logical groupings...