AOC: July 2nd Patch Notes

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Link is http://forums-eu.ageofconan.com/showthread.php?t=62221.

Very underwhelming. I'd highlight some stuff like the dumb renaming of quests but I think the fix to Sarissa's clipping boobs says it all.

Player Classes

Mage
Tome of Erlik now has effects and sounds.
Purge now has sound and particle effects associated with it and should now go on the appropriate cooldown. Purge now provides 5 seconds of immunity in addition to removal of effects.
Misdirection now has received a better visual and should no longer look like a lightning strike.
Weakened Protection will no longer refresh itself after the player cancels his own Absorb buff.
Rogue
Mountaineer, Distraction, and Concealment effects are now innate in the feat and will not take up space in the Rogue's buff window. They will still provide a buff to the Rogue's teammates.
Distraction will now properly apply to the Rogue's teammates.

Bear Shaman
Reaper Claws will no longer disappear when you zone.
Conqueror
Feint Attack combo animation speed will now scale correctly for both male and female. Now the male and female should do equal damage.
Necromancer
The splash damage of the Deathless Acolyte: Magus has been increased from 10% to 30%, with 4 meter range and a maximum of 5 targets
The Deathless Acolyte: Reaper and Deathless Acolyte: Arcanist now have 30% splash damage with 2 meter range on a single additional target
The Deathless Acolyte: Arcanist's chance to trigger the Arcanist's Knowledge has been doubled
The Arcanist's Knowledge effect will now display the current stack count in the buff GUI
Casting Frost Blast will no longer cause the Necromancer to get stuck in a casting animation
Flash Freeze now additionally decreases the casting time and increases the damage of Freeze
Freeze will now clear the target of all Necromancer damage-over-time effects when cast, this will reduce the chance of it breaking accidentally on damage
Ice Shackle no longer has a chance to break on damage
The debuff effect applied by Wither Soul should now have the appropriate icon

Combat
Thrown weapons have had their range increased: Light throwing weapons now have a range of 15 meters, up from 12. Heavy throwing weapons now have a range of 18 meters, up from 16.
Generic NPC crowd control effects have been tweaked. Resistances from feats and other player effects should now help against NPC crowd control. Stun, knockback, charm, and fear will now grant the player immunity.

Massive PvP
Battlekeeps now have resurrection points for the attackers, that are located near the front gate of the city.
Fixed an issue that disabled Siege Weapons if the target was out of range.
NPC's will properly respawn when a building is repaired.
Players are now able to use a siege weapon after the player using it has gone linkdead.
Players now get a notification when they are about to get teleported out during a Massive PvP battle.
Damaged playerbuilt curved walls now have correct collision so they can not be walked through before they are completely destroyed.
Lacheish Plains: Several holes have been closed in the West Battlekeep so players can no longer bypass the walls there.
Poitain: Several holes have been closed in the West, South and East Battlekeeps so players can no longer bypass the walls there.

Mounts
Moving around while mounted should now correctly interrupt spell-casting.

Items
Fixed a tooltip error on the crossbow Skysmite causing the bonuses to be illegible.
The recipe for Steelsilk Belt has been changed to Fine Steelsilk Belt.
The recipe for Steelsilk Leggings has been changed to Fine Steelsilk Leggings.
Selling a gemmed item to a shop and undoing the sale will no longer remove the gems.

Playfields

Armsmans Arena
Doors should no longer be targetable in the Arena.
Fixed an issue where players managed to get locked inside the monster cages in the Arena. You should now be able to get out using the Lever.
Lacheish Plains
all the levers for each door in Stonehammer battlekeep should now work properly.

Tradeskills
A progress bar will appear whenever gemcutting is performed.
Crafted armor pieces no longer incorrectly have more defense rating than normal pieces of armor.
Resolved a level check for the response to give when character is below level 70 and tries to learn gathering Oak.
The Weaponsmith workshop plan can now be correctly learned from the Architect trainer.
Blue Iron can again be mined from the correct mineral veins.

Quests
Stonecutter Trainer: Fixed a dialogue issue so the trainer will now accept Basalt and Adamant to resolve the quest.
Cannibal Commotion: Fixed an issue where Attadeus would become stuck and not allow you to update the quest.
The Bearer of Ill Tidings: The Field of the Dead quest "The Bearer of Ill Tidings" and "Allies of the White Hand" are now level 48.
The Den of Wolves: The goal name was changed from "The Den of Wolves" to "Kill Plains Wolves".
The Wolf Hunt: The goal name was changed from "The Wolf Hunt" to "Kill Yukagi Wolves".
Death to the Undead: The goal name was changed from "Death to the Undead" to "Destroy Conriocht werewolves in the Haunted Forest".
Greater Prey: The goal name was changed from "Greater Prey" to "Kill werewolf Rippers, Antagonizer, Slasher and Slicers".
The Curse of the Werewolves: The goal name was changed from "The Curse of the Werewolves" to "Kill Conriocht Menaces, Slayers and Goremuzzles".
Fit for a Chieftain: You will now correctly receives the item 'Fur of Bloodclaw' in the quest inventory.
Attack of the Savages: An issue where the goal text was not clear has been changed to "Kill Raiders at the Guard Post".
Castle of King Conan: Pallantides now doesn't display an exclamation mark over his head unless you can get the quest from him.
Tortage: Renton should now have one coherent look as opposed to changing look between quests.
Paetus & the Nemedian Crown III: Gavion now gives the player the map and letter back when he ask the player to go talk to King Conan about this treason. Players will need to delete their old quest "Paetus & the Nemedian Crown III" and speak with Gavion again to continue this quest line.
Lusts of the Flesh: You now get a cask of Tainted Ale to give to Tuthmekri. Players who want to finish this quest will have to delete it from their quest journal and get it again.
Master of the Silver Peacock: Vistrix now finaly gives in and surrender his teeth on defeat. You are now able to complete this quest, and thereby advance to The Black Ring Citadel.
Alchemy quests: The dialogues with the Alchemy trainer should now all work correctly and give and complete the needed quests.
Common Gems II - Return to the Gemcutter: The quest can now be completed by handing over the needed gems to the trainer.
Tear 2 gathering quest - Return the Illustrium: The quest can now be completed by handing over the illustrium to the trainer.
Woodcutter quest: Players will now be able to get the 'Gathering Oak' quest when having the correct level.

NPC
Tarantia Noble: Zhu-Khang no longer has flickering clothing.
Armsman's Tavern: Sarissa's upper chest should no longer go through her dress.
Tortage Jungle: Poacher Marksman should no longer shoot invisible arrows at players.
Eiglophian Mountains: Added two vendors to the Mountain Hunting Lodge.
Conall's Valley: The Gravesinger now has an improved look that fits more with the description of him.
Conalls Valley: Supply Master Vorgir has been given a slight makeover and should look better now.
Tortage Underhalls Day: NPCs will now respawn slightly quicker than before.
Lacheish Plains: Tiggle Knucklebone has been removed from the playfield to stop players from confusing him as a Trader.
NPCs will no longer inappropriately recieve player buffs such as Lotus Overload, Blood Pit, Embrace Death, Overpower, and Pact of Dread.
Vendor bought resources have been reduced in price.
Sanctum of the Burning Souls: It is now possible to spawn the Dark Beast boss just by interacting with the Sacrificial Altar while holding a Ritual Chalice. The specific quest requirement has been removed.

Localization
French: Many of dialogues that were still in English have been translated.
all languages: All Feats, Special Abilities, Skills, Spells and Combos have been reviewed are now fully and consistently translated.

General
Updated/improved descriptions of following abilities/feats/combos: >From the Darkness, Overpower, Blood Rage Stance, Secondary Laceration, Crippling Bloodbath (Crippling Bloody Hack), Improved Inspire, Focus, Burning Vigor, Covenant of Invulnerability III,
Focus, "Secondary Laceration" changed to "Conquest"
Players will now be able to exit Dance state while in combat.

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Again it's great that there are fixes, but personally it won't be a significant change.

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I can't help but wonder what is going on with the necro class and wtf the devs are smoking. Buff, nerf and buff some more.........

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Once again I say, bleh.

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Malor wrote:
but the fact that sh*t is really f*cking weird is highly testable.

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It's clear they are just trying to pad their patch list...nothing to see here.

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I want to make babies with Diablo III.

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I am encouraged that I do not see the sledge approach in action here.

At this point FunCom can not win. They either patch to much many changes untested and to drastic. Or they take their time test and release to little.

The free time has expired for the most part. They have who they are going to have for now and they can slow it down and focus their efforts to regain subscribers.

This is positive change.

lancejt wrote:

I like my pebbles fruity

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CrashedHardrive wrote:
Again it's great that there are fixes, but personally it won't be a significant change.
Tkyl wrote:
Once again I say, bleh.
CrashedHardrive wrote:
It's clear they are just trying to pad their patch list...nothing to see here.

WiredAsylum wrote:
I am encouraged that I do not see the sledge approach in action here.

At this point FunCom can not win. They either patch to much many changes untested and to drastic. Or they take their time test and release to little.

The free time has expired for the most part. They have who they are going to have for now and they can slow it down and focus their efforts to regain subscribers.

This is positive change.

I have to agree with Wired. Personally, for a new MMO I think they're doing fantastic. Those complaining are too used to a mature MMO. Go play them, there's plenty. WOW and EQ2 didn't "settle down" for about a year (well, maybe a little less for WOW, but Sony is teh sux0r). I seem to remember a post in the very beginning from one of the beta testers that if you're not willing to put up with the quirkyness of a new MMO that has a lot of balance and bugs to work out (like all new MMOs) then wait 6 months. Yet, here we are, ONE month later, and still all the complaining and "I quit" posts from people who should have known better.

It's like being the first to own an iPhone, that you paid $599 for and it only has 4GB of memory. Now you can get an updated one with 3G and GPS, 16GB of memory, for like $299. Either you are one of us who has to be first, or you wait for it to be refined, but don't be first and bitch about changes in technology... That's just annoying.

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WiredAsylum wrote:
I am encouraged that I do not see the sledge approach in action here.

At this point FunCom can not win. They either patch to much many changes untested and to drastic. Or they take their time test and release to little.

The free time has expired for the most part. They have who they are going to have for now and they can slow it down and focus their efforts to regain subscribers.

This is positive change.

I always tend to compare the launch of any game with that of my favorite of all time Falcon 4.0. I waited an eternity for that game, read every forum and devoured every bit of information I could find. When it launched on December 12th I installed it and played it for the next 4 years. On launch the game was an absolute disaster. To fly a mission you basically had to reboot your pc every time. Multiplayer was almost a joke due to the warping and half the missions just borked mid-flight. Despite all that we pressed forward because we LOVED the game. Patches took 6-8 months and yet we still kept playing. Compared to that adventure AoC is a cakewalk.

We've all become victims of the "I want it now, I want it perfect and yet I'll still find things to complain about generation".

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I just wish more games would have the smooth kind of launch that LotRO had.

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Bear wrote:
WiredAsylum wrote:
I am encouraged that I do not see the sledge approach in action here.

At this point FunCom can not win. They either patch to much many changes untested and to drastic. Or they take their time test and release to little.

The free time has expired for the most part. They have who they are going to have for now and they can slow it down and focus their efforts to regain subscribers.

This is positive change.

I always tend to compare the launch of any game with that of my favorite of all time Falcon 4.0. I waited an eternity for that game, read every forum and devoured every bit of information I could find. When it launched on December 12th I installed it and played it for the next 4 years. On launch the game was an absolute disaster. To fly a mission you basically had to reboot your pc every time. Multiplayer was almost a joke due to the warping and half the missions just borked mid-flight. Despite all that we pressed forward because we LOVED the game. Patches took 6-8 months and yet we still kept playing. Compared to that adventure AoC is a cakewalk.

We've all become victims of the "I want it now, I want it perfect and yet I'll still find things to complain about generation".

I don't believe there are any games, single or MMO, that launch in much better condition. SOASE, for example. Great game at launch, completely playable, yet had game breaking issues as well (especially late game and LRM rush strats). Find me a game that was perfect at version 1.0. All had some issues that needed to be patched. This is part of the reason I used to hate consoles, no patching capability. While that has changed overtime, it's still not up to the speed of the PC (with MS and Sony having to certify each patch). Even Mario on NES had several glitches and bugs that if they could of patched back then, I'm sure they would (anyone ever gain enough lives to crash the game? I did.)

We are spoiled because today there are mature games that have been patched 4 or 5 times (single player) or hundreds of times (MMOs) and things generally work as expected *in those games*. I'm sure there's still bugs that live on from WoW's launch, and people have come to accept them as quirks or part of WoW's culture. Hell, Company of Heroes crashed on me last night during a skirmish, and like any RTS, it's had a ton of patches, and an expansion. It's not a bad game, but it was even wonkier when it was released. Not to mention balance...

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I'm just annoyed because there are some things that seem like major issues to me, that I wish they would fix. But the problem is, they have yet to even acknowledge that they are bugs. So while all these things they are doing are great, none of them are of any use to me.

And yes! I am being selfish!

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I'm just happy I was able to blow Jake

Malor wrote:
but the fact that sh*t is really f*cking weird is highly testable.

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Farscry wrote:
I just wish more games would have the smooth kind of launch that LotRO had.

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Tkyl wrote:
I'm just annoyed because there are some things that seem like major issues to me, that I wish they would fix. But the problem is, they have yet to even acknowledge that they are bugs. So while all these things they are doing are great, none of them are of any use to me.

And yes! I am being selfish!

Yeah, but they fix all kinds of things without first announcing they're bugs that need fixed. I'm with you, it would be nice to hear something about stealth and if its a bug or working as intended, but, they're spending time fixing things instead of taking the time to tell us what they're working on and what's being fixed in the future. Sure, the PR guy can talk all day, but he has to get the information from the developer. Can you imagine the conversation?

Funcom PR: "Hey, whatcha workin on?"
Funcom developer: "Stuff. Busy."
PR: "Seriously, give me something."
Dev: "Ok, like 30 and 50 level quests, some new content, some speech stuff, and items. Now go away, I'm busy."

See how they can get small tidbits of long term projects, but something specific like "are you working on X bug" is probably not going to be in the conversation between the two groups. So, the PR guy doesn't know the specifics of what they're working on, and a Dev is only going to take a very small amount of his/her time to communicate the information to the community. It sucks, but its how most development (even non-IT) goes. You have the mission guys and the support guys, and the mission guys don't want to be bothered by the support guys.

And, in the end, the Devs have a growing suscriber base and they're likely to sell at least the million copies they've already shipped. So, communicating with us doesn't even seem like a priority to them yet (the devs, not the community types).

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Shoal07 wrote:
Tkyl wrote:
I'm just annoyed because there are some things that seem like major issues to me, that I wish they would fix. But the problem is, they have yet to even acknowledge that they are bugs. So while all these things they are doing are great, none of them are of any use to me.

And yes! I am being selfish!

Yeah, but they fix all kinds of things without first announcing they're bugs that need fixed. I'm with you, it would be nice to hear something about stealth and if its a bug or working as intended, but, they're spending time fixing things instead of taking the time to tell us what they're working on and what's being fixed in the future. Sure, the PR guy can talk all day, but he has to get the information from the developer. Can you imagine the conversation?

Funcom PR: "Hey, whatcha workin on?"
Funcom developer: "Stuff. Busy."
PR: "Seriously, give me something."
Dev: "Ok, like 30 and 50 level quests, some new content, some speech stuff, and items. Now go away, I'm busy."

See how they can get small tidbits of long term projects, but something specific like "are you working on X bug" is probably not going to be in the conversation between the two groups. So, the PR guy doesn't know the specifics of what they're working on, and a Dev is only going to take a very small amount of his/her time to communicate the information to the community. It sucks, but its how most development (even non-IT) goes. You have the mission guys and the support guys, and the mission guys don't want to be bothered by the support guys.

And, in the end, the Devs have a growing suscriber base and they're likely to sell at least the million copies they've already shipped. So, communicating with us doesn't even seem like a priority to them yet (the devs, not the community types).

Ok the only thing that I have qualms over is that they put totally BS crap in their patch notes, yet on the other hand they leave out some very inportant info. For instance, they made it so some npc's breasts aren't clipping through her armor, which is all well and good, and they put that in their patch notes, but the fact that snap kick got a significant cooldown reduction was left out of the notes altogether.

This company needs to be more consistant with the information they are going to put out. If you are going to put all the minor busy work fixes into the notes you better damn well put everything in their. Otherwise leave the dumb ones out and only put in the gameplay impacting ones.

I have played other games at launch so I know that funcom is doing very well with releasing content quickly, and for that they get kuddos. However, I have seen other companies handle their communication with their players and also within their own company with a lot more finesse and competency.

Also being a software developer I know that sometimes fixing one bug can lead to other bugs that you couldn't have anticipated, but in this regard funcom needs to get it's act together because this is what testing on a development environment is for. You try out the game after you release a patch to see if everything went well. Albeit some bugs will not be caught during testing, but some of the bugs that we have seen that have cropped up after a patch are just asinine. It's very clear that they haven't been testing their code before pushing it to production.

Other than that the game is fun, has a good foundation, and (provided they can get their development cycle fine tuned) will be one of the leading MMO's on the market for some time.

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Elysium wrote:


I want to make babies with Diablo III.

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CrashedHardrive wrote:
said good stuff

Well said (so why are you running away?) I agree funcoms communication needs work, but I also see what they're doing and I know it isn't easy. You as a software developer have to admit that identifying a bug, fixing it, and releaseing that fix in a week, when there's also a backlog of other bugs to work on, leaves little room for testing. Now, if all bugs were identified and we didn't see a fix for a month, then I would bet that's because of testing time. Right now I don't think they're waiting and testing, they're crossing fingers and launching.

I can tell you stability went up and glitches went down with the last patch. My wife's machine doesn't CTD or BSOD now and her map works, to name two. No indications of what they did to fix these are in the patch notes, but they're damn good fixes. Maybe while Funcom settles in, slows the patch process, tests more, and communicates better, we can just play the game and enjoy it. Looking past the occasioal bug, knowing a fix is comming, isn't that hard, is it?

Edit - atleast they're not SOE.

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Shoal07 wrote:
Yeah, but they fix all kinds of things without first announcing they're bugs that need fixed. I'm with you, it would be nice to hear something about stealth and if its a bug or working as intended, but, they're spending time fixing things instead of taking the time to tell us what they're working on and what's being fixed in the future. Sure, the PR guy can talk all day, but he has to get the information from the developer. Can you imagine the conversation?

Funcom PR: "Hey, whatcha workin on?"
Funcom developer: "Stuff. Busy."
PR: "Seriously, give me something."
Dev: "Ok, like 30 and 50 level quests, some new content, some speech stuff, and items. Now go away, I'm busy."

See how they can get small tidbits of long term projects, but something specific like "are you working on X bug" is probably not going to be in the conversation between the two groups. So, the PR guy doesn't know the specifics of what they're working on, and a Dev is only going to take a very small amount of his/her time to communicate the information to the community. It sucks, but its how most development (even non-IT) goes. You have the mission guys and the support guys, and the mission guys don't want to be bothered by the support guys.

And, in the end, the Devs have a growing suscriber base and they're likely to sell at least the million copies they've already shipped. So, communicating with us doesn't even seem like a priority to them yet (the devs, not the community types).

I completely disagree with these statements. The producers of the team should know exactly what each member is working on. The PR reps should have access to the tasks assigned to the developers and as such be able to know what the hell is going on.

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Malor wrote:
but the fact that sh*t is really f*cking weird is highly testable.

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I'm canceling for the month as well until they do something to make the game seem worthwhile. As I play I increasingly feel like it's just a great waste of time. Yes, all games can essentially be classified as a waste of time, but this seems to be the MMO that makes characters completely interchangeable. I realized that I really wouldn't care if my account was hacked and someone sold all my stuff and stole my gold. Gear does very little except boost your health/mana/stamina pools, and once you have a horse gold is all but worthless. The fact that they make gear stats apply even less in PvP just further ruins it for me. I can take off all my gear and still do practically the same amount of damage as with it. If there is any difference at all it's unnoticeable unless you break out a combat log parser of some sort. All I really miss is the health, but even then I'm perfectly capable of doing most quests naked if I want. It makes it hard to get excited for that new bracer or shoulder piece when you realize if you took it off you wouldn't even miss it except for the graphic representation on your character.

The instance design is very shallow from what I've seen (admittedly no raids or end game stuff). Deadmines, generally the first instance you do in WoW, was more complex and demanded more interactive team work than anything I've seen in 62 levels of Conan. Perhaps later on boss fights magically become more complex and you fight something more interesting than just a really tall scaled up human model, but having the whole game so far consist of just killing the same dudes over and over is monotonous. I kill Picts, Nemedians, and Ymir, then some bandits (all humans in different outfits) then do it all again in a different zone. I guess it sticks to the lore of Hyboria or something, but I'd like to see some more exotic enemies. We see the occasional werewolf, zombie, and undead guy, but they are all essentially just human models with different textures. To be fair I did kill some panthers, gators, and apes in Tortage, and endless wolves in Field of the Dead.

The game just seems extremely weak when it comes to instance and boss encounter design, and I just don't see Funcom suddenly innovating in this area any time soon considering all the existing game bugs. It can be a very beautiful game, and a lot of the quests are interesting and well written, but the shine is wearing thin for me.

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aphesian wrote:
I'm canceling for the month as well until they do something to make the game seem worthwhile. As I play I increasingly feel like it's just a great waste of time. Yes, all games can essentially be classified as a waste of time, but this seems to be the MMO that makes characters completely interchangeable. I realized that I really wouldn't care if my account was hacked and someone sold all my stuff and stole my gold. Gear does very little except boost your health/mana/stamina pools, and once you have a horse gold is all but worthless. The fact that they make gear stats apply even less in PvP just further ruins it for me. I can take off all my gear and still do practically the same amount of damage as with it. If there is any difference at all it's unnoticeable unless you break out a combat log parser of some sort. All I really miss is the health, but even then I'm perfectly capable of doing most quests naked if I want. It makes it hard to get excited for that new bracer or shoulder piece when you realize if you took it off you wouldn't even miss it except for the graphic representation on your character.

The instance design is very shallow from what I've seen (admittedly no raids or end game stuff). Deadmines, generally the first instance you do in WoW, was more complex and demanded more interactive team work than anything I've seen in 62 levels of Conan. Perhaps later on boss fights magically become more complex and you fight something more interesting than just a really tall scaled up human model, but having the whole game so far consist of just killing the same dudes over and over is monotonous. I kill Picts, Nemedians, and Ymir, then some bandits (all humans in different outfits) then do it all again in a different zone. I guess it sticks to the lore of Hyboria or something, but I'd like to see some more exotic enemies. We see the occasional werewolf, zombie, and undead guy, but they are all essentially just human models with different textures. To be fair I did kill some panthers, gators, and apes in Tortage, and endless wolves in Field of the Dead.

The game just seems extremely weak when it comes to instance and boss encounter design, and I just don't see Funcom suddenly innovating in this area any time soon considering all the existing game bugs. It can be a very beautiful game, and a lot of the quests are interesting and well written, but the shine is wearing thin for me.

It is a low fantasy game, doing just that low fantasy. To each his own but as said before all the reasons you list, outside of instance design (I just disagree with you) are the reasons I love this game.

But hey chocolate is just as good as Swirl.

lancejt wrote:

I like my pebbles fruity

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WiredAsylum wrote:
It is a low fantasy game, doing just that low fantasy.

Don't guys turn into big demons and beat the crap out of people?

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Shoal07's picture
Location: Laurel, MD

I actually think this is a casual MMO, which is shocking considering they never advertise as one. You're all used to the item/raid style of play, which is considered "hard core" (only about 20% of a server ever actually raids). I hear min/maxer complaints. Its not bad to be this type (who is more common on the forums too) but A) you're a minority and B) this might be why you dislike AOC. My wife is still excited to get a new piece of armor that *appears* to be slightly better. She dosen't care if it actually is (in reality), she'll never do a combat parser to find out, and at the end of the day she's playing to have fun, make a few levels (sense of achievement), and socialize a bit. She's a casual player, the mass market, and this game appeals to her (and me, cause I'm tired of min/maxing). She cares more that her new armor looks cool as it boosts her magic rating +1.

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Shapermc's picture
Location: Chicago

WiredAsylum wrote:
aphesian wrote:
I'm canceling for the month as well until they do something to make the game seem worthwhile...
It is a low fantasy game, doing just that low fantasy. To each his own but as said before all the reasons you list, outside of instance design (I just disagree with you) are the reasons I love this game.

I agree with WA here. This game sticks much more closely to the source material than I ever expected it to. The only thing that sticks out as being vastly different is that there were no Cimmerians outside of the northern lands in the original stories. I love it to pieces honestly.

The thing is that I've slowly come to realize that too many people on my RP PvP server have both no interest in RP and think that this is a PvP _only_ game (as opposed to a game with objectives and quests that those lower than them are attempting to complete when you stab them in the f*cking back while getting quest info... *grumble*). Because of this realization I've gathered a few friends and started playing on a lower population PvE server in hopes of less frustration.

I was going to cancel for a while until things balanced out, but I think I'm just going to take a break from my assassin until then. When more PvP bugs/balance issues are worked out and the Assassin is a viable class to roam the wilds in, then I'll go back. Hopefully there will be some good RP going on at that point too.

|WAR| Skinkfist (Volkmar server) | Drest (Iron Rock server)

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Cramps's picture
Location: Castle Frankenstein

Shapermc wrote:

I agree with WA here. This game sticks much more closely to the source material than I ever expected it to. The only thing that sticks out as being vastly different is that there were no Cimmerians outside of the northern lands in the original stories. I love it to pieces honestly.
.

... for some reason people who aren't stygians are allowed in Stygia (beyond the port of Khemi). But both of those would just be annoying things in terms of an MMO.

The brain you stole, Fritz. Think of it. The brain of a dead man waiting to live again in a body I made with my own hands!

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scrub's picture
Location: In the shower

I log in daily. I love levelling my assassin and HoX (both female and therefore gimped). I have never had the need to grind. I've put over 120 hours into these characters and it has been FUN. Tortage (the first two times) has been a neat way to intro players to MMOs. Doing the destiny quests was great and meeting Conan was fricking awesome!

However...

Funcom's experiences with AO led me to believe they'd learn a few things like communication with their fanbase and community. I have had progressively worse and worse performance since Tortage -- be it CTDs, massive lag spikes, grey maps, blank chat texts, etc. Let's put it this way. I have RARELY logged off normally. I almost always end my nights in AoC with a CTD or some sort.* I have had a series of small niggling UI issues which on the whole really try my patience. Cripes sake hotkey the /-key already. Travel between certain areas hurts timewise, and I have a freebie token from PC Gamer which helps out once a day. Itemization was ok in the lower levels but past 50-60 I see no improvement in gear. The crafting is a mess and a real downer. Did I mention my female toons are all attacking 33% slower or something? But hey, the fix is coming after weeks of outcry from the community. It'll just take a month or two to correct, at best. Finally, I am starting to see a real lack of diversity in quests past 60. Instead of finding 10 things I now need 30 things. Lazy!

So, in the end I have no problems giving them the money I've spent but the unending palm --> face that I do just makes me cringe. I define tragedy as a sense of the waste of potential. Age of Conan is quickly becoming the ultimate MMO tragedy to me. Where I had no problem forking over for a lifetime sub to LOTRO I cannot conceive doing this anytime soon if it were offered in AoC.

*- my comp is a Blackbird dedicated to gaming, and nothing else except surfing and mailing, so i think it ain't my rig.

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ranalin's picture
Location: Knoxville, TN

scrub wrote:
So, in the end I have no problems giving them the money I've spent but the unending palm --> face that I do just makes me cringe. I define tragedy as a sense of the waste of potential. Age of Conan is quickly becoming the ultimate MMO tragedy to me.

I've been touting this game since forever now to everyone i know based on the potential it had. They're quickly pissing that all away.

Gamer Tag: Rantyr